Northern Journey Campaign Guide AD&D 2E
Northern Journey Campaign Guide AD&D 2E
Version 7.0
Derivative material: Copyright © 1993-2003, Steigerwald EDV™ - the Vintyri™ Project. Original material: Copyright © 1974-
2003, Wizards of the Coast® Inc., all rights reserved. This product may not be sold or otherwise commercially used.
Northern Journey
Campaign Guide
Version 7.0
For Advanced Dungeons & Dragons® (2nd Edition)
ason Albitz, Erol K. Baybaut, Fredrik Blom, Jamis Buck, Brad Whitted Chales, Justin J. Chupp, Dr. Thomas Cullen, Chris Conboy, John
Csaky, Steve Davies, Clay Derochie, Anna M. Dobritt, Paul George Dooley, Dave Eadie, Lonny Eckart, Jonas Eckerman, Andrew Ellem,
Antony Farrell, Gil Fleming, Ed Greaves, Steve Grogan, Gordon Druzzil Gurray, Troy Gustavel, Andrew Hackard, Michael Hahn, Timothy
Haney, Lisa Beren Hartjes, Shaun Hately, Jason Hatter, Chris Heismann, Antje Helfrich, Peter Helfrich, Rick Herron, Teresa Hickam, Bill
Howard, David E. Howerton, Frank Hübner, John Hube Huebner II, Stuart Hunter, Jonathon Jacobs, Kevan, Linda Kekumu, Colin Keizer,
Ben Krauskopf, Paul J. Lareau, T. Lenti, Mathew Lynn, Tony Marker, John Draugdur McCaffery, Brian McCallister, Kevin McNeese, Brian
McRoberts, Toby Mekelburg, Robert Merkstallinger, Robert Miller, James Milton, Steve Mulhern, Scott Murray, Bobby Nichols (a.k.a. the
[Link]), Roger Nicholls, Alistair Lowe-Norris, A. Maarit Pelletier, Paul Pishnak, Phil Rhodes, Notty Ried, Rick Saada, L. Lee Saunders,
Ralf Schemmann, Paul Schief, Nancy Schultz, Craig Sefton, Matt Scantronb Selter, Thomas Sevaldrud, Clay Van Sickle, Gregory Simkins,
John Simpson, Dr. Erin Smale, Pat Smith, Steve Smith, Ken Snellings, Geoff Spakes, Ken St-Cyr, Mike Stewart, Pete Storm, Leo
Sutherland, ThatOtherGuy, Louis Timmer, Colin Tod, Chip Towle, Kevin Walker, Waterdeep0 a.k.a. John Smithey, Gary Urvoas, Maurizio
Vaggi, Michael Vaillancourt, Wailhorn, Paul Westermayer, John Whatmough, William Wire, John G. Wood and Melody Yoon.
All maps in the Northern Journey adventure are produced with Campaign Cartographer 2™Pro, Dungeon Designer 2™ and City
Designer 2™ from ProFantasy Ltd. in London. For more information, visit the following Internet site:
[Link]
[Link] (Germany)
Campaign Guide - Page 4
Campaign Guide - Page 5
Northern Journey
Campaign Guide
Version 7.0
For Advanced Dungeons & Dragons 2nd Edition
(There also is a version for Dungeons & Dragons 3rd Edition)
Northern Journey
is dedicated to:
A nd
Ed Greenwood
Without Ed, there would be neither a Northern Journey nor a
Forgotten Realms. Without his ideas, you'd have much less
adventure in these modules.
A nd
Eric L. Boyd
Without his suggestions, there'd be a whole lot less power in
Northern Journey's pantheons.
Campaign Guide - Page 8
The Northern Journey Campaign Guide is a derivative work that is based upon the games Dungeons &
Dragons® and Advanced Dungeons & Dragons® and the gaming setting Forgotten Realms®, all of which are
subject to the copyright restrictions of Wizards of the Coast Inc., Renton, Washington, U.S.A. The use of this
material in Northern Journey does not constitute a challenge to those trademarks. Dungeons & Dragons,
Advanced Dungeons & Dragons, Forgotten Realms and Wizards of the Coast are registered trademarks of
Wizards of the Coast. This adventure is offered under the Wizards of the Coast online policy for distribution of
free, non-commercial gaming material in the Internet. The policy is available on the company's home page in
Internet: [Link]
Original material offered in I The Northern Journey Campaign Guide is a non-commercial product of the Vintyri
Project™, solely owned by Steigerwald EDV™, Copyright © 1993-2002, Steigerwald EDV. License for the use
of this material for free and non-commercial distribution follows. Vintyri™, Vintyri Project™, Northern Journey™
and Steigerwald EDV™ are trademarks of Steigerwald EDV.
LICENSE PROVISIONS:
1. Any of use of this material that violates the online policy or any future policies, rules, restrictions, licenses or
similar definitions by Wizards of the Coast explicitly constitutes a violation of this license.
2. You must attach this notice to any content in which you copy, modify or distribute elements derived from The
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described herein. The use of derivative material produced under the terms of this license may not be further
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3. By copying, modifying or distributing the content of the Northern Journey Campaign Guide including the
creation of a derivative work based upon the Northern Journey Campaign Guide, you indicate your acceptance
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4. In consideration for agreeing to use this license, Steigerwald EDV and the Vintyri Project grants you a
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Campaign Guide - Page 9
Table of Contents
Title Picture – Graphic of the Red Sigylls
Credits
Anandar, Lord
Azimer*
Badeye Tom
Bartsch, Henning
Berl, Gilda and Timm
Binks, "Captain" Nenton
Bjarkissonur, Bödvar
Blondung
Cannh, Windor
Darby of Mask, Matt
Darnasch of Talona, Rigdra
Darwinn, Ulwynn*
Drandalar of Cyric
Emenlander
Gall, Harbet
Ginnith of Cyric
Girth, Tandas
Gor of Xvim, Karat
Gortth, Szarkh
Gurthan of Orcus
Gwath (Xulla)
Hagurd
Hbnaster
Hlind of Cyric, Robald
Hoogan, Jasper
Hurddh, Urgrath
Jerelidan of Cyric, Elebaen
Kinztha
Kistar, Xarth
Klingszhrâd
Lan'telun, Althfindl
Lunwinsdóttir, L'arana
Meltassian, Lanahla and Rinold
Nardo, Zuwyr
Nargthong, Krepp
Nentyarch - Cynric Evenhand * **
Pelkov
Pralever
Progath
Pryth of Mask, Wilma
Ralpur of Tiamat
Ranzan (Beholder)
Raugh
Rulmgar
Skjöldurssonur, Friedleif
Slater *
Söggrin
Starrain, Jeltar
Toedlig, Rendar
Tsornagar, Skith*
Tulpin, Mary
Tumbrar, Deacon
Turgarth
Campaign Guide - Page 11
Undrabans of Cyric
Von Fedel of Cyric, Hartmut
Warddh
Xred
Yarth, Reened
Zabaroth
Anragh's Orcs
Auststad Encounters
Azimer's Pets
Barthan's Orcs
Battleaxe Transport
Black Adder Encounters
Calaunt - the Key NPCs
Citadel of the Mist Residents
Dagger Falls -the NPCs
Dawn Pass Ramparts
Dilpur - the Key NPCs
Dragon Cult - Karana Tharr's Band
Dragon Cult - Nuthar's Band
Dragon Cult - Szigh Harrd's Band
Eternal Tundra Encounters
Flaming Tower Enemy Encounters
Fzoul's Invitation Committee
Garyl's Cove Encounters
Gordthalornfaern - Royal Encounter
Graasz and His Gnome Party
Great Dale - Encounters in the Nentyarch's Domain
Great Dale - Leaders of the Freemen's Militia
Hlammach - the Key NPCs
Hlintar - the Key NPCs
Ilmwatch -the Key NPCs
Impilturian Swampland Encounters
Ingthra's Haunt
Iron Maiden Crew
King's Reach - Ilmater's Last Angel
Kront Encounters
Llorkh - the Key NPCs
Lucky Pears Trading Coster
Lyrabar - the Key NPCs
Mal - NPCs of the Mask Temple
Midwood Encounter
Moon Elves of the Encircling Wood
Mosstreader, Truebow and Windstrider
Myth Drannor Brigands
Myth Drannor Devils
Myth Drannor - Drandalar's Group
Myth Drannor - Emenlander's Group
Myth Drannor - Hbnaster's Group
Myth Drannor Lurkers
Myth Drannor - Ralpur's Group
Nardet's Lair
Nighthunters Crossing Residents
Prograth's Darkenbeasts
Rolling Hills NPCs
Rostar's Trade
Sarshel - the Key NPCs
Campaign Guide - Page 12
Sendrin - the Key NPCs
Sváfnir's Lair
Tantras - the Key NPCs
Temple in the Sky - the Enemy
Tesh Valley Encounters
Thane Gifar and his Ghosts
Tower Threespires Encounters
Uthmere - the Key NPCs
Xred's Raiding Band
Zhent Patrol, Yellow Snake Pass
Butcherfish
Draconians (Realms)
Gond's Mechanical Man
High Wraith, Elven
Mushrooms, Moonwood
Brown Widowmaker
Redstone
Soft Redstone
White Whistler
Yellow Whistler
Mythal Golem
Snake, Black Adder
Snake, Ice Adder
Spider, Forest
Tree, Evil
Vampire Dragon
Waterlingørmr
Wiry Bush
5. Magic Items
* Unofficial expanded definitions of official items listed by WotC
** Contributed by Dr. Jeffrey David Bray
Weeping Bandages **
Xvim's Turning Hand
6. Artifacts
* Unofficial expanded definitions of official items listed by WotC
** Based on the contributions of Dr. Jeffrey David Bray
Crown of Narfell * **
Deadslayer Sword
Icon of Dragon Fear
K'Ahlob's Transmogrifier **
Manacles of the Crying God **
Stone of the Elf King
Taluth Toksla Illu gnûzh Moertkar
Wand of Orcus *
Wand of Prohibition
7. New Spells
2
Advanced Maze (9)
2
Annihilation (10)
2
Cage of Repulsion (10)
2
Coins of Binding (9)
1
Create Lich Facet (9)
2
Dweomer Shield (10)
1
Kistar's Boneburn (4)
1
Kistar's Negation (7)
1
Kistar's Negative Poker (6)
1
Kistar's Negative Trap (5)
3
Major Paralysis (8)
1
Major Power Word, Kill (10)
1
Mental Door (10)
Campaign Guide - Page 14
2
Perceive Ravel (10)
2
Ravel Magic (10)
2
Summon Object (10)
2
Unravel Magic (10)
1
Unweave Magic (1)
2
War Shield (10)
2
Wizard Shield (10)
1
Wizards and Clerics
2
Wizards only
3
Wizards, Clerics and Bards
Campaign Guide - Page 15
III. New Realms Lore
1. Organizations and Religions
A. The North
D. Zhentarim Areas
Periods 1, 2 and 3
E. The Vast
J. The South
Amn
Border Kingdoms and Shaar
Calimshan
Erlkazar
Lapaliiya
Tethyr
Dambrath
Durpar, Estagund and Var
Halruua
Luiren
Ulgarth
Doegan
Edenvale
Free Cities of Parsanic
Konigheim
Mead-Hall of the Northmen
Chult
Lantan
Moonshae Islands
V. Weather Tables
Campaign Guide - Page 17
You always need the AD&D Player's Handbook, Dungeon Master's Guide and Monster Compendium. The
more you have, the better off you are. These and most of the other useful products cited in the following pages
can be purchased as ESD downloads in PDF-format at a modest price. These are available from SV Games at:
[ [Link] ] *
Several of the products recommended for Northern Journey can be downloaded free from the Wizards of the
Coast website:
[ [Link] ] *
* Internet addresses often change. These addresses were correct at the time this book was written.
2. What is NJ?
th
Northern Journey is an epic adventure in seven main parts with an optional 8 part as super grand finale. The
eight part, In the Land of the Lich Lords, is suitable only for D&D 3E. Northern Journey takes place in the
Forgotten Realms campaign world produced by Wizards of the Coast in the U.S.A. for the role-playing games
rd nd
Dungeons & Dragons 3 Edition and Advanced Dungeons & Dragons 2 Edition, also products of WotC. This
version of the Campaign Guide is designed for D&D 3rd Edition.
NJ belongs to the group of adventures that one usually categorizes as a problem-solving campaign, a think
campaign, etc. If your adventure group belongs to the majority of (A)D&D players who run standard hack-and-
slash campaigns - the kind where the PCs kill lots of monsters, wipe their swords, holy symbols and spellbooks
clean, collect treasure and head for the next dungeon – NJ probably will not be your cup of tea.
One way to describe NJ is as an epic adventure that starts in Neverwinter and Silverymoon in the Savage
Frontier of the North and gradually draws the PCs eastward through the Backlands of the Sword Coast, Sunset
Vale, Cormyr and the Dalelands, across the Vast and into Impiltur and the Great Dale and at last into the Cold
Lands of Damara and Vaasa.
If you use the long version, it also will pull them through the Abyss and back into the North again. The eight
parts of Northern Journey are:
Campaign Guide - Page 18
1. Silverymoon - Silverymoon to Neverwinter
2. Moonwood - Silverymoon through the Moonwood to Beorunna's Well.
3. Backlands - Beorunna's Well, High Forest, Delimbyir Valley, Pelleor's Prairie, Sunset Vale, Cormyr,
Daggerdale.
4. Tale of 2 Liches - Teshendale, Zhentil Keep, Myth Drannor, Cold Field, Scardale.
5. Impiltur - The Vast and Impiltur.
6. The Great Dale -the Great Dale and Ashanath.
7. Bloodstone - (planned release 2003), Damara, Vaasa and Narfell.
8. In the Land of the Lich Lords - (planned release 2003). Abyss, above the Greypeak Mountains and below
them in the Halls of Ammarindar.
With plug-ins, the eight-part adventure uses, among other things, the following Realms, Greyhawk®, Ravenloft®
and generic products from WotC. Some are optional.
•
th
Ravenloft by Laura and Tracy Hickman (TSR – 1983), or the 25 Anniversary Reprint (TSR – 1999).
• Greyhawk module S1 Tomb of Horrors by E. Gary Gygax (TSR – 1981).
• Greyhawk Tome Adventure Return to the Tomb of Horrors by Bruce W. Cordell (TSR – 1998).
• Greyhawk Return to the Temple of Elemental Evil adventure by Monte Cook (WotC - 2001).
• Greyhawk module The Star Cairns by Sean K. Reynolds (TSR - 1998)
• Generic adventure book Axe of the Dwarvish Lords by Skip Williams (TSR – 1999).
• Generic Adventure The Apocalypse Stone by Jason Carl and Chris Pramas (WotC - 2000).
• FR Module For Duty and Deity by Dale Donovan (TSR – 1998).
• FR Dungeon Crawl™ accessory Hellgate Keep by Steven E. Schend (TSR – 1998).
• FR accessory Sea of Fallen Stars by Steven E. Schend (TSR – 1999).
• FR adventure The Wyrmskull Throne by Steven E, Schend and Thomas M. Reid (TSR – 1999).
• FR accessory Drizzt Do'Urden's Guide to the Underdark by Eric L. Boyd (TSR – 1999).
• FR module Dungeon of Death by Jason Carl (TSR – 2000).
All of these products except Return to the Temple of Elemental Evil by Monte Cook were available as ESD
downloads from SV Games (see above) at the time of this writing (January 2003). The original paper version of
Return to the Temple of Elemental Evil still was available from SV Games at that time. According to the regular
schedule, an ESD version should be available sometime inn the Year 2003.
Naturally, Northern Journey not only gives you the tools needed to plug these products into NJ, but it also gives
you all of the information you need to adapt these works for the Realms and into the NJ adventure. Realms
geography and expansion possibilities are two ways to describe NJ. One also can describe NJ as an adventure
that makes its way through layers and more layers of political turmoil, crime and religious conflict in the Realms.
In Section 3 of this book, we provide you considerable information on conflicts between NJ material and official
Realms definitions. NJ deviates substantially from official WotC Realms material developed after 1999. This
deviation is of particular significance in relation to the current official descriptions of the Harpers, the Zhentarim,
the Iron Throne and the deities Iyachtu Xvim and Bane as well as in the definitions of the lands of the Silver
Marches, Cormyr, the Great Dale and Thesk..
As of this writing, the main conflicts come into play mostly with the FR 2nd edition product Cloak and Dagger
and the 3rd Edition Forgotten Realms Campaign Setting. If you use neither of these products, the conflicts
should for the most part be trivial or insignificant.
With the respect to the plot complexity of NJ, one will find that in some cases "good" governments have to come
to terms with the way they'll deal with the Iron Throne, because they have no way to not deal with the Throne.
Others are trying to avoid dealing with the Zhentarim.
The Zhentarim are trying to manipulate the Iron Throne, and its own Fzoul Chembryl is manipulating the
Zhentarim to serve the needs of his church of Iyachtu Xvim, which is trying to help Xvim steal the portfolio of
murder from Cyric.
Campaign Guide - Page 19
In self-defense, Cyric and to some extent his church have subverted a schismatic faction of the church of
Ilmater, inventing mercy killing, and Cyric also is trying bring the godless goat's head clerics of Orcus into his
fold, while the drow clerics of Kiaransalee are trying to liquidate the goat's head clerics.
The church of Tiamat is trying to take over the Cult of the Dragon, and Tiamat considers cult founder
Sammaster, restored as a vampire dragon, to be one of her chief weapons, but without her knowing it – in the
long version, at least - Sammaster really is a demilich who serves Velsharoon. The church of Iyachtu Xvim
meanwhile is doing whatever it can to destroy the work of Tiamat's church, even to the point of sending
assassins to help erstwhile foes who share that goal.
The farmers and woodsmen of the Great Dale, who follow the druids of Chauntea and Silvanus, have been at
war for ages with the hunters of the Great Dale, who worship a manifestation of Malar known as Herne the
Hunter. Malar's deific main foe, Nobanion, has allowed his powerful mask to re-emerge in the Realms to join in
the battle against Malar's followers, and Malar's lich priest in the dale, who pretends to be an avatar, is aligning
with Tiamat as well, in hopes of defeating a new threat known only as the Nentyarch.
The Nentyarch himself, whose origins are druidic, seems to be destroying anything that trespasses in the forest
areas he controls. A bit to the north, the troubled Damaran King Gareth, who destroyed Zhengyi the Witch-King
in Vaasa a dozen years ago, is starting to wonder if it was worth the effort. He not only sees evil arising about
him – in the ruins of Zhengyi's Vaasan Castle Perilous and atop Suncatcher Mountain – but also his own new
kingdom being subverted from within by the Iron Throne, which even hired assassins to help the paladin king
attain the throne.
That's where the "short" version of NJ begins to end. They PCs can find vampire dragons in the ruins of Castle
Perilous and Sammaster and perhaps still an avatar of Tiamat atop Suncatcher Mountain, where they can bring
NJ to an explosive close and start out a new campaign with different themes.
However, for game masters who feel their NJ campaign has hardly begun, there's a huge alternative that will let
his hopefully high level PCs campaign on.
"What's bothering King Gareth atop Suncatcher Mountain?" such a game master well might ask? Well, an
avatar of Tiamat is there, and she thinks that Sammaster is too. He appears to be there, but what she really
sees is a facet of Sammaster, who is safely entombed as a demilich in Skull City. That's in the Land of the Lich
Lords between the Delimbyir and Anauroch in the distant North.
And what's bothering Gareth in the ruins of Castle Perilous? All he's aware of are dragons, although they're
really vampire dragons. Beneath them however is the Realms' greatest temple to the drow goddess
Kiaransalee, which actually is helping King Gareth by liquidating the goat's head clerics of fallen Orcus.
However, anyone who ventures deeper than the drow temple can find some of Zhengyi's old gates into the
lower planes and could stumble into the Abyss, where they have a chance to rescue the captured goddess of
finance, Waukeen, who demons have held captive there in avatar forms since the Time of Troubles some dozen
years ago.
If they rescue Waukeen, she can show them an exit barred to demons but open to mortals, which will take them
into one of the old halls of the fallen dwarven kingdom of Ammarindar, beneath the Land of the Lich Lords.
After a certain amount of time battling demons in the ruins of Ammarindar and undead in the Land of the Lich
Lords, the PCs might even find Sammaster in his demilich abode in the Tomb of Horrors.
Campaign Guide - Page 20
The areas where incompatibility will be of particular importance are Non-Governmental Organizations, Politics
and Geography and Rules Issues.
Non-Governmental Organizations
More details on these issues can be found in Section 4, Product Incompatibility.
• It's perhaps something of a paradox, but Northern Journey makes extensive use of such organizations as
the Zhentarim, the Iron Throne, the Harpers and the church of Iyachtu Xvim, although none of these
organizations has any true relevance to the core events of the NJ adventure. Our material in regards to
these organizations is essentially compatible with TSR and WotC FR material published through 1999. But
it veers almost totally from the official information offered for these organizations beginning in the Year of
the Gauntlet (1369 DR) in Cloak and Dagger - Secret Societies of the Realms by Steven E, Schend, Eric L.
Boyd and Sean K. Reynolds (WotC - 2000) and in the 3rd Edition Forgotten Realms Campaign Setting by
Ed Greenwood, Sean K. Reynolds, Rob Heinsoo, Skip Williams and Richard Baker (WotC – 2001).
• FRCS has Fzoul Chembryl leading the Zhentarim, Manshoon acting as a free agent of substantial arcane
power within the Black Network and Sememmon, former master of Darkhold, on the run. In NJ Manshoon
continues to be No. 1 within the Zhentarim, based in the Citadel of the Raven, while Chembryl is No. 2 and
chief strategist of the Black Network, seated in Zhentil Keep. Sememmon continues to be No. 3 within the
Zhentarim, in Darkhold. Two clones of Manshoon still are at large in the Realms, according to FRCS. The
Manshoon clone scenario is not used in NJ.
• Cloak and Dagger defines an Iron Throne led by - to quote - a "tiefling (?)" who is the beheaded, undead
daughter of a baatezu with three adjutants: A male storm giant, a male halfelf and a human. The Throne
is barely mentioned in FRCS, leaving the Cloak and Dagger definition official as of this writing. NJ defines
the Throne as a clandestine organization run primarily by Sembian merchants, based on the earlier
definition in Murder in Cormyr by Chet Williamson. In our version, the Throne also is being infiltrated by the
Zhentarim.
• Northern Journey is based to some extent upon the strong presence of the deity Iyachtu Xvim. The FRCS
replaces Xvim with the returned god Bane. According to the FRCS, Bane returns on Midwinter in the Year
of Wild Magic (1372 DR). When an NJ group reaches this point in time, the question of Xvim vs. Bane
should be insignificant within an NJ campaign. Relevant events involving the Xvimist church already will
have passed before this time.
• Much of the NJ adventure takes place during the Year of the Unstrung Harp (1371 DR). During this year,
according to official information, a schism occurs within the Harpers and the organization becomes strongly
divided. Khelben Blackstaff Arunsun leaves the Harpers and forms the Tel'Teukiira, also known as the
Moonstars. These events go unacknowledged in NJ. A game master wishing to use this schism should be
able to incorporate it into NJ without making overwhelming modifications.
Campaign Guide - Page 21
Politics and Geography
More details on these issues can be found in Section 4, Product Incompatibility. The FRCS issues are twofold.
In Parts 1-4 of NJ (Silverymoon through Tale of 2 Liches), the PCs cross a large expanse of Faerûn, from
Neverwinter to Scardale, where a number of issues, mostly minor, arise.
Parts 5-7 of NJ (Impiltur, The Great Dale and Bloodstone) take place in Impiltur, the Great Dale, Ashanath,
Damara and Vaasa. These areas are fully developed in NJ, but in a manner that is substantially different from
the scant definitions in the FRCS or the more thorough definition of the Great Dale in The Unapproachable
East. The definitions of these areas - the Great Dale excepted - are to a great extent compatible with those in
pre-FRCS products, and there are common threads between our definitions and those in FRCS.
The eighth and final part of NJ - In the Land of the Lich Lords - takes place in the Underdark, the Abyss and in
the non-official lich kingdoms in the Greypeaks. Because the lich lands are unofficial and placed in an area
where little has been defined officially, conflicts are insignificant.
• At the beginning of NJ, the PCs spend considerable time in parts of the land now known as the Silver
Marches. TSR originally asked gamers at GenCon how this land should be named, and the name Luruar
was chosen by election and adopted by TSR and WotC. The 3E development team apparently thought it
could do better than its customers and reversed the GenCon decision, renaming Luruar the Silver
Marches. NJ does not acknowledge this change. We continue to use the name Luruar. Those game
masters who prefer the Silver Marches (which really aren't genuine marches) need only make a name
change.
• NJ uses the original official definitions of the Moonwood, with particular focus upon the information
provided in Powers and Pantheons by Eric L. Boyd (TSR - 1997). The lycanthropic and Malarite activity in
the Moonwood introduced by the FRCS is ignored in NJ.
• No official product offers any great detail on the Greypeak Mountains above the Delimbyir River in the
North. NJ establishes a completely unofficial realm of Netherese undead there called the Land of the Lich
Lords. Although this invention is unofficial, it should create no conflicts with official material.
• The town of Llorkh in the North, west of Anauroch, has been modified to be a training center for Xvimist
assassin monks. This is a substantial change from the Llorkh defined in the FRCS and previous products.
• In NJ Parts 4 (Backlands) and 8 (In the Land of the Lich Lords) the definition of Orlbar is expanded to add a
vampire castle to allow use of Ravenloft material. There also are plots involving the Zhentarim mage
Sememmon in Darkhold and the lich lords in the Greypeaks.
• Backlands substantially expands information on the interior of the Sword Coast. In NJ, the Zhentarim has
less control in these areas than is suggested in a number of official products, and the Iron Throne is
beginning to establish itself in these areas. This is the result of the new definitions of the Zhentarim and
the Throne offered in NJ. It also should be noted that Sememmon remains the ruling power in Darkhold in
the Years of the Unstrung Harp (1371 DR) and Wild Magic (1372 DR), contradicting the information offered
in the FRCS.
• The FRCS and other accessories have subjected the Kingdom of Cormyr to turmoil and destruction, and
they have left King Azoun IV dead. None of these events have been acknowledged in NJ. game masters
who wish to use the official information in the FRCS will have to make a complete revision of the
information NJ offers for the northwestern corner of Cormyr, including Arabel and Tilverton.
• Daggerdale in NJ is not necessarily incompatible with the FRCS version, but the NJ definition expands
substantially upon it. Much of the extended material offered in Part 4 of NJ, Backlands, is drawn from
official TSR and WotC gaming publications and novels, but several elements also are unofficial inventions
of the projects group.
Campaign Guide - Page 22
• In NJ, Tyran the Outlaw Prince, an official TSR creation, has retaken Teshwave and parts of Teshendale
from the Zhentarim. In FRCS and other official material, Teshendale remains under Zhentarim control.
• Zhentil Keep in the Year of the Unstrung Harp (1371 DR) remains about the same as it was in the product
Ruins of Zhentil Keep by Kevin Melka (TSR - 1995). The pit fiend Abarax, disguised as Lord Orgauth,
rules the keep, with Fzoul Chembryl remaining a major power somewhat behind the scenes.
• The drow emergence in Cormanthor, outlined in the FRCS, is not acknowledged in NJ.
• The NJ definition of Scardale veers completely from that in the FRCS. In NJ, Scardale has fallen into the
hands of clandestine operatives of the Iron Throne, with the blessing of the Zhentarim. This approach also
laps over into Featherdale, which is under the strong influence of the Iron Throne in NJ.
• The NJ version of the Vastan city of Tantras in Part 5 Impiltur leaves parts of the destroyed areas of the
city in ruin, in contrast to the FRCS definition. There also are a number of unofficial plots afoot involving
the churches of Mask and Cyric and the unofficial Angels of Ilmater.
• Part 5 of NJ, Impiltur, uses about 400 pages to define the kingdom of Queen Sambryl. FRCS uses less
than two pages. The two versions are, in effect, two different Impilturs.
• Part 6 of NJ, The Great Dale, both the dale and neighboring Ashanath are definedin more than 700 pages
as primitive pioneering lands without a governmental nation that have been involved for centuries in a
religious civil war. The NJ definitions have little in common with the page offered to the Great Dale and the
paragraph offered to Ashanath in the FRCS or with the new expanded definition in The Unapproachable
East.
• Part 7 of NJ, Bloodstone, defines the lands of Damara and Vaasa and the fledgling Bloodstone Kingdom.
Our Damara is built largely upon the details provided in FR9 The Bloodstone Lands by R.A. Salvatore
(TSR - 1989) and the four H-Series Bloodstone modules of the 1980s, but it expands unofficially upon the
work in these accessories, showing modern day Damara as a still troubled kingdom, ruled by King Gareth
Dragonsbane but to a great extent in the grasp of the Sembian Iron Throne. There are few conflicts
between the NJ description of Damara and that in the less than two pages the FRCS devotes to Damara,
but the NJ version is expanded unofficially far beyond the FRCS version. The NJ version of Vaasa is
based upon FR9 and the work of Simon Gibbs in Australia. The NJ version also uses the material in
Demihuman Deities by Eric L. Boyd (TSR - 1998) describing the Vault of Gnashing Teeth temple to the
drow goddess Kiaransalee beneath Vaasa and its activities. Again, there are few conflicts between the NJ
version of Vaasa and that in the little more than a page that the FRCS devotes to Damara, but the NJ
version is expanded unofficially far beyond the FRCS version.
• Part 8 of NJ, The Land of the Lich Lords, is an original Realms conception of the projects group that adapts
several FR non-FR products for use in the Realms. It defines an empire of Netherese undead in the
Greypeak Mountains above the Delimbyir in the North. The FRCS offers only a one paragraph description
of this range, defining it as being the home of stone giants, goblins, dragons, worgs and barghests. The NJ
definition is in conflict with that paragraph. NJ also adds a Ravenloft vampire castle to the village of Orlbar,
as already mentioned.
Rules Issues
• NJ allows for clerics who worship more than a single deity. This may pose a problem for you in The Great
Dale, the sixth segment of Northern Journey, in which the key foe is a cleric lich named Harbet Gall who
serves both Malar and Tiamat.
• The FRCS changes the old racial definitions to some extent. We've ignored these changes, but if you wish
to implement them in your NJ campaign, you should have little difficulty making the necessary
modifications.
Campaign Guide - Page 23
• The FRCS defines languages for different areas of the Realms. While we endorse this change, it is not
specifically implemented in NJ, but FR 3E game masters should be able to introduce it into their campaigns
without difficulty, if they wish. Please note, however, that in NJ the local language in the Great Dale is old
Turami, developed by the projects group with Icelandic and old Icelandic at the root. FR 3E defines
Damaran as the language of the Dale.
• The FRCS makes some changes the old official Realms alphabets. NJ continues to use the original
Dethek, Espruar and Thorass symbols.
• Realms-specific prestige classes and feats that are introduced in FRCS are not implemented in NJ, but a
game master should be able to implement them, if desired, with little difficulty.
• The FRCS list of favored weapons for specialty clerics is not implemented in NJ. We continue to use the
weapon restrictions given for specialty priests in the WotC publications Faiths & Avatars (TSR - 1996),
Powers & Pantheons (TSR - 1997) and Demihuman Deities (TSR - 1998). We also include in the last part
of this campaign an unofficial, optional FR Specialty Priest prestige class definition, which is not
implemented in NJ but can relatively easily be substituted for the specialty cleric NPCs that have been
defined.
• The FRCS has brief rules for rune casting by dwarves and giants. NJ makes no use of rune-casting giants.
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The optional 8 Segment of NJ, In the Land of the Lich Lords, makes considerable use of dwarven
runecasters, but these are runecasters of the unofficial Dwarven Runecaster prestige class defined in this
campaign guide and not the simplified runecaster defined in the FRCS. game masters who wish to strictly
follow FRCS rules may have extreme difficulty converting the NJ runecaster into an FRCS runecaster.
To date, we've tested our 3E update only with NJ Segments 5 and 6, Impiltur and The Great Dale. Two key
things stand out in the change:
• As everywhere in 3E, the NPCs and monsters have become noticeably more powerful under 3E than with
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Advanced Dungeons & Dragons 2 Edition (Many of our converted NPCs have 100-150 hp and
sometimes more, due to the new rules rather than our design intentions). Game masters need to keep a
close watch on their 3E campaigns, to see that the flow of events stays sensible, unless, of course, pure
power gaming is your trip. More than ever, 3E highlights a real problem in the definition of the Forgotten
Realms. Canon material defines many little defended villages, thorps and hamlets. It's hard to understand
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how they can survive in the magic heavy, 2 edition Realms, and much more difficult to explain in the
power-driven 3E framework. The game master will have to exercise care in shaping his or her campaign,
to keep things in hand, balanced and sensible.
• D&D 3E eliminates the specialty priest. Many FR gamers already have disagreed strongly with this, and
the seven members of our projects group hardly could be more in disagreement with WotC's viewpoint,
particularly after using the system in Impiltur.
In our opinion, the high point of Realms development from TSR and WotC came with the release of what has
come to be known as the three gods books - Faiths & Avatars by Julia Martin with Eric L. Boyd (TSR - 1996)
and Powers & Pantheons (TSR - 1997) and Demihuman Deities (TSR - 1998) by Eric L. Boyd.
We believe that the approach of the new FR development team negates much of the good work done in these
three excellent books, eliminating priests entirely and giving us only general and specialty clerics who juggle
their abilities through multi-classing, skills and feats.
It is not and never has been the intention of our projects group to tell individual game master how to run their
(A)D&D games or to "push" game masters into making certain decisions. Therefore, the conversions of 2E
specialty priests in this campaign guide remain within the official guidelines, using the D&D Players Handbook
rules for specialty clerics and the basic FRCS guidelines for domain assignments.
Campaign Guide - Page 24
However, the members of our projects group personally reject this system and have begun using instead an
unofficial FR specialty priest's prestige class, based upon the work of Dr. Jeffrey David Bray, whose work of
many years in developing tools for Realms gamers and game masters already permeates other parts of
Northern Journey.
If you share our displeasure with the new, official specialty cleric system in the Realms, we suggest you take a
look at this optional prestige class and, if you like it, substitute our official specialty cleric conversions in this
Campaign Guide with the prestige class. You'll find it in Section 1, Religions and Organizations, of Part III, New
Realms Lore.
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Finally, for those who wish to run Northern Journey solely with the AD&D 2 Edition rules system: You'll have
to settle for the seven-part version of NJ. The optional eighth installment, In the Land of the Lich Lords, is
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designed around the 3 Edition D&D Epic Level Handbook. It would be extremely difficult to weave the ELH
system into AD&D.
Mark Oliva
Editor
Altershausen, Bavaria, Germany
January 2003
Campaign Guide - Page 25
Freelance designer Eric L. Boyd, who has produced or been involved in producing many of WotC’s finest
gaming products, offered some interesting views on product inconsistencies in the June/July 1999 issue of the
Forgotten Times, a former online FR newszine in Internet. He told Times interviewer Kimberly Moser:
“This may seem a pipe dream, but I would like to see the online Realms community spend more effort working
to extend the information we have about the Realms, and less time debating what should and should not be.
“For example, one of the unstated tenets of the current team of Realms designers is that ‘there are no
mistakes.’ What I mean by this is that errors in fact or consistency should be avoided as much as possible, but
those that do slip in are opportunities to be exploited rather than problems to be ignored.
“For example, to pick on the two original creators of WotC's Realms, Jeff Grubb and Ed Greenwood, in their
novel Cormyr: A Novel, it is stated that the Obarskyrs came from Impiltur to settle The Forest Kingdom. When
reading this, one might recall that FR6 - Dreams of the Red Wizards claimed that Impiltur had been founded
circa 1000 DR, approximately a millennium after the founding of Cormyr.
“Was this a ‘mistake?’ Yes. Is it an ‘opportunity?’ Absolutely. All of a sudden, we have ‘proof’ that Impiltur's
history is longer than we thought. It looks like there was an ‘Old Impiltur’ and a ‘New Impiltur’ and that ‘Old
Impiltur’ collapsed into city-states.”
Some of the greatest inconsistencies in the parts of official Realms literature that have an impact upon the
Northern Journey adventure involve the 1988 accessory FR6 Dreams of the Red Wizards by Steve Perrin and
virtually all subsequent products that deal with Impiltur. This conflict is unfortunate, because Perrin produced
the only complete and truly sensible history of Impiltur that WotC has offered to date.
Subsequent, official but contradicting variations have been vague and, at times, a bit nonsensical. However,
WotC has stated openly in Internet that the official WotC policy in the case of conflicts is that the newest version
is official. In this case, that means that Steve Perrin's excellent Impilturian history is officially suited for the
garbage, and the mishmash that's appeared since then is official or canon.
Our projects group does not intend to bind itself to such nonsensical and arbitrary resolutions of errors. In this
case we would be foolishly throwing out the good wine and keeping the vinegar. In NJ, Steve Perrin's narration
is the only acknowledged version. However, any canon-faithful game master who is running an adventure in
Impiltur that is dependant in any way upon the kingdom’s history must choose then among these official but
contradicting accounts.
The most common and much vaguer official alternative comes from the 1989 accessory FR9 The Bloodstone
Lands by R. A. Salvatore, who later gained fame as the author of the Drizzt and Cadderly novels. FR9 is a
good example of the weight the old TSR placed upon historical consistency in the young Realms of the late
1980s and early 1990s.
Salvatore can hardly be faulted for producing a different Impilturian history than Steve Perrin. FR6 had not yet
been released when Salvatore was writing FR9, and he had no access to Perrin’s material.
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FR9 and later the 2 Edition Forgotten Realms boxed set and now the 3E FRCS tell us that the modern
kingdom of Impiltur already has been ruled by four kings named Imphras, and that present day Queen Sambryl
is the widow of Imphras IV, who allegedly was the great-great-grandson of Imphras I.
Campaign Guide - Page 26
In FR6, there were only two kings named Imphras, and Sambryl is their direct descendant, having inherited the
throne from her father, King Rilimbrar. While most materials tell us that all monarchs are direct descendants of
Imphras I, one must assume that the King Rilimbrar of the above version was an incestuous paladin, if one
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accepts the 2 official version.
In 1999, WotC released the accessory Sea of Fallen Stars by Steven E. Schend, and we have attempted to
keep this module largely compatible with that product, so Northern Journey does incorporate the new and old
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kingdoms of Impiltur that Eric Boyd mentioned in his Forgotten Times interview. The 5 installment of Northern
Journey, Impiltur, also offers three specific adventure hooks to let you use the Sea of Fallen Stars accessory for
underwater adventure.
Northern Journey describes Impiltur, the Great Dale, Damara and Vaasa in great detail, including events since
the Year of the Turret (1360 DR), when the chronology of FR9 ended. Book one of NJ Installment No. 5 Impiltur
is a highly detailed campaign setting expansion for Impiltur, Installment No. 6 offers a detailed accessory for the
Great Dale, and Installment No. 7 Bloodstone does the same for Damara and Vaasa. The 3E FRCS and
Northern Journey definitions of these lands are substantially different.
Many game masters do not let their own campaign decisions be swayed by the question of official WotC
descriptions. Such game masters also will have no problem with the campaign setting expansion in this
module. Other game masters wish very much to run their adventures within the scope of so-called canon.
If you fall within the second group, please consider carefully what impact this unofficial expansion may have
upon your Realms. To run Northern Journey, you have to go far, far back into the history of the Realms, into an
unofficial Realms history that deviates somewhat from WotC's official versions of events, which in turn
contradict themselves at times.
The gods of Mulhorand and neighboring nations as well as their predecessors in the lost Empire of Raurin were
outlined in considerable detail in the accessory FR10 Old Empires by Scott Bennie (TSR - 1990). Eric Boyd
intentionally and with credible reasons revised that history in the 1997 accessory Powers & Pantheons from
TSR.
The project group chose to stick with Scott Bennie’s original history from FR10, not because Eric Boyd’s version
is inferior, but because the FR10 narrative better fits the historical foundation we’ve chosen for the non-official
historical events that cause the Northern Journey adventure to take place. It should be noted that this choice
has absolutely no effect upon the running of the game. This element simply helps the game master better
understand what some of the main opponents in NJ – Kargmelchina-Tiamat, Sammaster and Grafvitnir – are
doing.
A more serious conflict occurs between Powers & Pantheons on the one side and FR9 and the H1-H4
Bloodstone modules by Douglas Niles and Michael Dobson (late 1980s) on the other hand. The Bloodstone
modules were not written for the Forgotten Realms setting, but executive level decisions were made at the old
pre-WotC, post-Gary Gygax TSR in Lake Geneva, Wisconsin, to insert these modules into the Realms in order
to provide a quicker supply of material for the new AD&D campaign world that had been purchased from Ed
Greenwood in Canada.
Damara, Vaasa and modern Narfell were not a part of Greenwood’s Realms. The section of his map now
covered by these lands was part of a much larger Great Glacier than we have today. The original maps showed
the Dragonspine Mountains, which now end north of the Moonsea and west of Thar, extending in a star-shaped
form on along the southwestern border of the greater Great Glacier, on into the Vast.
The old TSR management decided to “melt off” that corner of the glacier to make room for Damara and Vaasa
as a setting for the H-modules, cut off the Dragonspines west of modern-day Thar and name the remaining
mountains the Earthspurs and the West Galenas. The East Galenas were added between the new lands of
Vaasa and Damara.
Why the Galenas? Simple. When these things were being done, former TSR owner Lorraine Williams and
several of her executives had flown off for a strategy meeting to a resort city named Galena, and as a joke, they
chose that as the mountains’ name.
Campaign Guide - Page 27
Thus, we see with what seriousness earlier decisions were made at higher levels of the old TSR in giving birth
to the Realms after they had left Ed Greenwood’s fine shaping hands. Because of the rather carefree attitude
that reigned then, it is no surprise that the H-modules and FR9 left Eric Boyd with some serious problems when
he began working on the Mulhorandi and Untheric gods in Powers and Pantheons.
In the module H4 The Throne of Bloodstone (TSR - 1988) by Niles and Dobson, the Ilmatari paladin Sir Gareth
Dragonsbane and his companions travel through the ruins of Castle Perilous and into the Abyss, where they kill
Orcus, abyssal god of the undead, and the goddess Tiamat.
In those days, there weren’t any strong definitions of the gods beyond those in the grey FR boxed set, which
mentioned neither Orcus nor Tiamat, and there weren’t any very firm rules for killing or destroying gods or
goddesses either.
In the nine years that followed, much had been built upon the early foundations of the Realms, and it no longer
was possible for Eric Boyd to leave things with Tiamat having been killed as a goddess by a mere mortal
paladin. It’s impossible now for such wee folk to truly destroy a god or goddess.
As a result, Eric Boyd revised the now “illegal” earlier history of Tiamat and the Damarans, pointing out that Sir
Gareth and friends destroyed the Dragon Queen’s “sole remaining avatar” in the Abyss, thereby slowing her rise
to power in the Realms.
Not only because the earlier narration is clearly inferior to Eric Boyd’s revision but also because it fits the tale of
Northern Journey beautifully, the project team elected to adopt the Powers & Pantheons version of Tiamat’s
history.
The question of Orcus was not resolved in Faiths & Avatars or Powers & Pantheons, but rather in later
Planescape® materials from the old TSR and then documented officially for the Realms in 1998 by Eric Boyd
under the entry for the drow goddess Kiaransalee in Demihuman Deities.
Orcus, too, managed to survive the attack by Sir Gareth & Co. Demihuman Deities tells us that he was slain by
Kiaransalee, but he have managed to return as an undead god called Tenebrous. His current status is
unknown, according to Demihuman Deities.
Orcus plays only an historical role in Northern Journey, but the legendary Wand of Orcus (see the artifacts
section of this volume) that Sir Gareth and friends used to destroy Tiamat’s avatar is an entirely different matter.
According to Demihuman Deities, Kiaransalee hid the Wand of Orcus where she thought no one could ever find
it.
Northern Journey continues unofficially from there, with the (still) mad god Cyric finding it but then, in his chaotic
illogic, hiding it in the crypts beneath the ruins of Zhentil Keep’s Black Altar, where it was guarded by the
burnbones Xarth Kistar.
If the game master wants an encounter with an avatar and chooses to keep Tiamat in Kargmelchina's form at
the time the PCs reach Suncatcher Mountain, the NJ PCs are expected to find the wand and take it, for it is the
only tool they will have that can destroy Tiamat’s Kargmelchina avatar, if she is still using Kargmelchina as an
avatar when they find her. If the game master chooses to have Tiamat drop this avatar form before the PCs are
encountered, then the wand can be omitted.
The decision by TSR in days of yore to suddenly melt the corner of the Great Glacier creates more mundane
problems than those of Tiamat and Orcus. According to the official FR timeline, Narfell, Vaasa and Damara
were at last free of ice in the Year of the Spreading Spring (1038 DR), just a little more than half a century
before Imphras I was crowned king of new Impiltur and a mere 344 years before your PCs arrive in Impiltur.
Three and a half centuries is a mere blink of an eye in geological time. The melting of the southwestern Great
Glacier will continue to cause considerable environmental and climatological changes along Easting Reach and
the Sea of Fallen Stars for many, many years to come.
Campaign Guide - Page 28
Northern Journey attempts to deal with this to some extent in explaining unofficially how the great central valley
of Impiltur evolved from mostly frozen tundra at the foot of the glacier into a rich agricultural valley. We also
explain how water from the melting tundra and warming mountains backed up in the lowlands between the
Earthfasts and Easting Reach to form the swamps, backwaters and bayous of Trader’s Bay.
With the opening of new farming land north of the Inner Sea, a flood of immigrants has come to Impiltur from the
Vilhon Reach, the Vast and Damara, swelling the kingdom’s population and changing its demographics in a way
that threatens the 350-year-old political structures of the kings and queen and their paladin Lords of Imphras II.
Druids also have moved into the area, contending that the lands left in the wake of the melt are far out of
balance with nature, and they must be cultivated properly or the ecology of the Bloodstone Lands may be
threatened. The druids of Chauntea tend to the fertile agriculture plain. The druids of Silvanus are planting the
Lyon’s Oak forest (also see the entry for Silvanus in Faiths & Avatars) along the south bank of the Icehilt, and
they plan to extend this new forest farther westward.
The druids of Eldath say the greatest danger of all is the appearance of swamp on the northwestern end of the
Easting Reach, which they believe will eventually disrupt the balance in the entire area. Their goal is to see this
unnatural swamp drained. Whether that hope will be realized is an open question. In principle, the Lords of
Imphras II support the idea, but no one has any idea how to finance such a huge project.
There are other inconsistencies in place names. The FR9 map of the Impiltur misspells Laviguer as Lariguer
and Hlammach as Alammach. The FR9 text and FRCS confirm the correct spelling. The FR9 map shows the
Impilturian port city of Kielbast. The newer map in the boxed set Spellbound (1995) names it Keelbest. FR9
names the Easting Reach town at the mouth of the River Eth Ethdale. Spellbound names it Ethdil. FR6
Dreams of the Red Wizards names Sarshel Songhal, repeated in Faiths & Avatars under the entry for Oghma.
The project group has chosen Keelbest, because the name fits well with a port town, but we’ve stuck with the
original name Ethdale, because we attribute the town geographically to the Great Dale.
Segment 1 - Silverymoon
This release can be described as an almost completely “canon” adventure. There are three items that step out
of bounds to a certain extent:
• The Map of Neverwinter: WotC never has published a city map for Neverwinter. Officially, the ruler, Lord
Nasher, has outlawed the making of city maps for defense reasons. However, Ed Greenwood gave us a
pretty good description of the city’s layout in Volo’s Guide to the North, and the NJ map tries to remain true
to it, while adding several new, unofficial elements to the city.
• Söggrin: This unofficial NPC adds a bit of equally unofficial history to the life of Lord Manshoon, the first of
the Zhentarim in the Citadel of the Raven. Manshoon believes there is special magic vested in this
barbarian chieftain’s daughter, magic he can tap, if he manages to mate with her at the right time and
place.
• The Great Magical Snowstorm: Northern Journey has Everlund Pass closed by a huge magical
snowstorm in the winter of the Year of the Tankard (1370 DR) and the Year of the Unstrung Harp (1371
DR). The pass still was closed in Kythorn. Behind it was the Beastlord in the Ruins of Dekanter. No such
snowstorm occurred in the official Realms.
• The Map of Nesmé: WotC also never has published a city map for Nesmé. The NJ map tries again to
remain faithful to Ed Greenwood’s descriptions in Volo’s Guide to the North, while adding things of its own
as well.
Campaign Guide - Page 29
Segment 2 - Moonwood
The relatively few elements of this secretive forest that are described in official WotC literature, mainly in
Powers & Pantheons, FR5 The Savage North and Volo’s Guide to the North, also are to be found in Northern
Journey’s version, with much more added. The Malarites and lycanthropes added by the FRCS are not
incorporated in our version.
One of those things is the Suddrsbedr, who some game masters like to turn into a crotchety replica of Tolkien’s
Tom Bombadil, but without a Goldberry to sweeten things up.
If the NJ PCs succeed in their mission, however, they will destroy Ssessibil Istahvar, the mage of the Lonely
Tower between the Moonwood and the Cold Wood. This is, in fact, a key element of the adventure. As far as
we know, there are no plans to terminate Ssessibil’s stay in the official Realms.
Segment 3 - Backlands
This epic release really gives a game master the chance to shake the official Realms up quite a bit, but it also
includes a lot of tips on how to avoid and minimize such things. Starting in this segment, the PCs come into
areas where the Iron Throne and the Zhentarim are active, but with versions of both organizations that are
substantially different from WotC's descriptions in Cloak and Dagger. Among the main non-official additions
and events:
• The Land of the Lich Lords has been added to the east bank of the Delimbyir, where it follows the High
Forest. These unofficial, forbidden lands were settled by magically powerful refugees of ancient Netheril
who continue on and on in Undeath, adding something of a Tolkienesque Nazgûl and Mordor element to
the Delimbyir Valley. When daylight fades, eerie lights burn in the abandoned settlements and mountain
castles across the Delimbyir, and the lich lords send out their magical call. PCs who are entranced by it
make a one-way swim across the river. The Land of the Lich Lords is being developed extensively as an
optional grand finale to Northern Journey
• Rolling Hills, a mixed community of followers of Kelemvor, Ilmater, Lathander and Chauntea dedicated to
freeing the Battle of Bones of undead and cleansing it, has developed north of Sunset Vale.
• Teshwave has been freed of Zhentilar after years of resistance by the guerilla Tyran the Outlaw Prince.
Tyran captures Teshwave, but the mostly unpopulated countryside of Teshendale remains a contested no
man’s land. The official Teshendale is expanded with definitions and maps of several villages, most of
which were abandoned long ago by their settlers.
• Cormyr’s Purple Dragons late in the Year of the Unstrung Harp (1371 DR) are camped in Tilverton, as
King Azoun IV ponders whether he wants to march upon Dagger Falls in Daggerdale, to end the Zhentarim
threat there. Azoun is well aware that such a move could bring Cormyr into a decades-long guerilla war
with the folk of the Dalelands, and for this reason, he is hesitating. No such event occurs in the official
Realms history, and WotC has officially put Azoun in his grave in the novel Death of the Dragon by Ed
Greenwood and Troy Denning (WotC - 2000) and in the FRCS, which also destroys Tilverton completely
and leaves Arabel in ruin.
• Daggerdale also has been expanded. The Dale is mostly under the control of Randal Morn’s Freedom
Fighters, although bands of Zhents and monsters still maraud rural areas. Morn retook Dagger Falls in the
Year of the Gauntlet (1369 DR). This occurred in the Morn series of modules by Jim Butler and was
incorporated into official Realms history in Volo’s Guide to the Dalelands by Ed Greenwood.
• Randal Morn has vanished again in Northern Journey, and Zhents fleeing from Teshwave recapture
Dagger Falls, although it is besieged by the Freedom Fighters and their allies as the PCs reach the city.
Randal Morn has been captured by the drow lich Gwath, who is holding him captive in the Temple in the
Sky which drifts above the Zhents’ Flaming Tower on the Tesh northeast of Dagger Falls. These events
have no parallel in the official history of the Realms.
Campaign Guide - Page 30
• The Flaming Tower and the Temple in the Sky can be permanently destroyed. Daggerdale Freedom
Fighters, the Red Raven mercenaries, the remaining Knights of Myth Drannor and the PCs will march upon
these outposts of evil to free Randal Morn, and after they succeed, the ghost of the witch of Shadowdale,
Syluné, can be used to destroy both structures with the silver fire of Mystra. These structures still stand in
the official Realms.
• The Knights of Myth Drannor can conclude that most members are getting too old for such adventures,
and they disband after the destruction of the Flaming Tower and the Temple in the Sky. This event has no
official parallel.
• The Goldhammer Clan Dwarves use an ancient variety of magic that stumps even the Zhentarim for a
time.
• Renegade Zhent Orcs: The Zhentilar orc generals Vraak and Gröpp have turned into mortal enemies of
Zhentil Keep, the Zhentilar and the Zhentarim. They’ve established a camp with about 3,000 orc followers
in Cormanthor west of Voonlar, and their units are doing their best to slay renegade Zhentilar roaming the
countryside. Vraak is an official NPC, but these events are unofficial.
• The Heart of the Hand, the official temple of Iyachtu Xvim in Zhentil Keep described in Faiths & Avatars,
has been unofficially mapped and further defined in Zhentil Keep.
•
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Myth Drannor remains largely compatible with the descriptions in the 1 edition FR grey boxed set, the
Ruins of Myth Drannor accessory by Ed Greenwood and the accessories Cormanthyr: Empire of the Elves
and Fall of Myth Drannor by Steven E. Schend, but some locations described in these products have been
unofficially defined and mapped in considerably greater detail. The definitions of the crazy lich Azimer,
who destroyed Lashan of Scardale, and the demons in Myth Drannor, also have been expanded upon
unofficially in greater depth.
• Featherdale has fallen under the covert control of the Iron Throne, although its residents are not aware of
this. This status is not official.
• Scardale no longer is being plagued by the plague, nor is it still occupied by various armies. Only Sembia
has troops there, and the dale is under the covert but firm control of the Sembian Iron Throne. This status
is unofficial.
Segments 5, 6 and 7
– Impiltur, the Great Dale and Bloodstone
Any game master who crosses the bridge from Installment 4 to Installment 5 will make a decided departure from
the “canon” Realms into campaign setting expansions that are the sole product of the Vintyri Project and in that
sense are totally unofficial.
Campaign Guide - Page 31
Before the release in May 2003 of the WotC accessory "The Unapproachable East," the last substantial works
documenting these areas were FR9 The Bloodstone Lands (1989) by R. A. Salvatore and to some extent FR6
Dreams of the Red Wizards (1988) by Steve Perrin.
Some additional information has been provided in the accessories The Horde by David Zeb Cook (1990) and
FR12 Horde Campaign by Curtis M. Scott (1991), the novel Crusade by James Lowder (1990) and the
accessories Faiths & Avatars by Julia Martin with Eric L. Boyd (1966), Powers & Pantheons by Boyd (1997),
Demihuman Deities by Boyd (1998) and Sea of Fallen Stars by Steven E. Schend (1999), but this information
has been largely peripheral.
The FRCS, released by WotC in 2001, offers some new information, but the official, pre-FRCS calendar for
Impiltur, the Great Dale, Ashanath, Damara and Vaasa ends for the most part in the Year of the Turret (1360
DR).
Northern Journey basically has filled in the calendar for the more than 11 years that follow, taking the PCs into
the Year of Wild Magic (1372 DR). Of necessity, this material is completely unofficial. Because NJ moved onto
fallow ground in the Bloodstone Lands and their surroundings before the release of the FRCS and The
Unapproachable East, the project group was forced to forge its own ploughs and till this fertile soil for adventure
in its own manner, with little help from official sources. Some of the things a game master can expect – all of it
unofficial:
The Vast is the starting point for Segment No.5, but Northern Journey makes only minor embellishments there,
largely the implementation of Erskine Fincher’s unofficial Angels of Ilmater. We also have an updated map of
the City of Tantras, showing the magic dead area there, based on text descriptions in official material. Because
the RPGA® already has done a thorough job of expanding upon the definitions of the Vast, retold in some detail
in the accessory City of Ravens Bluff by Ed Greenwood (TSR - 1998), the NJ team has kept its additions
minimal.
Impiltur: Once the NJ PCs leave King’s Reach in the Vast, cross the High Country and pass Haelimbrar’s
Watch and through the great wall of Laviguer, they enter the kingdom of the dowager queen Sambryl and her
paladin Lords of Imphras II, and pass at the same time from the official Realms into the first of three unofficial
Northern Journey campaign expansions. Official material to date has given us only a sketchy map of the
kingdom showing its major locations and giving brief descriptions to go with them.
Northern Journey uses already available details like the official descriptions of the Master’s Library of Deneir,
the Lyon’s Oak forest, the dwarven city of Earthfast and the Hill of Tombs and historical items such as the
Crown of Narfell or the Scrying Stones of Myth Drannor, but it also unofficially fleshes out the details of the
kingdom, much like an official campaign accessory would, complete with a large collection of maps and nearly a
dozen years of unofficial history not recorded yet by WotC. Many elements of danger, intrigue, evil and heroism
along with a growing dash of political instability have been added to Impiltur.
Great Dale: The huge dale and neighboring Ashanath were virtually unpopulated, according to WotC before
the FRCS and The Unapproachable East. Northern Journey rejects this premise from the start, defining the
Great Dale as a farm belt low in population but dotted with small farming hamlets and villages. It and
neighboring Ashanath have been involved for nearly a 1,000 years in a religious war that began as a battle
between hunters and druids and eventually evolved into a conflict between forest druids and farmers on the one
side against a lich who serves the Beastlord Malar on the other. The official chronicles of the Great Dale also
tell of the powerful but mysterious Nentyarch who lairs at Dun Tharos, deep in Rawlinswood. He too is present,
but in more detail and with his transmogrifier, all based upon the work of Dr. Jeffrey David Bray.
Bloodstone: When R. A. Salvatore closed out FR9 in 1989 A.D. and 1360 DR, Zhengyi the Witch King had
been defeated in Vaasa, but many dragons, perhaps bent upon avenging the fallen avatar of Tiamat, had flown
to the ruins of the lich’s Castle Perilous, and strange things were happening atop Suncatcher Mountain, which
adventurers could learn amounted to nothing more than frolicking cloud giants.
Campaign Guide - Page 32
Sir Gareth Dragonsbane, the paladin who led the party that defeated Zhengyi, returned to a Damara that still
was divided into feuding duchies and baronies, some headed yet by the old feudal lords who had been
supported by Zhengyi. Many wanted Gareth to be named the new king, but there was strong resistance in the
old guard of Zhengyi sympathizers, above all Dimian Ree, the baron of Morov, and baroness Sylvia of Ostel.
Other opposition came from Tightpurse, the thieves guild of Heliogabalus headed by Tarkos Ree, Dimian’s
cousin. And the threat of the hidden Citadel of Assassins which had served Zhengyi also was quite real. In its
unofficial continuation of this history, Northern Journey ignores the cloud giant theory of FR9 and places instead
the main goals of this adventure – the Kargmelchina avatar of Tiamat and returned Sammaster – in their Castle
Dragonblood atop Suncatcher Mountain.
Their pit of draconians and vampire dragons is below in the ruins of Castle Perilous, threatening the Bloodstone
Lands from above, but also threatened from below by the drow minions of Kiaransalee (official – see
Demihuman Deities), although Tiamat’s evil minions do not seem to be fully aware of this. Sir Gareth
Dragonsbane has indeed united Damara as king, although as an older, sadder and wiser man than he once
was.
Years earlier, his followers succeeded in hunting down the Grandfather of Assassins, Timoshenko, destroying
him, most of his followers and their Citadel of Assassins in the East Galenas. But a great deal of King Gareth’s
success was not of his own making. Assassins in the service of merchants in Heliogabalus who had secretly
affiliated with the Sembian Iron Throne killed the Rees and destroyed Tightpurse. Baroness Sylvia’s Thayvian
past simply caught up with her. The famed bounty hunter Sleyvas came to Praka to claim her, in the end
destroying her in a duel of spells.
As the PCs arrive in Damara, the land is ruled by a disenchanted King Gareth, a paladin who feels he was
placed upon the crown by the same elusive evil that now seems to be running his nation behind his back,
charting courses determined by the merchants of Heliogabalus, who seem to be entirely oblivious to the king’s
edicts, thriving on the renewed boom in bloodstone trade. And there is little King Gareth can do about this. He
and the paladin Lords of Imphras II in Impiltur know the time has come to destroy the evil that lurks in the clouds
swirling around the peak of Suncatcher Mountain and in the pits beneath the ruins of Castle Perilous.
The paladins must fight and win again, or the Bloodstone Lands will fall, from the plain of Damara to the Sea of
Fallen Stars and the Lake of Tears. The king broods on his throne and wonders where today’s Damara will find
new heroes like the young paladin he was those dozen years ago, or Sir Olwen Forest-Friend, Friar Dugald, Sir
Riordan Parnell, Sir Celedon Kierney, Sir Emlyn the Grey and Kane, the Master of Spring, all of whom went with
him into the Abyss to fight Orcus, Tiamat and their minions.
Segment 8
– In the Land of the Lich Lords
This last segment is a completely optional NJ grand finale for high level PCs. It begins in the drow halls
beneath Castle Perilous in Vaasa and gives the game master the option to have the PCs rescue Waukeen from
the Abyss with the module For Duty and Deity by Dale Donovan (TSR - 1998), available as a free download
from the WotC website.
Regardless of whether For Duty and Deity is used, the PCs end up in the Land of the Lich Lords in the
Greypeak Mountains above the Delimbyir Valley, where they can fight ancient Netherese masters of undeath,
and they can enter the ruins of the fallen dwarven halls of Ammarindar beneath the Greypeaks, to battle the
Scourged Legions of Hellgate Keep and other fiends.
Campaign Guide - Page 33
Of Waukeen, Kiaransalee, Velsharoon, Vampires, Lich Kings
and Further Adventure
The Merchants' Friend disappeared during the Time of Troubles and was not heard from again for several
years. The goddess Lliira, Waukeen's friend, stepped in as a caretaker for the goddess of trade's interests, but
in the years after her disappearance, her church dwindled and many of her temples were closed, sold, etc.
During this time, Waukeen was held prisoner in the lower planes by the Abyssal Demon Lord Graz'zt, but she
was rescued by adventurers late in the Year of the Tankard (1370 DR). This is documented in several WotC
products, the module For Duty & Deity by Dale Donovan (TSR - 1998), which gives the game an opportunity to
have his PCs attempt to rescue Waukeen, and in the City of Ravens Bluff accessory by Ed Greenwood (TSR -
1998). Both can be downloaded free from the WotC website (see above). These events also are conformed in
the FRCS.
PC groups who play successfully through the seventh and final module of Northern Journey, Bloodstone, will be
adventurers of relatively high level - epic level in D&D 3E - who are unsuited for most modules or the normal
adventures most game masters create. Nonetheless, some game masters and players no doubt will want to
continue adventuring with the NJ adventure group. After the Northern Adventure journey is completed,
Bloodstone will offer game masters an alternate entry point into the Abyss so that the PCs can participate in the
central elements of the For Duty & Deity module and attempt to rescue Waukeen themselves.
For Duty & Deity has its own recommended reasons for PCs embarking upon this rescue mission, and it has its
own entry into the Abyss. game masters running Northern Journey will be able to disregard the starting
elements of For Duty & Deity and instead take their characters into the ruins of Castle Perilous in Vaasa, on
through the drow city beneath the ruins (defined by Eric L. Boyd in Demihuman Deities) and into a little-known
gate to the Abyss, where they can begin adventuring with the module element Into the Abyss on page 29. To
do this, however, one needs to alter events in the official FR timeline, to show Waukeen being rescued in the
Year of Wild Magic (1372 DR), when the last part of Northern Journey takes place.
For game masters who decide not to use the For Duty & Deity option, we strongly suggest you use the official
timeline and start emphasizing the rebuilding of Waukeen's church, which should be particularly noticeable in
Scardale, Sembia, the Vast and the coastal cities and towns of the Easting Reach. Merchants in these areas
were without a suitable deity to worship for a dozen years, and once the return of Waukeen becomes known,
new temples should begin appearing in the areas mentioned above and one also should expect to find some
ties between pro-Sembian temples to Waukeen and the Iron Throne.
For those who want to expand the campaign according to our module and continue after finishing Bloodstone,
the seventh and last installment of NJ, For Duty & Deity is the entry point into the expanded adventure. In our
version, if the PCs rescue Waukeen, she will tell them of a gate that is closed to demons and other spawn of the
Abyss but open to mortals, and this gate will funnel the PCs into the ancient halls of the fallen dwarven kingdom
of Ammarindar, which also are filled with demons and are beneath the Land of the Lich Lords as well.
There your PCs can adventure in Orlbar, using the original Ravenloft module by Laura and Tracy Hickman or
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the 1999 25 anniversary reprint, clean out the hall of Ammarindar known as Radruundar, running the generic
AD&D masterpiece adventure Axe of the Dwarvish Lords by Skip Williams and at last track down the real
demilich Sammaster, who takes up the position of Greyhawk’s Acererak in Velsharoon’s Skull City in the great
adventure tome Return to the Tomb of Horrors by Bruce R. Cordell (TSR - 1998).
Of course, there also are many other plug-ins that can further widen the campaign activity in the Greypeak
Mountains between the Delimbyir River and Anauroch.
Campaign Guide - Page 34
Sigylls of Contagion. It's necessary that most if not all of your PCs are affected by the Sigylls of Contagion.
It's up to you as game master to define when Szarkh Gortth appears (or has appeared outside of game time) to
each PC. Remember that the sigylls become properly active only after a PC has seen the three coins of binding
and the vision of the great red dragon Grafvitnir, who tells each PC that Sammaster stole his body, and the PC
must avenge him.
Avatar or No Avatar and the Wand of Orcus. Before your group enters the ruins beneath Zhentil Keep in
Installment No. 4 Tale of 2 Liches, you need to decide whether Tiamat's avatar still will occupy Kargmelchina's
body at the end of the adventure. Encounters with avatars can be extremely difficult to manage, and they don't
necessarily enhance the game, but with the right players, they can be exciting. If you decide to have the avatar
encounter, your PCs really need to find the Wand of Orcus beneath Zhentil Keep, to give them a tool capable of
destroying an avatar. If not, this artifact should stay out of your game.
Three Weapons of Learning. It's up to the game master to decide how and when the PCs get these weapons,
but before the group reaches the Great Dale, we strongly suggest that you have all three in your party's
possession. They give the PCs valuable tools that they will need with time, and even more, they give the game
master good tools to fill critical gaps in the PCs' knowledge. If the party misses certain clues, the Honor Sword
of Baergil or the Weapon of Metamorphic Vigilance well may perceive that which the party has missed and
convey the knowledge to the bearer.
Resisting the Sigylls. Northern Journey is, in fact, based in part on a bad idea, one many game master guides
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and even the 3 Edition D&D Dungeon Masters Guide recommend against. The adventure steers the PCs.
Your PCs have the red sigylls on their arms, and the sigylls magically steer the direction in which the PCs must
go, at least in the first half of the adventure. One of the cardinal rules of good game mastering is to avoid
elements in your adventure which force your PCs to act in ways they don't want to.
In any campaign – Northern Journey included – you have to give your party a good deal of freedom to act in the
way it wishes. It's a good idea to make clear to the PCs from the start that such magic can be resisted, if they
try hard enough. In fact, Lady Alustriel already should deliver that message in Silverymoon, shortly after the
sigylls appear.
At times, the Northern Journey texts will give you a D&D 3E difficulty class for resisting the sigylls at certain
points. The savings throw for this DC is will. If you're running AD&D 2E, we give you guidelines on dice throws
your group members can use to determine whether they succeed in resisting the sigylls for a day's time.
Whatever system you use, don't let it deny your PCs success all of the time. The power of the sigylls to draw
the PCs in a certain direction is not automatic; Sammaster and/or Kargmelchina must be concentrating on the
PCs to have this power in effect, and the strength of the draw is determined by the degree of concentration they
exert at any particular time.
Use your judgment as a game master to decide when your PCs need a break from being pulled around and
have the magical pull of the sigylls suddenly vanish for a few days time, giving them the bit of freedom they
need. The PCs won't know why the sigylls have quit pushing them on to their next destination, and they don't
need to know why. You as game master do, to keep your adventure on course, and the answer is simply that
Kargmelchina and Sammaster are too busy with other things to deal with the PCs at that time.
In a well-running NJ campaign, you probably will find that your PCs will resent it whenever the draw of the
sigylls recedes. After awhile, the PCs should have a one-minded goal, to destroy the people who have tried to
enslave them with the sigylls, and they'll count on the sigylls' draw to serve them as a homing beacon. "After
all," a cleric of Tempus remarked in one of our playtesting campaigns, "the only thing we really want to do is
grill them!!"
Campaign Guide - Page 35
The revival of Sammaster should not in and of itself cause any problems in your Realms. If your PCs succeed
in Bloodstone (or in optional campaign extensions instead), this new incarnation of Sammaster will be
destroyed, and your campaign can pick up again exactly where WotC's Cult of the Dragon leaves off.
The invention of Sammaster's mistress, Kargmelchina, is our own, but we don't believe it conflicts with WotC's
products. The idea of Tiamat using Kargmelchina as an avatar to steer Sammaster into destroying leaders of
the dragon cult who would oppose her planned takeover of the cult is, in our opinion, 100% consistent with the
official definition of Tiamat in WotC's Powers and Pantheons by Eric L. Boyd.
As far as the cult itself is concerned, you should experience no compatibility problems. In our modules,
Sammaster's draconians run around and liquidate a number of cult leaders, but none of those who are attacked
by the draconians are officially defined WotC NPCs. Of course, if you want to push this thread onward, you can
make draconian victims out of officially defined cult leaders.
The question will pop up after the end of the last installment, Bloodstone, whether (unofficial) vampire dragons
and draconians still remain at large in the Realms after the destruction of Sammaster and Kargmelchina. We
don't intend to answer that for you. There is no reason for us to do that. The extent to which draconians and
vampire dragons are destroyed lies solely in your province as game master. If you want such creatures
available for future adventures, let some of them simply escape your PCs' wrath. If you want to close the book
on Realms draconians and/or on vampire dragons, simply allow your PCs and the NPCs to completely eradicate
them.
The Zhentarim:
If you run all of Northern Journey without modification, you will substantially change the Zhentarim in your
Realms, in comparison to the Zhentarim of WotC's official literature. The Zhentarim, as defined here, and the
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Zhentarim definition in WotC's 3 Edition FRCS, the earlier Cloak and Dagger - Secret Societies of the Realms
or in elements introduced still earlier in the FR novel Thornhold by Elaine Cunningham are significantly different
from each other.
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If you wish to go with the 3 Edition FRCS version of the Zhentarim et al, you will have to make extensive
modifications of our material. Both the NJ adventure and the NJ material, when used as a campaign setting
expansion, predicate many elements upon the assumption that Bane is dead, Iyachtu Xvim is the deity of Fzoul
Chembryl, and both Manshoon in the Citadel of the Raven and Sememmon in Darkhold are a triumvirate that
leads the Zhentarim.
In Cloak and Dagger, 40 clones of Manshoon were triggered at once and began roaming the Realms. The
"real" Manshoon supposedly was in Candlekeep trying to find out how to become the only Manshoon again.
And a schism ran through the remaining Zhentarim, with Fzoul and the church of Xvim dominating the eastern
Zhentarim and Sememmon and the church of Cyric leading the western Zhentarim.
Campaign Guide - Page 36
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In the 3 Edition FRCS Bane has returned, Xvim is gone, so is Sememmon apparently, and Fzoul, as Bane's
foremost cleric, leads the Zhentarim. The project group has taken an entirely different approach with the
Zhentarim and their state in the Years of the Unstrung Harp (1371 DR) and Wild Magic (1372 DR).
If you wish to use either the Cloak and Dagger or the FRCS version, you either will have to change the timeline
for those events described in those products or make extensive, substantial modifications in the details of many
elements of the Northern Journey adventure.
We think the changes in Zhentarim structure that we are initiating in are fully logical and even likely moves for
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the Zhentarim of Lord Manshoon, Sememmon and Fzoul Chembryl to carry out in the late 12 Century.
Until the Time of Troubles, the Zhentarim operated on three basic levels. On one side, through the use of
subterfuge and a large army (the Zhentilar), the Zhents attempted to conquer and directly rule a number of
areas in Faerûn. This was the military-political arm of the Zhentarim. On another side, the Zhentarim were illicit
merchants, moving contraband, slaves and other illegal items by caravan across the lands. This was more or
less the mercantile arm of the Zhentarim. Less visible was the third level consisting of a covert network of
Zhentarim agents who assassinated and kidnapped, arranged for holdups, theft, piracy etc.
One of the biggest thorns in Manshoon's side has been the religions that have infected the Zhentarim. The
insane military actions of the god Bane cost the lives of 3,000 Zhentilar in the Battle of Shadowdale and led to
the total liquidation of the Sword of the South, an undercover Zhentilar unit of 7,000 from Sembia, in the Battle
of Mistledale, both in the Year of the Shadows (1358 DR), as documented in many different WotC gaming
products and the Shadow of the Avatars trilogy of novels by Ed Greenwood (TSR - 1995).
After the Time of Troubles, Manshoon tried to plod on as before rebuilding what had been lost - at great cost -
and reluctantly replacing the unwanted Church of Bane with the even less desirable church of the unstable
Cyric. The new god stuck even in Fzoul Chembryl's craw, although Fzoul was for a time one of Cyric's highest
clerics in the keep. Only Sememmon in Darkhold found the Strifeleaders of Cyric useful to his cause.
After 10 years, in the Year of the Banner (1368 DR), the Zhentish army still had not been brought back to full
strength, and the Zhentarim organization still had not yet regained its former strength of the Year of the Prince
(1357 DR), the year preceding the Time of the Troubles, when Cyric went totally mad and caused the
destruction of Zhentil Keep, leading again to a tremendous loss of Zhentish troops and wealth of the Zhentarim.
A year after the destruction of Zhentil Keep, in the Year of the Gauntlet (1369 DR), Randal Morn recaptured
Dagger Falls. This effectively cut off the main Zhent caravan route from the Moonsea to parts of Anauroch and
the Stonelands.
In the same year, Hellgate Keep also was destroyed. After the destruction of the keep, Turlang and his treants
moved in and sealed off the Upvale of the Delimbyir, effectively destroying Manshoon's plans to open a new
Zhentarim caravan route to the North through the Delimbyir Valley. In our material, we also have Tyran, the
outlaw prince of Teshendale (see The Dalelands by L. Richard Baker III, TSR - 1993, available as an ESD
download from SV Games), recapturing the ruined village of Teshwave from the Zhentish.
These events brought into serious question the remaining value of the Zhent development in Anauroch, the
establishment of the Zhent outpost in Llorkh, partially successful attempts to take control of smaller communities
in the Backlands and Sunset Vale (see the boxed set Ruins of Zhentil Keep by Kevin Melka and John Terra,
TSR - 1995, available as an ESD download from SV Games) etc.
All of these things had been done at immense cost to the treasury of the Zhentarim, and the effective sealing of
the Tesh Valley at Dagger Falls and the Upvale of the Delimbyir made it extremely difficult to see how the Black
Network could realize a profit from these investments.
Campaign Guide - Page 37
Lord Orgauth continued to rule the surviving southern quarter of Zhentil Keep, without the blessing of Lord
Manshoon or the Zhentarim, and without any visible interference from them. Troops from the Citadel of the
Raven did not march southwards into the Tesh Valley to reconquer Dagger Falls or even to reinforce what the
Zhents still held, in Teshwave and the Flaming Tower. Nor did Sememmon send Zhentilar and Zhentarim
mages northward, to engage in combat with Turlang and his treants, to reopen the Upvale of the Delimbyir.
Visibly, the Zhents did little.
What were Lord Manshoon, Sememmon and Fzoul Chembryl (unofficially) doing in these times? According to
our plan, the three of them were looking closely at the state of the Black Network, considering what paths the
Zhentarim should take in the future, to reduce the losses in power and money that they had been incurring since
the Time of the Troubles. The following points list the (unofficial) conclusions they have reached and the
(unofficial) questions they still have open:
• Overt political control of cities, settlements and geographical regions is often obtained at a high price and
can be lost easily and quickly. Yûlash, Iriaebor and Dagger Falls all are examples of expensive losses.
• Covert political control often can be maintained despite changes in the overt political structure. Voonlar is an
example of a city where the Zhentarim have held power without exerting control over it. Maintaining this
influence in Voonlar was relatively inexpensive, although it must now be rebuilt after the (unofficial) uprising
in the Year of the Gauntlet (1371 DR).
• Maintaining an army - the Zhentilar - is extremely expensive. What the Zhentilar conquer must be
continually protected by the Zhentilar against reconquest. Teshwave and Dagger Falls were recent
examples. Scardale and Llorkh are additional examples.
• The costs of maintaining illicit caravan routes, establishing of new routes (construction of alternate caravan
routes through the Border Forest and the South Wood south of the Delimbyir), holding cities safe for
caravans (Teshwave, Dagger Falls, Hill's Edge, Hardbuckler, Llorkh) and providing the necessary protection
for caravans through the use of mages, bribery, etc., is extremely expensive and in recent times has
exceeded the profit gained through sales of the caravans' wares.
• Easy earnings are obtained by having others do your work for you or by taking a percentage of the earnings
from the work of others. There are many methods to do this: The control of thieves' guilds and assassin's
organizations, bribery of public officials who make decisions that have substantial financial impacts, the
operation of bordellos, control over organizations dealing with slavery and contraband (without dealing
directly in such operations), the sale of protection services, the covert monopolization of markets, etc.
• Centers of power are necessary to protect resources, train new operatives and to maintain power. The
Zhentarim bases of the Citadel of the Raven, Zhentil Keep and Darkhold are to be maintained at all costs.
The Citadel and Darkhold will continue to be ruled by Manshoon and Sememmon and the keep will stay in
the hands of Chembryl. Fzoul is strongly obligated to his god's desire to see the keep returned to its former
status and firmly under his thumb as its god.
• A defensive army is a good investment if it is used to protect valuable real estate in its commanders' hands.
It is a risky investment if it is used to conquer new real estate. The Zhentish army will be maintained and
trained better than ever, but with the primary duty of defending the Citadel of the Raven, Zhentil Keep,
Darkhold and, as necessary, Llorkh. Troops in the keep nominally will be Lord Orgauth’s but steered by the
Black Network through Xvimist War Clerics. A theoretically ideal stronghold also would have been Scardale,
but the costs of holding it would be unacceptably high. The Zhentilar unit in Scardale has been withdrawn
and a group of new, covert Zhentarim agents has been trained and placed in the Dale, with moves taken to
shift power there to the Zhent-infiltrated and manipulated Iron Throne.
Campaign Guide - Page 38
• These three main centers of power will recruit and intensively train new Zhentarim agents who will conduct
and lead covert operations of the Zhentarim throughout Faerûn. Particular priority will be placed upon
substantially increasing the covert Zhent presence in the North, the Vast and points eastward, along with the
Lands of Intrigue, the Dragon Coast and the Vilhon Reach.
• The Zhentarim is substantially reducing its direct trafficking in contraband and slaves. It assumes the Iron
Throne of Sembia will quickly fill the gap it has left and it is infiltrating the Throne with Zhentarim agents, to
steer the Throne without investing in it.
• The insurance business (i.e. protection racket) is being introduced to the market throughout Faerûn. Highly
trained Zhentarim guerilla bands will be maintained in many key areas of Faerûn and along major trade
routes, to convince the uninsured that they should take out insurance policies. The Zhentarim are assuming
the Iron Throne will expand quickly after the Zhents reduce their caravan business, and the Zhentarim are
counting on the disguised Iron Throne caravan operations becoming good customers of the insurance
business.
• The Zhentarim has no official church, but covertly it accepts only the church of Iyachtu Xvim. Xvim is the first
god Manshoon has encountered who seems to follow his own goals and thinking closely. Sememmon in
Darkhold is more inclined to Cyric’s Strifeleaders, but to protect his own position in the Black Network, he
sacrificed the heads of his Cyricists in the Year of the Tankard (1370 DR), and he has reluctantly accepted
the Xvimist Church as the official religion of Darkhold. Both Manshoon and Sememmon have learned to
work with Chembryl, who gained substantially in Manshoon’s esteem since betraying Cyric in the reading of
the false Cyrinishad in Zhentil Keep in the Year of the Banner (1368 DR).
• Cyric is one of the two gods presently most hated by Iyachtu Xvim. His high cleric Fzoul has a godly coup
planned. He is bringing a new (unofficial) line of assassin monks into the Xvimist church and thereby,
through strength and number of worshippers, hopes to steal Cyric's portfolio of murder for his god Xvim.
Manshoon thinks Fzoul's chances of success are good, because of the mad chaos in the Church of Cyric.
• Assassins' guilds, many of which ceased to exist after the destruction of Bhaal in the Time of the Troubles,
will be established throughout the Realms under the leadership of Fzoul and his Xvimists monks, and those
that continue to exist will be brought covertly into the Xvimist fold.
• The Zhentarim will take covert control over thieves' guilds throughout Faerûn, where possible, usurping
Mask's church, and it will reestablish guilds in the cities of Cormyr and other places where they have been
eradicated.
• After Cyric, the god whom Xvim hates most is Tiamat, because he sees her as trying to usurp his portfolios.
Fzoul is well aware of the attempts of Tiamat to take over the Cult of the Dragon and will support almost any
attempt to damage the cult and above all known Tiamatist elements of the cult. Manshoon and Sememmon
support Fzoul in this respect. They view the cult as a continuing ongoing threat to Zhentarim operations and
will support moves to eliminate it. Fzoul will not support the draconians who are killing cultists, because he is
convinced (correctly) that Tiamat is behind them, and (correctly) that they are destroying only the anti-Tiamat
faction of the cult.
• Fzoul's key plan for combating the cult is to use the Harpers rather than Zhentarim resources. Zhent spies
and agents have been assigned to learn all they can of the cult. This information then is being fed carefully
to the Harpers, who do not yet seem to be aware of how the Zhents are using them in this respect.
• Manshoon, without informing Fzoul or Sememmon of his intentions, has begun dealing with mages in Thay
and Shou-Lung, and he is trading magical knowledge and magical objects with them. It is his goal to place
more magical objects into the hands of Zhentish warriors whom he and his mages can control, and to send
fewer mages into direct battle with foes.
• Sememmon, without informing Manshoon or Fzoul of his intentions, has begun trafficking heavily in magical
items with drow and with the lich lords in the Greypeak Mountains of the North.
Campaign Guide - Page 39
What Manshoon is Doing
VISIBLY: Manshoon has established the Citadel of the Raven as the main training base for mages of the
Zhentarim. These mages are being trained to work together with Xvimist assassins, agents of Zhentarim
protection rackets, etc., to provide the power of magic to these operations.
BEHIND THE SCENES: Manshoon is really training his mages to gain the upper hand in all operations in which
they are involved, to always take over the leadership and to assert themselves within an operative group, to
make eminently clear that the magical wing of the Zhentarim was and still is its ruling element.
In the years past, Manshoon has recruited and trained countless mages, many of whom have fallen in battles
with foes of the Black Network. He now wants to shift the role mages play within the Black Network, placing
fewer of them on the front line, instead moving them into positions of leadership within the Black Network, which
they will use to provide magic to Zhentarim warriors and agents who are under their control, rather than working
the magic themselves where they are jeopardized.
As a result, activity in the Citadel of the Raven has turned considerably more to magical research and the
production of magical items and has shifted away from the overt use of Zhentarim magic. Bonds have been
formed with mages in Thay and Shou Lung that provide for the exchange of magical knowledge and objects.
This is done not only to expand Zhentarim magic but also to provide the Black Network with exotic magic that is
unknown to enemy wizards in the areas in which the Zhentarim operate.
Beyond that, Manshoon's personal attention has strongly been drawn far southeastward, to the Great Rift.
Hidden in vaults deep beneath the Citadel of the Raven, an ancient manuscript was found by a Zhentarim
magician junior to Manshoon. The parchment was embossed with an ancient script that the junior mage could
not read, also not through the use of his spells. He therefore gave it to Manshoon, as a means of gaining favor.
Manshoon gradually was able to decipher most of the aged symbols.
The text was from a Netherese mage, and it was written some 3,500 years ago. It is a plan for an expedition to
the Great Rift that was to have been undertaken by a group of Netherese wizards seeking ancient secrets of
magic. The Netherese apparently had learned that a red dragon of incomprehensible size (i.e. Grafvitnir) had
landed more than a millennium before their time in the Great Rift and never had arisen from it again.
The dragon, according to the text, had disappeared in the vicinity of a dead dwarven runecutter's lodgings. This
dwarf was believed to have been a master of rune magic in the southeast, the Netherese had learned, and it
was believed that the dragon found his lair. The ancient Netherese parchment reveals what the precise location
of this lair is purported to be.
Manshoon has sent a high-powered expedition to investigate this site, with the hope of finding the ancient and
seemingly lost secrets of dwarven rune magic. Although they are unaware of it, his subordinate mages are
under the influence of a geas-like magic worked by Manshoon which will bind them in loyalty to him, keeping
them from absconding with or concealing whatever they might find.
REMARKS: The element of Manshoon's search for dwarven magic is intended as an optional game master's
tool. If he becomes aware of the dwarven magic involved in the PCs' binding, he will take an intense interest in
the PCs. This possibility can be used as wished by the game master, to whatever end serves his or her
campaign. It will not be directly exploited in the NJ adventure.
BEHIND THE SCENES: Sememmon has no intention of making his last station in life being No. 3 in the
Zhentarim, particularly after already having been No. 2. The Lord of Darkhold is beginning to take the view that
his position within the Zhentarim is just one of the things he does, among others.
The main goal of what he is doing today is to gain as much magic as possible, to improve his defenses in the
showdown with Manshoon that he believes is inevitable. To the extent that Sememmon succeeds in what he
now is doing, he diminishes Manshoon's standing. Sememmon believes Manshoon will try to destroy him, once
the lord of the Citadel of the Raven becomes fully aware of his activities.
He has less to fear from Fzoul Chembryl, Sememmon believes, because he does not see himself and Xvim's
High Tyrannar at cross purposes at present. But Sememmon hates Chembryl and wants to rid himself of the
Xvimist church. He believes in Cyric. He also recognizes that he and Chembryl will be at odds with one
another once the Zhentarim has fully organized its protection rackets in the West.
Sememmon has quietly withdrawn many of the Darkhold troops under his command from the Stonelands, thus
giving Cormyr a freer hand there. Neither Manshoon nor Fzoul seems to be aware of this yet, but they are
certain to be enraged if they should discover that this has been done, because they have long range hopes of
squeezing Cormyr in a war of two fronts in the future, against their own forces from Darkhold in the Stonelands
in the northwest and the Sembian army in the East. Sememmon's withdrawal of troops from the Stonelands
seriously jeopardizes this plan.
The soldiers brought back to Darkhold are being used as castle troops there, to replace selected soldiers from
Darkhold who have been sent out into Sunset Vale and the Backlands disguised as common robber bands, to
steal as much money and valuables as possible, earning handsome commissions for themselves in the
process.
This new revenue is being funneled along with smuggled goods into the Underdark, where it is buying powerful
magic for Sememmon's private arsenal. The Lord of Darkhold still is using his castle as well as a base for much
more widespread and profitable smuggling operations with the Underdark than Manshoon or Fzoul is aware of.
Iron Throne:
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Most of the official WotC literature on this organization before the 3 Edition FRCS and Cloak and Dagger gives
relatively little information, stressing its secrecy. Some WotC products suggest that the Throne is a front of the
Zhents or of merchants from Cormyr. Others point in the direction of Sembia
The first really illuminating information that we found about the Iron Throne before Cloak and Dagger was in
Chet Williamson's fine WotC FR mystery novel, Murder in Cormyr, which clearly defined the Iron Throne as a
completely unprincipled merchants organization from Sembia out to control Faerûnian trade to the greatest
extent possible.
Campaign Guide - Page 41
The Iron Throne of Northern Journey follows down these lines. Its operations are expanding rapidly. The Iron
Throne's caravans, usually riding under a different name, are seen more and more where the Zhentilar used to
ride, and soon they'll be confronted with proposals from Zhentarim "insurance agents."
Cloak and Dagger began defining an entirely different Iron Throne, one led by - to quote - a "tiefling (?)" who is
the beheaded, undead daughter of a baatezu with three adjutants: A male storm giant, a male halfelf and a
human. In our point of view, this new WotC definition turns the Iron Throne from a valuable, sometimes sinister
mercantile organization into a silly Disneyland spectacle, and we have no intention of adopting this material.
If the official definition of the Iron Throne is your cup of tea, then Northern Journey probably isn't. If you wish to
have both in your campaign, you will have to do some exhaustive revision of our definitions of the Iron Throne,
revisions that are so extensive that it may lead you to question whether Northern Journey is worth the effort.
In our version of the Iron Throne, you will find the organization expanding eastward. It has taken over an
important harbor with access to the Sea of Fallen Stars in New Sarshel on Easting Reach, and the Throne also
has heavily infiltrated the Damaran Merchants League in Heliogabalus, succeeding to the point where it often
has a firmer hand on the rudder steering events in the Bloodstone kingdom than does King Gareth
Dragonsbane himself.
The secret hub of Throne operations in the lands west of the Vast is the mansion of the secluded wizardess
Shandaril in Damaran Heliogabalus, who quietly leads all Throne operatives in the East. Her organization is
expanding rapidly and successfully. Her next big target after monopolizing trade in Impiltur, the Great Dale and
the Bloodstone Kingdom is Rashemen, where her agents already are making first moves.
The Throne also has established front organizations in Pyarados in Thay and in Yenching, in Shou Lung within
Kara-Tur. From there it not only is transporting and smuggling valuable oriental merchandise into the Moonsea
area and the West but also is unwittingly acting as a courier for magical items and parchments being exchanged
between the Zhentarim and circles of magi in Thay and Shou Lung.
The Harpers:
Cloak and Dagger defines the Harpers beginning in the Year of the Tankard (1370 DR) as a troubled
organization in the middle of a schism, with Elminster, several of the seven sisters and even Malchor Harpell
taking a hands off attitude toward the Harpers, Lady Alustriel, Khelben Blackstaff Arunsun and Laeral having left
the Harpers, Khelben and the Harpers each magically protecting themselves from the other, the Blackstaff
having founded a new organization called the Tel'Teukiira, etc., etc.
The Harpers do not play a large role in Northern Journey, but to the extent they are there, they are the Harper
organization defined in the earlier Code of the Harpers by Ed Greenwood (TSR - 1993, available as an ESD
download from SV Games) and not the Harpers of Cloak and Dagger. Our Projects Group will not be
implementing the Cloak and Dagger version in any of its work.
Campaign Guide - Page 42
7. Ancient Magic
NOTE: Among many other things, this section mentions the new character class Sorcerer introduced in
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Dungeon & Dragons 3 Editiion. Such sorcerers do not memorize spells in the manner of traditional AD&D
wizards. Instead, according to WotC, they "create magic the way a poet creates poems, with inborn talent
honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will."
The new rules give sorcerers the ability to cast many more spells daily than their wizard counterparts, but they
are considerably more restricted in the number of spells they can know. Therefore it is fully conceivable that a
sorcerer of first level would be able to use four first level spells a day, but he would know only two first level
spells, which means he would have to use at least one spell more than once a day if he wishes to expend his
full spell power.
The goal of Ancient Magic is not to create an alternate system of rules and definitions but rather to give you an
alternate foundation for the arcane in your setting that lets you vary the rules of magic yourself, based on
historical logic, to give magic a greater aura of mystery than usually results from use of the standard definitions
and rules.
If you don't like what's suggested in this section, you can ignore most of it and run Northern Journey and/or In
the Land of the Lich Lords without it, simply because the material here is by and large historical in nature, rather
than a new rules system. The one exception applies to the renegade remnants of Ammarindar's Goldhammer
dwarven clan, who use dwarven rune magic in their halls of Nupung.
In the third Northern Journey installment, Backlands, where the Goldhammer Clan first is mentioned, you simply
can ignore the clan, as suggested in the Backlands text. If you're running In the Land of the Lich Lords, you'll
either have to keep your party out of Nupung or redesign the Goldhammer Clan to reflect your own wants and
needs.
The 1974 rules for the original Dungeons & Dragons game were relatively simple and straightforward but at the
same time rather limiting. D&D in its first incarnation could be learned by players and game masters alike much
more quickly than the later Advanced Dungeons & Dragons editions.
At the same time, a player in the original D&D game hardly could use a character from a favorite fantasy novel
as a genuine model for the player character (PC) he wished to develop. D&D had simply too many restrictions
and too few possibilities per race and class.
st nd
With the release of AD&D 1 Edition and later 2 Edition, the game became more complicated but many of the
restrictions were loosened and the character development possibilities were expanded. Nonetheless, a PC
developed according to the rules of either AD&D edition was a far cry from a character one could find in any
novel of the genres fantasy or swords and sorcery. Too much rule work stood in the way of the freedom of
choice most novel characters have in dealing with their adventures.
rd
With the release in the Year 2000 of Dungeons & Dragons 3 Edition together with the new d20 gaming
machine developed by Wizards of the Coast, and the rather astounding result is not only an expansion of
character development possibilities but also a simplification of the knowledge needed to run or play in
adventures in a D&D campaign.
Campaign Guide - Page 43
Even in D&D 3E, however, one still will find that the rule work poses some strong barriers to fully developing a
character as one wishes. That isn't necessarily bad, mind you. WotC's marketing research has shown that the
great majority of (A)D&D game masters and players campaign outside of WotC's gaming worlds in standard
hack-and-slash campaigns, the kind where a band of adventurers basically goes out to destroy evil NPCs and
monsters and take the treasure.
The various D&D and AD&D rules systems all have been pretty good platforms for game masters to use to take
their PCs to this goal. There are other kinds of campaigns, however, with other goals, and not all of these are
served as well as possible by the official systems, including D&D 3E.
The first goal of our Vintyri Project was to develop an epic adventure for the Forgotten Realms gaming world,
and the ongoing Northern Journey project has been a realization of that goal. In the 10 years since Internet
friends began helping us with what became NJ, we have identified and adopted a few additional goals as well.
One of these is to try to develop gaming material that better addresses the needs of campaigns that emphasize
roleplaying, problem solving and the virtual reality of the campaign itself, thereby bypassing to some extent the
needs of the hacking-and-slashing majority. We feel the rules and definitions of (A)D&D and the Forgotten
Realms setting in some cases are less than ideal when seeking this end.
One area where we're in agreement is that the universal magic system of (A)D&D and the Realms is too
universal. Basically, in practical applications in most games, all magic always is the same, regardless who or
what is using it. A fireball always functions the same and is indeed exactly the same magic, officially, regardless
of whether it is caused by a human, an elf, a halfelf or even a dragon. In the D&D 3E system, dwarves, gnomes
and halflings also can be fireball-slinging wizards, slinging exactly the same fireballs as everyone else.
In a fantasy world, many events and above all magic should be rather unpredictable, we think. The opposite
tends to happen in (A)D&D, in our experience. Instead of reacting to terrible magic, dialogs like the following –
from a hypothetical fighter - occur all to often:
"Hey, that's bat guano. He's gonna throw a fireball! Hope I make my save. Hey, count how many times he rolls
the six! Then we'll know what level he is!"
Now, there are quite a few problems with the dialog above that go well beyond the shortcomings of rulebook
magic. The player who says these lines has lost touch with the virtual reality his PC should be finding himself in
and instead is analyzing the various meanings of rules for fireballs, all details a fighter shouldn't know in the first
place.
One of many factors that leads to this degeneration of true role-playing is the standardization of magic. Even
the dumbest fighter, after watching a certain number of fireballs being slung, will observe that a wizard working
with bat guano probably is about to attempt a PC fry. He knows that the mage can cause 1d6 points of damage
per mage level. He knows he's entitled to a savings throw. All of these things are game mechanics that not
only have nothing to do with role-playing but instead interrupt it in this case.
In a campaign that achieves a respectable level of virtual reality, the same fighter might know that bat guano is
something some wizards use to sling fireballs. He knows he might be able to evade it partially to minimize
damage. He might have some idea of the rough range of damage the average fireball can cause, but he'd be
aware of upper limits. And no, the wizard in his group wouldn't be able to tell him what the max is, because he
wouldn't know how powerful the fireballs are that other mages might sling.
In this section, we offer few proposals for rules, instead preferring suggestions for alternate definitions which
make different kinds of magic possible. These alternatives may bring the same results as PHB spells, but they
do so by very different means, making them less predictable.
rd
Another problem is the dispelling of magic by wizards and clerics. Both can learn a 3 level spell called Dispel
Magic, which destroys magic on a blanket basis, regardless what the caster might know about what he or she is
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trying to dispel. As a 3 level spell, we do not find Dispel Magic to be very credible, despite the check to see if it
succeeds in dispelling the magic of a higher level wizard or cleric.
Campaign Guide - Page 44
We believe that a spell capable of dispelling or disabling any and all magic short of an artifact should be on the
th th
6 level for a cleric and the 8 level for a wizard. However, we do not advocate completely eliminating the
dispelling of magic by lower level clerics and wizards. Instead, we advocate a spell that is in itself easier to use
and easier to succeed in, if the wizard or cleric has some idea what it is that he or she is trying to dispel. You'll
find this spell fully described in the section New Spells.
Another good tool for moving farther in the direction of virtual reality in an RPG is to institute a system of justified
proficiencies. This is particularly true in the case of Spellcraft in conjunction with the modified spell Unweave
Magic. We suggest that a PC be required to expend an additional proficiency point for each additional type of
magic for which he claims this proficiency, i.e. arcane magic, divine magic, dwarven rune magic, etc.
In addition, the justified proficiency system should be implemented. If a wizard claims a Spellcraft proficiency in
divine spells, he must also be able to justify how and when his character obtained this knowledge. Only then
will the game master approve the proficiency.
This system requires a player to thoroughly develop the biography of his PC, explaining in some detail how the
character lived before he began adventuring. The details of this biography must explain convincingly what
experiences the character had to gain each of these proficiencies.
After the character is active in the adventure, his actual experiences will decide which proficiencies can be
gained when new points are available. This has the benefit of keeping players on the track they've chosen for
their PCs. If the PC has a strong desire to gain certain new proficiencies, the player must run the character in
actual play in a manner that the necessary experience has been gained.
This can be in true role playing action. The player also can inform the game master that his PC is performing
these activities while "off duty." For instance, a PC who wants to learn to brew beer might spend a number of
evenings in village malting houses and breweries, working as an unpaid apprentice to learn how to brew beer or
ale, while the rest of the group is busy drinking beer in an inn.
If there are periods of rest in the game time calendar, the game master may choose to let the PCs describe the
training they've obtained during this time and then award a proficiency. This could be a month, for instance,
where the PCs are snowed in and the game master decides not to role play this period but simply skip ahead in
time.
Greg Waters
Former Project Leader, April 2001
Campaign Guide - Page 45
7.2 An Optional Approach to Magic and the Weave
This system is almost completely optional. You can easily run the Northern Journey adventure without
implementing this system at all, and you can even more easily ignore it if you're using the various segments of
NJ as a setting expansion in your own campaign.
If you're using the Vintyri Project accessory In the Land of the Lich Lords – with or without Northern Journey –
you need to adopt the system of dwarven rune magic below or substitute your own version of rune magic for it.
Without rune magic, the kingdom of Ammarindar, as described in In the Land of the Lich Lords, simply will not
hold together well.
On the other hand, if you agree with us, that the current system of magic defined by WotC for AD&D and the
Realms is artificial, inhibiting and unnecessarily caged in by an illogical rules work (or broken rules, as WotC
Vice President Ryan Dancey puts it), this alternative approach may be what you need to make magic in your
campaign more interesting. The options also can be selective. You can pick those that fit your vision of magic
in the Forgotten Realms and reject the others.
• The Weave is a force of nature, a magical glue that binds Abeir-Toril and Faerûn into a web of magical
power. No one, not even the gods can control it, but in principle, everyone, including the gods, can access it.
• There are laws of the Weave, much like the laws of nature. These guide the means by which the magical
power of the Weave is accessed. Different deities control certain portions of these laws.
• The human goddess Mystra controls the laws used for the rather direct access to the Weave of those who
use human type magic, including most modern day elves.
• The laws by which elves in days of yore accessed the magic of the Weave through spellsong and, in the
case of some high level elves, still access it today with high magic, are the province of Corellon Larethian.
• Moradin controlled the laws of the Weave used by dwarves in the distant past to gain access to the Weave
through runes of power.
• The concepts of wild magic and magic dead areas and objects deal not with the corruption or absence of the
Weave itself, as stated in canon, but rather in the manner in which mages using human type magic obtain
access to the Weave. In a magic dead zone, the laws they use to access the Weave are chaotic, in the case
of wild magic, and without function, in magic dead areas. The disturbances in these areas do indeed cause
discomfort and sickness in the mage, as stated in canon. Magic dead objects also can have serious
negative effects upon users of human type magic. Wild magic areas simply destabilize the access that users
of human type magic have to the Weave.
• Because clerics of all races receive the magic of their spells directly from their deities rather than personally
drawing it out of the Weave in their immediate environment, both they and their ability to use spells are
unaffected by magic dead zones or wild magic zones. Several members of the projects group as well as
playtesting game masters have found that immunity of divine magic to wild and dead magic areas can lead
to extremely interesting gaming situations. It reduces the ruleworks predictability at game time. The same
applies to dwarven rune magic, which also is unaffected by such zones.
• Creatures with inherent magic, such as dragons or also D&D 3 Edition sorcerers of the human and elven
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races, address the Weave with rules that are beyond Mystra's domain. Their inherent magic is not affected
by wild magic or magic dead areas, but when creatures such as dragons use conventional wizard spells from
spellbooks in such areas, the effects are valid.
• All living creatures are children of Ao, and Ao is the overgod of the deities of all races.
Campaign Guide - Page 46
• The following option will work only if it has not already been answered in your own campaign: Only the
human gods were thrown from the planes by Ao in the Time of Troubles. Gods of other races and life forms
were not involved in the crimes of the human gods and therefore were not called to task by Ao. Their
religions and clerics continued to function as always during the Time of Troubles.
• Elves are creatures of the Weave and so are innately magical. Ancient elven magic is believed to have
combined the powers of nature, sun, moon, and stars and the elven spirit with the power inherent in the
Weave. This magic was awakened and manifested itself through song and was further developed in
communal high magic. Corellon Larethian was the god who controlled the laws of such magic. There may
still be a remnant of spellsong somewhere in Abeir-Toril, but no such magic is known to exist today within
Faerûn.
• Ancient dwarven magic is believed to have combined the powers of the elements, moon and stars and the
dwarven spirit with the powers of the Weave and, in some cases, the lifeblood of dwarven enemies. It was
awakened by singing chants and manifested itself in cut and stained runes. Moradin was the god who
controlled the laws of such magic. It is believed that a few rare pockets of such magic may still survive in
Faerûn, but this may be a myth. As the ability of dwarves to use runic magic waned, their resistance to all
magic waxed. Dwarves too have attempted to gain direct access to the Weave, in the manner of humans,
but those who have succeeded have been overwhelmed by the Weave's power, which has turned them both
insane and utterly evil. The derro savants' god Diirinka is a good example of the evil madness that afflicts
dwarves who have attempted to tamper directly with the Weave.
• As elves became more warlike, they learned the human methods of Imaskari wizards for gaining the
Weave's power in a more direct manner. The Fair Folk turned more and more to accessing the magic of the
Weave directly, eschewing their own inherent magic in favor of the harder and more aggressive human
magic learned from warrior wizards of Imaskar, a magic that draws directly and exclusively from the Weave.
Its use has placed most modern elven mages at the mercy of Mystra's laws.
• No race was or is immune to the type of magic practiced by another race, but different forms of magic cannot
easily negate one another. In other words, a human cleric will have more difficulty removing a dwarven
cleric's curse upon a human than a dwarven cleric would. Likewise, a dwarven cleric would have more
difficulty than a human cleric would in removing another human cleric's curse upon a dwarf. And it would be
impossible in some cases for one form of magic to negate another's effects in a conventional manner.
• Regardless of race, all users of human type magic who access the Weave directly rather than through
nature, the elements, song, chants, runes, inherent powers, etc, stand a certain chance of going insane as a
result of their direct contact with and use of such intense and absolute power, thus the fall of such great
archwizards as Sammaster or, more recently, Halaster Blackcloak. Equally dangerous and often mentally
debilitating are the direct use of magical power, such as spellfire or the Silver Fire of Mystra, which Chosen
can channel. Canon in several places suggests that the Simbul has become somewhat mentally imbalanced
through the use of such power. Other detrimental effects also may be possible. For instance, when the
ghost of Syluné, one of the Seven Sisters, uses it, she destroys the physical bodies she uses. (See the FR
novel All Shadows Fled by Ed Greenwood – TSR 1995).
Campaign Guide - Page 47
7.3 Elven Magic
The Decline of Elven High Magic
I realize that some of the People and some of the savant humans seem to cast the same magics, but these are mere effigies of the true
magics they mime. The humans have copied the replica spells, but they have not felt the Art sing in their breath and their hearts as the
Selu'taar do.
NOTE: It is highly recommended that you use the following products and accessories in dealing with elven mythology. All are out of print,
but they are available for online download (See What WotC Products Do I Need? above). Cormanthyr: Empire of the Elves by Steven E.
Schend and Kelvin Melka (1998) and Fall of Myth Drannor by Steven E. Schend (1998) are available as free downloads from the WotC
website. Demihuman Deities by Eric L. Boyd (1998), Drizzt Do’Urden’s Guide to the Underdark by Eric L. Boyd (1999) and Monster
Mythology by Carl Sargent (1992) can be purchased as ESD downloads from SV Games.
The elves who walked Abeir-Toril more than 25,000 years ago were a breed apart from the diminishing race of
contemporary elves. The ancient elves – alfar, they were called then – were a proud race that benevolently
dominated those lands which they settled, nurturing their new homes and bringing them into full flower, reaching
levels of beauty that are done little justice by those rare songs still sung of them.
Exactly when and how the various races first appeared in Faerûn is not documented in detail in official Realms
literature, but it is documented that dragons and giants preceded the elves, the Fair Folk preceded the dwarves
and the Stout Folk preceded humans.
How and when magic came to Faerûn is just as uncertain, although it appears likely that it always may have
been present in the Weave, and it was simply a matter of various creatures, perhaps with the help of the gods
they worshipped and who guided them, learning to access and use the Weave.
The official FR literature tells us that these elves were (and still are) creatures of the magical Weave, and there
are those who argue that magic therefore arrived with the elves. Perhaps. But that also makes the argument
that the dragons who ruled Faerûn before the elves were non-magical, an interesting but unlikely idea. Still, it
must be assumed that elves, as creatures of the Weave, merged with it after arriving upon Faerûn, if indeed
they came from elsewhere.
How the Stout Folk began using magic is a dark secret known only to the ancient longbeards, if at all, consistent
with the nature of this dour race.
Many contend that humans learned to use magic after the elves of Eaerlann in the North began teaching it to an
early Netherese settler named Therion Gers in or about the year -3830 DR. This seems doubtful.
There is no clear record of the year in which the human Imaskari empire of Raurin arose in the Southeast,
where only the Raurin Desert stands today. It is known that the great empire fell in -2488 DR, after a war of
nearly unimaginable battles of magic.
According to the boxed set The Horde by David Zeb Cook (TSR - 1990), available as a free download from the
WotC website, warrior wizards were the rulers of the Raurin Empire, long before the founding of Netheril. In
their time, the accessory relates, the Imaskari produced "great wonders of engineering, architecture, and subtle
cruelty ..." and magical works of unfathomable power to modern Faerûnians. The accessory also explains that
adventurers exploring the dangerous desert still find magical devices of the Imaskari today.
It continues, "These items are unique and almost always of artifact power. Sometimes their operation or
purpose is unfathomable." It seems safe to assume, then, that the Imaskari gained their access to magic
without elven help, that their methods of access probably were different than those of the elves, and that they
well may have accessed magic differently than modern humans as well.
Campaign Guide - Page 48
Whatever the tale of human magic may be, the magical means the Fair Folk once commanded were far greater
and more majestic than those of modern day elven wizards, albeit less effective in battle. However, most
modern elven wizards have lost their talents for naturally tapping the Weave and have turned instead to the
human art of wizardry which many men – ironically – learned at first from the elves.
rd
Of course, there are exceptions to every rule, and in Dungeons & Dragons 3 Edition campaigns, there are
elves and half elves as well as humans who use magic as sorcerers, having inherent magic just as dragons do.
In fact, some sages believe that sorcerers are descendants of dragons who mated in humanoid form with
humanoids, producing humanoid descendants with dragon blood in their veins and, occasionally, the inherent
draconic power of magic within them.
Cormanthyr: Empire of the Elves by Steven E. Schend and Kelvin Melka (TSR – 1998) and the earlier Evermeet
– Island of the Elves by Anthony Pryor (TSR - 1994), available as an ESD download from SV Games, tell us
much about elven high magic. In this section, you'll find still more information you may wish to incorporate in
your campaign, although none of it is official. If you choose not to use this information, your decision will not
hamper you in the least bit from using our Northern Journey adventure or our optional eighth segment, In the
Land of the Lich Lords.
This information is relevant only in the tale of the forging of one of the three Weapons of Learning introduced in
Northern Journey, the Honor Sword of Baergil. Eliminating our extended history of elven magic has no effect on
the sword or its abilities. It merely will move a part of the sword's history from something the game master
knows to something he or she doesn't know (game masters who write their own substitute history excepted).
As Cormanthyr: Empire of the Elves tell us, the pinnacle of elven arcana is High Magic, and "the elves practiced
this magic long before they ever trod the loam in Cormanthor." Cormanthyr: Empire of the Elves tells us quite a
bit about the greater High Magic, the communal magic that resulted from the linking of elven minds, but it tells
us nothing about the (unofficial) individual high magic yielded by loremasters of the Fair Folk in days of yore,
Spellsong, which still is echoed in the minor singing magic of some modern wizards (see the FR Harper Series
novel Elfsong by Elaine Cunningham – TSR 1994).
There are those sages who argue that the magic of bardic song still is a faint echo of this old magic as well,
although there seems to be no real evidence that this is the case, and bardic song knows fewer racial
boundaries than is believed to have been the case with exclusively elven spellsong. However, some sages do
point out that the human Hidden Lord of Waterdeep Danilo Thann succeeded in learning minor Elfsong (again,
see Elfsong by Elaine Cunningham).
The ancient elves of talent could create their magic communally, an art men never have mastered although they
have participated in it. They also could sing songs of magic which transformed their environments into domains
of untold beauty and fertility. Their clerics were the leaders of this evolution, guiding elvenkind through the
thoughts and teachings of the gods that they worshipped.
In these days, the elven settlements also had master smiths who still knew the art of Völund, the great smith of
the Ljösalfar or light elves. He was a poet of sword making whose craft could rival the finest works of dwarves
of old. These smiths made mighty weapons filled with magic and consecrated with the prayers of their clerics,
weapons that were given unto the great warrior defenders of the proud elven homelands.
The ancient elven magic – be it communal or the product of song - was constructive. It was no great tool for
combat or war, but rather a power of fertility, a power of art and beauty and a power of the enlightened elven
spirit, which itself was a part of Toril's magical Weave. The ancient elves clearly separated the sword and their
defense on the one hand from magic and their spiritual elevation on the other, and the two crossed lines only
when the elven warriors' weapons were enchanted with the magic of spiritual enlightenment, not to make the
sword take a higher toll, but rather to guide the warrior using it to his own highest level of achievement.
But these and many other elements and qualities of the ancient elven magic passed with time. As is stated in
Cormanthyr: Empire of the Elves, the purpose of high magic was the "protection and support of the Weave, the
forces of nature and the betterment of all elves." Long did elves honor this definition, while at the same time
slowly shifting its emphasis from support to protection, a shift forced perhaps by the intrusions of mankind and
increasing rivalries among elves themselves.
Campaign Guide - Page 49
Tal'Turien, a legendary master of elven magic who passed on to Aryvandar before the laying of the mythal in
Myth Drannor remarked sadly in his parting words to Coronal Eltargrim, "The People no longer know how to
protect. They have learned to destroy."
Much indeed had been lost to the elves by the time of Tal'Turien's passing. Non-destructive protective magic
was the main defense of the Fair Folk in his younger days. When unwanted human intruders from the early
settlements of Netheril attempted to breach sacred areas of the High Forest in the Eaerlanni realm, they failed.
Try as they could, they could not breach more than the eaves of the forests.
The elves protected their woodlands with illusions of a might unimagined today. A human who entered the
forest and traveled in a straight line actually moved in circles, with the position of the sun, as far as it could be
seen through the treetops, always seeming to confirm that the intruder was on the proper course but never
leading him anywhere. Sly intruders who attempted to defeat the magic by going in a circle also went in circles.
The forest and the sacred sites of the elves remained protected, but no intruder was injured.
However, the time came when the elves of Sharrven then taught the early Netherese settlers some of the
secrets of their own magic, and the humans quickly expanded upon that knowledge, learning to defeat the elven
protective illusions. Thereafter, the magic that protected the elven domains became deadly although by no
means completely successful and the lifeblood of many an elf and man flowed out onto the carpet of the great
wood.
The passing and the eventual loss of much elven magic began more than 25,000 years ago in the Time of
Dragons, when the alfar settled Aryvandar where the High Forest is today. From there, the Fair Folk spread out
into Faerûn, establishing the five great elven civilizations. The lot of mankind - if it indeed existed at that time in
Faerûn - is uncertain, but evidence indicates that humans were a primitive race at that time, one which hid itself
from dragons and giants in the huge forests. It appears that even the stout dwarven race was young at that
time.
In the next 7,000 years or so after settling Aryvandar, the elven folk built its new civilizations, but it would be
misguided to look upon this time of expansion as an era of peace, for less than 5,000 years after this age had
begun, the Ilythiir and Orishaar settlements – each claiming parts of today's Shaar and contesting each other's
claims – began a bloody conflict that lasted for seven millennia. The five Crown Wars culminated long years of
battle among the elves, and the focus of their magic shifted ever more to direct access of the Weave, in the
manner of men today, a manner eschewed by elves of elder days.
It was during this time that the Svartalfar or dark elves of Ilythiir (unofficially) discovered a land of humans who
exercised mighty magicks, a land the Ilythiir had found through songs of scrying. The awesome destructive
power the Ilythiir had seen in the scryed magic of Imaskari warrior wizards led them to yearn for such wizardry,
for the Ilythiir were outnumbered in their war with their Ljösalfar or light elven Orishaar enemy, and they
believed they could even the odds by learning and using the powerful but foreign war magic the humans had
mastered.
The Ilythiir sent several of their own masters of magic eastward to Raurin, in hopes that they could win the
secret of the war magic of men, and they were not disappointed. Imaskari warrior wizards taught the Ilythiir
mages the simpler of the secrets, and in return the Ilythiir revealed secrets of their own songs of enchantment,
although these appear to have been of only marginal interest to the Imaskari.
There had not been too many battles in which the Ilythiir had gained the upper hand through fireballs and other
magic of warring destruction when the Orishaar elves too decided to seek the secrets of the human Imaskari.
So began the spread of magic through direct access to the Weave among the elven folk, and for the first time,
the human goddess Mystryl was able to look closely upon the magical dealings of the Fair Folk, who had
chosen to work within the framework of her laws rather than their own.
Many of the Seldarine were appalled at the use of human magic by Ljösalfar, and they argued that such magic
would corrupt the folk, causing elves to rely upon human magic, which they drew directly from the Weave rather
than creating in communion with it, thereby placing their fate in part in the hands of Mystral, whose laws ruled
this alien magic. But Corellon Larethian, in a decision he rues to this day, rejected such objections from his
clerics and refused to intervene, saying he was loathe to deny the alfar the right to any new knowledge.
Campaign Guide - Page 50
So it came to be that ever more elves learned devastating or deceptive magicks from strange books in which
their lore was written rather than finding the magic inherent in their own spirits. Nowhere was this striving so
great as among the dark elves of Ilythiir, who had been the first to learn the human art. And it indeed must be
said that no elves before or after this time had an affinity for human magic that compared with that of the
Svartalfar, for spells of a human nature became an intrinsic part of their spirits.
They could use many powers they learned from the Imaskari without having to learn the spells from books,
because these magicks were written indelibly in their own minds. Such talents still are the claim of the Ilythiir
elves' descendants, the drow of today's Underdark, but the price they paid for this was their loss of the ability to
use communal high magic or spellsong.
As the magic of Mystral spread among the elves of Faerûn, so did its curse, for the elves were tainted by human
magic, and they would not know relative peace again until their numbers had diminished and they had become
a vanishing race in a land of men. First came the War of the Three Leaves and then the five Crown Wars and
the many succeeding wars of sword and sorcery pitting elf against elf, for thousands of years.
After humans began settling Netheril in –3859 DR, the Eaerlanni elves of the northwest set into motion a self-
devouring cycle of magic that appears to eventually have condemned the elven folk to the loss of knowledge of
their own intrinsic magic of nature and song. In or about the year –3830 DR - some 1,300 years before the fall
of the human Imaskari empire in the Southeast - Eaerlanni elves in the North taught the Netherese settler
Therion Gers to use very fundamental magic. The Netherese expanded upon this knowledge with incredible
speed, using it for cold conquest, not only of other human realms but also of sacred elven land.
Less than three centuries had passed before the humans of Netheril hungered for even greater power than that
which they had learned from the elves. Their research into the working of the Weave brought them magical
might far beyond that which man or elf might imagine today, and the elves, whose nations had been warring
with each other for some 17 millennia by that time, hungered too for the power of this magic.
For four centuries, the elves of Eaerlann and Illefarn tried futilely to teach the Netherese to use magic
responsibly. Instead, the humans became ever more reckless, while the elves were simultaneously abhorred at
human achievements and interested in them as well, seeing the destructive might of human spells as a way to
victory in their own internal rivalries.
Nearly a millennium after the Eaerlanni began teaching the Netherese magic, a band of elves succeeded in
stealing the 50 legendary Nether Scrolls that were the core of all Netherese magical teachings in the Year -2825
DR.
However, the first great catastrophe in elven magic did not occur until 1,200 years later, when elves, dwarves
and human warriors of Tempus marched against the men and liches of Netheril's Western March in –1591 DR
(unofficial) and met in battle in Horindon Lhar, known today as the High Gap in the Greypeak Mountains.
The gap then was a part of the Western March kingdom of Liu Ljöslalthhl, standing above the dwarven Runeaxe
clan's halls of Kheldizh, in the northeastern reaches of Ammarindar. The decisive battle - lost by all and won by
none - occurred on the plain between Liu Ljöslalthhl castle and Loghmorndin Mountain, the part of the High Gap
that dwarves to this very day call Thorklhar - Death Pass.
Before the last of the few bleeding survivors of the four armies had fled from Thorklhar, perhaps the mightiest
duel of human, elven and dwarven magic in Faerûn's history had taken place, and dvergr rune magic had
brought the dormant volcano Loghmorndin to an explosion of such might that both the castle of Liu Ljöslalthll's
monarch in Horindon Lhar and the great complex of dwarven halls that had been Kheldizh were entombed in
searing lava.
It is said that magicks in such number and of such might were used in that battle, that the very existence of
Abeir-Toril was threatened. The awesome magic from mixed understandings of the Weave and of the
necromancy of Orcus, the demonic god of the undead, that were cast during that great battle, tore at, turned
and twisted the very Weave itself, shifting many of its foundations and invalidating in part the laws that both
Corellon Larethian and Moradin had used to steer their races access to spellsong and rune magic.
Campaign Guide - Page 51
The land of the Netherese lich lords was bound in a magical cage of the Weave, a cage that the undead
masters of the Western March have not succeeded in escaping to this very day. Likewise, magical barriers
were woven that drove Orcus back out of Toril, denying his Netherese servants his power, wisdom and voice.
After the battle, the dwarven lords found that their runecutters has lost the path to the magic they had stained in
their runes, and in the elven empires, spellsingers found that the Weave no longer yielded its magic to their
songs.
Only the human gods Tempus and Garagos seemed at first to escape the Time of Treachery relatively
unscathed, until they were called to task by Ao for denying their own natures while helping to drive Toril to the
brink of destruction. Ao punished both gods then, condemning them to war with one another, saying they would
repeatedly destroy one another in battle, only to rise again eternally and continue on, each futilely seeking the
final victory.
And this punishment would end, Ao said, only when either Tempus or Garagos - both of whom the Seldarine
and Morndinsamman now abhorred - would ally themselves in magic with dwarf and elf to fight a new threat of
great dimension, a battle that would come to be known as the Day of Restitution. Only then, Ao said, would
Corellon again understand how to steer the laws of spellsong, or would Moradin again know how to rule the
elemental runes of power, or would either Tempus or Garagos at last gain the upper hand and dominate the
other. Of Orcus, Ao spoke no word.
The second great catastrophe of elven magic occurred in the Year of the Sundered Webs (-339 DR), when the
mad Netherese arcanist Karsus achieved his moment of godhood, only to be destroyed by the human goddess
of magic Mystral, who sacrificed herself toward this end. Again, as during the battle of Horindon Lhar, the
Weave was rent and torn.
From the ashes arose the new goddess of magic Mystra, who fell too later in the Time of Troubles. She did her
th th
best to patch the damage to the Weave, while denying human wizards further access to 10 and 11 level
magic. It should be noted that elven wizards were not denied such spells (See Cormanthyr: Empire of the
Elves. There also are other exceptions which are outlined in Secrets of the Magister by Ed Greenwood, TSR –
2000. This product is available as an ESD download from SV Games).
th
Although the elven wizards did not explicitly come under Mystra's ban of 10 level magic for humans, their
ability to use the Weave nonetheless was damaged to a devastating degree. After the Battle of Horindon Lhar,
the Fair Folk lost the High Magic spellsong.
After the brief rise and fall of Karsus in Netheril, the new Mystra succeeded in repairing most but not all of the
damage done to the Weave. Since that time, the few remaining High Mages of the Fair Folk can call upon their
communal High Magic only at extreme risk, for the elements of the Weave they must address are unstable. In
every case since the fall of Netheril where communal High Magic has been used, it has been at the cost of
undesirable negative side effects.
Since the Fall of Netheril, then, most elven wizards are capable of working only the same magicks as their
human counterparts. The ability to communicate with the Weave that is a part of the own spirits and draw
magic from it has been lost to most. As Coronal Eltargrim put it those many years ago: "I realize that some of
the People and some of the savant humans seem to cast the same magicks, but these are mere effigies of the
true magicks they mime."
Campaign Guide - Page 52
7.4 Dwarven Magic
Old elven legends hold that dwarves were the first to work magic, but so greedily and wildly that it twisted their very nature, which rebelled
against the magical forces.
- Ed Greenwood
FR11 Dwarves Deep Accessory
In these rules, dwarves tend to be inclined more to magic resistance than the use of magic, although the
creation of magical items and particularly magical weapons remains a talent available to some dwarven smiths.
One example is Bruenor's forging of the magical Aegis-Fang for Wulfgar. For another, we can turn again to Ed
Greenwood's words in FR11:
"Far and away the most important profession among the dwarves is, of course, the smith. Smiths vary widely in
skills and specialties, and not all of them can fashion magical items."
Ed also tells us in FR11 of magical dwarven items whose crafting is beyond the arcane abilities of known smiths
today - magical items such as dwarven Fists, Glowstones, Runehammers and Winged Hammers. All of these,
according to FR11, demand a command of magic beyond that possessed by known smiths of our age.
Some (not all) of us who work in the Northern Journey adventure project always have been slightly dissatisfied
with the non-magical dwarf of official D&D and AD&D, which flies in the face of the magical dwarves in a large
part of fantasy literature and mythology.
In the ancient Icelandic Elder Edda - where dwarves go by their old name dvergr - one learns of the mighty but
cursed sword Tyrfing, which Odin's son Svafrlami forced the dwarves Dvalin und Dyrin to forge for him. In his
classic fantasy novel The Broken Sword (Copyright © 1954), the late science fiction author Poul Anderson gives
us an exciting look into the world of a dwarven smith's magic, when the human warrior Skafloc brings the
broken sword Tyrfing to the blind Utgard giant Bolverk, to reforge it:
Bolverk's hand fumbled over the pieces. "Aye," he breathed. "Well I remember this blade. Me it was whose
help Dyrin and Dvalin besought, when they must make such a sword as this to ransom themselves from
Svafrlami but would also have it that it be their revenge on him. We forged ice and death and storm into it,
mighty runes and spells, a living will to harm."
He grinned. "Many warriors have owned this sword, because it brings victory. Naught is there on which it does
not bite, nor does it ever grow dull of edge. Venom is in the steel, and wounds it gives cannot be healed by
leechcraft or magic or prayer. Yet this is the curse on it: That every time it is drawn it must drink blood, and in
the end, somehow, it will be the bane of him who wields it.'
He leaned forward. "Therefore," he said slowly, "Thor broke it, long ago, which none but he in the Nine Worlds
had strength to do; and it has lain forgotten in the earth ever since.'"
Bolverk held forth the sword. Brightly gleamed the blade, a blue tongue about whose edges a little flame
seemed to waver. The eyes of the dragon on the haft glittered, the gold glowed as with a shiningness of its
own.
Skafloc seized the weapon. Heavy it was, but strength to swing it flowed into him. So wondrous was the
balance that it became like a part of him himself.
Campaign Guide - Page 53
He swept it in a yelling arc, down on a rock. The stone split asunder. He shouted and whirled the blade about
his head. It shone in the murk like a lightning flash.
Such is the dwarven magic some of us have missed in D&D and the Forgotten Realms. We also have difficulty
with the current canon theory that the human goddess Mystra (who some dozen years ago was the not always
competent human mage Ariel Manx a.k.a. Midnight) suddenly is the overgod of all magic – not just human
magic, but also elven magic, dwarven magic, gnome magic, ogre magic, etc. What's more, this young and
inexperienced human goddess controls the access of all other gods to the Weave of magic, regardless of race.
Nonsense, say we of the Vintyri Project. We view this is an artificial, insubstantial structure that moves the
canon Realms far and unnecessarily away from the great and viable lore of world mythology and puts it into an
authoritarian, rules-ridden niche that does neither the Realms nor the game you're running any good
whatsoever.
Therefore, just as TSR went back to one of the roots of humanity in Faerûn - the Netheril of the Arcane Age™
series - we have constructed an alternative approach to the question of races and magic that takes one back to
earlier ages of dwarfdom and elfdom in Faerûn, albeit unofficially. Ancient tales of dwarves and elves suggest
that the decline of this period began at about –1600 DR and end ended with the Fall of Netheril in the Year of
the Sundered Webs, 339 years before the Standing Stone was erected and man began to calculate time in Dale
Reckoning.
When and how did the Stout Folk first gain access to the Weave and begin using its magic? The answer
appears to be lost in the memories of the unspeaking rock that is kindred to the dwarven spirit, memories so old
that not even magic can awaken them.
The first written records of a dwarven presence record the founding of Deep Shanatar near the modern day
Alraiven Mountains and the Lake of Steam somewhere about –11,000 DR, but it seems rather certain that the
Stout Folk was mining beneath the surface of Faerûn before this time.
There are some difficult to reconcile historical data in various official FR publications. While Ed Greenwood tells
us in FR11 Dwarves Deep that old elven legends hold that dwarves were the first to work magic, the later
publication Cormanthyr: Empire of the Elves suggests that elves may have first come to Faerûn somewhere
around –25,000 DR, that they preceded the dwarves and that already knew how to use the magic of the
Faerûnian Weave, of which their own spirits (as opposed to souls) were a part. It is difficult to add these
elements and obtain a whole truth that is a consistent sum of the parts.
It is our assumption that the dwarves probably have been in Faerûn longer than the elves, that they are in fact
native to Faerûn (which, according to Cormanthyr: Empire of the Elves may not be the case with the Fair Folk),
that the old elven legends Ed Greenwood quotes are indeed true, and that the dwarves simply did not emerge
onto Faerûn's surface until some time after –12,000 DR.
We also assume that the magic the dwarves used so greedily and wildly that it twisted their very nature, which
rebelled against the magical forces, as Ed greenwood explains in FR11, already had been eschewed by the
dwarven race at the time it emerged, and dwarven wizardry was found only among the derro savants, insane
creatures whose very nature indeed had been twisted by the Weave.
Campaign Guide - Page 54
The magic of the grey dwarves or Duergar is of course another matter, a product of their enslavement by drow,
as explained by Eric L. Boyd in the publications Powers & Pantheons (TSR – 1998) and Drizzt Do'Urden's
Guide to the Underdark (TSR – 1999), both of which are available as ESD downloads from SV Games.
While the elven magic of song and nature may indeed be lost for all time, there still are legends among
longbeards of a time when some among their number sang songs both horrible and wonderful while cutting and
staining runes of great power, and although they are well hidden, there are indeed pockets of long forgotten
dwarven clans where the ancient magic combining the elements, singing chant and the Weave still are known
and practiced.
The Stout Folk does not hold much of magic in the elven or human sense of the word and certainly not as the
evil derro and duergar practice it. In fact, there seems to be a serious clash between the means users of
human magic call upon to access the Weave and the intrinsic nature of the dwarves themselves. They resist
the effects of normal Weave magic to a certain extent, and the Weave may also resist their attempts to gain
direct access to it.
Traditionally, dwarven magic users obtained their abilities through such ingredients as song, the power of the
moon and stars, the forces within the elements of earth, water, fire and wind, often the blood of the foe and
doubtless also the Weave, although only the stout folk and its gods know how these ancient dwarven masters of
the art accessed the Weave.
Moderns sages who know at all of the ancient dvergr magic speculate that the powers of the universe which
were tapped through moon- and starshine, the elements, and the dwarven spirit, bound to these through song
and the blood of the enemy, drew power from the Weave and into the dwarves' work, but that is only
speculation. The answer appears to be unknown today, and it may always have been unknown, for dwarves
are of the stock who would feel, channel and use such power rather than questioning it or asking why it works
the way it does.
A bit more clear is the division of dwarven enchanters, for they seem to have fallen into three categories:
Of the runecutters, the least is known today. This is the art that above all has become lost, or at least all but
lost. Whether dwarven runecutters worked in concert with master smiths and or clerics is uncertain, but what
little information can be found suggests that they may have been by and large individual practitioners, working
alone and being guarded in their dealings with other dwarves, not unlike most human mages of modern times.
Enough legends about runecutting still circulate among the living longbeards that we can draw a fairly good
picture of this process. The runecutters of old carried no spellbooks and they cast no spells. No dwarven
wizards marched with their axelords and kings into battle to smite the enemy with magic missiles or fireballs or
even Snilloc's Snowballs.
Those who led dwarven warriors into battle had to rely upon the clerics for spell support, to the extent they had
spell support at all. The runecutters and the master smiths stayed at home when the horns of war echoed
through the dwarven halls or the mountains above them. The clerics marched to war with the magic their gods
gave them, and the great warriors carried runestones bearing the magic of their stainers, who remained behind.
Runecutting and the art of the master smith are not arts that can be learned in a school or that can be
committed successfully to writing, although it is certain that some dwarves did indeed document in stone the
physical shape of a rune and how they personally construed the shape and flow of its power. Rare, however,
were the dwarves who could use these archives to awaken the power channeled through the runes. The secret
to the awakening of this power had to already be within them.
Campaign Guide - Page 55
Nonetheless, it seems clear that the art of runecutting was not confined to dwarves alone, as evidenced among
other things in the ability of the great red wyrm Grafvitnir to learn this art and cut the runes that enabled his long
sleep and rejuvenation. It appears that creatures other than dwarves also can experience affinity to those
powers which can awaken the magic of runes, although this perhaps can be achieved only by liches or
creatures of great inherent magic, such as dragons.
Dwarven runecutters and dwarven master smiths assemble their materials, usually a weapon in the case of a
smith and an item of stone, hard ore or metal (although there is evidence that wood also has been used) in the
case of a runecutter, along with whatever components the intended enchantment may require. Regardless of
whether a smith is enchanting a weapon or a runecutter is enchanting another object, the runes of power are
cut, stained and enchanted one base rune at a time, which usually are combined into magical staves consisting
of two or more base runes.
(NOTE: True historic runes originally were cut and stained only in beechwood. The Anglo-Saxon word book is
a product of runecutting. The Germanic word for beech is Buche, and the word for book is Buch, which is the
root of the English word book (Latin names use instead libra). The original Germanic name for a rune and
modern German name for a letter of the alphabet is Buchstabe – beach stave in English.)
The runecutter, as a rule, works his art unaided in his chambers and in hidden, isolated mountain valleys above
the halls of his clan. The rune itself is cut in advance, before the rite of enchantment. The calling upon the
magic is chosen carefully, on a night when the sky is clear and the moon preferably full. The runecutter works
by the moon's light, chanting his song, while working the components of his magic and his stain into the rune.
Just what a dwarf does to bind the power of magic into his rune is unknown. He communicates only with his
students over such things, and only those dwarves who already have attained affinity with the magic are taken
into training by a runecutter. Their work is a secret they share alone.
The system can work similarly for a dwarven master smith, if he is attempting to produce a masterpiece, that is,
a weapon of great power that bears his own mark. He too will forge the weapon unaided, and cut the runes into
it with his own hands. He too will seek out his lone mountain valley on a starlit night with full moon and working
unaided, will stain the runes of power in the weapon he has created to bind the magic.
Nonetheless, the master smith, for all his talent and the power of the weapons he creates, is not learned in
magic. His access to its power is intuitive and requires a natural affinity with both his working materials and the
Weave that cannot be learned. The master smith is what his name implies, a weaponsmith of great talent. The
rune magic must come to him naturally.
The finest master smiths produce many masterpiece weapons in a lifetime, but most turn out no more than one
of them. Bruenor Battlehammer, while forging Aegis-Fang for Wulfgar in the novel The Crystal Shard by R.A.
Salvatore (TSR - 1988), gives a good example of a dwarf using his natural talent rather than learned lore to
create a weapon of great magical power:
The first real test of the dwarf's expertise came when he overlaid the rune carvings with the gem inside the
mountain symbol of Dumathoin, the Keeper of Secrets …
Bruenor knew then that his work was nearly complete. He removed the heavy warhammer from its clamp and
took out the small leather bag. He had to take several breaths to steady himself, for this was the final and most
decisive test of his skill. He loosened the cord at the top of the bag and marveled at the gentle shimmerings of
the diamond dust in the soft light of the moon …
Bruenor steadied himself again, then suddenly snapped the bag into the air, releasing its contents high into the
night. He tossed the bag aside, grasped the warhammer in both hands, and raised it above his head. The
dwarf felt his very strength being sucked from him as he uttered the words of power, but he would not truly know
how well he had performed until his work was complete.
The level of perfection of his carvings determined the success of his intonations, for as he had etched the runes
into the weapon, their strength had flowed into his heart. This power then drew the magical dust to the weapon
…
Campaign Guide - Page 56
Dwarven runecutters and dwarven master smiths may simply be two different branches of the same art. Their
methods are similar although not always the same. To become either a runecutter or a master smith, a dwarf
must have not only a natural talent for rune magic, but he also must be open to the powers that lend magic to
the runes, an openness in a spiritual manner that few of the stout folk achieve.
Runecutters almost invariably work alone. The only known exception is the time when an apprentice is being
trained. The cutting of a rune is no comparatively brief task, like the casting of a spell, nor are runes of power
usually intended for immediate use. Such runes normally are cut and then stained, usually with a substance
that itself has an affinity with the magic.
Because dwarves have been forced to fight for their survival for all of their existence, a large number of the cut
runes worked battle magic, and the runes then were strained in the blood of the enemy for whom the runes
were intended.
However, many other types of runes also were cut, for these dwarven mages could tap many streams of magic:
• Lesser runes worked much in the manner of a wizard's scrolls. The rune released its magic when it was
exposed to or seen by the recipient, victim, etc., and after that, the rune held no power.
• Higher runes could be more accurately compared to the enchantment of magical objects. They could
control the flow of much larger amounts of magic, releasing power repeatedly.
• Great runes, cut and stained only by the mightiest of dvergr mages, could be sent, transmitted over great
distances, to do their magical work at a place and time where the runecutter himself never had been,
perhaps never would be. However, the stainers who could master this magic were rare indeed in the
dwarven halls.
Unlike the master smith, the runecutter gained through his experience an ever-deeper understanding of the
magical powers that his runes controlled, and he learned how to shape and direct these powers. The master
smith, in contrast, learned the runes of his trade, but the channeling of power into his runes, which were
inscribed only into the metal of weapons of his own making, stemmed naturally from his spirit, without an
inherent intellectual understanding or technical learning of the magic he shaped. The work of the master smith
was almost always limited to the forging and enchanting of magical weapons or – in other cases – weapons with
a curse.
In most cases, the great smiths created their masterpieces working alone, in much the manner of a runecutter,
but for less demanding work, the smiths often worked in groups, together with a cleric, to form the magic that
empowered the mighty weapons of the great dwarven nations. This system was defined in considerable depth
by Wolfgang Baur in Heart of the Forge - the Dwarven Smithy, in Dragon No. 245 (March 1998). This issue of
Dragon was included on the Dragon Archive CDs released by WotC in 1999, and therefore will not be explored
in great detail here. At the time of this writing, January 2003, these CDs were available from SV Games.
A great dvergr smith would forge his hammers, axes and swords in the lava-fed fires deep within Toril. In his
metal he would cut runes of power and stain them in the blood of his enemy, in most cases the orug - goblinoid
in the modern tongue.
Clerics of Moradin and other dwarven deities would sing the songs of the gods into the glowing steel, and the
smith then would temper his blade beneath stars and moon in the mixed waters of winter snows and summer
storms and other fluids that bore the natural magic the weapon would bear. In this manner did the great
weapons of yore come to be.
No less was the magic of the dvergr stonemason, who communicated with the spirit of the rock itself, focusing
its powers into mighty runes they had cut and staining them with the lifeblood of the enemy, the orug
(goblinoids) and strengthening them with the songs of the dvergr clerics.
Campaign Guide - Page 57
The ancient dvergr magic is a runic magic rooted in the essence of Faerûn itself. It is the first known magic.
Heed the words of the Norse God Ódhin Allfödh in the Words of the High One from the ancient Elder Edda:
In these lines, we find the spirit of the magic of the dvergr runecutter, a magical spirit that is all but lost to the
remaining dwarven clans of modern Faerûn.
There is no trace of runic magic left in the lore of the Siremun dwarves beneath the Firepeak Mountains, east of
Almorel and the Endless Wastes (and east of conventional Realms maps), but it still cannot be ruled out that the
Siremun commanded runic magic at an earlier time. The Siremun were allies of fallen Raumathar, and it is
known that Raumathari battle wizards were able to use minor runic magic (see The Horde by David Zeb Cook,
TSR – 1990, available as a free download from WotC's website).
It is, however, an open question, whether they learned this magic from the Siremun or whether they gained it
from discoveries they made in ruins of the Imaskari Empire. That explanation, while by no means certain, would
lend credence to claims that the Imaskari learned some runic magic from the Gold Dwarves of the Great Rift.
It is almost nearly as certain that old Sarphil was a center of runic knowledge, although modern day
descendants of Sarphil's clans, such as the Earthfast dwarves of Impiltur, have no records and show no traces
of ever having had such knowledge. Signs of runic lore also can be traced to the ruins and remnants of
Besilmer, the Fallen Kingdom and Gharragaur. The halls of the Ironstar clan have contradictory evidence, and
there is much debate over whether the Ironstar dwarves knew of or used runic magic.
Archaeological findings in the ruins of Dareth, Delzoun, Haunghdannar and Oghrann show no signs of runic
magic having been known. In the case of Dareth and related Delzoun, latter day descendants such as the clans
Hillsafar and Orothiar in Damara, also have no memory of such magic.
It is doubtful that the jungle and albino dwarves of Chult ever learned rune magic, and it is almost inconceivable
that one of the four surviving dwarves of Sarphil exiled to the Great Glacier was a runecutter who perpetuated
his art and passed it on among the descendant Innugaakalikurit dwarves of the Great Glacier.
After the Time of Treachery, the understanding of the powers contained and channeled by the mighty dvergr
runes had faded from the knowledge of the other longbeards who had cut and stained runes of power, and
dwarven runecutting quickly became a lost and forgotten magical art. However, runestones cut before the Time
of Treachery still retain their magic today, long after the runecutters who stained them have been forgotten.
The Runebearer
In most adventure campaigns, the PCs will see no dwarven runecutters but rather the result of their work. In
other words, dwarven warriors and clerics, perhaps also occasional dwarven thieves, will be taking these runes
of power into encounters and using them. If you insert dvergr runes into your campaign, any dwarf in any
encounter theoretically could be bearing runestones. In practice, runestones should almost never be
encountered. They are one of the great rarities of the modern Realms.
Being a runebearer does involve a bit more than just carrying runestones around and waving them in the air. A
runebearer must learn what the stave(s) he or she carries mean(s), and he or she must use trained
concentration upon the power(s) he or she is unleashing in activating a runic stave. During the round in which a
runebearer activates a stave, he or she must concentrate every bit as much as a wizard or a cleric attempting to
use a spell and cannot do anything but concentrate.
Because one usually must know what one is doing to activate the magic in a runestone, the staves seldom are
of much use in the hands of non-dwarves. If, on the other hand, a member of another race does gain the
knowledge needed to activate a specific runestone, he or she can do so with the same ease as a dwarf; the
magic is in the runestone, not in the bearer. In earlier times, when there were close relations between elven
Eaerlann and dwarven Ammarindar, there is evidence that elves were given or perhaps sold runestones by
dwarves, and some of these have indeed been found in ancient elven runes in the High Forest.
The sources for runestones are extremely limited. It may be that your party encounters a few dwarves of the
lost and sequestered Goldhammer Clan of old Ammarindar, as can occur in the Backlands installment of
Northern Journey. This is the only known clan where the art of runecutting survives on an appreciable scale.
Dvergr runes are predominant in the Goldhammer halls, but the chances are slim that any PC party will come to
be in them for long (see Backlands).
It is said that there still are a few ancient runecutters in the remnants of Shanatar in the South. The rare
dwarves one may encounter from there could be carrying a runestone or two. And there well may be a few
runestones still scattered among other clans here and there, hoarded since their ancestors had runecutters in
their ranks. For most parties, an encounter with such a runebearer should be, at the most, a once-in-a-lifetime
experience. See New Classes, Dwarven Runecutter.
Runestones
Many runes are portable. They are cut into small, thin slabs of hard stone or ore or thin plates of metal and
bound together with leather thongs that the runebearer uses to carry them. The average runestone weighs
about two pounds and has an encumbrance of about three pounds.
In areas where there was close and friendly contact in earlier ages between elves and dwarves, it appears that
runecutters at times left the dwarven halls and came to the surface to work. It well may be that the runic sun
and wood radicals were first learned at this time, and it is known that wooden boards similar to runestones that
beyond doubt were the work of dwarves of ancient Ammarindar have been found in elven runes in the High
Forest. The few who know of such items usually call them rune boards and rune tables.
Campaign Guide - Page 59
In the Underdark, runecutters inscribed not only runestones but also cut and stained runes on surfaces at
locations that they or their clans wished to protect. Such runes can be seen infrequently on the surface as well,
but usually only on the entrances to ruins of great dwarven halls. In the Underdark, runes inscribed at such
locations sometimes also have purposes other than protection.
Mintiper Moonsilver, the bard of Silverymoon, has said that there is a fountain in the Halls of Radruundar in the
ruins of Ammarindar that can heal. The few who live today who have seen that fountain believe that the water
has healing magic, Moonsilver says, but the healing power is instead in ancient dvergr runes cut into and
stained in the fountain.
No human magical protection will shield a mage with certainty from an attack of runic magic, but at the same
time, no runic magic is certain to protect a dwarven runecutter from human magic. The same is not always true
for the effects of magic. If either a dwarven stave or a wizard's spell brings a stone wall into existence, that wall
certainly will protect against magic of all kinds that is stopped by a stone wall.
The degree of effectiveness when different types of magic clash with one another depends upon how each work
of magic has bound the power of the Weave into the spell, song or rune that releases it. Different works of
magic have little difficulty countering one another when the result of the magic is a genuine physical effect.
Magic that produces a physical barrier or fire or even physically real swirling blades can be dispelled without
difficulty by a work of another magical form that deals with such physical realities.
Other more abstract, spiritual, divining or psychological magical effects can be more problematical, because
different forms of magic may use opposing facets of the Weave to attain similar results. The dispelling or
unraveling magic of a different origin then would attack the effects on the wrong basis and be only partially
effective or perhaps totally ineffective.
• A human invisibility spell creates an illusionary picture of nothingness and transparency that the target
sees. In a magical world, an illusionary image is something rather than nothing, and it can be seen. To
dispel it, one would have to deal with magic of the type illusion and dispel the illusionary image that the
victim sees, which in and of itself is a real thing, albeit intangible.
• The elven invisibility song deals with the mind of the victim, changing the perception of the victim, so that
he does not perceive the subject of invisibility and therefore does not see it. This type of invisibility would
have to be dealt with by magic similar to the cleric spell True Seeing. To defeat the invisibility, one would
need to use divination magic. It creates no illusion to dispel.
• The dwarven rune stave of invisibility is elemental. Light is an element. Sight is a matter of the
perceiving of direct and reflected light. The dwarven rune destroys the light waves and replaces them
with new waves that show what is behind the invisible object. To attack this effect, one would have to
use magic of the type transmutation. Neither illusionary magic nor divination would be able to combat it.
In this case, human magic effectively deals with human invisibility, because it destroys the illusion of invisibility,
but it isn't bound in a matter to deal with the victim's elven perceptions or the dwarven neutralization of light
waves.
Campaign Guide - Page 60
The Dvergr Runes
NOTE: We have attempted to make our rune names as compatible as possible with the samples of the
dwarven language offered by Ed Greenwood in the gaming accessory FR11 Dwarves Deep (TSR - 1990),
available as an ESD download from SV Games. Because a large part of the runic knowledge available today
stems from old Icelandic, we have selected Icelandic terminology for most names of concepts that weren't
identified in FR11.
To see the runes properly, you need to install the TrueType fonts Germanic Runes (RUNE_G.TTF) and Rune
English 2 ([Link]) created by Daniel Smith. They are available on his Internet site, which is devoted to
runic lore [ [Link] ] and they also are included in the Northern
Journey FR Fonts Pack ([Link]) on the NJ site [ [Link] ].
There is and can be no such thing as a complete catalog of dvergr runes. The dwarven masters who cut and
stained the ancient runes learned to understand the powers represented by the runes. They learned the true
names of these powers and the shape of these names, cutting these shapes into stone, ore, metal and,
infrequently, wood as well, and then staining these staves and calling into them the secrets they knew to
awaken the powers whose names the runes represented.
It is known that the dvergr runic system worked somewhat like the written Chinese language of our own world,
Earth. Runecutters began by learning the basic powers, their true names and the staves that fit those names.
The basic runes represented sources of power rather than powers themselves, constituting runic radicals.
Most useful runes combined radicals to bring varying powers together, to achieve very specific goals. This
building of powerful, composite runic staves out of individual runic radicals is the most difficult part of the
runecutter's art. There are many old tales of adventuresome runecutters who combined radicals they did not
understand fully, unintentionally wreaking devastation upon themselves as well as or even rather than their
foes.
How many radicals actually exist is an open question. Most of the few sages who are aware of the old dvergr
magic speak of ancient texts that mention the "runic radicals, four times nine in number," suggesting that the
ancient dvergr runecutters had 36 radicals or base runes with which to work.
However, the bard of Silverymoon, Mintiper Moonsilver, inscribed a parchment a decade ago for the Vault of the
Sages in which he describes things seen in certain old halls of Splendarrmorrn, where the kings of Ammarindar
once had their throne. Moonsilver saw the kings' hall once when it had been freed briefly from the hordes of
Hellgate Keep. Among the wondrous things he described seeing there was an old, nonmagical Dethek
runestone, in which a dvergr smith attempted to record the glories of his art.
The old Dethek runes, according to Moonsilver, stated in part that "four times nine in number, are the runes
from which the master smiths shape their staves, but nine times nine number the runes, that the master stainer
can call into his art," suggesting that the overwhelming number of 81 radicals may have been known in
Ammarindar.
Whatever the case may be, we have succeeded in unraveling the secrets of only 27 of these runic radicals. We
must leave it to the game masters and PCs who follow us to uncover the remaining nine, or, if Moonsilver's
translation is factual, the remaining 54.
The number of staves that can be fashioned from these radicals is a quite different question. It is sometimes
said that there once were as many composite staves as there were runecutters. While this certainly is an
exaggeration, there doubtless is a grain of truth within it.
Radicals seldom were used alone. Composite staves are not recordable symbols of magic, as is the writing in a
wizard's spellbook. Instead, they are a runecutter's descriptions of the names of basic powers. To combine
these runic radicals into staves, each runecutter must understand the power behind each radical and also how
these powers work together and how they conflict with one another.
Campaign Guide - Page 61
To make radicals work together within a runic stave, the lines of each cut and stained radical must turn in a
manner so that their forces flow together and cooperate. It would not do at all for one runecutter to merely copy
the runes of another or even to combine the same radicals as another, for each runecutter perceives and
understands these radicals differently. A combination that one runecutter understands well enough to make
function could spell catastrophe for another.
For this reason, it is not possible here to make an extensive list of known staves that every runecutter has a
chance to learn, as is the case with magicians' spells in the (A)D&D Player's Handbook. Instead, we can list
only the 27 known runic radicals and some of the composite combinations that have been known to be used
successfully by a number of runecutters in days of yore.
Many of the runic radicals and staves listed below are marked with an asterisk (*). Regardless of their general
difficulty, this magic will be learned by only the rarest of runecutters, because the runes require a deep and
encompassing understanding of things above Toril's surface. Runecutters, by their very nature, only seldom
leave their dwarven halls and ascend to the surface, except to cut runes by the light of the moon. Therefore,
they never are privy to such knowledge.
Only runecutters who spend time before learning their art on the surface, and who have concentrated
themselves deeply upon knowledge of their environment, will be able to learn such runes and staves. You may
not have to explain to your PCs how this knowledge was gained, but you should be able to explain it yourself, if
you want to run a credible campaign.
Interestingly, the magical power behind the sun and tree radicals - while inaccessible to most runecutters -
belongs to the natural talent of a dwarven master smith.
A. Toril Staves
odr - Olardarorn.
Earthquake. This stave creates an earthquake. The mass and depth of the quake are dependent upon the
runecutter's abilities.
okw - Olarkrinwurn.
Earthmorph. The stave brings the element of water into the soil, making wet mud of it. The effectiveness of this
stave depends upon the amount of clay in the soil.
wdo - Wurndarholar.
Mudmorph. The stave removes the element of water from mud, making hard soil of it. The effectiveness of this
stave also depends upon the amount of clay in the soil.
B. Fire Staves
lok - Logholarkrin.
Awaken volcano. This stave is reserved for the greatest master runecutters to stain. It will cause a dormant
volcano to erupt. This was the notorious stave that caused Loghmorndin to erupt in the fateful and notorious
Battle of Thorklhar during the Time of Treachery.
lhr - Loghrughrorn.
Fire blast. The effect is similar to a Fireball spell, but it usually covers a wider area than the spell with less
damage at any given point within the area of effect.
ln - Loghrdonnar.
Heat metal. The stave can be used like the cleric's spell Heat Metal, but, when stained by a powerful enough
runecutter, it also can be used to heat metal to temper it.
lf - Loghrlifr.
Create heat. The stave is used to make a cold space warm and livable.
lfl - Loghlifrlogh.
Firesight. Loghlifrlogh is an extremely difficult stave, because it uses two different facets of the power logh. It
can work like the clerics' spell Fire Eyes (s. Demihuman Deities and FR11), causing searing beams of red fire to
emerge from the bearer's eyes.
Nhr - Isrughrorn.
Ice blast. The stave is similar to the wizards' spell Icestorm.
Nn - Isrdonnar.
Freeze metal. The stave can be used like the cleric's spell Heat Metal, except that it makes metal intolerably
cold.
Campaign Guide - Page 65
Nf - Isrlifr.
Create cold. The stave usually is used to make a warm space cold and uninhabitable.
Noz - Isrolarbreyta.
Freeze land. The stave is quite similar in power to the Artifact the Ring of Winter, except that that area it can
affect is considerably smaller. This stave can be cut and stained only by very high level runecutters.
D. Air Staves
3d - Vindurdarh
Windstorm. The stave can affect up to a mile/1.6 km square of space to a height of up to 100 feet, dependent
upon the understanding and ability of the runecutter.
3f - Vindurlifr.
Breath of Life. Vindurlifr can create a pocket of fresh air in water or in a vacuum, it can replace polluted or
poisoned air with fresh air and it even can resuscitate a living being who has stopped breathing.
3h - Vinduraugh.
Breath of Death. Vinduraugh can create a pocket of deadly poisonous air in water or in a vacuum, it can
replace fresh air with polluted or poisoned air, and it even can stop a living being from breathing.
E. Stone Staves
sjl - Sonnxothlogh.
Stone Mask (Underdark). Sonnxothlogh can work like the clerics' spell Maskstone (s. Demihuman Deities and
FR11), but it is effective only in the Underdark. It alters the appearance of stone, to hide seams, traps, runes,
doors, etc.
sgl - Sonnughlogh.
Stone Mask (Surface). Sonnughlogh can work like the clerics' spell Maskstone (s. Demihuman Deities and
FR11), but it is effective only upon Toril's surface. It alters the appearance of stone, to hide seams, traps,
runes, doors, etc.
sI - Sonndeladar.
Stoneslide. Sonndeladar can work like the clerics' spell Stonefall (s. Demihuman Deities and FR11), causing
anything from a stoneslide to a mountain avalanche of rock, dependent upon the runecutter's abilities.
sl - Sonnlogh.
Stoneburn. Sonnlogh can work like the clerics' spell Stone Fire (s. Demihuman Deities and FR11), causing
stone to turn into melting, burning lava.
swz - Sonnwurnbreyta.
Stoneflood. Sonnwurnbreyta can work like the clerics' spell Flowstone (s. Demihuman Deities and FR11),
causing stone to liquefy and flow but without heat. Unlike a cleric casting Flowstone, the runebearer cannot
direct the path down which the liquid flows. It is steered entirely by gravity.
Campaign Guide - Page 66
szb - Sonnbretyrbura.
Stone Explosion. Sonnbretyrbura can work like the clerics' spell Rockburst (s. Demihuman Deities and FR11),
causing a boulder or rock pile to explode.
sJz - Sonnheimförbretya.
Stone Shield. Sonnheimförbretya can work somewhat like the clerics' spell Circle of Stone (s. FR11), using at
least three sizeable rocks or boulders as poles of a defensive triangle or circle that foes cannot enter. Those
within the circle gain a saving throw bonus of 5, an armor class bonus of 4 against missiles fired into the
shielded area and will be hit by rune magic unleashed outside of the shield only on a roll of 1-3 on 1d20. All
other rolls affect the attacker, reflecting the rune magic back upon him or her. Sonnheimförbretya offers no
protection against human or elven magic of direct access to the Weave.
slz - Sonnloghrbreta.
Blindstone (Underdark). Sonnloghrbreyta can be carried dormant by a runebearer on an enchanted runestone.
If the runebearer touches another stone - regardless of size - with the enchanted runestone, sonnloghrbreyta
will etch itself unstained into the stone with which it came in contact. 1d4+6 rounds will pass before the stave
has been completely cut. After that time, it will stain itself with blinding light the first time a creature comes
within 10 feet/3 m of the etched stone, and then dissolve itself again and vanish. All who look upon this rune
will be blind for 1d4 days and have impaired vision for another 1d6 days. A saving throw for fortitude in D&D 3E
and magic in AD&D 2E reduces the duration by 50%. The runebearer must take special care with
sonnloghrbreyta. The stave also will do its work if the runestone comes accidentally and unnoticed into contact
with another stone, and neither the runebearer nor members of his party are immune against the blinding
effects of the etched rune!
sgz - Sonnughbreta.
Blindstone (Surface of Toril). Sonnughbreyta works exactly like sonnloghrbreyta, except that it functions on the
surface of Toril and not in the Underdark.
sbk - Sonnburakrin.
Stone pass. Allows the affected being(s) to pass through stone.
slJOI - Sonnloghheimförmrindeladar.
Stone Trap. Sonnloghheimförmrindeladar is a difficult stave, because it binds five radicals. It is one of the few
staves ever successfully cut and stained that has bound so many radicals. It can work like the clerics' spell
Stone Trap (s. Demihuman Deities and FR11), allowing the runebearer to place an invisible stone in the air that
falls upon a creature walking beneath it.
F. Necromantic Staves
fzh - Lifrbetyraugh.
Death stave. Lifrbetyrauch can work like the spell Power Word Death.
hzf - Raughbetyrlifr.
Life stave. Raughbetyrlifr can return a dead corpse to life.
hb - Raughbura.
Animate undead. Raughbura can animate undead as zombies or skeletons.
fOz - Lifrmrinbreyta.
Heals - wounds, disease, etc. What a runecutter can heal is dependent upon his or her knowledge of the being
and malady being healed.
Campaign Guide - Page 67
G. Staves of Other Base Radicals
JeJ - Eldingelheimför.
Invisibility. The duration of the effect is dependent upon the runecutter's abilities. Unlike the wizard's spell, the
stave does not become ineffective when the enchanted being makes an attack, but rather when the
enchantment's duration has been exceeded.
Jhr - Eldingrughrorn.
Lightning bolt in the surface world. The range and damage of the bolt are dependent upon the runecutter's
abilities.
ehr- Elrughrorn.
Underground lightning bolt, wild uncontrollable storm in the surface world. The range and damage of the bolt
are dependent upon the runecutter's abilities.
il - Ilith.
Binds parties to a contract, treaty or other agreement to hold honorably to the agreement. Failing to uphold a
bound agreement can result in a curse, death, etc., based upon the will and power of the runecutter.
ils - Ilithsamryn.
True dealing. This stave prevents one from lying when it is stained by a powerful cutter. It works like a Detect
Lie spell if stained by a lesser cutter.
Campaign Guide - Page 68
7.5 Human Magic
According to the theories of Eric L. Boyd (posted on WotC's Realms-L Internet mailing list on July 22, 1997) the
four most ancient human civilizations in Faerûn may have been the Netherese, the Imaskari who populated the
Raurin Empire, the Rus who migrated into Rashemen and the Talfir, who claimed lands in the West beginning
north of the Chionthar River and extending into the High Moor and perhaps beyond.
Of the Netherese, the most knowledge remains today. The history of the Talfir is cloudy; there are those who
believe they may have been immigrant Netherese. Whatever the case may be, the Talfir produced the
notorious Shadowking and commanded shadow magic (also attributed to ancient Chessenta, see The Shadow
Stone by Richard Baker, TSR 1999), which appears to be outside the bounds of conventional magic used by
humans in Faerûn today.
The Rus too are something of a riddle. From the ranks of their women come the mysterious Witches of
Rashemen, whose magical powers are not quite explained by standard theories on the methods other human
mages use to access the Weave. Of the Imaskari, probably the magic mightiest of the four ancient civilizations,
there are many myths and some relics, but too little facts are left today.
How humans first came to know, understand and use magic is indeed a riddle of Faerûnian history that goes
unanswered in the official Forgotten Realms literature published by TSR or its successor, Wizards of the Coast.
It will remain unanswered here. Instead, we will provide the little our research has discovered (much of it
unofficial, of course) on how humans came to use magic in Faerûn.
We make no claims to know when the first human appeared in Faerûn, much less when a human for the first
time successfully called upon the Weave to work a spell. The rule over Faerûn passed from the Creator Races
to such creatures as dragons and giants, stayed briefly in the hands of elves and dwarves and then was
overtaken for the most part by humans.
The earlier ruling races – elves and dwarves included – did little to document what men were doing in their
world, for they viewed humans as being primitive creatures, perhaps animals, worthy of little attention.
Nonetheless, at some no longer known point in time, a great empire of humans arose in southeastern Faerûn
and formed the great Imaskari empire of Raurin.
When one looks back today upon the history of nations like the Imaskari empire, it appears that at times men
have to certain extents mastered not only the kinds of magic practiced today but also have learned other types
of sorcery and at least rudimentary forms of dwarven runecutting.
The Imaskari
Because the Imaskari empire fell and was buried beneath the sands of what we today call the Raurin Desert,
records of the true tale of the Imaskari are rare and often conflicting, particularly in the history of the eastern
deities. These historical accounts can be found in such works as FR10 Ancient Empires by Scott Bennie (TSR
– 1989), Powers & Pantheons by Eric L. Boyd (TSR – 1998), The Horde by David Zeb Cook (TSR – 1990) and
nd
the 2 Edition Forgotten Realms Set by Jeff Grubb and Ed Greenwood (TSR – 1993). The Horde is available
as a free download from the WotC website. The others may be purchased as ESD downloads from SV Games.
Most of these works indicate that the Raurin Empire and its magic well predate the fishing settlement that
became magic mighty Netheril. It also is quite likely that the Imaskari magic was more powerful than Netherese
magic because the great Imaskari warrior wizards and twin kings Re and Enlil had led their folk in rebellion
against their own gods and succeeded in becoming god kings themselves.
As soon as the single Netherese arcanist to seek godhood, Karsus, achieved it, he was destroyed. Re and Enlil
succeeded, but the war they fought toward this end wreaked such destruction upon the Raurin Empire that its
population was forced to flee to modern day Mulhorand, Unther and other points. After the war, the Raurin
Desert buried what had remained of the great Imaskari Empire.
Campaign Guide - Page 69
This is however only one version of events, as told by Scott Bennie in FR10 Ancient Empires (TSR – 1990). To
make the tale more compatible with current official FR definitions of gods and their powers, Eric L. Boyd
modified this tale substantially in Powers & Pantheons (TSR – 1997). Both works are available as ESD
downloads from SV Games. In Eric Boyd's version, the high mages of the Raurin Empire were godless warrior
wizards who were so powerful that they succeeded in gating the ancestors of the Mulan Race into their land
from two different worlds, to enslave them.
The slaves, however, were so faithful to their gods, even after having been wrenched into Faerûn, that Ao made
it possible through Ptah for these gods to serve their followers in their new home. It's not our desire to claim
that one or another of these tales is the better, and both demonstrate well how powerful Imaskari magic was.
Our project group chose to stick with Scott Bennie's original account simply because it fits better with our own
historical perspective. But a game master preferring Eric Boyd's version will have no difficulty running Northern
Journey or In the Land of the Lich Lords. The Imaskari question is a matter of historical background and has no
direct impact upon the adventure material.
The Horde boxed set shows us a map of the Imaskari Empire and tells of a number of ruins in the desert where
magical treasures of unfathomable power have been found. "These items are unique and almost always of
artifact power," the accessory tells us. "Sometimes their operation or purpose is unfathomable."
A nation whose lost magical treasures are almost always of artifact power and often are beyond identification in
a later age when many Chosen of Mystra wander through the lands of Faerûn certainly knew magical power
beyond the imaginings of Karsus and the other high arcanists of fallen Netheril.
Indeed, the question poses itself, whether this was even the same magic used by the Netherese. For that
matter, did the Shadowking use the same magic as the Netherese or the Imaskari? Do the witches of
Rashemen use the same magic as the Netherese or Imaskari or the Talfir?
Of course, the answer probably depends upon how one defines the scope of the adjective same. It's doubtful
that any magic in the Realms stems from a source other than the Weave, but the means by which this natural
power of Abeir-Toril is tapped and used can be quite another question.
From the evidence available today, one must conclude that the Imaskari Empire was the pinnacle of human
magical achievement and that, in fact, the magical power that humans have been able to command has
dwindled considerably since that time. It also is conceivable that the Imaskari were the first humans to use
magic.
They certainly commanded the art long before the elves of Eaerlann began teaching spells to the Netherese
settler Therion Gers. There are some strong indications that the Rus learned their magic from the Raurin
Empire or its remnants. And the Talfir left no works of magic behind them to suggest that their age had dawned
yet when the Imaskari realm fell.
Some speculate that the Imaskari magic was so strong because the high Imaskari warrior wizards could access
the Weave in the same manner that gods do and also channel magic on the same level that gods do. The
thought is at first staggering, but it also raises additional questions.
There are no records of Mystra or Mystryl being a power in any Pantheon but the Faerûnian. Until after the
Time of Troubles, the gods of the East were a pantheon of their own, continuing on with the Mulhorandi and
Untheric gods of modern times. Only after the departure of the avatars from Faerûn in the Year of Shadows
(1358 DR) did Ao place the eastern gods beneath the rules he had dictated for the Faerûnian pantheon.
It may be then that the ancient gods of the Imaskari gave their mages direct, deific access to the Weave. It may
be that the legendary warrior wizards of Raurin also fulfilled a role as clerics. This could explain how in time
they became so powerful that they were able to overthrow their own gods, and Re and Enlil could become
deities themselves, as god kings.
Campaign Guide - Page 70
It is certain that the Imaskari had dealings with the gold dwarves of the Great Rift, and it is possible that they
also dealt with the Siremun dwarves of the Firepeak Mountains west of Almorel and the Lake of Mists in the
Endless Waste (east of the conventionally mapped areas of the Realms, described in The Horde by David Zeb
Cook, TSR – 1990), although it is unknown whether the Siremun had mastered the runic lore. There also is
little doubt the Imaskari traded secrets of magic with the dark elves of Ilythiir, who later became the drow, and
afterwards with the light elves of Orishaar as well.
One can only speculate over the might and scope of Imaskari magic. If the truth of the warrior wizards' art has
been documented, these scrolls doubtless still wait to be discovered somewhere beneath the sands of the
Raurin Desert.
Nonetheless, it is our belief that the Imaskari warrior wizards not merely accessed the Weave but rather
wrenched whatever power they desired from it. There are many legends in the East that tell of the mating of
dragons in humanoid form with humans. It well may be that the greatest of the Imaskari warrior wizards were
the offspring of dragons, that they were indeed in their time the sorcerers of today's Realms whose magic is and
was inherent.
From the little that still is known of the Raurin Empire, it seems clear that then as now, there were both
sorcerers and wizards and that the legendary and mighty warrior wizards actually were sorcerers, while most
Imaskari mages were wizards of conventional magic, whose might and achievement probably rivaled that of the
great arcanists of Netheril.
Why Mystryl tolerated such a concentration of magic in the Raurin Empire is unknown. Perhaps Ao had not
extended her power to the Raurin Empire, which worshipped its own gods. Perhaps she was too weak herself
to defeat the warrior wizards. Perhaps it was Mystryl's hand in the end that saw to the empire's destruction, as
the warrior wizards brought down their own gods.
The survivors of the Imaskari fled in several directions from the flaming ruins of their nation and the desert
sands that spread over them, above all to the areas where modern day Mulhorand and Unther stand. The early
records of these kingdoms reflect the use of powerful magic, but nothing to rival the achievements of the
Imaskari warrior wizards.
It appears that most of the greater mages of the Raurin Empire died in the wars of destruction, and sages
believe that the new god kings, Re and Enlil, emerged from the destructive wars far weaker than their
predecessors had been.
Netheril
Before the fall of the Imaskari Empire in -2488 DR, a human land of fishermen that came to be known as
Netheril arose in the North, for the most part in lands now covered by the sands of the great desert Anauroch
today. Somewhere around -3830 DR, the elves of neighboring Eaerlann began teaching rudimentary elven low
magic to the Netherese Therion Gers.
The Netherese humans learned their elven lessons quickly and developed a magical hierarchy exceeded in
known history only by the work of the Imaskari warrior wizards in the Southeast, although it is unlikely that these
civilizations knew of each other for some time.
The history of the rise and fall of Netheril and its magic is well-known. It is fully documented in the Arcane
Age™ accessory Netheril - Age of Magic, which can be downloaded free from the WotC website. The arcanists
th th
of Netheril pushed magic ever farther, developing their own spells of 10 and 11 level, just as the Imaskari
wizards doubtless did. When the Netherese nation at last fell in the Year of Sundered Webs (-339 DR), most of
its cities had departed the surface of Faerûn and instead, through magic, floated above it.
th
The end came after the mad but mighty arcanist Karsus developed the first 12 level spell Karsus Avatar and
then ascended for an instant to godhood, before being destroyed by Mystryl at the cost of her own existence.
At that moment, it is written, magic came for a time to a stop everywhere in Faerûn, and the mighty floating
cities of Netheril crashed back to the surface of Toril and were utterly destroyed.
Campaign Guide - Page 71
In the aftermath, the new goddess of magic Mystra (later destroyed in the Time of Troubles) arose, restoring
th
magic to Faerûn but also limiting humans to the use of magic of 9 level and lower (exceptions are explained in
the accessory Secrets of the Magister by Ed Greenwood, WotC - 2000, which can be purchased as an ESD
download from SV Games).
With the fall of the Imaskari empire in –2488 DR and later of Netheril in the Year of Sundered Webs (-339 DR),
the era of inordinately powerful human magic seemed to have met its end. However, it appears that both
empires were destined to live on a bit and clash by proxy, perhaps destroying one another at last less than 200
years after Netheril's fall.
According to FR10 Ancient Empires by Scott Bennie (TSR – 1989), Raumathar coalesced out of migrant
northern tribes that had fought as mercenaries in the Orcgate Wars where Thay stands today. These wars
began about –1075 DR.
As Raumathar began to take shape, the Great Glacier still had covered all of the lands known today as Vaasa
and Damara as well as the Icelake, the Teardrops and the Icerim Mountains in the East (also see The Horde by
David Zeb Cook, TSR – 1990, free WotC download). FR10 Ancient Empires also mentions heroes with such
names as Rauthok, Jesthren and Halduplac but it gives little additional detail.
Raumathar at its prime occupied modern day Thay and Rashemen and extended deep into the Endless
Wastes, reaching Almorel on the Lake of Mists and the Firepeak Mountains in the Northeast. There is clear
evidence that the Siremun dwarves of the Firepeak Mountains were allied with the Raumathari in the later days
of their empire.
In fact, the Siremun-built Dead Dwarf Bridge still stands today, where the legendary axelord Theodo Greataxe
and seven of his warriors held off an invading troop of 1,000 Narfelli horse soldiers, killing hundreds of them,
before the last of them had died. The ghosts of Theodo and his warriors still haunt the bridge today, a story fully
told in The Horde.
The Horde provides considerably more information on fallen Raumathar, including the sites of Raumathari ruins
and surviving remnants of the empire such as the city of Almorel on the Lake of Mists at the border to the
Endless Wastes (east of the lands shown on the maps in the basic FR boxed set).
Research of the modern day Realms historian A. Jason Anatokas has turned up evidence that Rauthok,
mentioned in FR10, actually was a charismatic leader of the tribes that coalesced into the Raumathari, leading
them eastward across Ashane, the Lake of Tears. Those who declined to follow Rauthok, he says, remained
on the western shore of Ashane, in modern day Ashanath and the Great Dale.
Mr. Anatokas poses the question of how the primitive tribesmen came to learn magic of extreme power in a few
centuries time and then suggests an answer: They may have discovered secrets of the great Imaskari arcana
in the ruins of the fallen Raurin empire.
Campaign Guide - Page 72
The famed Thayvian bounty hunter Sleyvas (a.k.a. Phillip Wallace) has come upon conflicting information. He
believes that the Raumathari were formed of Theskan Turami and the migrant Rus, who may have come from
Sossal, across the Great Ice Sea or even have been gated from another world.
In her novels, author Elaine Cunningham has speculated that the Rus actually were far-traveled Northmen from
the Savage Frontier. While all things are possible, this theory seems highly unlikely. Primitive peoples migrate
to feed and shelter themselves, to flee from their enemies or both.
To reach the eastern lands Ms. Cunningham sets as their goals, the Northmen would have had to migrate over
a long period of years ever farther into some of the most inhospitable lands they could find, where food and
shelter were difficult to come by and dangers were great. They also would have had to pass the then much
larger Great Glacier. Such a migration would have been largely purposeless, senseless and illogical. We find it
to be an extremely unlikely idea.
Sleyvas' research has shown him that many of the early Raumathari mages had strong ties to the elemental
plane and that some of them had made pacts with the elemental lords, learning the secrets of elemental magic
that are lost today.
Our own research into Raumathari magic indicates that Mr. Anatokas probably is correct in his belief that the
early Raumathari were little more than mercenary migrant tribal warriors, and we share his view that they
probably knew only shaman magic and primitive demonology at first but then learned great magic in an
incredibly short time, certainly faster than the Netherese had.
We believe that the early Raumathari did indeed discover in ruins many secrets of the mighty Imaskari warrior
wizards and because of this no doubt were able to ascend so quickly in their knowledge and mastery of the
arcane. There also are some indications that Orcus, who already had entered Faerûn, may have brought the
tribal demonologists under his wing and made it possible for them to grow in power, later having the ability to
gate in demons and other creatures from the lower planes.
Archeological discoveries make clear that both Raumathar and the Imaskari used runic magic, although the
scope and origin is somewhat clouded. It seems most likely however that runic knowledge was gained by the
Imaskari from dwarves of the Great Rift and that the Raumathari found their first keys to runic magic in the
Imaskari ruins.
The question then remains open, how the Raumathari learned the communal aspects necessary to make such
magic work. One can only speculate. It's doubtful that such a spiritual question was documented by the
Imaskari warrior wizards in a manner that the tribesmen could learn from these texts.
There is no reason to believe that the Raumathari had contact with the gold dwarves of the Great Rift, as had
been the case with the Imaskari. And even if they had, by the time that Raumathar began using such magic,
the Battle of Horindon Lhar was long past, and art of runecutting had been lost to all but the deepest dwarves.
Whatever the case may be, most sages today believe that both the Imaskari wizard warriors and the
Raumathari battle sorcerers used a quite different kind of magic from that of the elven-taught Netherese. It
appears that the battle sorcerers of Raumathar had learned in some manner to directly access the Weave,
without spellbooks or other trappings, learning only elemental forms of magic, but these nearly godly in their
power of destruction. Above all, fire magic seemed to dominate. And this magic appears to have been
augmented by the elemental power of runes.
There also is debate over the origins of Narfell and its magic. Early TSR publications such as FR6 Dreams of
the Red Wizards suggest that the empire of Narfell also grew from mercenary tribes that were hired to fight in
the Orcgate wars.
As a result of his research, A. Jason Anatokas concludes that the tribesmen divided into two factions, with
Rauthok leading one faction across the Lake of Tears and another faction remaining on the west shore of Lake
Ashane, in present day Ashanath and the Great Dale. According to his theory, Narfell grew from the western
faction and Raumathar from the Eastern, led by Rauthok.
Campaign Guide - Page 73
The bounty hunter Sleyvas believes too that the early tribesmen divided into a more warlike western faction and
a less violent but dangerous eastern faction, comprised of warriors of different tribal origins who formed the full
Raumathari population.
Our research (outlined in more detail in the Northern Journey installment Impiltur) tends more toward the
theories of Sleyvas. We've concluded that the primitive tribal veterans of the Orcgate wars, along with their
shamans and demon worshippers, concentrated themselves at first largely east of the Lake of Tears, although
they may also have inhabited a part of the modern Narfelli plain for a time.
The fallen empire of Narfell has quite a different heritage and magical history than that of Raumathar, according
to our research. The central empire of Narfell covered modern day Narfell, northeastward to include the Firward
Mountains, Erech Forest, the Falls of Erech and over the Teardrops and beyond to Icelake Lake; the Great
Dale, Ashanath, some parts of Northern Thesk and the coastal region of Impiltur, with distant watchposts along
the road into the Vast at the foot of the Earthfast Mountains, on the southwestern edge of the frozen tundra that
now is Impiltur's Central Valley.
At times, Narfell's borders were considerably larger than these, spreading as far as the Eastern Steppes, but
these extended borders marked stages in the war with Raumathar rather than standing borderlines of the
empire. At other times, the Narfelli borders shrank inward, particularly when the Raumathari occupied parts of
the Narfelli plain and Ashanath.
The Narfelli plain traditionally was populated by nomadic tribes, as continues to be the case today. The Great
Dale and Ashanath have been populated mainly by ancestors of the ancient Turami folk who fled the rule of the
Mulan in Mulhorand and Unther, while the people of Impiltur have been a mix, predominantly Turami but with a
large immigrant population from the Vilhon Reach across the Sea of Fallen Stars to the south.
There is little in the history of these races to explain how they came to master the mighty magic exercised by the
imperial Narfelli. They also were far removed from Imaskari ruins, which may explain why the use of high-
powered magic at first was more predominant in Raumathar than in Narfell.
Both Sleyvas and the noted Realms scholar Dr. Jeffrey David Bray have discovered evidence that powerful
magic came to Narfell in the year -923 DR, when a group of Netherese spelljammers flew over the Great Dale
while hunting illithids. The Netherese had been capturing mindflayers and performing vivisectionist experiments
upon them, but they lost this battle.
The illithids turned an anti-magic ray upon the Netherese, and all of the Netherese ships were downed, simply
falling from the sky due to the lack of magic. There were few Netherese survivors, and none of the spelljamming
helms survived the crash, making a return flight to Netheril impossible.
Those who did survive found themselves in the Great Dale, a poor land populated by illiterate and often
superstitious descendants of the Turami, a folk that greatly feared the Narfelli and their magic ships, which
crashed from the sky. The shipwrecked Netherese were fascinated by this fear. Sleyvas goes still further and
claims they were intoxicated by this fear. The Netherese capitalized on this fear to portray themselves to the
natives as being gods, "proving" their claims with magic that controlled the elements, particularly the wind.
In the main areas of Narfell, the natives were viewed as cattle and often were subjected like guinea pigs to
magical experimentation, producing foul beastmen and new mutations of undead. After viewing the power of
Raumathari demonologists to the East, the Narfelli also began large scale sacrifices of natives to powers of the
lower planes in return for dark power from Baator.
Only the Impilturian part of Narfelli was excepted to some extent from the brutality of the Netherese. The city
states of Impiltur (including Uthmere, now considered a part of the Great Dale) were much more civilized than
the Narfelli plain or the Great Dale. The new rulers of Narfell established their western march or borderland
west of Easting Reach and called it Imperium Ilian Nar, a name that evolved into Impiltur.
Campaign Guide - Page 74
The maddened, despotic mages of Narfell were concentrated mainly in the parts of the empire known today as
the Great Dale and Narfell, where they could perform their evil experiments isolated and undisturbed, with a
population of serfs readily at hand, together with the centers of political power.
The mercantile and bureaucratic elements of the Narfelli empire settled instead in the West, in the Impilturian
city-states, along with arcanists who were less evil than those in the heart of the empire, mages who by and
large did their research isolated in their towers, seeking peace and leaving their neighbors in peace.
However, the true Netherese spelljammers' survivors and their descendants, relatively few in number in Narfell,
were wise enough to know that they needed a strong infrastructure to survive as a nation. They chose these
from among the upper crust of society in the city-states of Impiltur, giving this class a fair degree of freedom and
power at first and later, when the loyalty of the Impilturians was certain, they taught them magic as well.
The Netherese - whom the Impilturians called the Narfelli - interbred with this selected level of Impilturian
society, producing a folk known as the Turmrar, who continued to rule and tyrannize Impiltur long after the
Netherese Narfelli retreated eastward.
In the Year of the Death Dolor (-158 DR), the war against Raumathar already had reached horrible dimensions.
After a long period of dryness that approached drought - perhaps with arcane causes - the Raumathari battle
sorcerers called down a three-day rain of fire upon the eastern forests of the Great Dale and they summoned a
host of several hundred demons who rose from the burning forest floors and began marching toward Narfelli
outposts along the Trade Route. At the same time, a large Raumathari fleet of troop boats began crossing the
Lake of Tears intent to march across Ashanath and into the dale.
The Raumathari already had pushed Narfell back westwards out of the Endless Wastes, and the centers of
Narfelli power on today's barbarian plains of Narfell were afraid the entire empire of Narfell would fall. The
mages of the West were ordered home and quickly, vacating not only the Impilturian city-states but also the
border center of wizardry in Tower Ithfell and the great fortress Vordric-Dun.
The Narfelli left in such haste that many of the items of power in these and other facilities were left in place,
although there were few Impilturian mages who were able to do much with them at that time, because the
Netherese Narfelli took the more powerful Turmrar mages with them into the East, and none of them returned
from the final devastation of the two empires' mutual destruction.
The rapid departure of the Netherese Narfelli from Impiltur left behind one of modern day scholars' most
important sources on the development of magic among humans, although only few have gained access to the
ancient records. The first kingdom of Impiltur - ruled by Turmrar tyrants - archived the large stores of knowledge
that Narfell had left behind in the city-states but could make only little use of it, because mages of power were
few in number in their time.
Only after the fall of the first kingdom, the degeneration of Impiltur back into city-states and the establishment of
the second kingdom under Imphras I did magic again begin playing an important role in the life of Impiltur.
Most of those mages who had advanced to high levels of power worked quietly and isolated during the first
kingdom and in the tumultuous period of intercity rivalry between kingdoms, but after the coronation of Imphras
I, many came forward again, willing to serve their new paladin king and their united land, following the example
of the king's wizardess sister Sambral and the ancient archmage Soargar, who had been the last court wizard of
the first kingdom.
Indeed, when it comes to our knowledge of the history of human magic, we have not only those scholars to
thank, who researched the history of northern Netheril, but also Soargar of Impiltur and his predecessor, the
Narfelli arcanist Kiriagoth the Occularum.
Kiriagoth according to legend was the most powerful of the Narfelli arcanists. He maintained his tower in the
inhospitable frozen swampland where Impilturian Ilmwatch now stands, living there in the days before the Great
Glacier melted. His achievements were many, but foremost was his creation of the legendary artifact known as
the Crown of Narfell.
Campaign Guide - Page 75
When Kiriagoth at last passed from life, his spirit was infused into the crown, where it remains today, helping to
guide the monarchs of Impiltur down a true and righteous path. Sages believe that Kiriagoth, although not
known to have been one of Mystra's magisters, nonetheless was given Mystra's choice (also see Secrets of the
Magister by Ed Greenwood, WotC - 2000, available as an ESD download from SV Games), and that he chose
to serve as the spirit of the crown.
Whatever the case may be, Kiriagoth lived reclusively in the Narfelli Empire, devoted to his magic. When
servants of the Narfelli rulers came to him to beg for his aid in the ongoing war, he proved to be loyal, and he
fashioned the great Crown of Narfell for his emperor, apparently unaware of how tyrannical his rule had become
(see also the entry for the Crown of Narfell).
When it did at last come to his attention how evil, decadent and corrupt Narfell had become, Kiriagoth used all
of his magical might to take the crown back from the Narfelli throne, bringing it to his tower, which no Narfelli
mage succeeded in penetrating, although many tried.
Kiriagoth said only that the crown would be returned when just men of good will again ruled the land. After this
date, neither Kiriagoth nor the crown were seen again in the Narfelli empire, although the great arcanist did walk
the land, disguised, cutting a deadly swath through it before its fiery fall.
As the collapse neared and defenses were weakened, the disguised Kiriagoth entered the towers of many
Narfelli high mages and the centers of government, taking from their evil possessors items of great magic and
important documents dealing with Narfell's history and its war with Raumathar.
These he concealed together with the Crown of Narfell and the famed 10 times 10 mighty swords of Narfell in
his tower on the site of modern Ilmwatch. A journal Kiriagoth left in his tower ends rather abruptly in the Year of
the Impenetrable Mystery (141 DR), and it is assumed that this is when he took Mystra's choice and became
one with the Crown of Narfell.
The great mage Soargar had served the royal Impilturian court for many years, attempting to use his art and his
wisdom to keep the first kingdom on as straight and just a course as possible, despite its line of monarchs who
were mentally deranged as a result of generations of intermarriage and incest. In the Year of the Sudden
Journey (912 DR), Soargar heard a calling and followed it, to the long abandoned and nearly forgotten tower of
Kiriagoth in the frozen tundra where Ilmwatch now stands.
The voice that Soargar heard was that of Kiriagoth the Occularum, within the Crown of Narfell, beckoning
Soargar to him. Kiriagoth's spirit told Soargar the proper way to enter the tower and the proper spells and
words to take him past the mighty wards and other dweomers of protection, showing Soargar the many
treasures there as well as the Crown of Narfell.
Kiriagoth communicated to Soargar that the decadent kingdom would fall, but that it would be rebuilt again in
less than two centuries as a land of law, order, compassion and justice. In this dawning time, Kiriagoth said,
Soargar must lead the new king to the tower, to reclaim the Crown of Narfell and the 10 times 10 swords.
The degeneration of the royal house was speeded by a horrible plague epidemic. Its days ended in the Year of
the Fearless Peasant (926 DR), when Soargar saw to it that the last survivor of the royal house, the still healthy
Princess Aliia, boarded a ship to Cormyr, to marry the young crown prince there. Her ship never arrived, but
that is another tale told in the accessory Sea of Fallen Stars by Steven E. Schend (TSR - 1999, available as an
ESD download from SV Games).
With Aliia's parting, the kingdom collapsed and degenerated again into rival city-states that often fought with one
another. Soargar was not seen again in Impiltur in the lives of men of those days, nor was he seen in the days
of their children. The great mage retired to the tundra and the Tower of Kiriagoth, making it his own.
Only in the Year of the Seer's Fires (1086 DR), some 160 years later, did the ancient Soargar return to the
inhabited lands of Impiltur, recognized by none, his life often extended through magic. He worked quietly with
the high wizardess Sambral of Filur, teaching her his secrets and preparing her to inherit his tower in the now-
warming swamplands where Ilmwatch stands today.
Campaign Guide - Page 76
Nine years later, in the Year of the Dawndance (1095 DR), hobgoblins poured out of ancient gnome delves
beneath Rawlinswood in the Great Dale and into Impiltur. The paladin Imphras I reunited the Impilturian city
states to stop them, nonetheless nearly losing the battle not far from Ilmwatch. There, with Imphras in retreat,
the hobgoblins were stopped by the armed wives of the warriors Imphras had left behind, led by powerful
wizards, among them Soargar and Imphras' sister Sambral.
Soargar fell that day, but before he died he told Imphras of his tower in Ilmwatch, the Crown of Narfell and the
10 times 10 mighty swords there. Soargar gave the heroic paladin instructions on how to enter the tower,
bypassing its wards and other protections, and he urged him to claim the Crown of Narfell and return, to unite
the land under him as monarch of a second kingdom.
Imphras did indeed do these things and took the throne in the Year of the Gleaming Crown (1097 DR). The
song of the return of the Crown of Narfell and the 10 times 10 swords has been sung far and wide in the
Realms, but less is known of the other great treasure that Imphras found there, the archive of Kiriagoth the
Occularum.
These works and other precious volumes found in Tower Ithfell tell the story of Narfell and Raumathar and the
awesome magic used in the two lands. All of these works are kept well guarded in the royal library, where only
ranking members of the Wand of Impiltur, the queen's battle mages, and the two mage schools in Lyrabar and
Ilmwatch have regular access to them, although the queen has at times allowed visiting archmagi from other
lands to peer into these works as well.
The story told in these ancient volumes describes the Narfelli magic basically as the same elven low magic that
was used by Netheril. Such wizardry is worked without a spiritual affinity with the Weave, as is the case with
elven high magic. Instead, it addresses the Weave with words, gestures and sometimes material components
as well, acting as a catalyst that causes very specific reactions from the Weave, reactions which cause the
magic to flow through the wizard and out of his mind without his achieving communion with the Weave.
This is the magic that the elves of Eaerlann taught the Netherese Therion Gers more than 4,000 years ago, and
it continues to be the magic practiced by both man and elf today. With this magic, the Narfelli host succeeded
for several centuries in pushing the Raumathari ever farther back toward the East. Kiriagoth's records report
that the tide turned rather dramatically against Narfell in the Year of Sundered Webs (-339 DR), when the
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Narfelli magic vanished briefly and then returned again, but without the mighty 10 and 11 level spells that had
been a key element of Narfell's battle strategy.
It may be that the great Raumathari battle sorcerers answered to others than Mystryl and Mystra, the Faerûnian
goddesses of magic, or they may even have been the equals of gods. These are answers the Narfelli
apparently never gained, if Kiriagoth's archive is correct. Whatever the case may be, the Raumathari battle
sorcerers apparently were unaffected by Mystryl's fall, Mystra's rise and the withdrawal of high level magic from
humans, after the destruction of Karsus and the fall of Netheril.
Kiriagoth describes how the Raumathari attacked the Narfelli with two horrible types of magic. The one faction
consisted of insane wizards or more likely clerics of demon lords each capable of drawing many times more
denizens of the Abyss into battle than the greatest of Narfell's arcanist conjurers could match in devils from
Baator. The other faction seemed to have a raw grasp upon the Weave, from which it could draw, wielding and
twisting its power to its own ends, without the need for spells.
In the time before Netheril's fall, the Narfelli still could slowly win one bloody victory after another from the
Raumathari, because their battle sorcerers and demonologists were few in number, in comparison to the large
ranks of Narfelli arcanists. The greater arcanist abjurers of the Narfelli also had succeeded in developing
counterspells that could limit the damage caused by the Raumathari, despite their greater individual might, but
they no longer could use these after the fall of Netheril and the loss of high level spells.
Kiriagoth's archives claim that Narfell avoided defeat at the hands of Raumathar only because the Raumathari
battle sorcerers were few in number and they inevitably lost control of their magic, destroying themselves. New
battle sorcerers could scarcely be trained fast enough to replace those who fell to their own power.
Campaign Guide - Page 77
The archives tell how Raumathari battle sorcerers would stand concentrated upon a distant hilltop, stretch out
their hands and within minutes turn a blue sky pitch black and then set it aflame, causing burning oil to fall
mercilessly upon an area several square miles in size.
Others would simply stretch their hands forward and from them would issue a fire of such heat and fury that it
would destroy all in its path. These tales awaken thoughts of spellfire and the blue fire of Mystra, but the battle
sorcerers caused a fire that began red and then slowly changed from blue to white. Only those Narfelli who
found themselves at the edge of such an attack had a hope of escaping the conflagration.
However, when a Raumathari battle sorcerer unleashed flame or fiery rain, he often lost control and was unable
to stop the destruction. The flames would envelope the battle sorcerer too and completely destroy him or her,
beyond the last trace of an ash.
In the last days of warfare, however, the battle sorcerers of Raumathar used the last ultimate reserves of their
power, bringing fire and flaming rain to all of Narfell north of the Great Dale and east of Impiltur and sending
demons across the land. Much of the Great Dale was burned too, and many years passed before Rawlinswood
and the Forest of Lethyr returned to their natural states. In the last battle, the mages destroyed every Narfelli
city and settlement outside of Impiltur.
In a dying gasp, after the last of the Raumathari battle sorcerers had been consumed by his own magic and the
conjured demons and devils of both sides had been destroyed or sent back to the Abyss and Baator, the few
surviving arcanists of Narfell attempted futilely to conjure winds that would turn the threatening flames of
destruction. Their magic worked, but too late. The winds came, and they fanned the magical flames back
eastward, destroying all of Raumathar south of the Lake of Mists, but before the flames were fully diverted, they
had consumed the last of the defending Narfelli arcanists.
Nonetheless, Kiriagoth contends in his archives that none of the Raumathari might was due to its own genius.
The Raumathari, he says, merely found items and knowledge that the Imaskari had developed and learn to use
them without ever really understanding the magic. The real threat to humanity, according to Kiriagoth, was not
the battle sorcerers of Raumathar or the arcanists of Narfell, nor was it the enemy's demonologists or his own
people's conjurers of devils.
The real danger, Kiriagoth said, is the wealth of Imaskari magic that still lies buried beneath the grasses of the
endless wastes and the sands of the Raurin Desert. The Raumathari found a small bit of this lost magic and put
it to terrible use, but much worse magic still awaits other seekers, Kiriagoth contended. Some of these scrolls
were found in the ruins of Castle Perilous in Vaasa after the fall of Zhengyi the Witch King.
Many of these items bore the seal of Orcus, demon god of the undead who since has been destroyed, but
whom Zhengyi served at the time. Orcus had entered forbidden Toril secretly as early as the age of the
Imaskari Empire. Many of the scrolls contain information on possible locations where these items of mighty
magic might be found, locations in the eastern wastelands and the Raurin Desert.
Sir Gareth recognized the threat posed by the knowledge revealed in these documents and was not at all
comfortable with the thought of archiving them for safekeeping in his own unstable Kingdom of Damara.
Instead he turned them over to one of the Lords of Imphras II, War Captain General Haelimbrar, who in turn
gave them to the Impilturian Queen Sambryl for safekeeping.
Campaign Guide - Page 78
However, it troubles King Gareth and Queen Sambryl greatly that only a cursory search could be made of
Castle Perilous before dragons came to nest in it and drove the Damaran occupiers out. They fear that many
more such scrolls still may be in the ruins, waiting to be read by whomever might come across them, to say
nothing of the dragons in the ruins now.
Few eyes have seen the scrolls found by King Gareth, but the queen's library tells among other things of an
Imaskari artifact known as the Konundroos of Orcus. According to the description, this artifact was empowered
by Orcus to automatically bind a seemingly limitless number of tanar'ri below Balor level and summon them
from the Abyss. It is unknown whether this artifact lost its power with Orcus' destruction, as was the case with
the Orb of Orcus in the Land of the Lich Lords.
If not, the Impilturian Queen Sambryl and her paladin war captains believe that it well may be the most
dangerous object in the Realms. Its exact location is not known, but scrolls suggest that it is hidden in a
subterranean vault somewhere in the vicinity of a known Imaskari ruin in the Endless Wastes.
At the time of his fall, Zhengyi had been preparing an expedition that was to have retrieved the Konundroos for
him. Once the situations atop Suncatcher Mountain and in the Ruins of Castle Perilous have been cleaned up,
Impiltur plans to mount a similar expedition, with the goal of destroying the Konundroos.
Campaign Guide - Page 79
7.6 Gnome Magic
Unlike the dwarves, who have a positive aversion to most magic, the Forgotten Folk has tended only to be
uninterested in it. While the Stout Folk tends to be first and foremost the race of mines, stone shafts and great
halls established in caves or carved in Toril's mother rock, the gnomes are more inclined to occupy themselves
with gemstones, ore and the making of mechanical devices to work these things.
It would be a rare gnome who would understand why one would achieve a certain end with magic when it would
be more sensible to him to build a machine or a tool to do the job. Illusion is the only area of magic that ever
has been able to command a gnome's attention, perhaps because it has to do with the idea of creating a
unreality, where the rest of gnome life tends to deal exclusively with realities. Moreover, no gnome has
succeeded to date in creating a machine or a tool that produces illusions.
Interestingly, while it's a riddle how some other races truly came to learn magic and begin using it, there's
nothing unknown at all about how gnomes began to use illusionary magic. Gnomes in Faerûn used no magic at
all until more than 4,000 years ago, when the Netherese enslaved a large number of them (also see
Demihuman Deities by Eric L. Boyd – TSR 1998, available as an ESD download from SV Games).
The elves of Eaerlann and Illefarn tried to help the enslaved gnomes, and one of the tools they gave them was
the knowledge of illusionary magic. There are old elven tales over which the Fair Folk still laugh, telling how
their ancestors tried to teach gnomes other magic as well, but their students' attention span proved to be
extremely short in these matters.
In any case, it is fully clear that gnomes use low elven magic, just as modern day humans and elves do, but
only of the school of illusion.
Campaign Guide - Page 80
7.7 Monster Magic
Other creatures - some of the so-called monsters - also are fluent in magic in the Realms. In many cases the
nature and origins of this magic are unknown. How some of these races have come to know magic also is a
mystery, although it is widely believed - and some sages insist upon it - that they were taught spellcraft by evil
wizards, above all by the Imaskari.
That may indeed be true for some races, but it is an oversimplification for others. There are some basic
guidelines that can be used to understand at least the nature of various kinds of monster magic, however, this
theme is far too wide in scope and our knowledge is too narrow to touch more than briefly upon this topic.
• Generally speaking, when a monster uses spells from a spellbook, it is using human magic, also known
as elven low magic, and access to this magic is subject to the laws of the human goddess Mystra. This
also is valid for wizard spells that are learned and used by dragons.
• Monsters with spell-like abilities that are achieved without actually using spells are a very grey area. Little
is known about the nature or origin of such magic or whether gods of a certain pantheon control the laws
of such magic.
• Inherent magic is a property of many monsters that is an inherent part of their nature, a method of
accessing the Weave that is beyond the grasp of any god or goddess. The inherent magic of a dragon
falls into this class, as does the inherent magic of a human or an elven sorcerer.
While these three points seem to cover most monster magic well, many questions remain open and exceptions
are obvious. In ancient times, certain giant tribes commanded runic magic and some still may do so. Giant
runes appear to be totally unrelated to dwarven runes. It also appears that the laws of such magic are in the
hands of the giants' gods.
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7.8 10th Level Magic
In the last segments of Northern Journey, the PCs will encounter remnants of ancient Narfell, Raumathar and
th th
Netheril that include 10 level spells. Many gamers are under the misimpression that the use of 10 level spells
is forbidden since the fall of Netheril. In the Forgotten Realms, this is not quite correct.
th
If you plan to allow your PCs access to 10 level spells, you should thoroughly familiarize yourself with the
th nd
official rules for 10 level magic. They originally were published in the FR 2 Edition accessory Secrets of the
Magister (WotC 2000) by Ed Greenwood, which can be purchased as an ESD download from SV Games.
th
In essence, a mage operating alone and abusing 10 level magic will be afflicted by Mystra or Azuth with
Feeblemindedness. Such spells succeed only if they are cast together with a second mage. Those doing so
have an 85% chance of losing an experience level. They also will lose 2d6 hit points through the use of such
magic and diminish their current arsenal of magic by 1d4 spells for the day.
th
In the Northern Journey campaign, AD&D 2E spell users can gain access to 10 level spells as follows:
Storms of fire and sand blasted across the city, and other parts of the palace were crumbling. The magic plea
from elsewhere within the royal fortress, that he come, that he save, did not go unheard in Grafvitnir's tower,
which until now remain unscathed, but it did go unheeded. The court magician had left them to their fate, hours
earlier.
And that fate was perhaps unkind, for Grafvitnir had built them a sanctum, a refuge where they would be safe
from all danger, he had said. All dangers but one, he had thought then. The last revenge of the gods would
cause the fall of all things, and the royal family, although still safe in the sanctum Grafvitnir had built for them,
would suffocate beneath the tons of desert sand that soon would swallow their realm.
The archmage of the royal court looked out over the city. The firestorms were abating. Grafvitnir's underlings
were perishing. Their magic had been too weak, of course. The sandstorms were gaining. The gods were
winning ... for awhile. But their days too were numbered.
It was time. At long last. More than three millennia had he waited, but Grafvitnir at last could enjoy the day of
his revenge. And he had brought it about. He had spurred it on, until his foes finally were destroying each
other. Soon he could sleep, and much later he would start anew.
It had been the fate of these humans to be the lesser creatures, and the fate of their gods to be lesser gods.
But their deities sought supremacy and spurred their followers on to supremacy too, to destruction of the
stronger, and they succeeded, through their greater numbers and their willingness to sacrifice their own, and,
above all - Grafvitnir still could admit grimly - through the unwillingness of his own kind to admit that men could
be a danger ... until it had been too late to turn the tide.
And so they hunted his folk down, destroying them one by one. Grafvitnir learned that his own sons fell too, first
Góin, then Móin, Grábak, Grafvöllud, and Òfnir. And then came the news that young Sváfnir had fallen to elven
mages in Cormanthor, far to the North. Unlike others of his own race, Grafvitnir fled. He thought himself a
coward, then, but he was unwilling to die for nothing. Shamed but alive - he fled then to the west, far beyond
the lands and the gods of these arrogant manlings. And although he was ashamed, he vowed he would return.
Long days passed, but his flight continued, beyond weariness, beyond exhaustion, crossing wide, flat lands,
where only the grass lived. Finally - as his strength was failing - Grafvitnir came to a long, diagonal tear in
Toril's surface, hundreds of miles long. The chances were slim, but Grafvitnir thought this might offer him a
chance to find a cave where he could hide and sleep, until he could regain his strength. And in this he did
indeed have luck, for he found a huge, abandoned cave on a high wall of the rift, and here he found his
sanctuary.
The cave was unoccupied by the living, although the long dead body of a grizzled old dvergr - dwarf in the
modern tongue - lay upon the cave floor. Grafvitnir slept, and upon awakening, he assumed the form of a
human. For although he hated this shape, he saw many strange and wondrous things in the cave of the old
dvergr, not the least among them rune-filled parchments, and these were usable only when he gave himself the
hands of man.
These were ancient times – six millennia and more ago. The dwarves still were a mighty and vibrant race then.
The dvergr of this age remembered when Módsognir Moradinsson had walked Faerûn, and Durin
Módsognirsson still was among the living. Then, as now, the dwarves shunned the magic of wizards, but in this
age the dvergr were masters of their own magic, brewed of moonlight, starshine and blood of the enemy,
stained in runes cut with immense power, a magic surviving today only among the more ancient artisans of the
longbeards.
And the cave Grafvitnir had found was the home of a dvergr runecutter who had learned the deepest secrets of
this lost art, secrets unknown today even to the ghosts of the great-grandfathers of the oldest longbeards.
Campaign Guide - Page 83
Twelve hundred years and more, Grafvitnir spent in this cave, learning and mastering all there was to know of
the old dvergr's lore, and when he departed for the lands in the East from which he had fled, it could truly be
said that Grafvitnir was the mightiest of all wizards of his time, in the magic of mages and of the dvergr alike.
So it was, that he returned to his homeland, in the year one today would call -3974 in the Dale Reckoning. With
his powers and with the human form he assumed, he quickly rose to the highest level among the archmages of
the kings. And slowly, with the surety of venom seeping into one's life-veins, he poisoned their thoughts with
the idea of revolting against their own gods.
Grafvitnir had learned patience in the cavern of the old dvergr. He also had learned the secret of controlling his
own rebirth, for the ancient dwarf had discovered - apparently too late for his own good - that the spirit could
retain its link to the body, even long after death, if the proper magical preparations had been made.
th
t the time of his victory, Grafvitnir already was a mere two years short of his 4,000 birthday, an age twice that,
which the most venerable members of his race normally would achieve. This long life too was the gift of the
dvergr's magic, and many were the times that Grafvitnir wondered why the old dwarf had not used this
knowledge for his own benefit. Or had he?
But the time he had long awaited had come at last. The twin kings Re and Enlil had led their folk in rebellion
against their own gods, who had fought back and now were finishing the destruction of the great Imaskari
Empire of Raurin. Within months, it would be only an empire of sand. The humans who had destroyed
Grafvitnir's folk were experiencing their own last moments, and without followers, their avenging gods soon
would fall as well.
Grafvitnir was triumphant. He ascended to the upper level of his tower, stepped from the balcony and took
flight, transforming rapidly into his own natural form. At last the twin kings would know who he was, as they
watched from the magical sanctum in which they had been imprisoned, while the great red wyrm Grafvitnir flew
northward, to the new home he had sought out, where no men were and none would dare to come, in the 4,000
years he now would sleep before his rebirth in his own magically rejuvenated body.
As he flew northward in the Year -2488 DR, Grafvitnir laughed as he watched the Imaskari fleeing, knowing they
were damned without their kings. He flew on, leaving the southern lands far behind, crossing plain and forest
that had until then been seen by no human eye, until he came to a desolate, lifeless land, ringed by hostile
mountains.
It was a land ever filled with a cold that no sun-loving human could or would endure, in Grafvitnir's mind. In its
deep, snow-covered valleys he found only small white imitations of his dragon race – remorhaz, if he had known
their name. Their icy attack did him but little harm, while his mighty furnace wrought fearful oblivion for them.
In earlier explorations in these ice mountains, Grafvitnir had found deep tunnels beneath the highest peaks. He
sought and found a cavern vast enough to contain his great draconic self for the four millennia of rebirth, with no
need to be concerned that any living creature would come upon it in this lifeless land, without the threat of
disturbance, and without the threat of heat or humidity to damage his mighty frame. Although Grafvitnir knew
the name not – this was the Great Glacier.
Grafvitnir was not one to deal carelessly with his own fate. He used great magicks of wizardry and dvergr runes
to conceal his place of rest from even the mightiest of wizards. Two years he spent, making preparations,
before the great red dragon lay down in the cave and passed from life to death, allowing his spirit and body both
to begin regaining 4,000 years of spent youth.
Now, there were many things Grafvitnir did not know. He was unaware that the twin Imaskari kings had grown
mighty, perhaps as mighty as Grafvitnir himself, or that they had determined who and what he was. He had not
known that they had waited until his departure and then freed themselves from the trap he had built for them,
surprising the avenging gods and in the end defeating them and becoming god-kings themselves.
Campaign Guide - Page 84
Grafvitnir did not know that the twin god-kings now led their folk to the northwest, where they settled the nations
of Mulhorand and Unther. And it was perhaps good for him that he did not know these things, for he would
have slept poorly knowing his thousands of years plotting revenge had been in vain.
Grafvitnir could not foresee that the race of dwarves would decline and with them the strength of their dvergr
runes, for such magicks arose from the rock and stone of Toril through the dwarven folk itself. Nor could he
know that the goddess of the weave Mystryl would fall, weakening his secondary defenses as well, and that her
successor Mystra too would fall, disrupting the weave and the remainder of his magicks.
And he did not know that his high, remote hideaway was in a part of the Great Glacier that would melt many
centuries later, and that the planned day of his awakening would find his cave high in the Galena Mountains of a
still unbound land known as Vaasa.
Campaign Guide - Page 85
9. Ye Gods!
With contributions by Dr. Jeffrey David Bray, Simon Gibbs and Phillip Wallace (a.k.a. the legendary bounty hunter Sleyvas)
Seldom in history does one mass migration ensue without eventually forcing another. The flight of the Mulan -
the Imaskari of Raurin - was no exception. The god kings led their displaced followers into the lands known
today as Mulhorand and Unther. These lands were not, however, unpopulated, but rather the home of a simple
and hardworking agricultural and hunting folk whom the history records call the Turami. Unfortunately for them,
their civilization was far less advanced than that of the Mulan, and they were simply overrun.
Some of the Turami were awed by the god kings of the Mulan and fell to their worship. In Unther, to the west,
the Turami were viewed as inferior and driven out. In Mulhorand, to the east, those who accepted the god kings
were integrated. Those who did not survived by fleeing northward, together with the many Turami refugees
from Unther, in a great tribal migration that already had reached its peak by -2400 DR.
The Turami displacement was one of the greater tragedies of the East, for this simple and honest folk was
forced time and again to flee northward. The Turami migrated first into the Priador plateau (modern Thay) and
attempted to enter present day Aglarond but were driven back by the elves of the Yuirwood. Mulhorand soon
followed with its northward expansions, and by -1250 DR. the Turami were driven on into the land now known
as Thesk, then still farther into the unbroken, subarctic forest land we now know today as the Great Dale.
The Turami came to a single forest - Auldgloam - where the divided Rawlinswood and Lethyr Forest of today
stand. The swath through the woods where the Trade Route runs today was the result of Netherese magic at a
later time. The Turami found a great, mystical forest that they were only barely able to enter. In truth, high
magic of the Mal T'unan green elves trapped the Turami in an illusionary magic that always steered them to
destinations within Auldgloam's perimeter, regardless of how deeply within the wood they penetrated.
After nearly a century of observing the Turami, the Mal T'unan abandoned to them the southcentral corner of
what now is Lethyr Forest, southwest of the source of Tears Creek. If old songs and tales are to be believed,
elven druids of the forest god Rillifane Rallathil convinced human druids of Silvanus to come to the Dale, to
teach the Turami, and only after they had learned to revere the woodlands was this section of the wood ceded
to them.
There is no particular evidence that the ballads tell the truth in this matter, but Narfelli scholars believe that the
Turami entered this part of the wood in about -1150 DR and founded a village called Nyldyng south of the
source of Tears Creek at that time. It appears that the Turami also occupied other forest settlements in this
area that had been abandoned by the Mal T'unan.
Some Turami remained in the southern Dale and dwelt in harmony with the surrounding woods, although their
new homeland demanded severe adjustments, for the forest lands were cold, lying at the foot of the Great
Glacier to the north. Others continued on westward, meeting but not coming into conflict with other refugees
from the Vilhon Reach. Together, the children of the Turami and Vilhonese refugees settled the coastal areas
on the north shore of the Sea of Fallen Stars of what we know today as the Kingdom of Impiltur.
It is believed that the first meaningful human settlements in Impiltur were established at about –1900 DR, and
that these settlements were developed by folk migrating from three different areas. Historians refer to this now
as the First Age of Impiltur, dividing the geographical region's history into four ages in all. They say this was an
early bronze age very much like Earth's Celtic and Pict civilizations.
The lands on the north shore of the Inner Sea and the western shore of Easting Reach were settled almost
simultaneously by mostly illiterate Turami who were not convinced the frigid forest of today's Great Dale would
make a good home and by refugees from Chondath and Turmish on the Vilhon Reach. These races were
joined by small numbers of young Rus, ancestors of today's Rashemaar, who came to the shores of today's
Impiltur while on dajemma and simply remained there, never going home.
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The land these races reached was, of course, much different from today's Impiltur. The Great Glacier then
remained at modern Impiltur's doorstep, making the heights of the Earthfast Mountains cruel and hostile lands
where winter was the perpetual season. The mountain climate was too harsh for the southern blood of the
Vilhonese and the Turami, although the Rus migrants where less fearful of the cold and ventured into the
Earthfasts, making the first contact with the dwarves there, soon establishing trade with the dour folk that
worked to the benefit of both sides.
The peaks north of the Fire River Pass were the domain of goblinoid tribes who knew nothing of the human
settlers on the coast. The ogres, orcs, hobgoblin and goblin tribes of the northern Earthfasts warred with one
another over the huge hunting grounds they shared, both the wilderness of today's Vast to the west and the
great tundra plain that now is the agricultural valley of Impiltur east of the Earthfast. During the first age,
however, the valley was frozen swamp much of the year, somewhat similar to the interior of modern Vaasa.
This was a strange era, for the human settlers of early Impiltur co-existed peacefully for 1,000 years with the
goblinoid tribes of the northern mountains, the dwarven kingdom of the central Earthfasts, the gnomes in the
southern leg of the Earthfasts' foothills and the elves of the Grey Forest.
The goblinoid tribes viewed the journey to the dwarven halls in those times as a suicidal ice trek of long duration
and with no adequate sources of food. The human settlers of the coasts during Impiltur's first age were mainly
fishermen, crop farmers, hunters, shepherds and bronze- and tinsmiths.
The early settlers of Impiltur's coasts were able to enjoy such peace largely because they remained beyond the
reach of the Mulhorandi, who did attempt to expand as far as today's Great Dale. But this time, the Turami
made their stand and successfully fought the militarily superior Mulhorandi from the forests with guerilla tactics.
The racially mixed Mulan-Turami of Mulhorand never could master these tactics, and when the Mulhorandi
made their first forays against the settlements on the southern eaves of the Turami forest, they were soundly
beaten, and all of their settlements in what we now call Thesk, within a day's march of the forest were regularly
burned in surprise night raids from Turami of the wood.
Within a short time, Mulhorand halted its northward expansion, and later setbacks for the Mulhorandi forced
them to withdraw to the South. A part of the Turami remained within the forest in small and primitive hunting
settlements. Many more farmed the forest's edge, eventually spreading westward to Ashane (the Lake of
Tears) and settling the southern part of the land now known as Ashanath.
Others settled the eastern shore of the Easting Reach fishing and trading with their inland kinsmen. During this
time the druidic religions began to flourish, although conflicts arose between druids and hunters of the forest.
On the coast the worship of Umberlee also gained a following.
As the descendants of the Turami settled more firmly into today's Great Dale and Ashanath, barbarian tribes
moved southward into the area known today as the North Country (east of the Falls of Erech and north of
modern Rashemen). Much time passed before there was meaningful contact between the descendants of the
Turami and the northern barbarians or the ice barbarians who lived in the frigid lands between the north edge of
the wood and the foot of the glacier.
In –1097 DR, seven Netherese skyships appeared over the Easting Reach. Six returned to Netheril, but one of
the ships stayed behind. The arcanist who owned it, Kiriagoth the Occularum, built a hidden tower where
Impilturian Ilmwatch now stands but often visited the Great Dale. Kiriagoth took up contact with the Turami
natives, teaching some of them to read and write, and a few of them even learned from him the use of
rudimentary spells. His good will would have lasting repercussions for the area.
In -1076 DR, a magical gate to a world-populated by orcs opened in the south of what now is Thay, and the
Turami were forced again to flee from lands they had settled. Mulhorandi agents had traveled north through the
Turami lands to enlist the northern barbarians in their fight against the millions of orcs who had poured through
the Priador gate.
Campaign Guide - Page 87
The northern tribes accepted and rode southward over Ashanath, raiding and pillaging the beautiful lake country
of the Turami. Dwellers in the lake country were forced to flee back into the southern reaches of the Great
Dale.
The civil war within the Dale may be said to have started somewhat after this time. During this sorrowful era
came the first conflicts between druids of Silvanus and their followers, who wanted the human enclave within
Auldgloam Forest protected against further destruction, and the loose confederation of hunters, who had settled
in Kront on the Lake of Tears and in the more established villages and clearings in the valleys on the edges of
the forest. Many of those who stood against the druids were poverty-stricken and hungry refugees from
Ashanath.
For seven years, the barbarian tribes remained in the south, aiding the Mulhorandi in the great Orcgate Wars.
The Turami meanwhile had begun returning from the cold forest to the somewhat warmer shore of the Lake of
Tears, to rebuild their ravaged settlements. But in the year -1069 DR, the tide turned in the Orcgate Wars, and
the barbarians rode again northward, driving the surviving orcs before them through Ashanath into the North.
This time, the lake country was not merely ravaged but devastated. The barbarians drove the main force of the
orcs beyond the Teardrops in the north, but another flank also was driven into the cold of the Great Glacier. For
the first time then, Grafvitnir had neighbors, although his sleeping soul knew nothing of them.
After the passing of the orcs and barbarians into the north, many of the sons of the Turami (a name that had
faded from use by then - they now called themselves Dalesmen and the Lake Folk) returned for a third time to
the Lake of Tears and rebuilt. However, the days of simplicity, honesty and peace among the folk of the Great
Dale and Ashanath were forever gone. The Dalesmen had become hardened and ready to make war.
During and after the Orcgate Wars, many tribes and clans of the Turami were displaced or decimated by the
humanoid hordes fleeing north and west. Kiriagoth aided the natives, and the orcs fled from this area into the
Vast. Many looked upon Kiriagoth as a god, and he did nothing to correct this notion.
The Great Dale, then as now, had no ruler, no central authority, and it became strongly divided by religious
differences and trade rivalries. Settlements often skirmished with one another, as the druidic followers of
Silvanus, allied with the rangers of Mielikki on the one side, warred with hunters and loggers on the other.
In the year -923 DR, a small enclave of spelljamming Netherese became stranded near the Easting Reach. A
nautiloid fleet had attacked the unwary vivisectionists and forced their crash landing along the edge of
Auldgloam Forest. This cut a swath of destruction at the western edge of the wood that would become the path
of the Trade Route in the Great Dale in time.
The survivors had no helms or other means for returning to Netheril, but they did have an intact Mythallar. They
quickly set up an enclave near the present day site of Uthmere. With powers that none in the area could match,
they were looked upon as gods. The Netherese enjoyed the life of god-kings and decided to stay and erect
their empire.
They began to develop new magicks that required no Mythallar power, magics that delved heavily into the arts
of necromancy and conjuration. The arcanists soon came into contact with Kiriagoth and set up a council to
oversee their new empire, which came to be known as Narfell.
By –900 DR, the arcanists had expanded their power to such an extent that even the 1,000-year peace of what
we now know as Impiltur was broken, and the coastal cities of Impiltur became a Narfelli march or perhaps
duchy. The historical records are unclear on this point.
Narfell soon controlled the area that today comprises the Great Dale, Ashanath, Narfell, the western part of
Thesk and the coastal regions of Impiltur. The migrant Turami again were subjugated to a more powerful race,
although many in the coastal cities of what now is Impiltur fled into the southern Earthfast Mountains, where
they were tolerated by the dwarves, with whom they allied to fight against the expected Narfelli attackers who in
fact never came to the mountains.
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The arcanists' expansion was halted only by the tundra south of the Great Glacier in the North, the Earthfast
Mountains in the West, Mulhorand in the South and the another rising and mighty empire, Raumathar, in the
East. Of these, Raumathar was the most active in striking back at Narfell.
The second of Impiltur's ages was then a time of subjugation under the magocracy of Narfell. This distant
march of the Narfelli empire was known as Imperium Ilian Nar, a name that evolved in time to Impiltur. The
magocracy gave nominal power to the original settlers of Impiltur, Ashanath and the Great Dale, but the folk of
these lands no longer were free. Fortunately, these remote reaches of the Narfelli Empire suffered the least
damage when Raumathar and Narfell destroyed each other 750 years later.
In the Year of the Final Fates (–689 DR), the council of arcanists set up the most powerful Nar chieftain as a
figurehead ruler, to appease the ever recalcitrant tribesmen. With this move, they also hoped to quell rumblings
of discontent within the other clans of the empire.
Kiriagoth had moved to Sarshel, the seat of power for the wizards, because the humans, centaurs and few
remaining elves of the great wood were becoming ever more unfriendly to the empire's rulers, due to the
growing abuses of the wizards, the logging at the forest's heart and the road that had been built with magic
through the wood to the regional capital at Bezentil.
Kiriagoth decided the secular ruler Harikus needed a symbol of authority and an item of power to aid him in
maintaining the borders. After 10 years of research and experimentation, he created the Crown of Narfell and
presented it to Harikus in the Narfelli capital of Heligonius, which later was obliterated. The crown was intended
not only to help protect Narfell against invasion, but also to ferret out internal enemies. Narfell also made
advances to Mulhorand and Unther to help in the struggle against Raumathar, but both nations rejected this
overture.
In the Year of the Clipped Wings (-623 DR), the residents of Ashanath were forced to flee into the forests of the
Great Dale, as the ships of Narfell sailed from their fortress Magmarnum Nar south of the Falls of Erech down
the Lake of Tears to make war. Each naval attack, led by skilled mariners and aided by powerful magic, sailed
down the path now described by the modern names River Mulsantir, Lake Mulsantir, River Thay, Lake
Thaylambar and the River Thazarim to the Alamber Sea.
The wave of devastation in the Year of the Clipped Wings came as a surprise to the folk on Lake Ashane, and it
cost many lives. For years war ships of Narfell and Raumathar had been sailing Lake Ashane, conquering
northern reaches of Mulhorand and Unther that the two southern states no longer were able to control after their
heavy losses in the Orcgate Wars.
The fleet of Narfell was far greater in size in the Year of the Clipped Wings than any that had sailed the Lake of
Tears up to this time, and the fleet was badly in need of supplies and provisions as it sailed southward. The
small fishing harbors of northern Ashanath were unable to provide the provisions needed by the Narfelli sailors,
who laid waste to every harbor on the west coast of the lake including Kront, before they passed into the south
and turned their attention to the coast of Rashemen. This was the last great devastation of Ashanath until the
years before the destruction of Narfell.
The fleet of Narfell was destroyed by the navies of Mulhorand and Unther. It never returned northward,
although many years went by before the coastal towns of Ashanath were rebuilt. In the aftermath of this defeat,
Raumathar attempted to push into the provinces of Narfell to the north and to what we now call Thesk to the
south.
The Crown of Narfell was crucial in detecting this two-pronged attack and both advances were halted. Still, all
would have been lost except for the skill of the Nar horsemen and Rus berserkers. Raumathar continued to
control a large part of modern day Thesk, but the northern wastes above Rashemen remained a battlefield to
their mutual end.
The next four centuries saw an increase in the power of both Narfell and Raumathar. In Narfell, the rift between
the natives and their wizard overlords grew as a result of the abuses of the magi on their subjects. The Crown
of Narfell was used frequently to eliminate rebels rather than to protect borders.
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Druids and Dalesmen defied the magi at every opportunity. In the coastal cities that belong today to Impiltur,
the delicate balance between humans on the coast, dwarves and gnomes in the southern mountains and the
goblin races in the northern mountains was shaken and in some cases destroyed.
The Narfelli seemed to have little awareness of the gnomes in the foothills near the Hill of Tombs in the south,
but they had heard many tales of dwarven wealth in the Earthfasts and coveted these riches. Many of the
natives who lived on the southwestern coast of Easting Reach and the northern coast of the Sea of Fallen Stars
fled into the mountains then, forging alliances with the dwarves there who began mounting a defense against a
possible Narfelli invasion that never came.
The coasts of today's Impiltur were far from the center of the Narfelli Empire and its power. The high magic that
would have been necessary to conquer the dwarven halls without a huge military effort were far removed from
the Impilturian march in Narfell's West, and the Narfelli also lacked troops capable of mounting a sustained
campaign in the mountains.
In addition, the Earthfasts were outside of the geographical area watched by the magic of the Crown of Narfell.
When the coastal Narfelli lords used conventional means such as flying mages to spy out the dwarves, these
more often than not were brought down, never to return again, by mighty, flying hammers and axes forged by
dwarven master smiths. In these days, already, was the great alliance of men and dwarves forged, which still
stands strong today between the Impilturian Lords of Imphras II, the Ironlord of the City of Earthfast and the
Thane of the Toho Mines.
The area west of Filur was firmly in the hands of the anti-Narfelli native rebels, and their strongholds continued
up into the mountains, where they met the mines of the Thane at the border of the dwarven empire. While
Narfelli politics cemented the bonds between dwarves and men, they forever turned the goblinoid tribes of the
northern Earthfasts and the tundra plain against the humans of the south and those they took to be their
dwarven allies, for the Narfelli magi took to hunting ogres, orcs, goblins and hobgoblins as sport, and their
victims noted well the direction from which this enemy came.
In the Year of the Huntress (–179 DR), Kiriagoth the Occularum disappeared from his tower in Ilmwatch. Using
his high magic, he secretly took from the emperor the Crown of Narfell and vanished with it and many of the
empire's greater treasures.
In both Sarshel and Heligonius, a message appeared from Kiriagoth saying that the wizards has gone too far,
that he no longer would condone or be part of what Narfell had become. He said that when the time was right,
the Crown of Narfell would return, but into the hands of just men.
This caused an uproar in all levels of the country. Raumathar decided to capitalize upon this unrest and to
destroy its rivals once and for all. In the Year of Recompense (–150 DR), less than 500 years after the loss of
Narfell's fleet, the wizards and warriors of Narfell and Raumathar clashed in a series of titanic engagements that
wrought devastation unparalleled since the fall of the Imaskari Empire.
Demons and devils were summoned and dragons annihilated each other. In the end, the few surviving magi
fled to the four winds, leaving the proud cities, reputedly impregnable fortresses and mighty towers of the two
mighty empires in ruins.
In Impiltur, the third age had begun, and it would continue for about three and a half centuries. Within 75 years,
the provinces of old Narfell had been rebuilt and had grown to the point that the coastal cities of the Easting
Reach were becoming overcrowded, due in no small part to the number of goblinoid tribes laying claim to the
interior of today's Impiltur and preventing expansion.
The third age was reminiscent of the era of Charlemagne's paladins and feudal rule, and it tells us perhaps
much about the roots of ruling tradition in Impiltur that still is based upon paladins today. The rising Impilturian
lords of the third age had a growing need to deal with hostile goblinoid incursions, which were coming ever
closer to the fertile coastal farming areas. And this need became all the more pressing after a new influx of
settlers from the Vilhon Reach began docking in the coastal cities.
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Only in the third age did the name Impiltur come into full use. It described a land of feudal wrongdoing and
hardship, in which the paladins were replaced in time by calculating men and clerics who preached a divine
right to rule by those who claimed to be noble, a right that brought the servitude of serfdom and abject poverty
to the majority of Impiltur's folk, leading at last to a withdrawal of the dwarven empire and the men of the
mountains from close relations with the petty nobility below.
Impiltur of the third age reached its greatest glory at the time men and elves raised the Standing Stone in
Cormyr in the West, and it collapsed a millennia later under the weight of bad rulers, plagues and other
destabilizing influences.
After the fall of Narfell and Raumathar and with the reduction of Mulhorand and Unther into minor states of the
South, one might have expected peace and prosperity to come to the Great Dale. Even the emerging power of
the Red Wizards in Thay showed little interest for the simple Dalesmen or their lands, but peace was not to be.
Instead, the Dalesmen within the two great forests continued to war with one another.
The coastal settlements of Easting Reach fortified and isolated themselves from their kinsmen in the woodlands
to the East, as did the farmers and fishermen in Ashanath east of the forests. Already in the years after the last
devastation of Ashanath by the Nars, many sons and daughters of the Dalesmen had forsaken their homeland,
migrating to the coastal city-states and later royal cities of Impiltur, with others sailing westward across the
Dragon Reach to Sembia and the Dalelands.
Nearly 1,600 years ago, the first descendants of the Turami crossed the Dragon Reach and begin settling
around the eaves of Cormanthor. Some 200 years after their arrival, in the Year of the Sunrise (1 DR), the
elven lords gave the migrant Dalesmen permission to settle the lands outside the forests, marking the official
beginning of today's Dalelands in the Heartlands of the Realms with the raising of the Standing Stone.
th
A great threat began shaping for Impiltur in the late 6 Century, when the orc empire of Vastar on the eastern
coast of the Dragon Reach fell before dwarven axes, only to crumble half a century later, as the orcs returned to
the northern Vast of today and human immigrants from the Vilhon Reach sailed across the Inner Sea and
claimed the lands south of the Fire River for their own.
In the ensuing years, the orcs again were driven from the coastal lands into the Earthspurs to the north and the
Earthfasts of Impiltur to the east, where they continue to pose a serious threat today to the Earthfast dwarves
and the High Country of the Vast as well as a potential threat to Impiltur's agricultural valley.
In the Year of the Watching Raven (913 DR), as emigrant Dalesmen and Chondathian refugees across the
Dragon Reach were proclaiming the foundlng of the realm of Sembia, a cleric of great power named Harbet
Gall, calling himself the True Druid and identifying himself with no named deity, came to the Great Dale, to
preach the new gospel of the hunt.
In truth, Gall was an evangelist of Malar the Beastlord. He was a charismatic creature behind whom the
huntsmen of the Great Dale could unite in their war against the druids of the forests and the Chaunteaists in the
farmlands of the Trade Route. For nearly six centuries, Gall has continued to fan the flames of a devastating
religious civil war in the Great Dale. The banner of history rose and fell again into streams of blood many times
over the years beneath the sleeping Grafvitnir, as the great red wyrm's security gradually melted around him.
There are many who debate whether Impiltur of the third age ever knew glory, for it was deeply rooted in the
theory that some men are born with divine rights to rule others. Throughout the third age, a small number of
people held a large part of the population in the involuntary servitude of serfdom, which was little better than
slavery.
Those families who held noble titles that their ancestors had proclaimed for themselves believed little in
marriages between classes. As a result, the high houses of Impiltur's first kingdom maintained their lines
through intermarriage, eventually weakening the race and filling noble and royal nurseries with physically and
mentally deformed offspring.
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In the Year of the Spouting Fish (922 DR), the decisive event in the fall of the first kingdom began. Other lesser
nobility, many deranged from birth, had begun plotting to overthrow the House of Monarchs in Lyrabar. Among
the plotters was the high ducal house in the port city of Sarshel, which had come under the influence of
Chondathian cleric of Talona, who had migrated with many of their followers after being hunted in their
homeland.
Nartaklin, a high cleric of the Mistress of Disease, convinced Duke Anthrar of Sarshel, a deranged and badly
deformed creature who is said to have had a second left arm and a tail, to unleash the plague upon Lyrabar, in
order to destroy the royal family. With his blessing, Nartaklin sent a wave of illness across the land, and the
royal family of the corrupt last king, Hanbral II, did indeed fall to the plague.
The last survivor of the royal family, Princess Aliia, who had been betrothed to Prince Rhigaerd I of Cormyr,
disappeared at sea. The plague abated and Nartaklin and her clerics had vanished, although there were
reports more than a century later that the cleric still reigned as a lich in a hidden castle ruin in the mountains
somewhere above the source of the River Vesper. It should be noted that patrols of paladins have searched
the mountains in this area to seek the castle, but without success.
After the disappearance of the princess, what remained of the realm fractured into a cauldron of seething
turmoil, as the survivors of each noble family sought to claim the vacant throne. These were few in number and
with little power left in the wake of the plague, which had wiped out not only the royal family but also other noble
families, including – ironically – the ducal house of Anthrar in Sarshel.
In the Year of the Fearless Peasant (926 DR), as the first kingdom had begun to fragment into separate city
states, the Royal Impilturian Archmage Soargar spirited the great treasures of the kingdom away to his tower in
Ilmwatch, to guard them there until the day when the realm once again would stand united. Among these were
the Crown of Narfell, whose powers the royal house never had succeeded in awakening, and the legendary 100
blades of Narfell, said to have been magical swords of great power.
Time continued to turn and to turn its men as well. A strange geological event, which no doubt had long been in
the making north of Impiltur, began making its effects known, and these were to be both a blessing and a curse
for the divided city states of crownless Impiltur.
Already in the Year of the Turning Wheel (937 DR), as Thesk was being founded, occasional adventurers in the
southern reaches of the Great Glacier were reporting melts. The rivers running down from the glacier had
widened, and they rushed seaward with a heretofore unknown violence.
The frozen tundra of Impiltur's central valley had begun receding, turning quickly into cold but rich organic
farming land. There was no doubt in these years that both Impiltur and the Great Dale were warming and that
the influence of the Great Glacier was diminishing.
Most of the petty feudal lords of the first kingdom of Impiltur had become a fixture of the past, but they had been
replaced by brigands and men of evil who had claimed the remaining wealth of the kingdom and used it and its
swords to continue to hold that part of the population that had survived the plague as vassals and serfs.
This also was the lot of new immigrants who came to Impiltur from the Vast, the Great Dale and by sea from the
overcrowded Vilhon Reach. Simple folk who arrived with neither wealth nor power were indentured. Those
who arrived with money, magic or swords contested with others to become a part of the ruling class.
As the tundra receded from the central valley, it became all too clear that the fertile lands arising from the
heretofore icy wastes could become a resource of grain and other crops that could survive the cold south of the
Great Glacier.
Those who held power in the fragmented city states forced their vassals and serfs to move out into the fringe
areas of the central valley that had been freed of ice. There it came ever more often to conflicts with the
goblinoid races who hunted and foraged the plain, and with each skirmish, the orcs and other goblinkin they
encountered became ever more curious to know what tantalizing treasures the human coastal cities might hold
for them.
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Sometime around the Year of the Wailing Winds (1000 DR), the southeastern fringe of the Great Glacier began
to melt quite noticeably, and by the Year of the Spreading Spring (1038 DR), the lands known today as Damara
and Vaasa were largely freed from ice, although still frigid and inhospitable. Pressed by the flames of civil
religious war in the Great Dale and drawn by tales of fertile farmlands waiting to be tilled and rich veins of
mountain ore waiting to be mined, great numbers of Dalesmen migrated into Damara.
The hostile swamp terrain the Great Glacier had left beneath the mountains of Vaasa made it less welcoming,
and most refugees from the Great Dale ignored it, either settling in Damara or moving on to Impiltur or the Vast.
Others crossed these lands and the Dragon Reach, traveling into the Dalelands of the West. It was Grafvitnir's
good luck that the peak he had chosen in the Great Glacier ended up being high on the Vaasan side of the
Galena Mountains, and he could sleep on undisturbed for many centuries more.
The melting of the glacier led to a great crisis in Impiltur, beginning with frequent battles against the orcs in the
Earthfasts and hobgoblins from the northern mountains and the Giantspires, culminating in the end of the third
age.
As Impiltur's fourth and current age began, the retreat of the Great Glacier was viewed as a sign of hope by
many in the Cold Lands, and the opening of the Impilturian plain and the new land of Damara sparked an
optimistic note in many hearts that soon turned to absolute horror.
Early in the Year of the Dawndance (1095 DR), hordes of hobgoblins from the Giantspire Mountains north of
Rawlinswood, uncountable in number, emerged suddenly from ancient gnome delves in western Rawlinswood
and cut a swath of destruction as far as Trader's Bay.
The hard masters who had driven the folk of Impiltur into misery as serfs had no taste for the wave of war that
was cascading toward the city states of the south. Most gathered their riches and took to the sea, to flee the
land forever, convinced that the tiny city states had no hope of withstanding the thousands of hobgoblins
advancing upon them.
One who did not flee was a bold paladin of Ilmater named Imphras. Together with his followers, Imphras
worked throughout the year to reunite the divided city states of Impiltur under a single banner, and his men also
dealt again with the friends of the more righteous ancient Impiltur, the dwarves of Earthfast City and the elves of
the Grey Forest, to assemble a valiant army which would attempt to stem the hobgoblin tide when it reached
Impiltur.
Late in the following spring, the combined armies of man, dwarf and elf, under the command of Imphras, had
firmly entrenched itself between modern day Bay Town and Cairnpur in the Great Dale, and his grim warriors
were determined to win the day. The hobgoblin march over the Merchants Run made clear what Impiltur's fate
would be if the hobgoblins were not stopped. All that had been built in that area had been leveled by the
monster hordes, and no living thing that did not flee on time survived the hobgoblin march.
Bold and valiant as he and his combined army were, Imphras was unable to stop the hobgoblins in the mushy,
newly thawed tundra. Countless numbers of the enemy fell there, but the horde trampled the corpses of its own
and continued onward, at last forcing Imphras and his surviving warriors to flee, until their backs were to
Bluefang Water. There Imphras again made his stand, and against odds of two to one, he defeated those
hobgoblins who went against him.
But the horde was much larger than Imphras' army, and a large part of the enemy host simply ignored Imphras,
marching past him and continuing southward toward the coastal cities. There on the plain was sung the second
great song of heroism in new Impiltur's borning days, for the hobgoblins were stopped by a second Impilturian
host of the sword-wielding women the warriors had left behind, and these were led by the ancient wizard
Soargar, the young sorceress Sambral and her guest, the archmage Velgarbrin from Baldur's Gate in the West.
With great magicks and mighty swords, much of the hobgoblin army was destroyed, for the earth had opened
and swallowed a part of the horde, while numerous balls of fire and lightning took another great toll. Still, when
all magic had been exhausted, enough hobgoblins survived to march onward. It was then that Imphras and his
small band of survivors reached them from behind and cut the remainder of the enemy down.
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Soargar, exhausted beyond salvation by the magic he had expended, died on the plain that day, but before his
passing, he gave Imphras the magical words needed to enter his tower at Ilmwatch, and told Imphras of the 100
Narfelli blades there and the Crown of Narfell, as well as the secrets of its powers and how to awaken them
(see the Artifacts section).
In the Year of the Gleaming Crown (1097 DR), the immigrant Dalesmen, Vilhonese and descendants of the Rus
who populated the land proclaimed the second Kingdom of Impiltur, with Imphras I crowned as its king. As
Kiriagoth had predicted, the Crown of Narfell returned to the knowledge of men, but it now was in the hands of
paladins who used it to defend the borders of young Impiltur.
That the old Turami race gave birth to a new folk that shaped and guided much of the development of the
Realms as we know them today is beyond debate. But the few surviving farmers and fishermen of Ashanath
still tell tales of ancient times, before the Mulan of Raurin drove them from their homelands, tales of a great
curse upon the sons of the Turami. It is said that the Turami of old defied their gods, and as their punishment,
they were cursed to live on through generations, without ever finding peace. Whether there is fact behind this
legend is impossible to say.
Nonetheless, the history of the Turami suggests there may be something to these ancient tales. The Turami
were driven ever northward, until they reached the Great Dale, where they began warring among themselves
and still do so today. Each subsequent migration too was challenged after the Turami had settled an area, and
even today, the sons of the Turami have strong foes willing to pounce upon them in a time of weakness,
regardless of where they might live.
Although many Dalesmen settled in Impiltur and the Vast, they were integrated there rather than forming a
Turami nation. If there is a curse keeping almost purely Turami areas such as the Great Dale and Ashanath
from finding peace, one could argue that it takes its toll in the Dalelands of the western Heartlands as well. The
new Dalesmen of the West are constantly threatened by the Zhentarim to the North and are being squeezed by
Sembia and Cormyr in the South. Monsters and perhaps demons in the abandoned elven forests are an
ongoing threat, and as in the East, the Dalesmen have made war upon each other too.
Teshendale was destroyed and conquered by the Zhents. Merrydale of old fell victim to vampires and became
Daggerdale. Its rural hillsides are the scene of regular skirmishes, and control of Dagger Falls remains
contested. Lashan of Scardale recently tried to conquer all of the Dalelands, leading to the conquest,
subjugation and occupation of his dale. Lashan fled, only to be destroyed by the lich Azimer in the ruins of Myth
Drannor.
In earlier times the men of Archendale overran and destroyed the neighboring settlements of Sessrendale. In
view of these things, one well can believe the old tales from the shores of the Lake of Tears that claim the sons
and daughters of the Turami are cursed. If there is indeed such a curse, its effect can be seen above all in the
Great Dale of today.
Dun Tharos stands in central Rawlinswood north of the Trade Route, where the mysterious and powerful
Nentyarch reigns, seemingly aligned with the practitioners of ancient druidism, according to some, and sunk in
the abyss of demonic evil, according to others..
To the east of Dun Tharos in Rawlinswood, bringing its evil influence over parts of Ashanath to the shores of
Lake Ashane is Nighthawk Tower, the stronghold of Harbet Gall, who also is a Keeper of the Hoard of the Cult
of the Dragon and the cult's leader in the Great Dale.
Between the Nentyarch, the druids of the west and Harbet Gall rages a war that involves, among other things,
many disappearances, the polymorphing of unwilling intelligent victims, armies of undead and warring bands of
religious warriors.
Even today, after thousands of years of being driven from their homes, enslaved, forced into servitude as serfs
and being attacked by many enemies from all sides, the sons of the Turami know no peace.
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NOTE: Official materials from WotC are rather inconsistent on the point of from where the Dalesmen of the
nd
Heartlands come. However, the 2 Edition FR boxed set states quite clearly that the Dalesmen came from "the
old cities of Impiltur and Damara." The statement is in itself rather interesting, because Damara itself is not old.
Four hundred years ago, it still lay under the ice of the Great Glacier. Nonetheless, the idea that the Dalesmen
are migrant Turami also may be confirmed again in the FR accessory FRS1 The Dalelands, which futher
defines the Dalesmen as "immigrants from across the Dragon Reach."
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There certainly was one flaw in the old dvergr’s plan. Someone else could do as Grafvitnir had done and enter
his cave in his time of sleep to destroy his body. Grafvitnir could have done that to the old dvergr himself, had
he a mind to, and if the dwarf truly was sleeping away the time between lifetimes.
The great wyrm was convinced that the high, ice-encased mountains were so forlorn, so absolutely
uninhabitable by the southern humanity he had known, that no one and nothing with magic enough to do so
ever would penetrate his defenses and enter his place of rest.
However, he also recognized he could be wrong. Thus, he turned to the magic of the weave. He chanted a
spell known only to the ancient Imaskari high mages – the Coins of Binding. And in the years of his sleep,
these enchanted coins remained by his great dragon form, waiting for the intruder who might come after all.
The years passed. In a faraway land called Netheril, humans challenged the goddess of magic, Mystryl, who
fell herself, rather than letting a human upstart named Karsus achieve the godhood he had sought. The weave
was shaken, and many of the protective magicks of the weave that Grafvitnir had woven crumbled, as magic of
levels 10 through 12 fell.
The ancient dwarven runic staves of rebirth continued to function, because Grafvitnir had bound himself to the
stone of his cave. But the dvergr protective runes he had used to seal his place of rest from prying eyes began
to fade, as did the dvergr themselves and their knowledge of their ancient magic. Unknown to the sleeping
Grafvitnir, he was becoming vulnerable.
More than 3,500 years Grafvitnir had slept, and the world around him had indeed changed, far beyond the great
wyrm’s wildest imaginings. Already in the Year of the Spouting Fish (922 DR), Red Wizards had driven the
Mulhorandi from the Priador and formed their own nation of Thay. And Grafvitnir slept on. In the following
centuries, men had spread across Faerûn and were indeed nearly on his doorstep, developing the great
Kingdom of Damara just on the other side of the Galenas from his cave.
Dwarves had crossed the pass and had begun mining the rich veins of chalcedony known as bloodstone in
other parts of the Galenas. Orcs whose forefathers had been driven from Mulhorand generations earlier walked
the valley of Vaasa, beneath his high home. Duergar were burrowing deep under the mountains.
In the Year of the Warlord (1030 DR), as the last of the ice was vanishing from the Bloodstone Lands, the land
of Thay was little more then a century old when the reign of the Zulkirs was established. The hierarchy in Thay
showed rising wizards little mercy.
One advanced in his magic and grew in power, or one was destroyed. Many Red Wizards of low to middle
standing had begun traveling to the far corners of Faerûn, in search of the magic they would need to advance
and survive, perhaps to one day join the new, exclusive ranks of the Zulkirs.
Szarkh Gortth was one such Red Wizard. He had every intention of learning what he would need to survive.
He also had every intention of one day being the powerful Zulkir of Necromancy. Early in the Year of the
Warlord, he had set out northward from the escarpments of Thay, following the Lake of Tears in Ashanath to the
Trade Route between the two massive forests of the Great Dale.
Gortth's journey brought him beyond the Dale to the northwest, into Damara. As he traveled, Gortth left behind
him a trail of dead wizards, missing spellbooks and lost items of power. The Galena Mountains seemed no less
forbidding to the Red Wizard than to other mortals, but Gortth sensed a great power in the mountains on the
Vaasan side, high above the area where the half-orc village of Palischuk now stands.
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Facing incalculable dangers, expending many times great amounts of his magic, and more than once nearly
losing his life, Gortth crossed the terrain known today as Bloodstone Pass and came into Vaasa, where no man
lived. Slowly, after several encounters with orcs and other fell monsters, he made his way up the side of the
mountain to the cave, which still was defended weakly with magic of the Weave, magic Gortth now could dispel.
The sight which greeted him at first terrified him. Before him was the seemingly healthy body of a massive red
dragon, nearly 150 yards/135m long. Gortth had not known that any dragon could reach this size. But the
wyrm did not move, and as Gortth’s fear subsided, he became aware that the dragon no longer lived.
Gortth's eyes then had time to alight upon treasures that would have excited the greatest of the zulkirs – row
upon row of spellbooks, most in the ancient southern glyphs of the fabled Imaskari sorcerers, and also a large
collection of strange dwarven runestones. But beyond this, something else drew Gortth’s attention, a small pile
of unusual coins that radiated mighty magic from the floor of the cavern before the body of the great wyrm.
These he coveted above all.
As Gortth took the coins into his hands, the sleeping spirit of Grafvitnir was jolted back to consciousness
although without material form. He was alarmed, for he knew that his sanctuary had been violated. He was
angered too, because he knew this interruption would prolong the period he must remain asleep. But he was
comforted as well, for the coins of binding had done their work, and the intruder or intruders now were his.
Gortth had no time to ponder what had happened as his hand grasped the coins. He had simply lost his will,
and without giving further thought to matters, he waited for a command he knew would come. And it did. A
voice spoke within his mind.
“So, human, you have come to visit me!”, the voice said. “Very well, then you shall do the job that you have
earned. You think many thoughts that I do not like. You humans have come far while I have slept. That does
not please me, but I shall deal with that at another time. I see that you are a wizard. Now that does please me!
I shall soon return you to what you were – for a time – for it is only as a wizard that you can do that which I wish
most, and it is your wish to please, after all. But for now, you shall sleep!"
With that command, Gortth fell indeed into a deep magical slumber.
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NOTE: Northern Journey gives you the choice of ending the campaign at the conclusion of the seventh and last
installment, Bloodstone, or of continuing on and expanding NJ with a large number of add-ins in the optional
eighth part, In the Land of the Lich Lords. The background of Sammaster varies considerably, depending upon
which of these two options you choose. If Bloodstone is the final chapter in your campaign and the end station
for Sammaster and Kargmelchina, please use the Short Version of the history below. If you intend to run the
extended version of NJ, please use instead the Long Version below.
It was not exactly love with Kargmelchina, but perhaps the second best thing, adoration instead. The mighty
Sammaster - one of the Chosen - was hers and she was his. Sammaster - the greatest Necromancer in all
Faerûn - needed one person - and he had chosen Kargmelchina, and for many years, he remained true to her,
for many years, until the Dreadmaster of Bane, Algashon Nathaire interfered to drive Sammaster into the depths
of insanity.
But Kargmelchina had bound her fate to mighty Sammaster's. She waited impatiently for the many years that
Sammaster was misled by the evil cleric, prolonging her life with magic and finally with unlife, taking the path of
a lich, and ever waiting, to be Sammaster's salvation and sanctuary again, when Algashon would fall, as he did
in the Rage of Dragons in the Year of the Dracorage (1018 DR), after influencing, steering and at last
dominating Sammaster for more than a century and a half.
It troubled Kargmelchina at first, when her mighty Sammaster had begun showing signs of his dragon craze, but
she knew how to guide him, to interpret for him, to turn things in a direction where all would turn out right
despite his insanity. He had done and continued to do great things for Kargmelchina. His arts had prolonged
her life for hundreds of years, with no loss of her seemingly eternal youth or beauty.
And his ideas had something to them. To make mightier dragons into still mightier dracoliches was a good thing
in and of itself. It was only that Sammaster lost grip on the priorities. Humans were the masters, and even
these magnificent dragons and dracoliches must be destined to serve men. It was on this point that poor
Sammaster had lost the thread, lost his grip on the reality of things. He had misinterpreted an old prophecy,
one that said "... dragons shall rule ..." to mean "... dead dragons shall rule ..." instead.
It made no sense to Kargmelchina. But it did not matter. Sammaster was hers. She would guide him, perhaps
one day cure him, with her own estimable powers in necromancy. His followers? Those members of his cult
who believed his mad words? They were there to be used. Yes. And to be destroyed when they got in the
way. He could do it, her Sammaster, and soon she would be able to do it too.
If only it hadn't been for the others - the other Chosen, and those infernal Harpers, and above all, the
Dreadmaster Algashon. Through the curtain of his insanity, Sammaster knew it would come, and he knew they
could win, and so it was that he changed the rules of their game. They were no less mighty than he, but in their
own arts. He was the master of necromancy, and he invented the new magic which would foil them, because
they would neither recognize nor understand it. It was the ultimate work of necromancy.
Come they did, but at a time when Kargmelchina had been driven from Sammaster's side through the evil
doings of Algashon. In the Year of the Stricken Star (875 DR), Sammaster became one of the dead, the first of
the Chosen to fall, at the hands of three other chosen, Lady Alustriel, Khelben "Blackstaff" Arunsun and his lady,
Laeral Silverhand. It was Algashon, not Kargmelchina, who raised him. She waited.
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From his defeat, the mad Sammaster learned to understand that his enemies would strike again, and so he
began preparing for his own lichdom, in the case he should lose another such battle of power. For another 41
years, Kargmelchina waited and watched, and once more, the Harpers came, in the Year of the Sinhala (916
DR) and struck at Sammaster.
In the end, his body was irreversibly destroyed by an avatar of Lathander. This time, a restoration was beyond
the abilities of Algashon, who attempted to lead the cult himself, but instead led it into a schism. The cult began
to war among itself, until and beyond Algashon's destruction in the Year of the Dracorage (1018 DR).
Only after the destruction of Algashon did Sammaster's lady lich begin returning to his side, to begin slowly
working toward her goal, for she now would restore the mighty but insane necromancer and then guide him.
First of all, however, Kargmelchina knew she must find and save Sammaster's masterwork, "The Tome of
Dragons."
Kargmelchina had been estranged from Sammaster at the time of his destruction, and she did not know what he
had done with the book. Almost too late, she discovered that Sammaster had trusted the tome to a halfelven
follower. The mighty lady lich began following the tracks of the halfelf deep into the Desertsmouth Mountains
near Shadow Gap north of Tilverton, where he fell to the blades of an orc band. The orcs, not knowing what
they had found, discarded the tome and Kargmelchina retrieved it.
Some histories contend that Sammaster's lich arose in the Desertsmouth Mountains in the Year of Many Mists
(1282 DR), but this is not really correct. With Kargmelchina's help, the lich had arisen many years earlier, but it
had spent these years preparing for its return to the cult. And the lich Kargmelchina spent this time teaching the
arisen Sammaster, until even he came to understand her point, that lichdom, was not the way to immortality for
the dead dragons who would rule the world. The transition to lichdom was a difficult process. A lich could not
reproduce its own kind; each dracolich had to be made separately. Sammaster could understand this clearly
now.
The strongest of Kargmelchina's arguments was, that the dracoliches had been a failure. Mighty as they had
been, many of the dracoliches that had been made up to that point had been destroyed - by mere humans.
With the clarity only a madman can know, Sammaster came to see the error in his earlier thinking. There was
no doubt of course, that dead dragons would rule the world entirely. The flaw in his earlier thinking, Sammaster
announced, was in the type of undeath he believed these dragons must achieve.
He had elected the mighty but destructible in his earlier theory. That had been wrong. A ruling dragon need not
be more mighty than it had been in its life, but the ruling dragons must become stronger than the fallen
dracoliches had been, and that strength would be in numbers.
To achieve this goal, according to Sammaster's second draconic theory, the undead dragons must have the
ability to multiply themselves, and that they could do best as vampires. He would create a new breed of undead
dragons. He would hypnotize living wyrms into submission and then initiate them into the new ruling class of
draconic undead. At Kargmelchina's suggestion, Sammaster also believed that the new ruling undead dragons
needed a leader, one with the wisdom and experience of one of the chosen, one named Sammaster.
Yes, Sammaster decided, he would be the first and foremost of his new breed, Faerûn's first vampire dragon,
and his companion in life and now in undeath, Kargmelchina, would be the second. Now, Sammaster's theory
ended up being different from that which Kargmelchina had advanced, but she was not opposed. The idea of
eternal existence as a vampire tantalized her. An existence as a mighty vampire dragon all the more so.
And Sammaster's new theory eliminated the subjugation of themselves to the dragon undead they were
creating. For they would be the highest and mightiest of all vampire dragons! In the end, Kargmelchina's
enthusiasm was every bit the match for Sammaster's.
The Year of Many Mists (1282 DR) is often believed to be the year of the rising of Sammaster's lich, for it was
only in this year that the First Speaker of the cult sent out his call to his followers, to make clear that he had
returned.
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The inspiration of many Keepers of the Hoard of the Dragon Cult was short-lived, however. They had been and
continued to be fanatic believers in the first theory of Sammaster, and they looked upon the lich Sammaster
who had returned to them with a second theory as a madman. To them, the dracolich was the most powerful
level of existence that a dragon could reach, and vampire dragons would be only weak imitations of this high
goal.
Had Sammaster and Kargmelchina let things be as they were and simply advanced their theories from the
hidden tower they had built in the Desertsmouth Mountains, the cult leaders doubtless would have written the
two off as insane and ignored them. The cult had learned to function quite well without Sammaster.
But Sammaster and Kargmelchina did not leave well enough alone. They worked with a fervor that outdid even
Sammaster's efforts of earlier years, to perfect and realize their dream of the vampire dragon and to make
themselves the first and foremost of this new breed.
Three of the mightiest Keepers of the Hoard met then, secretly, upon the empty planes of Eastern Shaar. One
of them was the lich Gwath, a triple agent of the cult who was a high wizardess of the Zhentarim and also an
agent of the Drow goddess Lolth.
The second was Xarth Kistar, a cleric of Bane in Zhentil Keep who was a cult agent there, disloyal to the Zhents
too, and the third was none other than the archlich Cleric of Malar, Harbet Gall, in the forests of the Great Dale.
In their meeting, the three Keepers of the Hoard agreed that Sammaster must be destroyed for all time, but the
three conspirators knew that they lacked the power to destroy him themselves, even acting in concert, so
mighty had the lich Sammaster become.
Kistar, however, claimed to know of an insane lich who knew magical methods for destroying another lich. He
had Azimer, in the ruins of Myth Drannor's 6 Tyryl Towers School of Magic, in mind. The cultists found Azimer,
but he was not interested in leaving Myth Drannor, to assassinate Sammaster's lich. However, he was willing to
trade the cult the secret information it needed to carry out the magical assassination.
Kistar was a cleric and Gall was a cleric lich. They were unable to use the complicated magic Azimer had made
available to them. Gwath was a wizardess-cleric lich, but her ability too was below that needed to work the
difficult magic Azimer had inscribed.
However, the cult did manage with time to find another wizard who was very interested in obtaining Azimer's
formulas and who was able to use them. This was Ssessibil Istahvar, a mage who worked and still works at the
beginning of Northern Journey in the so-called Lonely Tower, between the Moonwood and Beorunna's Well,
some 130 miles/210 km north of Silverymoon.
(As pointed out in Volo's Guide to the North, the boxed set The North and FR5 The Savage North,) Ssessibil is
no human or other creature of the Realms but rather a being from another world or plane. He uses Faerûn as a
base for supplies, research and knowledge. The magic the conspirators offered Ssessibil was of value to him;
Sammaster was of no consequence to him. Therefore, he accepted the commission.)
Ssessibil assassinated Sammaster's lich without ever leaving his tower. He worked his magic from the
distance, using other spells to observe and study the results. And in so doing, he learned that Azimer had
overestimated the strength of his magic. The formulas from Myth Drannor funneled powerful magicks through
the soul and dead flesh of its lich victim, tracing the link to the lich's phylactery. Once the phylactery was found,
the magicks began simultaneously corrupting the phylactery and the lich's physical body.
Ssessibil discovered two weaknesses of which Azimer had been unaware. First of all, an advanced lich had the
possibility of ignoring the attack completely and beginning the shift to demilich status, which made the entire
attack a waste of magic of the highest power. Sammaster did not take this course, however. The second
weakness was the greater in Ssessibil's case. He discovered quickly, that a lich of high power, when attacked,
could lock upon the thread of magic being used against him and engage his attacker in a deadly war of magic.
Ssessibil had a substantial advantage in this battle, for he knew who and what Sammaster was, where
Sammaster was incapable of determining what Ssessibil was. As a result, Ssessibil succeeded in making
consistently damaging attacks upon Sammaster, where many of Sammaster's salvos against Ssessibil went
astray, simply because they had no effect upon a non-human and non-humanoid victim.
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After nearly two years of magical warfare, Sammaster realized the tide was turning and that Ssessibil might
eventually win the battle, destroying himself and Kargmelchina in the process. But Sammaster had still another
foul card up his undead sleeve.
He and Kargmelchina had developed a powerful spell that would free his undead soul from his body and his
phylactery at the point of its seeming destruction, leaving it to wander, awake, alert and observant but
powerless, until other magic would give it form again.
He told Kargmelchina to work this magic in the last moments of his existence as a lich, if things were to come to
the worst, and then to flee into the East, into lands unknown, far from the memory and reach of the Cult of the
Dragon or Ssessibil.
Not only did Ssessibil at last begin gaining an upper hand, but the conspirators took another step against their
First Speaker. They had given Ssessibil the contract to destroy their leader, but they had seen no sign that it
was being fulfilled, and they were certain that the longer lich Sammaster's powers continued to grow, the more
difficult he would be to destroy. And so they betrayed him a second time.
Sammaster and his followers already had begun to terrorize much of the Dalelands and Cormyr. The Harpers
and other forces of good were willing and ready to move against Sammaster, but none knew where he had
hidden himself.
Early in the Year of the Blacksnake (1285 DR) the conspirators arranged to have the Harper-supported
Company of 12, a band of paladins, tipped to the true location of Sammaster's lair in the Desertsmouth
Mountains. The two forces encountered each other in the ruins of an ancient mountain city known as
Harrowsmouth.
As the Company of 12 marched toward him, Sammaster sent Kargmelchina into the East, as they had planned,
and she took with him his phylactery and the Tome of Dragons. Ssessibil of course became aware that
Sammaster was coming under attack and sent a full wave of magic against Sammaster, just as he, his mighty
dracolich and his minions were in full battle against the Company of 12.
Sammaster held out for nearly a day, but in the end, he, his dracolich, all of his minions and nine of the 12
paladins had fallen. For many years, Harpers scoured the area of Sammaster's fall in search of the tome and
the phylactery. They found neither of course, because they were with Kargmelchina, whom they had not
sought, because they were unaware of her.
And so did the third passing of Sammaster come to be. The Dragon Cult found no trace of Kargmelchina, and
after keeping alert for signs of her for several years, concluded that she had been destroyed along with
Sammaster, although Ssessibil had been unable to either confirm or deny this.
In truth, Kargmelchina had fled to the Land of Thay and - wearing a different face, bearing a different name and
disguising her nature as a lich - she rose among the ranks of the necromancers within the Red Wizards.
For several years, she was forced to defend herself against lesser Red Wizards who sought to challenge her
and paid for their mistake with their lives. She also was on the death list of higher Red Wizards, but because
she had made no moves to rise within the ranks, her elimination was not high on the list of these wizards'
priorities.
It was in these years that Kargmelchina moved across the barriers within the negative plane, following the new
true path Sammaster had advocated and transforming herself from a lich into a mighty vampire lich
necromancer, the first vampire lich in the history of the planes. In this form, she overcame many Red Wizards
of middle rank - but of still too low a rank to deserve the attention of the mightier Red Wizards - and she had
enslaved them as vampires under her command.
In the Year of the Bloodbird (1346 DR), Kargmelchina forged an alliance with another Red Wizard necromancer
named Zhengyi who had followed the path to lichdom. Zhengyi sought power, wishing to build his own
conquering empire.
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The alliance with Kargmelchina strengthened him, for she sought no power for herself but only the assurance
that she could continue her necromantic research undisturbed. Zhengyi promised her this, in return for her
agreement to lend him her strength and her own small legion of wizard vampires in his moment of need.
The millstone of evil had much grist to grind in these years. Two deities, Bane, the Lord of Strife, and Myrkul,
the god of death, were plotting to steal the Tablets of Fate and attempt to overthrow Ao as Overlord of the
Faerûnian pantheon. As a part of this plot, Myrkul came to Zhengyi and offered him great power if he would
agree to bind himself to Orcus, imprisoned demon lord of the undead. Zhengyi agreed.
Myrkul then descended to Orcus in the Abyss and forged a bond with him. The Lord of the Bones was unable
to free Orcus from the shell of positive energy in which he was trapped, but he agreed to open a conduit of
power from Orcus to Zhengyi, so that he could use Zhengyi as his own tool, in return for Orcus' help in the battle
against Ao.
Instead of paying more than lip service to the goals of Bane and Myrkul, however, Orcus concentrated on
rebuilding his long fallen church. Through Zhengyi, his dark voice appealed to necromantic clerics in the
Moonsea region, the Unapproachable East and the Vilhon Reach to come to his new stronghold in Vaasa and
serve him as clerics in the Cult of the Goat's Head.
A year after Zhengyi and Kargmelchina formed their alliance, in the Year of the Bright Blade (1347 DR),
Zhengyi, Kargmelchina and her vampire legion disappeared from Thay and resurfaced in the nearly empty
lands of Vaasa, occupied for the most part only by the remnants of the ancestors of those orc tribes that had
been driven from the south many centuries earlier, along with dwarven miners, duergar deep beneath the
mountains and bloodstone miners from Damara in the parts of the Galenas near Bloodstone Pass. In the same
year, miners reported that a huge, iron-bound castle of stone had appeared overnight about 50 miles/80 km
northeast of the Vaasan entry to Bloodstone Pass, southeast of the village of Palischuk.
Almost immediately a reign of terror spread across sparsely populated Vaasa, reaching out from the fell fortress
castle build by the magic of Orcus that came to be known as Castle Perilous. The magic of Zhengyi bound
orcs, goblins and giants of the surrounding mountains to him, and Zhengyi raised denizens from the lower
planes and allied himself with the foul goat's head priests of Orcus, who could command legions of undead.
The witch king, as Zhengyi came to be called, prepared for war.
In the autumn of the Year of the Bright Blade, duergar arose from the roots of the Galenas, driving man and
dwarf from the Bloodstone Mines. The Wolf Winter fell then upon Damara, destroying crops and leaving the
prosperous nation in a state of famine. Zhengyi's monster hordes sealed off the mines on the Vaasan side of
the Galenas and began invading Damara. The Damarans, however, fought back, in a destructive war that
ravaged the land for a decade.
In the Year of the Prince (1357 DR), the Damaran forces, led by young King Virdin, and Zhengyi's monster
horde met in battle at the Ford of Goliad. Damara lost the day and Virdin fell. On the following night, assassins
moved across Damara, slaying the leaders of the most loyal and powerful noble houses. The surviving
Damarans reached a peace agreement with Zhengyi that left Damara divided into weak baronies. The country
began to collapse.
The Damarans were a proud race, however, and they did not bear the yoke of Zhengyi's serfdom willingly. The
seeds of revolution germinated. And they were helped by an event in the following year - the Year of Shadows
(1358 DR) - that no one could foresee, an event that ravaged 4,000 years of planning for Zhengyi, Grafvitnir and
others. Bane and Myrkul continued with their plot and stole the tablets of fate their master Ao had made for the
gods, and as a reaction, the gods were thrown by Ao from their homes in the planes onto Faerûn, to exist as
their own avatars.
In that fateful year, the goddess Mystra was destroyed by the god Helm, and chaos began to eat away at the
Weave of magic around Abeir-Toril. Zhengyi was a lich of supra-genius intelligence, and his power and empire
had been built upon the magic of the Weave and the power of Orcus.
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The chaos ravaging the weave struck at his own magical essence and turned Zhengyi from a master of strategy
into a wildly insane lich lord. His monster horde began working at cross purposes. And his eye no longer was
upon Damara. Under the leadership of the Ilmater Paladin Gareth Dragonsbane, a resistance began to grow in
Damara.
The chaos ravaging the weave also destroyed Grafvitnir's magical protections for the second time, and his cave
high in the Galenas radiated power but now lay open and unprotected. Kargmelchina already had realized that
she must flee Castle Perilous, before the now mad witch king would bring about its destruction.
Moreover, she was drawn to the strange source of power in the Galenas above Palischuk, where she found an
open cave filled with the well-preserved body of the great red dragon, together with the largest library of magical
works the vampire wizardess ever had seen.
Kargmelchina suddenly had found all of her own dark prayers answered, and she now also had the vessel she
had needed to restore Sammaster to her - the huge, rejuvenating body of Grafvitnir. Perhaps it was a trick
played by the chaos of the weave, or perhaps Kargmelchina was too overwhelmed by her discovery, but her
attention somehow never came upon the invisible, sleeping spirit of the former Red Wizard Szarkh Gortth.
So it was that Kargmelchina's strategy to took an unplanned turn of which she was unaware. Grafvitnir also
was unaware of the violation of his sanctuary, because his magical defenses had crumbled, and for that reason
his spirit slept on and took no steps to prevent the fateful events which soon would befall him.
Of avatars in Faerûn, Kargmelchina knew nothing. She plunged into her studies of the new magic found in
Grafvitnir's cave and attempted several times - without success - to bring Sammaster back with the magic she
had learned. Her failures she blamed upon her own procedures, knowing nothing of the chaos plaguing the
Weave of magic in Faerûn. And her legion of Red Wizards turned vampire scoured the surrounding lands for
ingredients Kargmelchina sought for her attempts.
Later in this Year of the Shadows - unknown to Zhengyi or Kargmelchina in Vaasa - an evil rogue, a wizardess
of true heart, the god Helm and the overgod Ao came together high atop Mt. Waterdeep, thousands of
miles/kilometers to the West. Ao made the two mortals into gods and reopened the planes to the other gods.
The wizardess of true heart had become the new Mystra, and she slowly succeeded in bringing much of the
weave under control again.
Shortly after these events had occurred, the spirit of the sleeping great wyrm Grafvitnir awoke helpless and
without physical essence, captured within the stone of the Galena Mountains. The powerless spirit of the red
dragon observed what was taking place before it and found that a vampire lich wizardess was at work within his
cave.
His great body had been given to another spirit, and the intruder was slowly awakening in Grafvitnir's former
body. The nearly 8,000-year-old dragon spirit suppressed the panic that tried to conquer it, knowing it must
watch carefully, if it was to find the opening into which it would send the sleeping Szarkh Gortth to recapture its
great body.
The spirit of Sammaster had been watching too, although elsewhere, and after reanimating the great body of
Grafvitnir as a vampire dragon, Sammaster spoke first to Kargmelchina of the revenge he would wreak. For in
his duel of magic with Ssessibil Istahvar, Sammaster had succeeded in reading Ssessibil's thoughts. He knew
who the conspirators were who had planned his destruction. He knew too what the nature of the alien being
Ssessibil Istahvar was and how to exact from Istahvar a horrible revenge upon his own folk in his own world.
Kargmelchina too was triumphant, showing Sammaster the great library of magic she had won, wherein
Sammaster believed he would find even greater tools of vengeance, and she told Sammaster of the legion of
Red Wizard vampires she had enslaved in their service.
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The weave had been restored, and Zhengyi regained a part of his sanity, but his empire was in a strategic state
of ruin, and much of the magical damage that had been done to Zhengyi's spirit remained. The witch king no
longer possessed that strategic genius that had brought him so high, and thus began his decline and fall. He
turned his now troubled lich eyes back upon Damara, where rebellion was brewing and where many had united
to rid themselves of Zhengyi's yoke.
The armies of Damara and Vaasa met again in the Year of the Serpent (1359 DR), ironically once more at the
Ford of Goliad, but this time the battle ended in a stalemate, until the paladin Sir Gareth Dragonsbane and his
allies broke through, eventually crossing Bloodstone Pass into Vaasa.
Among the powers who had been supporting Zhengyi was the Untheric five-headed dragon queen, the goddess
Tiamat. She sensed the dragon-rooted activities of Sammaster and Kargmelchina above Vaasa, and she was
not displeased with their work, but in the Time of Troubles and the Avatars, her attention was elsewhere
Twice, she battled the Untheric god Gilgeam, seemingly destroyed by him the first time, but actually destroying
Gilgeam himself the second time, after the Time of Troubles had ended and Gilgeam had been reduced to a
demipower.
It had been Tiamat's intention to return soon in triumph to Unther. Her godly form was recuperating in her home
Baator on Avernus, while she had hidden her last avatar in the Nine Hells. But her plans were upset by the
successful march of Sir Gareth Dragonsbane and his companions into Vaasa, where they had stormed
Zhengyi's Castle Perilous and captured the Wand of Orcus, which had been the source of much of Zhengyi's
power.
From the castle dungeon, Sir Gareth and the other heroes found an entry into the planes, and after much
difficult combat, they finally reached the den of Tiamat's ancient enemy, the good-aligned Bahamut, who helped
them reach the den in the Nine Hells where Tiamat had hidden her last avatar.
Using the Wand of Orcus, Sir Gareth and his companions destroyed both Orcus in the Abyss and the avatar of
Tiamat, returned to Vaasa and defeated and destroyed Zhengyi. Without the magic of the Wand of Orcus, upon
which it had been built, Castle Perilous crumbled into ruin. And the presences of Tiamat and Orcus had been
banned for the time being from the Realms.
For the first time, Sammaster and Kargmelchina turned their attention from their magical works and studies back
to the affairs of the world around them. They were not troubled by the fall of Zhengyi, for they had assumed
they would have to destroy the witch king themselves one day, and Sir Gareth Dragonsbane had spared them
this work.
But Sammaster was troubled by the fall of Castle Perilous, for he had dire need of the witch king's great magical
laboratories in the dungeons beneath the ruins of Zhengyi's fortress. He could not afford to have the castle
ruins fall under the control of Dragonsbane or the Damaran forces.
After his victory, Dragonsbane withdrew into Bloodstone Pass, leaving several hundred of his best warriors
guarding the perimeter of the castle ruins. In less than a ride after Dragonsbane's departure, a more fearful red
dragon than any described in the mightiest legends of Damara swept down from the night skies, destroying a
large part of the troops guarding the ruins and sending the survivors fleeing back toward Bloodstone Pass.
In the days that followed, dragons became a regular sight in the skies over Damara and Narfell - reds, blacks
and blues, joined later by a flight of whites from the Great Glacier in the North - all drawn by Sammaster's and
Kargmelchina's magical call to the ruins of Castle Perilous.
With his own powers, the great wyrm vampire dragon lich Sammaster subjugated each of these dragons and
then destroyed their spirits, turning their bodies over to the small legion of Red Wizard vampires Kargmelchina
had brought into being and making of them vampire dragons. An ancient blue dragon, the mightiest that had
been drawn to Castle Perilous, was taken over by Kargmelchina.
Campaign Guide - Page 104
Sammaster gave his vampire dragons permission to fly by darkness into neighboring lands, to feed in human
form, but with only this exception, they were to guard Castle Perilous and nothing more, until they received
further orders. With magics learned from the literature in Grafvitnir's cave, Sammaster and Kargmelchina drew
a permanent cloud cover to the summit of Suncatcher Mountain, a great peak above the Bloodstone Mines at
the point where the Galenas and the Earthspurs meet. And there, beneath the clouds that shelter them from
the merciless sun, they have used spells similar to those with which Zhengyi created Castle Perilous, to erect
the huge mountain fortress they call Castle Dragonblood.
The castle is seldom visible from the lands below the mountains, but dwarves working the mines of Suncatcher
report occasionally sighting "a great castle with many spires" briefly emerging from the clouds on the summit.
The dwarves and others also claim that one hears "the thundering of dragon wings" on the summit at night.
A bit more than a year had been left to Sammaster and Kargmelchina, to plot, design and prepare as the two
mighty vampire dragon liches wished. In the Year of the Turret (1360 DR), the Dragon Queen had regained
strength enough to return as a demipower with a first avatar to the Realms. Ao had changed the rules for
Faerûnian gods - their power would wax or wane based upon the faith and numbers of their followers.
Tiamat knew she would need a broader base of worship than was available in Unther, Chessenta and
Mulhorand, if she were to reach her goal of one day becoming one of the greater powers of Faerûn. Her
thoughts turned first to Sammaster and Kargmelchina in the mountains above Vaasa and the then godless Cult
of Dragons at their disposal.
In Tarsakh of the Year of the Turret, when Sammaster was deeply involved in research, Tiamat silently and
unobtrusively merged a part of her own essence with the spirit and body of the vampire dragon lich
Kargmelchina, bringing her first avatar back to Faerûn.
Campaign Guide - Page 105
Short Version
Choose this version if you are using only Segments 1-7 and eliminating the optional 8th segment In the Land of the Lich Lords.
Tiamat-Kargmelchina soon was advocating a bond between the reformed cult Sammaster would lead and the
Dragon Queen, a thought that won mad Sammaster's approval, for he could see his new cult substantially
strengthened with the support of a dragon goddess and the power of dragon-worshipping clerics.
In the intervening years, Tiamat also has restored her avatar form Tchazzar in Chessenta, and her avatar form
as the Dark Lady has appeared to renegade members of the Cult of the Dragon. In the beginning of the Year of
the Unstrung Harp, her following in Faerûn had grown to such numbers that she had reached the status of a
lesser power, over the objections of Iyachtu Xvim, who believed she was infringing upon his portfolio as god of
tyranny.
Tiamat-Kargmelchina and Sammaster are mulling seriously over this situation, because they know a religious
war between their followers and the Xvimists could easily be sparked, leading to an undesirable loss of power
for both gods. The goal of Sammaster and Tiamat-Kargmelchina is to win over the Dragon Cult from the ranks
upward while simultaneously destroying its old hierarchy, corrupt to the core, in their eyes. The first cult targets
are Gwath, Kistar and Gall, who conspired against Sammaster, along with the non-cultists Azimer and Ssessibil
Istahvar, who aided them.
More than 12 years have passed since the fall of Zhengyi. In this time, Sammaster and Kargmelchina have
been building their elite legion of vampire dragons - there now are approximately 50 of these creatures. In the
dungeons beneath the ruins of Castle Perilous they also have been transforming goblins, hobgoblins, orcs,
ogres and trolls into draconians (similar but not identical to the draconians of Krynn - see monster descriptions).
Sammaster's army consists at present of 2,000 goblin draconians, 1,400 orc draconians, 900 hobgoblin
draconians, 25 ogre draconians and 10 troll draconians. The draconian units are under the control of vampire
dragon commanders.
In the waning months of Nightal in the Year of the Gauntlet (1369 DR), Sammaster and Kargmelchina decided
to begin exacting their revenge, sending small units of draconians, each with a vampire dragon commander, out
into the lands of Faerûn to hunt down and destroy Keepers of the Hoard of the Cult of the Dragon.
Groups of these half-lizard, half-dragon creatures (no one in Faerûn knows the term draconian) have been
spotted at times. They are always accompanied by a black man with dragon wings who remains in the
background, in the shadows. When such groups have been captured, the draconians fight to the death and die
in strange ways - turning into stone or puddles of acid, etc. The dragon men in the background (vampire
dragons) simply disappear.
For Ssessibil Istahvar, Azimer and the three conspirators of the Dragon Cult who commissioned his destruction,
Sammaster has planned more diabolical types of revenge. He has improved and strengthened the lich-
destroying magic that Ssessibil used against him. At the time of his destruction, Azimer, Gwath and Harbet Gall
already were liches. Xarth Kistar has since left the Dragon Cult, converted to the religion of Cyric and has been
made into a burnbones, succeeding Chrinson of the Blazing Sun in that role beneath Zhentil Keep (s. the boxed
accessory Ruins of Zhentil Keep – TSR - 1996, available as an ESD download from SV Games). However,
Sammaster is unaware of this and believes Kistar to be a lich as well.
Sammaster plans to begin with Istahvar, however, and for him he has planned the most demonic revenge of all.
The spirit of Sammaster has followed Istahvar in his travels between Faerûn and Istahvar's home world and has
learned that contact with iron and iron alloys is fatal to members of Istahvar's race in his home world. Istahvar
himself unwittingly betrayed this, by importing alloyed iron and enslaved dwarves to his home planet. The
dwarves built a metal cage out of the iron alloy, and criminals who are sentenced to death in Istahvar's world
are executed by being bound and moved into the iron cage by the dwarven slaves.
Using formulas from the old dvergr runestones that Grafvitnir had brought to his cave, Sammaster and
Kargmelchina have crafted a powerful rune of their own, not dependent upon wizardly magic, a rune that
transmutes the mithral common on Istahvar's world immediately into iron. Sammaster now plans to make
Istahvar into the unwitting carrier of this rune, which can spread through Istahvar's world of its own volition. As
a result, according to Sammaster's plan, Istahvar will destroy his own folk upon their own world.
Campaign Guide - Page 106
May different creatures have made many different plans that are coming together after a span of 8,000 years.
And betraying a bit of the end of the story ahead of time, none of the many plans really work out the way they
were meant to in the end.
After crafting their mighty magicks, Sammaster and Kargmelchina still needed to infect their victims with them.
For that, too, there was a plan. The third most powerful of Sammaster's dragons was an ancient black wyrm
housing the spirit of a Red Wizard who had been known as Krepp Nargthong. Sammaster and Kargmelchina
gave Nargthong the assignment of going out into Faerûn and binding innocent victims to be the bearers of these
potent magics to the intended victims.
Here, however, the plans and deeds of Sammaster and Grafvitnir clashed head on, although neither
Sammaster nor Tiamat-Kargmelchina know this or anything else of their mighty but bodiless foe. When
Sammaster and Tiamat-Kargmelchina left Grafvitnir's cave, the spirit of the great wyrm no longer could listen in
on their plans, for it was firmly bound to the stone of the cave. Therefore, Grafvitnir awoke Szarkh Gortth and
armed him with mighty magicks that enabled the wizard to destroy the essence of Nargthong, afterward taking
over his physical essence as a vampire dragon and consuming Nargthong's thoughts.
When he was awakened, Gortth could feel his thoughts were being probed, but his mind could mount no
resistance, could not even object. The voice of Grafvitnir spoke: “You will leave here, more or less a free man,
but you will follow a route I have described for you, after you have placed your strongest wards upon my cave,
to protect me anew. That is your first duty.
“You then will take these coins of mine to destinations of the type I seek, where they will bring my image to later
bind heroes at the time of my need. That is your second duty. You may do as you wish along the way, but you
may not deviate from the road I shall prescribe for you. Learn what you will, for I have it in mind to free you one
day, if you serve me well.
“After you have done what I ask with these coins and after my awakening, I shall release you at that time and
reward you well. If my hour of need should come again before I awaken, then I shall give you your third and last
duty. Three are the coins you have taken and threefold are you bound. Depart now! Set your wards and hide
your coins!”
After hearing this message, Gortth nearly regained his self. He understood he was bound. He knew he had a
path he must follow. He new he had duties to fulfill. But as he did so, he was free to learn and to do that which
he too wished. Only his path must remain true, but it was a path which could reap many rewards.
The way of the weave is such, that he indeed will be free, when his bindings had ended. After setting the
mightiest concealing and protective wards he knew, wards which would permit only his entry into the cave,
Gortth went happily upon his way, to the Northwest, in the physical form of Krepp Nargthong.
Had Sammaster or Tiamat-Kargmelchina thought there was reason to doubt Nargthong, they perhaps might
have detected this change, but they did not seek and therefore also did not find.
The last great magic of revenge worked by Sammaster and Tiamat-Kargmelchina was the crafting of the Sigylls
of Contagion that would be the carriers of their magicks of vengeance, all stained in invisible dvergr runes.
Nargthong (now Gortth) was given the task of finding a handful of adventurers in Faerûn and working magics to
place these Sigylls of Contagion upon them.
He has orders to follow these adventurers, and if any of them fall, to find new candidates and infect them with
sigylls to replace tae fallen. Within the sigylls are the symbols of Istahvar, Gwath, Azimer, Kistar and Gall - and
finally the new symbol of Castle Dragonblood, for it is the intention of Sammaster to reward his unwitting helpers
with the gift of eternal unlife as vampire dragons, once they fulfill their missions.
The Sigylls of Contagion bind the bearers to seek out the beings associated with the symbols. Sammaster and
Kargmelchina also can see through the sigylls at anytime, to determine where their victims are and what they
are doing. Through concentration upon the victims, Sammaster and Kargmelchina also can cause the degree
of pressure the sigylls exert upon the PCs to increase, but the more they concentrate, the less they can do other
things.
Campaign Guide - Page 107
The sigylls do not require the PCs to do more than come into face-to-face contact within 20 feet/6 m these
creatures. At that time, the invisible rune of revenge passes to the victim, and the symbol disappears from the
bearer's arm. After the infection of Harbet Gall in the Great Dale, only the symbol of Castle Dragonblood will
remain. This symbol bears no rune of revenge but is intended to draw the PCs to Sammaster.
Shortly before the start of play, Sammaster has sent the vampire dragon Gortth out into the world (still believing
him to be Nargthong), to implant the Sigylls of Contagion upon a group of adventurers who will do his bidding. If
any members of the group are destroyed, Nargthong is to use the magic to plant the sigylls on a new victim,
who will be drawn to the adventuring group and join it. Neither new sigyll bearers nor members of the original
group will have much chance to reject each other, and the magic of the sigylls will make it quite difficult for them
to attack one another.
Grafvitnir's spirit, which controls Gortth, has changed these orders slightly. Grafvitnir has told Gortth to seek out
adventurers already under the influence of his coins of binding and brand them with the sigylls. Should these
fall, he is to infect other adventurers with the coins and brand them with the sigylls.
This magic will not be overridden by the magic of Sammaster's sigylls, because it is pure Imaskari wizardly
magic and is the superior and stronger magic. The bearers of the sigylls, according to Grafvitnir's plan, will do
exactly what Sammaster expects - until they reach Vaasa at the very end, or until Grafvitnir's thoughts tell them
to do otherwise.
In Vaasa, they will be drawn first to Grafvitnir's cave, where they will cut a rune into a small slab of stone from
the cave wall, following Grafvitnir's telepathic commands. The rune will free Grafvitnir and restore his body to
him if Sammaster is destroyed.
Only if the rune is cut will they follow Sammaster's call to Castle Dragonblood, and when they arrive before
Sammaster, they will show him the rune, destroying him forever. They may also destroy Tiamat's avatar, if
present, and free Grafvitnir's body, which would create a tremendous new problem for the Realms.
Campaign Guide - Page 108
Long Version
For use only in campaigns that will run Segment 8 - In the Land of the Lich Lords
Tiamat-Kargmelchina soon was advocating a bond between the reformed cult Sammaster would lead and the
Dark Lady, but she was unaware that Sammaster's mad mind already had pursued other paths in its cunning
insanity, and that little of Sammaster still remained in her presence. As had been the case with Kargmelchina
before being taken as Tiamat's avatar, Sammaster had been returned as a strange combination of human lich
and vampire dragon, and his spirit still was very much the inhabitant of his phylactery.
In the beginning, things went very much as Tiamat-Kargmelchina had planned. But unknown to her,
Sammaster had found in Grafvitnir's stolen Imaskari library a Tome of Facets. This exceedingly rare work of
magic - only one other copy exists in the Realms - is considered by sages to be the product of the Narfelli.
The Narfelli did indeed have such a tome, and there is some vague mention of it in old Narfelli parchments in
the Royal Impilturian Library in Impiltur. But none there are aware that the Impiltur copy actually is an Imaskari
tome that was found by Narfelli warriors who had overrun the tower of a Raumathari battle sorcerer who had
found it in Imaskari ruins.
Although Tiamat believed Sammaster to be too weak to perceive the truth, he was fully aware that
Kargmelchina was indeed the avatar of the Dark Lady. This did not matter, however, nor was his interest in the
rule of dragons sustained. Such thoughts had for the most part simply wandered out of his mad mind.
His insanity focused still upon revenge against those who had sought to destroy him, but his thoughts dealt
above all with undeath and godhood. However, Tiamat was too occupied with her own affairs and too certain of
Kargmelchina's convictions ever to question the convictions of Sammaster, whom she viewed as an insane
slave easily manipulated to do her own bidding.
In the intervening years, Tiamat also restored her avatar form Tchazzar in Chessenta, and her avatar forms as
the Dark Lady and the Chromatic Dragon or Undying Queen have appeared to renegade members of the Cult
of the Dragon. In the Year of the Unstrung Harp (1371 DR), her following in Faerûn had grown to such numbers
that she had reached the status of a lesser power, over the objections of Iyachtu Xvim, who believed the
Dragon Queen was infringing upon his portfolio as god of tyranny.
Sammaster was unwilling to pique Tiamat's curiosity in his real interests and perhaps magical domination by
showing his disinterest for her work or in the Cult of the Dragon, and so it was that he continued to speak with
fervor about those things which she wanted to hear. Tiamat's plots also retained his interest to the extent that
they could provide the revenge he sought.
Tiamat-Kargmelchina has spent much time mulling over which moves she should make. She knows a religious
war between her followers and the Xvimists could easily be sparked, leading to an undesirable loss of her
already limited power.
Her goal is to win over the Dragon Cult from the ranks upward while simultaneously destroying its old hierarchy,
which is corrupt to the core in her eyes. The first cult targets are Gwath, Kistar and Gall, who conspired against
Sammaster, along with the non-cultists Azimer and Ssessibil Istahvar, who aided them, for she believes this to
be the glue that will bind Sammaster to her, regardless of his madness.
More than 12 years have passed since the fall of Zhengyi. In this time, Sammaster and Kargmelchina have
been building their elite legion of vampire dragons - there now are approximately 50 of these creatures. In the
dungeons beneath the ruins of Castle Perilous they also have been transforming goblins, hobgoblins, orcs,
ogres and trolls into draconians (similar but not identical to the draconians of Krynn - see monster descriptions).
Sammaster's army consists at present of 2,000 goblin draconians, 1,400 orc draconians, 900 hobgoblin
draconians, 25 ogre draconians and 10 troll draconians. The draconian units are under the control of vampire
dragon commanders.
Campaign Guide - Page 109
During this time, however, Sammaster has been quite active in other matters as well. He spent considerable
time in these years working with Imaskari tomes from Grafvitnir's library, dealing with lichdom. In the Year of
the Shield (1367 DR), he worked ancient Imaskari necromantic spells successfully, to ascend to demilichdom,
and then he used the Tome of Facets to make two facets of his physical manifestation.
A demilich who succeeds in using the tome can duplicate his phylactery, mentally controlling the amount of his
spiritual essence contained in each copy. Such demiliches can maintain their souls or spirits on other planes,
as other demiliches do, but have up to 12 physical facets or duplicates of themselves on the material plane.
Most persons who encounter a facet consider them to be living mortals. A necromancer or other wizard or
priest trained in such matters will detect them to be liches.
A strength of the Imaskari magic is the ability of a facet to survive the destruction of the original phylactery. As
long as either the original phylactery and body or one facet and its phylactery survived, the demilich would
continue to survive, weakened, perhaps, by the portion of its spirit that was destroyed in other phylacteries but
continuing to exist.
There were weaknesses in the Imaskari magic as well. The spirit in a phylactery whose physical essence had
been destroyed could not claim a new body as long as at least one combination of body and phylactery
remained intact.
After creating his first facet, the original Sammaster simply left Castle Perilous magically, early in the Year of the
Banner (1368 DR), and retreated to the abandoned cave above Shadow Gap, where he had arisen as a lich
and fallen again nearly a century earlier. There Sammaster began devoting himself to his true goals as a
demilich, no longer interested in the affairs of men and dragons, beyond the revenge his facet was to seek for
him.
In these times, in the Year of the Banner (1368 DR), this facet of Sammaster often remained motionless and
entranced for weeks at a time, while his spirit wandered dark corners far beyond the Prime Material Plane. It
was on such a journey that Sammaster first encountered a kindred spirit, one who named himself Velsharoon
and claimed to have been a Red Wizard necromancer in Thay.
Velsharoon too was in search of godhood, and he had made a pact with Talos the Destroyer to learn the
secrets that would advance him to the level of a deity. Velsharoon then made a pact with the demilich of
Sammaster. If Sammaster would bind himself to service for 10 years as the highest demilich in Velsharoon's
church in the Realms, Velsharoon would reward him by revealing to him the source where Sammaster too could
find the key to godhood.
At this time, then, the soul of Sammaster faded forever from the tale of Kargmelchina-Tiamat and from the
annals of the Dragon Cult he founded. Only the low soul flame of the lesser facet remained. After Velsharoon's
ascension into the Faerûnian Pantheon, the main facet was instructed by his new deity on how to find the tomb
of a long forgotten Netherese lich named Acererak in an ancient dungeon beneath the Land of the Lich Lords,
where Velsharoon's highest cleric was building the temple settlement known as Skull City.
Meanwhile, in the Cold Lands, in the waning months of Nightal in the Year of the Gauntlet (1369 DR),
Sammaster's lesser facet and Kargmelchina decided to begin exacting their revenge, sending small units of
draconians, each with a vampire dragon commander, out into the lands of Faerûn to hunt down and destroy
Keepers of the Hoard of the Cult of the Dragon.
Groups of these half-lizard, half-dragon creatures (no one in Faerûn knows the term draconian) have been
spotted at times. They are always accompanied by a black man with dragon wings who remains in the
background, in the shadows. When such groups have been captured, the draconians fight to the death and die
in strange ways - turning into stone or puddles of acid, etc. The dragon men in the background (vampire
dragons) simply disappear.
For Ssessibil Istahvar, Azimer and the three conspirators of the Dragon Cult who commissioned Sammaster's
destruction, his facet has planned more diabolical types of revenge. The facet has improved and strengthened
the lich-destroying magic that Ssessibil used against Sammaster.
Campaign Guide - Page 110
At the time of his destruction, Azimer, Gwath and Harbet Gall already were liches. Xarth Kistar has since left
the Dragon Cult, converted to the religion of Cyric and has been made into a burnbones, succeeding Chrinson
of the Blazing Sun in that role beneath Zhentil Keep (s. the boxed accessory Ruins of Zhentil Keep – TSR -
1996, available as an ESD download from SV Games). However, Sammaster's lesser facet is unaware of this
and believes Kistar to still be a lich as well.
He plans to begin with Istahvar, however, and for him he has planned the most demonic revenge of all. The
facet of Sammaster has followed Istahvar in his travels between Faerûn and Istahvar's home world and has
learned that contact with iron and iron alloys is fatal to members of Istahvar's race in his home world.
Istahvar himself unwittingly betrayed this, by importing alloyed iron and enslaved dwarves to his home planet.
The dwarves built a metal cage out of the iron alloy, and criminals who are sentenced to death in Istahvar's
world are executed by being bound and moved into the iron cage by the dwarven slaves.
Using formulas from the old dvergr runestones that Grafvitnir had brought to his cave, Sammaster's lesser facet
and Kargmelchina have crafted a powerful rune of their own, not dependent upon wizardly magic, a rune that
transmutes the mithral common on Istahvar's world immediately into iron. They now plan to make Istahvar into
the unwitting carrier of this rune, which can spread through Istahvar's world of its own volition. As a result,
according to their plan, Istahvar will destroy his own folk upon their own world.
May different creatures have made many different plans that are coming together after a span of 8,000 years.
And betraying a bit of the end of the story ahead of time, none of the many plans really work out the way they
were meant to in the end.
That goes for the plan of Sammaster's lesser facet as well. After crafting these mighty magicks, he and
Kargmelchina still needed to infect their victims with them. For that, too, there was a plan. The third most
powerful of Sammaster's dragons was an ancient black wyrm housing the spirit of a Red Wizard who had been
known as Krepp Nargthong. The facet and Kargmelchina gave Nargthong the assignment of going out into
Faerûn and binding innocent victims to be the bearers of this potent magic to the intended victims.
Here, however, the plans and deeds of Sammaster and Grafvitnir clashed head on, although neither
Sammaster's facet nor Tiamat-Kargmelchina know this or anything else of their mighty but bodiless foe. When
Sammaster and Tiamat-Kargmelchina left Grafvitnir's cave, the spirit of the great wyrm no longer could listen in
on their plans, for it was firmly bound to the stone of the cave. Therefore, Grafvitnir awoke Szarkh Gortth and
armed him with mighty magics that enabled the wizard to destroy the spiritual essence of Nargthong, afterward
taking over his physical essence as a vampire dragon and consuming Nargthong's thoughts.
When he was awakened, Gortth could feel his thoughts were being probed, but his mind could mount no
resistance, could not even object. The voice of Grafvitnir spoke: “You will leave here, more or less a free man,
but you will follow a route I have described for you, after you have placed your strongest wards upon my cave,
to protect me anew. That is your first duty. You then will take these coins of mine to destinations of the type I
seek, where they will bring my image to later bind heroes at the time of my need. That is your second duty.
You may do as you wish along the way, but you may not deviate from the road I shall prescribe for you. Learn
what you will, for I have it in mind to free you one day, if you serve me well.
“After you have done what I ask with these coins and after my awakening, I shall release you at that time and
reward you well. If my hour of need should come again before I awaken, then I shall give you your third and last
duty. Three are the coins you have taken and threefold are you bound. Depart now! Set your wards and hide
your coins!”
After hearing this message, Gortth nearly regained his self. He understood he was bound. He knew he had a
path he must follow. He new he had duties to fulfill. But as he did so, he was free to learn and to do that which
he too wished. Only his path must remain true, but it was a path which could reap many rewards.
The way of the Weave is such, that he will indeed be free, when his bindings had ended. After setting the
mightiest concealing and protective wards he knew, wards which would permit only his entry into the cave,
Gortth went happily upon his way, to the Northwest, in the physical form of Krepp Nargthong.
Campaign Guide - Page 111
Had Sammaster’s facet or Tiamat-Kargmelchina thought there was reason to doubt Nargthong, they perhaps
might have detected this change, but they did not seek and therefore also did not find.
The last great magic of revenge worked by Sammaster’s facet and Tiamat-Kargmelchina was the crafting of the
Sigylls of Contagion that would be the carriers of their magicks of vengeance, all stained in invisible dvergr
runes. The two vampire dragons, mighty in magic, studied the art that Cassana and others had used in the
Year of the Worm (1356 DR) to create the azure bonds that bound their creation, Alias, to perform certain
deeds.
The facet and Tiamat-Kargmelchina then combined the magic of the Weave that had been used upon Alias with
mighty runes from the dvergr lore that would bear their tokens of revenge. Nargthong (now Gortth) was given
the task of finding a handful of adventurers in Faerûn and working magics to place the Sigylls of Contagion
upon them.
Within the sigylls are the symbols of Istahvar, Gwath, Azimer, Kistar and Gall - and finally the new symbol of
Castle Dragonblood, for it is the intention of Sammaster to reward his unwitting helpers with the gift of eternal
unlife as vampire dragons after they succeed.
The Sigylls of Contagion bind the bearers to seek out the beings associated with the symbols. Sammaster’s
facet and Kargmelchina also can see through the sigylls at anytime, to determine where their victims are and
what they are doing. Through concentration upon the victims, Sammaster and Kargmelchina also can cause
the degree of pressure the sigylls exert upon the PCs to increase, but the more they concentrate, the less they
can do other things.
The sigylls do not require the PCs to do more than come into face-to-face contact with these creatures. At that
time, the invisible rune of revenge passes to the victim, and the symbol disappears from the bearer's arm. After
the infection of Harbet Gall in the Great Dale, only the symbol of Castle Dragonblood will remain. This symbol
bears no rune of revenge but is intended to draw the PCs to Sammaster.
Shortly before the start of play, Sammaster’s facet and Kargmelchina will have sent the vampire dragon Gortth
out into the world (still believing him to be Nargthong), to implant the Sigylls of Contagion upon a group of
adventurers who will do his bidding. If any members of the group are destroyed, Nargthong is to use the magic
to plant the sigylls on a new victim, who will be drawn to the adventuring group and join it. Neither new sigyll
bearers nor members of the original group will have much chance to reject each other, and the magic of the
sigylls will make it quite difficult for them to attack one another.
Grafvitnir's spirit, which controls Gortth, has changed these orders slightly. Grafvitnir has told Gortth to seek out
adventurers already under the influence of his coins of binding and brand them with the sigylls. Should these
fall, he is to infect other adventurers with the coins and brand them with the sigylls.
This magic will not be overridden by the magic of Sammaster's sigylls, because it is pure Imaskari wizardly
magic and is the superior and stronger magic. The bearers of the sigylls, according to Grafvitnir's plan, will do
exactly what Sammaster expects - until they reach Vaasa at the very end, or until his thoughts tell them to do
otherwise.
In Vaasa, they will be drawn first to Grafvitnir's cave, where they will cut a rune into a small slab of stone from
the cave wall, following Grafvitnir's telepathic commands. The rune will free Grafvitnir and restore his body to
him once Sammaster's facet has been destroyed.
After cutting the rune, the PCs will follow the call to Castle Dragonblood, and when they face Sammaster, they
will show him the rune, destroying him forever. They may also destroy Tiamat's avatar, if present, and free
Grafvitnir's body, which would create a tremendous new problem for the Realms. At first, however, after
reclaiming his weakened body, Grafvitnir will do nothing so much as to flee, so that he can take account of
things before he must act on anything.
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Even after the PCs destroy Sammaster’s facet - if indeed they do - they will notice that their sigylls still contain
the symbol of Castle Dragonblood, and that the symbols also show magical movement. After destroying the
facet of Sammaster, the PCs no doubt will go on to rid the ruins of Castle Perilous of the breeding center for
draconians, and it just may turn out that the party, instead of leaving the ruins, are cornered into entering
Kiaransalee’s Vault of Gnashing Teeth drow temple, which they desperately need to escape.
The way out turns out to be one of Zhengyi’s old gates into the Abyss, to the realms of Orcus. The party does
not find the dead demon god of the undead there, but it does land in the Abyssal city of Samora, where Graz’zt
is holding Waukeen hostage. The PCs will rescue the Merchant’s Friend, of course, and as a reward, she will
tell what her demon captors know, that Sammaster still exists. She also will show them a means open to
mortals but closed to demons by which they can escape the Abyss and return to Toril.
Sammaster’s physical remnants remain in the tomb of Acererak, beneath the Greypeak Mountains of the North,
while his spirit roams the darker planes as a demilich who seeks to swallow souls. Velsharoon did indeed keep
his word and told Sammaster of an ancient Imaskari tome in Grafvitnir’s library, which describes how a demilich,
by consuming the souls of mortals, can elevate himself to a demipower, and this has become the mad demilich
Sammaster’s goal.
Of course, once the goddess Waukeen speaks Sammaster’s name to the PCs in the Abyss, he will hear, and an
awareness of the sigylls and the PCs’ destruction of his facet will enter the demilich’s mind, and naturally, he will
thirst above all for their souls, planning to use the sigylls to draw them to his abode in the Tomb of Horrors, also
fulfilling Grafvitnir’s plan for the PCs to truly destroy Sammaster.
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ANANDAR, LORD
Module: “Backlands”
LG, AC: NA, HD: NA, Move: 9, THAC0: NA, Attacks: None, SA: Fear, Curse, Quest, SD: None, MR: See below,
Size: M 5' 10" (175 cm), Morale: NA, XP: See below, HP: None.
Lord Anandar's phantom appears to be a ghost and therefore automatically causes fear in the observer.
Anandar has no desire to cause fear. This is simply a natural psychological reaction on the part of the observer.
Each observer must make a savings throw or experience fear, however the charisma of Anandar's phantom
reduces the degree of fear in comparison to that caused by a standard phantom in the Monstrous Compendium.
Observers of Anandar's phantom save vs. death magic without the penalty listed in the MC.
If they do not make their saving throw, they flee for 1d4 rounds a distance of 2d4+10 yards/meters from the
position where they first spotted the phantom. They will remain fixed in that spot until the fear passes, unless
Anandar's phantom continues to move in their direction. In this case, they will maintain their distance from the
phantom, ordinarily no problem for the PCs, because Anandar's phantom has a move rate of 9. The PCs will be
able to continue observing the phantom during this time and slowly come to the realization that this apparition is
something other than a ghost.
Lord Anandar's phantom will single out only one PC for the quest and ignore the remainder. He will motion for
the PC to creep on his stomach under the bushes, until he finds Anandar's bones and the strongbox and
retrieves the latter. Chosen PCs who refuse will be cursed and informed of the curse telepathically. They will
not be able to speak or act until other PCs have been addressed by the phantom and one PC at last follows
Anandar's wishes or all PCs have refused.
In that case, the entire party has been cursed, and Anandar's phantom will disappear and not return until a new
party arrives. No PCs will have the ability to warn others of the curse. If no non-cursed PC retrieves the
strongbox and a cursed PC then creeps in and touches it, he will be permanently transformed into a phantom
and haunt the campground with Anandar.
Anandar's curse prevents the PCs from ever learning anything new (no new experience points, levels, spells,
thieves abilities, proficiencies, etc.) and having a 10% chance per encounter of flubbing in the use of the abilities
of their character class(es), priests to a certain extent exempted.
A member of the fighter class will have a 10% chance per encounter that he drops his weapon in such a
manner that he cannot retrieve it during the encounter. A member of the thief class will misuse one of his
abilities in a way that causes disastrous results (falling while climbing, setting off a trap, etc.).
A mage suddenly will find himself confused and not be able to use spells during the encounter. This curse is
leveled by Anandar's spirit through Torm and Tyr as an act of justice and as punishment for neglecting duty.
However, neither of these gods is willing to risk attempting to curb the abilities granted by other gods.
Priests of Torm, Tyr, Ilmater and Lathander suffer the same penalties as a mage. Priests of other gods suffer
the penalties of a fighter, and their victims have a bonus of 4 on all savings throws and a save when none
ordinarily is available.
It is important to remember that the curse has a 10% chance of working per encounter. When it is effective, it
affects each character class of the PC and it lasts until the encounter is over. This curse cannot be dispelled by
ordinary means. It can only be dispelled by a specialty priest of Torm, Tyr, Ilmater or Lathander, of level 9 or
higher, who is requested by the PC(s) to place a Quest (PHB) spell upon him/her/them to fulfill Anandar's quest.
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The priest will not charge for the implementation of this spell. This Quest spell also will function differently than
the description in the PHB. The PC(s) upon whom the spell is placed does/do not have to bring proof of
fulfillment to the priest. But if they veer from the quest of their own free will, they will be immediately and
permanently transformed into phantoms (no saving throw), to haunt the campground with Anandar.
If no PC has retrieved the strongbox, the quest will force the PC(s) to return to the campground to retrieve it,
while the sigylls will force the PCs to move in the opposite direction. There is a 50% chance per PC each day
that a certain force will win - for that day only. This should have the group torn apart and going in different
directions for awhile, which could destroy your adventure.
Therefore, we have placed a visiting priest of Lathander in Yarthrain with a level high enough to dispel the curse
with a Quest. However, before this situation is settled, your group should be experiencing real havoc, and a PC
or two could die in an encounter. A cursed PC who dies also is transformed immediately into a phantom, who
must haunt the campground with Anandar. Ex-PC phantoms have the same statistics as Anandar's phantom.
AZIMER (Revised)
Module: “Tale of 2 Liches”
Azimer is a creation of Ed Greenwood, originally introduced in Dragon magazine No. 95 and later in the original grey box “Forgotten Realms
Campaign Set” of 1987. Azimer of “Northern Journey” is based upon Ed Greenwood’s creation, but both he and his history have been
substantially (and unofficially) expanded upon for this adventure. The original Dragon article is available on the Dragon Archives CD, and
the grey box is available as an ESD download from SV Games.
Lich (ehem. lvl 19 wizard - undead), HD 19. AL: CN, HP: 102. AC: 0. THAC0: 9. Attacks: 1 - Cold, paralyzing
touch, 1d10hp dmg and save vs. paralysis or paralyzed until Dispel Magic succeeds. Special attacks: Cause
fear in creature 5 HD/Lvl 5 or less, save vs. spell or flee 5d4 rounds in terror. Special defenses: Hit only by
magical weapons +1 or better or monsters 6 HD or more or with magical properties, immune to charm, sleep,
enfeeblement, polymorph, cold, electricity, insanity or death spells. Destruction only through total destruction of
body and phylactery. Magic resistance: 0%. Morale: 17-18. Spells as wizard (lvl 19): 5/5/5/5/5/4/4/4/2. Size: M
(6 feet/180cm). XP: 20,000.
Azimer was the half-elven (race not official) rector or head of the Six Tyryl Towers School of Wizardry (officially
head only of a school of wizardry) in Myth Drannor at the time of its fall. At his own request, Azimer was
allowed to remain in the ruins of the school after Myth Drannor’s fall, where he continued to pursue his
experiments. With the centuries, Azimer ascended to lichdom and also went somewhat benevolently insane. In
short, he still believes he is alive and a schoolmaster and that he has students in his school. Anytime any
adventurer enters the ruins of the school, Azimer deals with these persons as if they are his students.
Azimer has no interest in attacking his own students, although he is convinced there is a plot underfoot against
him, and that some of his students have been planted as spies and traitors bent upon destroying him. Anytime
an adventurer attacks Azimer, the lich will immediately and mercilessly destroy this “student,” in the conviction
that he or she is one such traitor. Azimer then will be upset for some time afterwards about this betrayal. If a
“student” attempts to steal magic items from the school, Azimer will inflict horrible, long-term punishment upon
the student.
When “students” interrupt Azimer – who has no conception left of time in his insane mind – he will deal with
them as if he had spoken to them only a short while earlier, even if he never has spoken to these particular
“students” before. He always is impatient with “students,” convinced they are too lazy and slow in learning their
lessons of magic. But he will take no drastic punitive actions against them, only complain.
One “student” who made the mistake of attacking Azimer was Lashan, Lord of Scardale, who attempted to
conquer all of the Dalelands and was defeated in the Year of the Worm (1356 DR). After the defeat, Lashan
and several of his men fled (officially) to Myth Drannor, in hopes of finding mighty magicks with which to resume
their war. Instead, Lashan found Azimer, attacked him with the Weapon of Metamorphic Vigilance he
(unofficially) bore, wounded Azimer (official) and found his own destruction (official).
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The original grey box set quotes Azimer as saying that Lashan now “sleeps at the center of the world.” Azimer
(officially) stunned Lashan with magic, paralyzed him with his touch, used ESP upon the tyrant and then cast an
imprisonment spell upon him. In a posting to the Forgotten Realms Mailing List in 1997, WotC author Eric L.
Boyd passed on the following additional clarification from Ed Greenwood, “Lashan's in stasis, entombed in rock,
deep beneath the Underdark. He's also in larva (as in the Lower Planar creature) form, and rendered forever
mindless...thus, as Lashan, he was ‘destroyed.’”
After destroying Lashan, Azimer became fascinated by Lashan’s weapon, one of the three weapons of learning,
a sword which showed conflicting priestly magic dweomers and after a certain period of time turned itself into a
warhammer.
Azimer attempted to use the magic of the mythal to purge the corrupting magic of Bane from the weapon and
restore it to its original state. He believes he succeeded. As this adventure begins, the weapon still is in
Azimer’s possession. Along with the official NPC lich Druth Daern (s. Ruins of Myth Drannor from WotC –
Daern is not used in this adventure), Azimer is one of the two most powerful creatures in Myth Drannor,
challenged only by the phaerimm and the alhoon, and it is not certain either of these would be victors in combat
against Azimer.
Both are aware of Azimer and Daern, but they do not care to risk their lives in direct combat with either. They
believe both liches one day will crumble to dust, and at that time the mad scramble to conquer their magic can
begin. Azimer is not interested in day-to-day events in Myth Drannor or Faerûn, indeed, his insanity has
brought him to the point where he probably no longer can perceive of the existence of either. However, his
abilities with magic have not been hindered by his insanity, and within the mythal, it indeed may be so that his
magical capacity has been unnaturally increased.
Outside of the wild and dead magic zones, the chaotic magic of the mythal has no effect whatsoever upon
Azimer’s magic. His spells always work. And whatever else the case may be, Azimer – with access to the
otherwise lost magic of Myth Drannor – has delved deep into forbidden topics no longer known to other mages
of the Realms. He understands many of the secrets of ancient elven and dwarven magic of the elements and is
an expert on the borderlines between the magicks of priests and wizards.
Azimer does not seem to be able to work the old elven and dwarven magicks, but to a certain extent, he can
destroy them. A part of this success may be due to the fact that the old magicks have no power within the
mythal. Azimer may not be able to use priest spells directly, but he has succeeded in drawing the power from
some items of priestly magic and placing the dweomer into items of wizardly magic, a feat not known to have
been accomplished elsewhere.
He also has studied priestly magic sufficiently to know how many priestly spells work and has created his own
magic spells to duplicate this priestly magic. In running Azimer, the DM can invent magic on the spot,
regardless of what has been defined officially, and use it as a spell from Azimer, also making spot decisions on
whether savings throws are allowed. Azimer has much magic of his own making, and many of his spells
emulate priestly magic. The DM should when appropriate make adequate use of such magic, so as to keep the
PCs off guard as to what kind of magic the old lich commands.
BADEYE TOM
Module: “The Great Dale”
Invoker, human male, level 12, AL:N(E), HP: 37, Abilities: Str 10, Dex 17, Con 12, Int 18, Wis 10, Cha 14. AC: 4
(+3 Ring of Protection), Base THAC0: 17. AC: 4 (Ring of Protection +3). Attack: Dagger, THAC0 17. Armor:
None (Ring of Protection +3). Saves: Fortitude 1d20 + 6, Reflex 1d20 + 8, Will 1d20 + 9. Spells: 1: 4+1*; 2:
4+1*; 3: 4+1*; 4: 4+1*; 5: 4+1*; 6: 1+1*. * 1 spell pro grad Invocation/Evocation. Forbidden schools -
Enchantment/Charm and Conjuration/Summoning XP: 5,000.
The name of Timbertown's renegade mage isn't really Badeye Tom or even Tom at all. He is a deserted
member of the Impilturian Wand of Impiltur who was born with the name Tomylraun, but when he arrived with
Tumbrar & Co. in Timbertown, he simply introduced himself as Tom. The local lumberjacks added the
appellation Badeye, because his right eye shifts a fraction of a second more slowly than the left eye.
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His basically neutral alignment is modified with a parenthetical evil notation, because Badeye Tom will lie, cheat
or steal to achieve his ends. Nonetheless, he is not basically evil in character but rather detached from
philosophies that have to do with good, evil, law and chaos. The evil side of his alignment would not lead him to
kill or maim to achieve his ends, but he is quite willing to be as dishonest as he thinks the situation demands.
Badeye Tom is a native of the Impilturian finance city of Hlammach, where he doubtless learned his early
lessons in morals. He entered service with the Wand of Impiltur during the Time of Troubles, in the Year of
Shadows (1358 DR), when screening standards were loosened somewhat and was assigned to the sword
commanded by War Captain Rilaunyr. From there he was sent to serve in a patrol under the command of Sir
Tumbrar, and their unit was among those sent by Rilaunyr into the swamps of Traders Bay in the Year of the
Wave (1364 DR), to carry out Rilaunyr's abortive cleanup action there.
After watching the horrible death and suffering caused by Rilaunyr's troops in the burning of Garyl's Cove, Sir
Tumbrar and several of his men deserted the Impilturian army and fled into the Great Dale. Badeye Tom was
one of those who fled with Tumbrar, also one of those sought by Rilaunyr for desertion. This chapter of Badeye
Tom's life is related under the entry for Tumbrar (see Tumbrar, Deacon) father below.
Badeye Tom has been pardoned for all crimes in Impiltur by Queen Sambryl, but he would not willingly travel
farther into his native land than Guidodale. Although no official action can be taken against him in Impiltur
because of the pardon, he certainly would be persona non grata in the Land of Imphras. On his way out of
Impiltur, Badeye Tom managed to loot the field camp of the Wand of Impiltur of a number of quite valuable
magical items.
In the Year of the Staff (1366 DR), Badeye Tom built his tower of rock quarried locally by convicts and named it
the Rawlinswood Research Center. The tower is used not only for magical research and experimentation but
also for experiments with mechanical inventions from the Gondsmen in Guidodale.
Badeye Tom is beginning to specialize in the rather unusual field of combining mechanics with magic. He has
close relationships with the Gondsmen in Guidodale and also has gnome illusionists, a school in which he has
no talents, working with him in his tower.
Badeye Tom has no official capacity in Timbertown, but he, his magic and that of his associates always is
available to Deacon Tumbrar when it comes to the defense of Timbertown or when dealing with criminals and
fugitives. Scrying facilities in Badeye Tom's research center make it virtually impossible for an escapee from
the local chain gang to flee without being caught by Constable Tulpin Mary and her men.
BARTSCH, HENNING
Module: “Backlands”
Village Leader of Yarthrain and key member of the secret Iron Throne in the Backlands of the Sword Coast.
N(B), human male, fighter level 4, THAC0 17 with long sword, AC 9, with chain mail AC 4.
Statistics on Henning Bartsch go beyond those needed for this adventure and allow the DM to develop him as a
key NPC in a later spinoff campaign.
In Yarthrain, the village leader is chosen informally and by consensus. Henning, an only child, is the third
successive village leader in his family, following in the footsteps of his grandfather, Arbett (a first generation
Yarthrainer) and his father Rennett, who died fighting a fire in the family brewery behind his farm that was
caused by a natural lightning strike in the Year of the Worm (1356 DR).
Henning, born in the Year of the Blue Flame (1327 DR), took over the family property and also was chosen by
consensus as new Village Leader of Yarthrain. He was chosen not only as the popular son of a well-liked family
but also as the only Yarthrainer with a formal education, a description that had fit his father equally well.
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Henning's grandfather, Arbett, came to Yarthrain in its earliest days, when the old Baron of the Backlands still
lived. After the fall of the baron, Arbett became the fourth Yarthrainer to be named Village Leader, an honor
that has remained in his family since that time. Arbett had come to Yarthrain from Amn, as had the Baron of the
Backlands, Zelarravyan. There are differences of opinion in village tales over whether Arbett was one of the
baron's men, but his son, Rennett, always insisted this was not the case, and his grandson Henning does that to
this very day.
Be that as it may, the ex-Amnite Arbett Bartsch had accumulated something of a fortune by the time he had
become Village Leader in Yarthrain. He kept only a small part of this fortune in the village, however. The main
part of his wealth was invested and managed for him by experts in financial matters in Waterdeep. That was
how Arbett wanted it. In its early days, Yarthrain was populated mostly by migrants from Amn.
They were Arbett's folk, and he wished to live among them, but he also was too shrewd to keep his wealth
unprotected in a remote prairie village. When his son, Rennett, was 16, in the Year of the Fallen Throne (1319
DR), Arbett sent Rennett to Waterdeep, to study. Rennett returned to Yarthrain six years later in the Year of the
Great Harvests (1325 DR) and married the daughter of the village smith, who gave birth to their only child,
Henning, two years later. Rennett did with his son as his father had with him and sent him to Waterdeep to
study in the Year of the Boot (1343 DR), when Henning was 16. Henning finished his studies in the Year of the
Bridle (1349 DR), but unlike his father, he did not return immediately to Yarthrain.
Instead, with the blessings of his father, Henning remained in Waterdeep, although he did return home twice
yearly. Rennett was only 46 years old and in his prime. Henning really was not needed in Yarthrain. And
Rennett was a man of wisdom. He saw the events taking place in the surrounding world and knew the time
would come when Zhentarim and Harpers and other organizations would cast an interested eye upon Pelleor's
Prairie and Yarthrain, and he wanted his beloved village to be able to stand up to such fixtures and forces.
That, Rennett thought, could be best achieved if his son Henning would learn the ways of those who one day
would come to the prairie. He could do that best, father and son agreed, if Henning remained and worked in
Waterdeep.
During his schooldays in Waterdeep, Henning's best friend had been a Sembit scholar from Yhaunn, a member
of the important Tharimpar family. One of his uncles, Andilal "The Stout" Tharimpar, later became Nessarch of
Yhaunn. After finishing his schooling, Henning went to work in the Waterdeep office of a Sembit merchandise
transport company known as the Sword Coast Coster, which Henning later learned was a subsidiary of the
secret Iron Throne. At first, Henning was shown how the Iron Throne, if it could establish itself quietly and
unobtrusively, would develop as an effective and mighty counter to the rising trade significance of the evil
Zhentarim.
During his time with the Sword Coast Coster, Henning also could see how more and more remote areas were
coming under the influence of one organization or another, and how the regions of Faerûn were steadily being
divided among the various power blocs. He began to believe that Pelleor's Prairie and his truly beloved
Yarthrain also would become enveloped one day within the folds of one organization or another, and he looked
with alarm upon the fact that the only outside organizations showing interest in Yarthrain were the Zhentarim,
who were sending ever more caravans from Darkhold through Yarthrain to Llorkh and back.
While Henning made such observations personally, he also often had made remarks to his colleagues about
Pelleor's Prairie and Yarthrain, and these were duly passed back to higher levels of the Iron Throne in Sembia.
The Iron Throne was interested. It believed that Yarthrain was only a part of fertile regions in the Valley of the
Winding Water. It saw the possibility of developing the river valley as a new source of agricultural products, and
it also saw the possibility of quietly assuming control of this part of the backlands, not only to harvest potential
and still unrealized profit from the area, but also to cut off what seemed to be developing into a major north-
south trade route of the Zhentarim.
The DM must decide to which extent Henning understood the evil side of the Iron Throne when he joined its
ranks. It is quite possible to run Henning as an NPC who had deluded himself into thinking that the Iron Throne
will be a good influence upon the Backlands, or one can develop him into a character who is willing to let good
ends justify the use of evil means.
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Whatever your decision, while the Zhentarim were busy building their trade route between Darkhold and Llorkh,
Henning and the Iron Throne were occupying themselves with the controlled settlement of the Backlands, the
eventual interruption of the new Zhent trade route and the establishment of an East-West route for the Iron
Throne. Henning and the Iron Throne are planning to eventually gain control of the area south of the Winding
Water to Boareskyr Bridge in the West, northwesterly to the Ruins of Dragonspear Castle, southerly to Tempus'
Tears and northeasterly to Soubar and on to the Yarthrain area.
Over the long term, the Iron Throne wants to gain strong influence in much of the Sunset Vale area, including
Easting, Iriaebor, Hluthvar and Triel, and it plans when the time is right to drive the Zhents from Corm Orp, Hill's
Edge and Hardbuckler. If the Iron Throne succeeds, it will slowly gain much of the control over trade between
the Eastern Heartlands and the Sword Coast, including Waterdeep.
After his father's death, Henning - using funds supplied by the Iron Throne - quietly hired specialists from
Waterdeep to come into the Backlands and make extensive soil analyses. Confirming Henning's own
suspicions, the experts determined that the many loops in the Winding Water north and west of Yarthrain all
have the same highly fertile soil found in the Yarthrain area. The meaning of this is that almost the entire river
valley, from halfway between the Marsh of Chelimber and Yarthrain in the North to within about five miles of the
Forest of Wyrms in the West, could be settled and turn into one of the richest agricultural centers in the Western
Heartlands.
The secret leadership of the Iron Throne in Ordulin has decided to make this move. In the spring of the Year of
Wild Magic (1372 DR), a small and steady stream of seemingly simple settlers will come from Sembia, travel up
the Trade Way to Boareskyr Bridge and Serpent's Cowl and then follow the Winding Water eastward and begin
settling the river valley in the West, moving gradually eastwards toward Yarthrain. The Iron Throne is choosing
the heavily traveled Trade Way, so that this movement will draw as little attention as possible, and also to avoid
areas under strong Zhent influence, such as Corm Orp, Hill's Edge and Hardbuckler. At the same time, there
will appear to be a rising interest among adventurers seeking lost treasures in this area. These are, in reality,
Iron Throne mercenaries being sent to protect the new settlers from Sembia, who are being sponsored by the
Iron Throne.
Henning is the secret but official Iron Throne governor of the Backlands. His job is to set the stage for the
development of the Backlands and to steer the mood of the strongly independent and hardy settlers now in the
Backlands. At present, he has taken several subtle steps in this direction. The Iron Throne already has
purchased the brewery and mill in Soubar, and at present, both are paying loss prices to the farmers of
Yarthrain, to make business for them outside of the village profitable - tactics very similar to those used by the
Zhentarim.
Henning's decision to end his mill operations and not to rebuild his brewery also were subtle steps to change
opinions in Yarthrain. A decade before he came to power, it was the pride of every Yarthrainer to be as self-
sustaining as possible. Today the Yarthrainer are beginning to think more about how they can prosper by doing
what they do best, farming, and letting their distant neighbors in Soubar do what they do seemingly better,
namely milling and brewing beer. Henning and the Iron Throne want the folk of the Winding Water to begin
becoming more dependent upon one another, because they are quite talented at controlling dependencies.
How these factors develop in the future is up to you in your campaign, if you choose to use this spinoff thread.
BERL, GILDA
Module: “Backlands”
Wife of the innkeeper of the Silver Blade in Yarthrain, native of Laviguer in Impiltur. N, human female
Transmuter, level 5, 14 hp, THAC0 20, AC 10
BERL, TIMN
Module: “Backlands”
Innkeeper of the Silver Blade in Yarthrain, native of Laviguer in Impiltur. LN, human male fighter, level 5, 44 hp,
THAC0 16, AC 8, with chain mail AC 3. Long sword +3. THAC0 13.
Campaign Guide - Page 119
Timn and Gilda are the only two survivors of an adventuring company that was commissioned to destroy a
Thayvian Red Wizard operating in Impiltur. They thought they succeeded, but only after the rest of their
company had been killed. They had left the scene of the battle with the Red Wizard's remaining possessions,
some of them powerful in magic (it's up to the DM to decide what these are), thinking their foe was nothing more
than a corpse. The wizard was severely wounded, but he did survive.
A few months later, Timn and Gilda learned that the wizard was indeed still alive and attempting to track them
down. Desperate, the crossed the Vast westwards to the Dragon Reach, sailed to Marsember and then
traveled hidden in caravans to Waterdeep, where the paid most of the fortune they had amassed to have their
appearances permanently altered through magic, as well as to have protections against scrying, etc., placed
upon them. After that, they left Waterdeep, heading southeasterly in hopes of finding a remote location where
they could remain undetected for the rest of their lives. One they reached Soubar, they learned that the village,
as legal heir, was selling the Silver Blade at a low price, after the former owner had died without heirs, and they
made the purchase.
The inn is now protected with several of the Red Wizard's own devices, and the couple will quickly kill any Red
Wizards they detect entering their premises. They will use extremely expensive poisons purchased in
Waterdeep that are nearly undetectable and that act almost immediately with fatal results. If a PC in your
campaign has Thayvian tattoos on his head and enters the Silver Blade, he doubtless will find a sound an
eternal rest at the inn. Gilda and Timn do not want to take chances.
Pirate (Fighter), hm, Level 12, AL:LE, HP: 74. Attributes: Strength 17, Dexterity 16, Constitution 16, Intelligence
12, Wisdom 13, Charisma 14. . Base THAC0: 9. AC: 3 (Chain mail). Attacks: Cutlass +3 (specialized - as
scimitar) 2 APR, THAC0 5, 2d4+6 hp dmg, also dagger 1 APR THACO 8, 1d4+1 hp dmg. XP: 3,000.
Binks is a former Sembian pirate who captains a former warship from Mulmaster named the "Iron Maiden" on
the Dragon Reach and the Lake of Dragons in the service of the Iron Throne. The "Iron Maiden" was captured
earlier and taken over by the Zhentarim. During the Time of Troubles, Binks, then still a pirate, captured the
"Maiden" from the Zhents and added it to his pirate fleet, using Yhaunn in his native Sembia as his base.
Binks is an important member of the Iron Throne whose pirate activities always were conducted in Sembia’s
favor. In his pirate days Binks was officially ignored and unofficially protected by the Sembian government. At
present he works directly for the Iron Throne, commissioned to guard and protect the Scardale harbor region,
refusing entry to military ships from other lands, particularly ships from Cormyr and those of the Zhentarim. To
date, neither has attempted to sail into Scardale Harbor. Binks and his crew also sail special missions for the
Iron Throne, delivering particularly hot cargoes of contraband to customers willing to pay a high price for the
merchandise.
The "Iron Maiden" sails with slaves chained to rowing benches below deck, but Binks attempts to keep his use
of slaves secret and will not sail into harbors such as Tantras, Raven's Bluff or the ports of Cormyr, where dock
ships may be inspected. In such port cities, slavery is illegal, and Binks knows if he were caught there, he
would be hanged along with the rest of the Maiden's crew. The Zhents originally took over the Mulman slaves
on the rowing benches, replacing those who died with slaves of their own. Binks took over the Zhent slaves.
When he needs replacements, he shanghais and enslaves sailors, but he is careful where he does this and
whom he takes. He views the enslaved oarsmen as the lowest level of his capital and does not want to draw
attention to himself or his ship by careless shanghaiing actions. The members of his crew who take part in
shanghaiing are well trained to pick only derelict sailors, and they usually wait until they are in Calaunt to
shanghai new oarsmen, because shanghaiing draws no official interest in this evil port city of the Vast on the
east shore of the Dragon Reach.
Slaves have it better on Binks' ship then most other poor souls who find themselves chained to an oarsman's
bench. Binks does not view slaves as people but rather as capital. Like most members of the Iron Throne,
Binks protects his capital.
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He tries to keep his slaves healthy and fit. They are fed relatively well and are given the opportunity to exercise
themselves under guard on deck. The "Iron Maiden's" slaves work in shifts, with each crew working two six-
hour shifts daily. When the slaves are not on the bench, they are locked in a lower hold, where they can move
freely.
Binks allows his overseers to whip slaves only when it is absolutely necessary to maintain discipline. He views
whippings as damage to his capital and reacts quickly and consequently when an overseer needlessly whips
slaves. The last overseer who did that found himself chained to the bench for one shift as a slave. He did not
survive the shift at rest in the lower hold.
That Binks' seemingly merciful attitude has to do only with capital and has nothing to do with kindness is best
seen in the handling of sick slaves. If a slave contracts a mild cold, he is locked in a small storage room,
isolated from the others, and fed until he recuperates and can be chained to the bench again. Slaves who
contract more serious illnesses or who are in deteriorating health are simply and mercilessly thrown overboard
and left to die drowning in the waves or as shark food.
BJARKISSONUR, BÖDVAR
Module: “The Great Dale”
Druid Infallible and Imperator of the Great Dale and Ashanath, recognized as a True Druid of Herne, really
hm,Cleric (Cyric) 19, CR 19; Size: M (5 ft. 6 in./165 cm tall); HD: 19d8; HP: 108; Init +3 (+3 Dex), Spped: 30
ft./9m; AC: 13 (+3 Dex); Attack +16/+11+6 melee, or +17/+12/+7 ranged; SV Fort +11, Ref +9, Wil +16; AL: NE;
Str 15, Dex 16, Con 10, Int 11, Wis 20, Cha 16. Attacks: Scimitar +3 - Attack Bonus +19/+14/+9, Dmg 1d6+3;
Critical 18-20, Dmg x 2; Languages Spoken: Common, Druidic. Skills and feats: Concentration +17, Heal +25,
Hide +3, Intuit direction +19, Knowledge (nature) +14, Listen +7, Move silently +3, Pick pocket +8.5, Profession
+23, Spot +7, Wilderness lore +25; Alertness, Combat casting, Craft wand, Craft wondrous item, Empower
spell, Extend spell, Skill focus (profession), Track. Possessions: 170,000 gp in gear. Druid Spells Per Day:
6/7/6/6/6/6/4/4/3/3.
Bjarkissonur is the first deputy of the evil lich Harbet Gall in the eastern part of the Great Dale and the de facto
ruler of the Eastern Dale on a day-to-day basis. He lives in a small castle fortress on Grove Hill in the coastal
city of Kront in Ashanath. He bears the titles Druid Infallible and Imperator of the Great Dale and Ashanath.
In Kront, Bjarkissonur has become totally corrupted by power, wealth and the lust for more of both. He also has
become an unknowing tool of the Sembian Iron Throne. The Druid Infallible has lost all relationship to druidism
or the Malarite church of Herne the Hunter.
It has been some time since Malar has recognized Bjarkissonur as a druid of Herne, and he long has denied
spells to him. Bjarkissonur probably is not aware of this. When Malar withdrew his support from the Druid
Infallible, Cyric immediately step quietly into the picture and continued to support Bjarkissonur's druidic abilities
and to give him druidic spells.
This fate is shared by several of Bjarkissonur's subordinates in Kront, who also have become totally corrupt.
Cyric hopes to eventually become the patron of all True Druids of Herne in the Eastern Dale, to assure that they
continue to cause the strife they do today.
The change in Bjarkissonur's position will not, however, make him any friendlier to a PC group entering Kront.
BLONDUNG
Module: “Silverymoon”
Zhentarim invoker, hm, Level 3, AL:LE, HP: 10. Attributes: Strength 12, Dexterity 15, Constitution 12,
Intelligence 16, Wisdom 11, Charisma 10. . Base THAC0: 20. AC: 9 (Dexterity). Attacks: Dagger 1 APR,
THAC0 20, 1d4/1d4+1 hp dmg. Spells: 3/2/0/0/0/0/0/0/0, one of each invocation/evocation. XP: 120.
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Blondung is a not particularly successful Zhentarim mageling who was assigned by Manshoon to guard Söggrin
and, as often has been the case with his duties, failed to do so successfully. In the Northern Journey module,
he's already reached the point where he knows how little fun it is to be a Zhentarim. He's be quit willing to
disappear in the North, out of the Black Network's site, if possible.
CANNH, WINDOR
Module: “Backlands”
NG, hem, WL Mielikki lvl 16, hp 108, THAC0 5, Bastard Sword 2, elven chain mail, AC 1. Windor is an agent in
the Drawn Swords area for the Harpers of Twilight Hall in Berdusk and a genuine loner. His mother was killed
by orcs and his father, a moon elf, was hauled off by them and never seen again. Windor spends most of his
time in the Northdark Wood, working with the druids there and, when he has the chance, eliminating orcs.
He also keeps an eye open, to see that no bands of brigands, Zhents or anyone else begins using the wood as
a base. Twilight Hall has informed him that the PCs are heading toward Drawn Swords and that they are
bearing strange sigylls, but the Twilight Hall branch of the Harpers, unlike Lady Alustriel, has not become
involved in this matter and has issued Windor no instructions. As a result, Windor will keep an eye on the PCs,
if he's in Drawn Swords, but he will not attempt to contact them.
If they ask him about Rolling Hills, he will tell them only that a society of monks and priests have settled there,
with the long-term goal of setting the spirits at the Battle of Bones and Hill of the Lost Souls to Rest, and that
they want to restore these forsaken areas to their natural state. If the PCs tell him they are going there, he will
add that the churches of Kelemvor, Chauntea and Ilmater are represented, and that food shelter and housing
are available there.
DARBY, MATT
Module: “Impiltur”
Demarch of Mask (Priest), hm, Level 8, AL:NE, HP: 52. Attributes: Strength 12, Dexterity 16, Constitution 12,
Intelligence 11, Wisdom 16, Charisma 13. . Base THAC0: 16. AC: 2 (Dexterity Chain mail +1). Attacks: Mace
1 APR, THAC0 16, 1d6+1/1d6 hp dmg; Dagger 1 APR THAC0 16, 1d4/1d3 hp dmg; Hand crossbow THAC0 20
feet/6m 16, 40 feet/12m 18, 60 feet/18m 21, 1d3+1/1d2+1 hp dmg. Spells (Mask): 5/5/3/2/0/0/0. XP: 2,000.
Darby is the brother of Willard Darby, one of the key figures on the Merchants Council in Telflamm. His family
long has been involved in intrigues and subterfuges to shift power in the circles that control trade between the
East and West. The Darby family also has played a leading role in the House of the Master’s Shadow in
Telflamm, the biggest temple to Mask in Faerûn.
In Mask’s church, a priest of middle rank forges ahead by setting the wheels of a plot in motion and then
realizing the goal he/she has set for himself. Darby and his mistress, the priestess Wilma Pryth (see separate
entry) intend to establish thieves guilds and temples to Mask throughout the Bloodstone Lands. They already
have presented this as their master plan to the High Demarch in Telflamm and it has been accepted as part of
the regional strategy of the church. Their operation is centered in the new, secret temple called the Maiden’s
Shadow beneath the ruins of a bordello above the Fortress of Mal in Impiltur.
DARNASCH, RIGDRA
Module: “Impiltur”
Malagent Priestess of Talona, lvl 9, AL: CE, HP: 51, AC: 5; Base THAC0: 16; Str 10, Dex 12, Con 17, Int 12,
Wis 15, Cha 3. Weapon: Ceremonial Dagger of Talona* +4, 1 APR, THAC0 12, 1d4/1d3+4 hp dmg + poison.
Rigdra has attained total immunity from poison through her work with the Taluth Toksla Illu gnûzh Moertkar.
XP-Value: 2000.
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Rigdra Darnasch is one of Faerûn’s ugliest women. Her emaciated body is marked with self-inflicted scars and
gruesome tattoos. She was born in the Year of the Purple Basilisk (1247 DR), probably somewhere in Thay,
judging by her accent. For the better part of a century, she has been using potions she has brewed herself
through knowledge gained from the Taluth Toksla Illu gnûzh Moertkar (see the artifacts section) to unnaturally
extend her life.
After completing her time as an initiate at a temple whose name and location they have never revealed, Rigdra
and two of her new fellow Malagents established a secret shrine in the Damaran valley of the Galena Snake
beneath the Galena Mountains, using herbal lore to brew poisons of little known fauna in the mountains.
The trio’s priestly powers were not enough, however, to withstand repeated hobgoblin attacks, and Rigdra fled
alone as the sole survivor to a hidden temple to Talona in ancient ruins at the foot of the Great Glacier in Vaasa
north of Palischuk. When Zhengyi arose in Vaasa, the Talontar temple quickly allied with him and began
brewing the poisons employed by the Citadel Of Assassins. During this time, it appears that Rigdra became the
high priestess of the Vaasan temple.
The Taluth Toksla Illu gnûzh Moertkar, which Zhengyi was unable to use, and the Wards of Orcus (see the
magical items section) were among the rewards given to Rigdra by Zhengyi. He also gave her the Libram of
Rågzh Dúrkhuh, with which she learned to decipher the glyphs that appear within the Taluth Toksla Illu gnûzh
Moertkar.
However, Rigdra destroyed the libram after memorizing its contents, a move that one day may prove
shortsighted in the view of Talona and her church, but also a deed that may save Abeir-Toril much misery. After
Zhengyi’s fall in the Year of the Serpent (1359 DR), Rigdra and her Malagents fled back into the Galenas
southwest of Palischuk, to take up abode in the hidden Citadel of Assassins.
Her refuge lasted only briefly, however, for she, the other Talontar assassins decided to desert the Citadel and
the Grandfather of Assassins in the Year of the Turret (1360 DR), when the attack of the Damaran troops who
destroyed the long-sought citadel that year was obviously imminent. Rigdra named Timoshenko, Grandfather
of Assassins, a fool for believing he could hold the citadel against the Damarans, an act that would have ended
in a duel to the death at other times.
But Timoshenko knew he could not afford to have his own forces weakened before confronting the Damaran
troops, and so he begrudgingly allowed Rigdra and her followers to leave the citadel, promising to settle his
differences with her at another time.
The Talontar fled in time and over a period of three years and with several losses covertly made their way
across the Galenas and the Earthspurs to the lowlands southwest of Mulltown, where the followed the east
bank of the Great Imphras downstream, at last reaching Trader’s Bay and Huddl’s Landing in the Year of the
Wyvern (1363 DR).
They were able to take over Huddl’s Landing with little resistance, because the Regdresks in Bay Town and the
pirates of Buzzard Beak Harbor were occupied at the time with War Captain Rilaunyr’s blockade of the harbor
and then his later foolhardy attempt to “clean up” Trader’s Bay. Early in the Year of the Sword (1365 DR), the
last non-Talonite refugee had fled the hamlet or perished, and the Regdresks already had seen the advantage
of dealing with her Most Fatal Horror Rigdra.
Ulwynn Darwinn (Human male, thief lvl 6, NE) is a middle-ranking member of the Ordulin branch of the Iron
Throne and the member of the Throne responsible for the village of Feather Falls in Featherdale. This, of
course, is not widely known, because the Iron Throne is a secret society.
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Publicly, he is the owner of Darwinn's Trading Post in Feather Falls and the local representative of the New Era
Trading Co. in Feather Falls. New Era is in turn a front for the Iron Throne. Ulwynn is the man who can exercise
genuine power in Feather Falls, in that he can see to it that the Ashaba Wave Mercenary Co. does things
necessary to serve the Throne's goals. He also can call in secret agents of the Throne to perform dirty work
that needs to be done.
Ulwynn uses his power as seldom and as quietly as he can. He believes such power achieves the greatest
success when used carefully and judiciously. He is a 62-year-old widower who lives in an apartment above his
trading post. He sons live in farmhouses on the outskirts of Feather Falls on the south bank of the Ashaba.
Ulwynn's trading post is a successful business, and its profits have risen recently, due to the fact that many of
the wares he offers actually are contraband purchased at low prices through the Iron Throne.
Ulwynn is the topic of some gossip in Feather Falls, because he is visited in his apartment one night a week by
Ruby Deller, head waitress and lady of pleasure at the Portage House inn. In truth however, Ulwynn has no
interest in Ruby's professional services. Instead, he pays her to tell him everything she has heard from her
customers during the previous week. This gives Ulwynn an insight into what the lower ranking members of the
Ashaba Wave mercenary company are saying, and during boat and caravan season, the low-ranking boatsmen
and caravan guards often reveal more about cargoes and their destinations than one can learn through other
means.
Ruby is convinced that a power of some substance is behind Ulwynn, and she has a certain fear of him. She
knows better than to lie, exaggerate or leave information out, because she has the suspicion that she might pay
dearly for such a mistake.
Ulwynn has been in Feather Falls for more than 30 years. During much of that time, he purchased a fair share
of his wares through shady sources at prices below market value. Ulwynn never asked questions about the
source of his purveyors' goods but always felt relatively certain that they were contraband from the Zhentarim.
The Iron Throne first made contact with Ulwynn in the Year of the Prince (1357 DR). At that time, he began
working as an agent of the Throne in Feather Falls, gathering information for the Throne base in Ordulin. He
rose through the ranks over the years, becoming a full member of the secret organization in the Year of the
Banner (1368 DR).
DRANDALAR
Module: “Tale of 2 Liches”
Priest of Cyric, hm, Level 10, AL:CE, HP: 58. Attributes: Strength 14, Dexterity 12, Constitution 13, Intelligence
12, Wisdom 15, Charisma 9. . Base THAC0: 14. AC: 5. Attacks: Morning Star +3, THAC0 11, 2d4+3 hp dmg.
Magic potions: 3 vials of Extra-Healing; Scrolls: Animate Dead, Neutralize Poison, Protection from Fire; Magic
items: Ring of Human Influence, Rod of Resurrection (4 charges left). Spells: 5/5/4/3/2/0/0. XP: 2,000.
Drandalar is a priest of Cyric and former priest of Bane who was stationed with the Zhentarim in Scardale.
Because the Black Network has turned from Cyric toward Iyachtu and also because he has seen the
abandonment of Zhentilar who had been in remote locations such as Scardale, Drandalar recently deserted the
Zhentarim and made off with his own band toward Myth Drannor in hopes of finding the sword Lashan of
Scardale had carried into the fallen city and had lost there along with his life.
There are no great stories in Drandalar’s history to date, only workaday accomplishments as a priest of the
Zhentarim. Drandalar wants to find Lashan’s weapon, in truth one of the Weapons of Learning, the Weapon of
Metamorphic Vigilance, and use it in a form acceptable to his religion to win glory for himself and power for his
church. Drandalar is the only one among the various groups seeking this weapon who knew its true nature after
its corruption by Bane. Drandalar does not know that Azimer has lifted the corruption.
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EMENLANDER
Module: “Tale of 2 Liches”
Transmuter Lvl 5 / Fighter Level 10, hm, AL:N(E), HP: 82. Attributes: Strength 16, Dexterity 15, Constitution 13,
Intelligence 15, Wisdom 10, Charisma 7. . Base THAC0: 11. AC: 4 (Chain mail + Dex). Attacks: Long sword
+3 (specialized) 2 APR, THAC0 7, 1d8+6 hp dmg (magic weapon + strength + specialization); Knife: 3/2 APR
THAC0 11, 1d3+1 hp dmg (strength), Long bow with sheaf arrows, THAC0 Ranges 50/100/170
yards/45/90/153m – 11/13/16, 1d8+1 hp dmg (strength). Magic potions: 2 vials of Extra-Healing; Scrolls: Hold
Undead, Neutralize Poison; Magic items: Wand of Enemy Detection (9 charges left). Spells: 5/3/2 (1 each
group Alteration school). XP: 8,000.
Emenlander was born in Ordulin, still his home base, the Year of the Great Harvest (1325 DR). He broke of his
th
studies as a magician after reaching the 5 level, because he had become convinced his abilities as a mage
were limited, and learned instead the fighter’s art, however, he has retained his old magical skills. However, he
advances only as a fighter. Emenlander is basically neutral in alignment with the evil inclination listed because
he will attack and kill without justification to attain his goals, although he derives no pleasure from evildoings as
such. He prefers to avoid such actions but is not afraid to justify to use evil means to attain his goal.
Emenlander has worked for the Iron Throne as an expeditionary since the Year of the Sword (1365 DR) and as
an expedition leader since the Year of the Banner (1368 DR). His expedition in the “Tale of 2 Liches” module is
his first excursion into Myth Drannor.
GALL, HARBET
Module: “The Great Dale”
Gall was born in Alaghôn in Turmish in the Year of the Broken Branch (864 DR). He rose rapidly through the
th
ranks of Malar clerics active in Guthmere Forest, leaving the Vilhon Reach shortly before his 50 birthday in the
Year of the Watching Raven (913 DR) and traveling as an evangelist of Malar to the Great Dale, with the
successful goal of uniting as unwitting servants of Malar the huntsmen of the Dale who had been fighting the
druids of Silvanus in Rawlinswood and Lethyr Forest.
At the beginning, Gall identified himself only as a True Druid, proclaiming the druids of the forest to be self-
serving, power-hungry men who served no god but only their own lust for power. His gospel was ill-received in
prosperous and semi-literate Uthmere. Not only was it ill received, but it quickly became clear to Gall that he
must flee the city, if he valued his life.
Gall traveled eastward along the Trade Route. The first leg of his journey was rather rapid, because his gospel
found no sympathy in the fertile farm belt of the Western Dale. However, by the time he reached Vulddin, his
word already had reached many sympathetic ears of those who had known harder times, Dalesmen who loved
their forests but who viewed the druids no longer as protectors of the woods but rather as malicious and
unbending men who sought to starve the hunters' families.
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Because druidism had been bred deep into the blood of the Dalesmen, Gall argued that the balance of nature is
more complex than the forest druids acknowledge. The druids of Silvanus and Chauntea, who historically had
been the most frequently worshipped nature gods in the Great Dale, were advocates of imbalance, according to
Gall, as was Nobanion, known mostly only to immigrants from the Vilhon Reach.
Gall preached that such druids sought only to protect specific elements of nature and were ignorant of its full
scope. Above all, according to Gall, conventional druidism left mortals and first and foremost man out of its
equations dealing with nature, and yet, he argued, man was the ultimate achievement of nature and it is, in fact,
the role of nature to serve man, rather than vice versa.
Gall's gospel was well received among the dale's huntsmen, and his church quickly began to thrive, above all in
those settlements within the dale's forests, where little other than hunting was possible.
As Gall's church prospered, his argumentation grew stronger. Not only did men have the right to hunt game, he
preached, and not only was it the role of game to feed man, but even more so, the hunt in itself was a religious
duty of all humans, a tribute to the gods – first and foremost Herne the Hunter – who saw to it that there was
game to hunt.
The more Gall's following grew, the more radical his church of Herne in the Dale turned toward Malar's true
teachings. As a symbol of the high ideal of the hunt and the natural law of survival of the strongest and fittest,
ceremonial hunts of humans were organized, with the prey being ardent followers of the "false" druids.
At age 66, in the perhaps appropriately named Year of the Cold Claws (940 DR), Gall, whose health had been
slowly failing, conducted the dark rites to ascend from life into the undeath of lichdom, thereby giving the Claws
of Malar the deathly coldness of a lich's touch. During this time, Gall had summoned hordes of orcs into the
Great Dale to enliven the hunt.
Before his followers had returned from the orc wars, Gall also transformed his external appearance into that of a
standing stag 8 feet/240cm tall, and in this form, he revealed himself to the returning hunters, claiming to now
be an avatar of Herne the Hunter, a move that considerably strengthened his influence among his followers.
Gall preached that he had been made into an avatar to award the true Dalesmen for the faith, for the hunters of
the Great Dale, he said, were Herne's most loyal followers in all Faerûn. As often is the case, lichdom brought a
certain degree of madness to Gall. His claim that he was the avatar of Herne the Hunter may have been a first
warning sign. Gall's ever more unbridled passion for the hunt then must be viewed as distinctive evidence of his
creeping insanity. A mad dream began to haunt Gall: Instead of hunting mere humans, he hungered for the
Hunt of the Dale, as he intended to call it, a dual hunt, where his followers and hunting dragons worshipped one
another as prey.
Shortly thereafter, he also began dealing with the Cult of the Dragon in Hlondeth, arguing successfully that
dragons who cult members were trying to persuade to ascend as dracoliches would cast a friendlier eye upon
the cult if it could offer dragons the tantalizing sport of the dual hunt, in a land where no ambitious mages,
heroes or other outsiders could interfere in the hunt of the hunters. Gall's control of most of the Great Dale's
eastern woodlands made it possible for him to offer this guarantee.
The cult cell was impressed, as were the dragons who were invited to participate, and for many years, once
every fourth year when others celebrated High Harvestide, the Trade Way was evacuated between Bezentil in
the Eastern Dale and Kront in Ashanath, where the Hunt of the Dale took place over a tenday, sponsored by
Herne's Malarite church and the Hlondeth cell of the Dragon Cult.
Few dragons fell in these impassioned hunts, but few of Herne's religiously fanatic hunters were turned by this
fact from taking part in the next hunt.
Later, Gall established his own Kront cell of the cult and was one of the cult conspirators who arranged for the
destruction of Sammaster's lich in the Year of the Blacksnake (1285 DR). Gall is one of the five that Sammaster
and Tiamat/Kargmelchina targeted for destruction through the red sigylls.
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Sometime in Winter late in the Year of the Unstrung Harp (1371 DR) Gall began dealing with the Tiamatist
faction of the cult, becoming a lich cleric of the dragon queen as well. Gall has allowed clerics of Tiamat into the
Eastern Dale.
The Malarite druids who serve under Gall also believe they venerate Herne, believing Gall's claims that he as
an avatar is in Herne's service. Although the druids of the Dale preach that Herne is none other than Malar the
Beastlord himself, Gall's followers reject this idea, convinced that they venerate a genuine druidic god of the
hunt. The druids of Herne wear robes somewhat different from other clerics of Malar, usually limiting
themselves to cloaks made of deer pelts and headwear fashioned from the heads of bucks with large racks of
antlers.
GINNITH
Module: “Backlands”
Ginnith is a low level priest of Cyric assigned to serve Slater, the former deputy commander of the Zhentilar in
Teshwave, who recaptured Dagger Falls after the second disappearance of Randal Morn. Ginnith is a level 2
human specialty priest of Cyric who has gone as made as Cyric himself. AC: 10, THAC0 20 Mace, dmg 1d6 hp,
age 34. Slater has always hated Ginnith. In the past weeks his lunacy has grown to the point that he has
begun demoralizing the Zhentilar besieged inside the walls of Dagger Falls.
Slater decided recently that Ginnith will be liquidated at the first convenient opportunity. During the time the
PCs are outside the walls of Dagger Falls, this opportunity arises. Ginnith believes he has risen to the position
of Cyric's highest priest in the Realms, and his mad mind has convinced him that he has command over a spell
that will inflict the besieging army outside Dagger Falls with the black plague.
All Ginnith believes he needs to do is stand atop the city wall and say the magic words Cyric has given him.
Slater will orders him to do just that in the Backlands module, in the hope that a Freedom Fighter arrow will
remove him permanently.
GIRTH, TANDAS
Module: “Impiltur”
Bounty hunter, human male, LE, fighter lvl 10/thief lvl 4. Str 16, Dex, Con 15, Int 12, Wis 12, Cha 8. AC 7; HP:
88, Base THAC0: 11. Weapons: (Long) Sword of Talona +2, 2 APR, THAC0 9, dmg 1d8+2 hp; Garrote,
THAC0 11, free in 4 rounds or dead; Hand crossbow, 3/2 APR, THAC0: 10 to 20 yards/18m; 12 to 40
yards/36m; 15 to 60 yards/54m; dmg 1d3/1d2 hp; Blowgun 5/2 APR 10 to 10 yards/9m; 12 to 20 yards/18m; 15
to 30 yards/27m; dmg 2 hp. Thieves abilities: Backstab THAC0 +2, dmg +2; pick pockets 15%, open locks
10%, find/remove traps 5%, move silently 50%, hide in shadows 45%, detect noise 45%, climb walls 90%, read
languages 0%. Ring of Protection +5, Ring of Invisibility, Cloak of Displacement, healing potions, poisons type
D, E, F, O and P. Tandas’ sword, his hand crossbow quarrels and his blowgun needles contain 250 ml of Type
F poison (save vs. poison or die instantly). XP-Value 5,000. Tandas lives in Bay Town in the Impilturian
swamplands of Trader’s Bay. He makes his living hunting down people sought by the powerful Mafia-like
Regdresk family as well as fugitives who were sentenced to die by the Regdresks. He is feared throughout the
swamplands. Tandas is a dual-classed character who advances as a fighter.
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GOR, KARAT
Modules: “Tale of 2 Liches,” possibly also “Impiltur,” “The Great Dale” and “Bloodstone”
Assassin Monk of Iyachtu Xvim, hf, Level 3 (14,000 XP), AL:LE. HP: 24. (Dual class: Xvim priestess Lvl 6).
Attributes: Strength 15, Dexterity 16, Constitution 17, Intelligence 9, Wisdom 10, Charisma 5. Base THAC0: 18
(as fighter). AC: 5, from behind 7 (dexterity bonus). Attacks: s. class definition. Weapons: Knife, melee,
THAC0: 18, 1d3hp dmg, 2 APR; Knife, thrown: THAC0 10 feet/3m 17, 20 feet/6m 19, 30 feet/9m 22 (dexterity
bonus), 1d3+1hp dmg, 2 APR; Longbow with flight arrows, THAC0 70 yards/meter 17, 140 yards/meter 19, 210
yards/meter 22, 1d6hp dmg, 2 APR; Mace of the Green Eyes, THACO 16, 1d6+2 dmg + special (see
Appendix), 1 APR. Spells: 2/1. Thieving abilities: Open Locks: 10%, Find/remove traps: 10%, Move silently:
35%, Hide in shadows: 25%, Climb walls: 70%. Magic items: Toe Ring of Deception (s. New Magical Items).
Has poison. XP: 1,400.
Karat Gor was born in the Year of the Morningstar (1350 DR) in Zhentil Keep. To date, she is the most skilled
of the new monks trained by Rardan Hurn. She is just short of reaching the fourth level and will doubtless be
the first of the new Xvimist monks to reach this level. Karat Gor already has significant assassinations to her
credit. She has been on two missions into other parts of the Moonsea region, to wipe out new groups of Cyric
priests who were exploring the possibility of setting up new temples.
Karat Gor personally has three notches in her Mace of the Green Eyes. While other new assassin monks are
allowed to use Maces of the Green Eyes, Karat Gor has been given her own, as a reward for her high
achievement. Karat Gor is so overwhelmed with enthusiasm for her role as an assassin monk that she gladly
set aside her priesthood during her time of training and doubts that she will return to the priesthood as a second
class after reaching the sixth level as a monk. Iyachtu Xvim could hardly have a more devout worshipper than
Karat Gor, and she believes she can serve Xvim best as an assassin monk.
Nothing angers Karat Gor more than the knowledge that Cyric still is the god of murder, and it is her own goal to
bring this portfolio to Xvim posthaste. Nothing delights Karat Gor more than to bring a slow and excruciatingly
painful death to others. Her sadism is so extreme that a prolonged torture killing can elevate her to a state of
ecstasy. No possession pleases Karat Gor more than her Mace of the Green Eyes, because it helps her cause
prolonged, painful deaths. The extremism of Karat Gor is best illuminated in the history of her training.
Usually condemned prisoners are used to teach trainees how to properly whip a victim to cause maximum pain.
Karat Gor volunteered to take the place of the prisoners when her fellow trainees learned to deal out stripes, not
because she enjoys pain, but rather for two other reasons. She wanted to harden herself to pain, and she also
wanted to understand pain thoroughly. She used the pain she suffered herself to analyze the blows she
received, so that she might know how to deal such lashes herself in a way that caused the maximum pain.
In return, she was healed immediately by her superiors, so that she could complete her own training, and she
then was given all of the prisoners intended for the other trainees to practice upon, with fatal results, of course.
Karat Gor’s experiences make her mentally immune to physical and magical pain. She cannot be successfully
tortured. This immunity affects only mental reactions to pain. Pain does not hinder in any way, but she has no
immunity to damage. She can detect when she is in danger of being crippled, killed, etc., and make rational
decisions upon this knowledge, rather than acting under the duress of pain.
If Karat Gor achieves her goals, she easily will become known as one of the greatest sadists in the history of
Faerûn. Probably nothing would disappoint Karat Gor more than the view Fzoul Chembryl and Rardan Hurn
have of her. Both men believe that Karat Gor’s inclination to excesses and inability to coolly calculate long-term
advantages make her virtually worthless as a candidate for future leadership within the church or as an
instructor in the assassin’s school in Llorkh.
They also believe her future assignments must be chosen with care, because many assassinations must be
conducted quickly and quietly, and they are concerned Karat Gor might yield in such situations to the temptation
to prolong a killing with torture, endangering the success of the mission. For the present, Chembryl and Hurn
wish to see if Karat Gor can survive long enough despite her excesses to hone her abilities into those of a
master monk of higher level. If not, she will have made a series of brief but bloody and valuable contributions to
the church before dying, and neither Chembryl nor Hurn will mourn her passing.
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If she succeeds, Chembryl and Hurn intend to have her known in the Heartlands as a bloody terror who will
bring fear to all. As is usual with assassin monks, Karat Gor carries nothing with her to identify her as a follower
of Iyachtu Xvim. Quite to the contrary, she claims to be a priest of Lathander, dressing as a cleric of the
Morninglord and bearing his holy symbol.
She explains her Mace of the Green Eyes by claiming that it is a cursed mace, one with which she is unable to
part, and that as a priest of Lathander, she is abhorred by the prolonged pain and suffering it causes. But she
also claims that she is driven into combat through the mace’s curse and cannot help but use it.
Her goal, she says, is to find someone who can lift the mace’s curse. She is not afraid to submit the mace to
curse-removing magic. All such attempts to date have failed, because the mace is not, in fact, cursed. Karat
Gor’s Toe Ring of Deception makes her disguise nearly perfect. The one thing that raises questions is the
manner in which she strangely seems to avoid contact with other Lathander priests.
GORTTH, SZARKH
Modules: Significant in all modules, appears in the form of Gaard in Silverymoon, personally in The Great Dale. For a detailed history see
Section I as well.
Dragon Vampire – for full statistics see Section II.7 New Monsters: Adult red dragon, 18d10 hp; Necromancer
level 21, AL:LE, HP: 144, Base THAC0: 3, Intelligence 19, Constitution 19, Wisdom 10. Necromancer spells:
5/5/5/5/5/4/4/4/2. Immune vs. Illusion spells lvl 1. Morale: 20. VP-Value: 25,000.
Human form: AC:7, Attributes: Strength 18, Dexterity 17, Charisma 16 (human form); Attacks 1 APR, THAC0 3,
Dagger of Venom (see Dungeon Master's Guide), 1d4 +1 hp dmg + poison; Special attacks: vampire bite,
Charm Person; Special defenses: Immune against sleep, charm and hold spells, immune to poison, paralysis
and physically disabling magic; Magic resistance: none; Move 12: Size M – 6 feet/180cm.
Hybrid form: AC:2, Attributes: Strength 18, Dexterity 17, Charisma 16 (human form), 3 (hybrid form); Attacks 1
APR, THAC0 3, Dagger of Venom (see Dungeon Master's Guide), 1d4 +1 hp dmg + poison; Special attacks:
touch drains 1 energy level, vampire bite, Charm Person crushing blow strength of a human vampire; Special
defenses: Regeneration 3 hp/round, permanent Blink ability, Teleport Without Error to Castle Dragonblood,
Spider Climb, Immune against sleep, charm and hold spells, immune to poison, paralysis and physically
disabling magic; Magic resistance: none; Move walk 12, fly 36; Size M – 6 feet/180cm.
Dragon form: AC: -6, Attributes: Attacks 3 APR, THAC0 3, Bite 3d10 hp dmg and 2 claws 1d10 hp dmg each;
Special attacks: touch drains 1 energy level, breath weapon 12d10 + 6 hp dmg, dave vs. breath for ½ dmg,
vampire bite, Charm Person crushing blow strength of a human vampire, buffeting Special defenses:
Regeneration 3 hp/round, permanent Blink ability, Teleport Without Error to Castle Dragonblood, Spider Climb,
Immune against sleep, charm and hold spells, immune to poison, paralysis and physically disabling magic;
Magic resistance: 35%; Move walk 9, fly 30; Size G 100 feet/30m, tail 85 feet/25m.
Szarkh Gortth was a Red Wizard of Thay who wandered northward in search of power and ended up in
Grafvitnir's cave, where he was bound into service by the spirit of the mighty, sleeping red dragon. Although he
is bound to service, Grafvitnir had promised him freedom later, if he fulfilled his quests. Gortth then was put into
a magic sleep until his time would come.
While both he and Grafvitnir slept, Kargmelchina slipped into their cave and stole Grafvitnir's body, giving it to
Sammaster. They were unaware of Gortth's presence. The two created a dragon vampire out of another Red
Wizard named Krepp Nargthong and ordered him to go forth and place the Sigylls of Contagion upon the arms
of bold adventurers.
Alarmed at the theft of his body. Grafvitnir's spirit awoke Szarkh Gortth and armed him with mighty magics that
enabled the wizard to destroy the essence of Nargthong, afterward taking over his physical essence as a
dragon vampire and consuming Nargthong's thoughts.
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Neither Sammaster's facet atop Suncatcher Mountain nor Tiamat-Kargmelchina had noticed this switch.
Instead, they sent the dragon vampire Gortth out into the world (still believing him to be Nargthong), to implant
the Sigylls of Contagion.
Grafvitnir's spirit, which controls Gortth, has changed these orders slightly. Grafvitnir has told Gortth to seek out
adventurers, influence them with his coins of binding and brand them with the sigylls. This magic will not be
overridden by the magic of Sammaster's sigylls.
Gortth began with the original PC group in Neverwinter, after killing Gaard, a member of the Many-Starred
Cloak there and posing as Gaard. He may show up to individuals in the course of the adventure, from time to
time, to show the Coins of Binding and the Sigylls of Contagion to new characters, to replace those who have
fallen.
GURTHAN OF ORCUS
Source: “Impiltur”
Priest of Orcus (Cyric), hm, Level 4, AL: CE, HP: 26. Attributes: Strength 14, Dexterity 12, Constitution 13,
Intelligence 12, Wisdom 15, Charisma 9. . Base THAC0: 18. AC: 5 (Chain mail). Attacks: Spear, THAC0 18,
1d6/1d8 hp dmg, Knife of Comfort +2, THAC0 16, 1d3 + 2 hp dmg, dispels cold and creates a weak blue light,
radius 10 feet/3m. Magic potions: 2 vials of Extra-Healing; Magic items: Ring of Xrandulus (see the section
Magic Items), Hat of Disguise (see DMG), Ring of Teleportation. Spells: 5/3/0/0/2/0/0. XP: 420.
Gurthan was a devoted young priest of the demon lord of the undead, when Sir Gareth Dragonsbane of Damara
destroyed the essence of Orcus. At the time, Gurthan was a new cleric serving under the notorious goat's head
high priest Banak and the Grandfather of Assassins in the Citadel of Assassins, in the Galena Mountains above
Damara. Zhengyi, the Witch-King of Vaasa, had served as Gurthan's idol, and his own goal was to one day
also ascend to lichdom.
Those dreams were shattered in the Year of the Turret (1360 DR), when Gurthan was on a dangerous trail
along the ridge of the Galenas, returning to the citadel as the sole survivor of a covert and murderous mission
into the Damaran lowlands. From the distance, Gurthan watched as Zhengyi's Castle Perilous crumbled and
fell, and many of the Witch-King's humanoid soldiers in the mountains below fled their lairs in panic.
True fear came over the young priest, as he realized he had lost all contact with his deity. A madness came
over Gurthan then, one which would continue to haunt him, and he too fled, living more as monster than man,
slowly making his way through the precarious mountains to the southwest, detouring around the hostile land of
Damara to seek refuge in the swamps of Impiltur, with hopes of cementing contact there with his god again.
However, Gurthan barely had reached the northern edge of the swamp, when he ran afoul of Harper rangers
who recognized the goat's head he wore for what it was and began to hunt him, perhaps like the wild and mad
animal he had become. Gurthan, using his Ring of Invisibility, eluded his pursuers and made his way back to
the Earthspurs in the north, crossing the range to the west and slipping over the High Country of the Vast
beneath Laviguer into the Earthfast Range.
Although many threats lay before him, Gurthan used the advantage of a warm spring and summer to double
back through the Earthfasts to the Southeast, constantly haunted by mad visions. He came out of the
mountains at last in the young and tiny village of Wye at the foot of the mountains in the Impilturian central
valley. Two years had passed by this time, and word of the Damaran war already had spread across Impiltur.
Even peasants had heard of the evil goat's head priests who had worshipped the demon lord of the undead.
When they saw maddened-looking Gurthan, they recognized what he was; indeed, he looked so crazed that
some thought him to be a reincarnation of the demon lord himself. Again, Gurthan was hunted down. Once
more, his magic ring saved him, and invisible, he jumped onto a wagon filled with pigs.
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He went unnoticed there, although the local farmers troubled themselves over the restlessness of their swine.
In the end, however, they attributed the animals' unease to the presence of a demon in the village, locked the
doors of the wagons and sent the small, smelly caravan on its way southeastward. Gurthan remained caged in
the wagon with the swine for two days, until the caravan reached the Fortress of Mal.
At this destination, he managed to slip off to the Mal Wash, where he bathed. Still invisible, he slipped back into
the settlement naked on a cool summer night, stealing food, new clothing and a traveling satchel, in which he
hid his goat's head robe. The next day, Gurthan slipped invisibly onto an empty cargo wagon heading on to the
southeast. In this manner, he made his way to Outentown and Filur Both towns were too small for Gurthan,
however, so he continued onward, eventually reaching Hlammach. There, still invisible, the priest decided to
make his home.
On his first evening in the coastal city, Gurthan watched a strange series of events. A thief was working his way
through the crowd at the Fish Market, picking pockets, slipping off into the trees above the Orcblood River at the
edge of the market, touching the brim of his hat and then changing his appearance, to return in a new form and
dip his hand into a new pocket.
After observing the thief for awhile, Gurthan also slipped into the trees at the market's edge, and still invisible,
attacked the thief from behind with his spear. Had anyone been looking in that instant, they would have seen
the thief slump and Gurthan drawing him behind a tree, taking his hat and emptying his pockets. Gurthan was
visible only briefly, just long enough to take the thief's items and to reactivate his ring.
He then walked to the other end of the trees, donned the hat and assumed an imagined appearance,
deactivating his invisibility ring to test his new prize. He headed toward the harbor, intending to use some of the
coin he had taken from the thief to dine at the Fishermen's Chowder House on the wharf.
He hadn't gotten far, however, when he noticed three angry and determined men with a vicious, leashed dog
following him. Unknown to Gurthan, they and his murder victim were a team of thieves. One of the four,
guiding the watchdog, had been assigned to keep to the side with an eye open for the city watch. He also saw
Gurthan's fleeting act of murder and his disappearance. The thief had a sharp eye, and he noticed the sudden
appearance of a strange man minutes later farther down the row of trees and was convinced this man was his
comrade's murderer.
He called the two other thieves to him, explained quickly what had happened, and together with the dog, went
off in hot pursuit of Gurthan. It was a strange and fateful day for the mad priest. He activated his Ring of
Invisibility and vanished from the men's sight, but the dog remained hot on his trail.
At exactly that time, four members of the city watch began crossing the harbor and took an immediate interest in
the three men with the dog, wildly pursuing nothing. Gurthan ducked into a cargo container at the water's edge
and watched. The city watch seemed to recognize his three pursuers, who suddenly turned tail and became the
pursued.
The invisible Gurthan was about to leave the container and go upon his way, when a group of dock workers
suddenly shammed the door shut, striking Gurthan's head so hard that he lost consciousness. When the priest
awoke again, he could tell by the rolling sensation he felt that he was at sea. He tried to open the container
door, but it was tight against another container.
For five cold days, the priest sailed in absolute darkness with neither food nor water, traveling from Hlammach
to Lyrabar. In that time, he became sick and then delirious, often losing consciousness, the state he was in
when the container was unloaded from the ship to the docks of Lyrabar at night, illuminated only by dim whale
oil lamps.
Shortly before the container door was opened, Gurthan awakened, visible, wearing his goat's head, carrying a
satchel and stark raving mad. In his crazed state, he had not noticed that his magic ring had slipped from his
finger.
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Gurthan ran screaming violently from the cargo container, giving the dock hands who opened it and several
other dock workers such a fright that they too ran for their lives. All that anyone could recall afterward is that a
raving mad man with a dead goat's head atop his own had run off toward the sea and then, according to some
witnesses, just vanished into thin air. Others said that the lunatic dove into the Sea of Fallen Stars and never
emerged again.
Gurthan did neither. There are several wooden hatches on the harbor that workers use to go below, to inspect
the condition of the pillars that support the docks. A worker had been beneath the docks on that very day, and
he neglected to close one of the hatches. Gurthan in his mad dash simply fell through the open hatch and into
the water below. The cold sea, near freezing, brought him immediately to what senses he had, and Gurthan,
who never had learned to swim, began paddling furiously but unfortunately in the wrong direction, forcing
himself downward to the ocean floor, which was a mere 15 feet/5m from the surface at that point.
There was, of course, only darkness, but the drowning Gurthan could see a blue, glowing ring laying on the
sand of the seabed. In his madness, he forgot about the fact that he was at death's door and retrieved the ring,
putting it on, convinced that it was his Ring of Invisibility, which he noticed was no longer on his finger.
Once he wore the ring, panic began spreading through Gurthan's thoughts, as he became aware that his lungs
were about to explode. Instead, the sides of his neck seemed to explode, as gills suddenly grew there. And
then Gurthan beheld a second wonder – underwater sight had come to his eyes – followed by a third – he could
swim like an expert – and then yet a fourth – the temperature of the water no longer bothered him.
This series of revelations eased Gurthan, making him calmer than he had been at anytime within the past few
years. He spent an unknown amount of time swimming around the harbor area, exploring his new environment,
until he noticed the light of the sun shining over the harbor water in the east and beginning to illuminate the area
beneath the docks.
Gurthan surfaced and again nearly panicked, as he realized that his gills would not function out of the water, but
within a minute, they had disappeared and normal breathing returned to him, just as he noticed that the sole
ring upon his finger was not the same in appearance as his Ring of Invisibility. Again, driven by his madness,
Gurthan dived once more to the bottom, and again, the gills exploded open from his neck. He spent hours
searching the bottom for his treasured ring, but it never was found again, for he had lost it in the cargo container
in which he had traveled.
At last, Gurthan gave up the search, returned to the surface and waited for his breathing to be restored.
Depressed at the lost of the magic item that so often had saved his life and again chilled to the bone, he began
searching for his bag, which he hoped still held his Hat of Disguise. He found the satchel resting precariously
on the top of a large wooden beam beneath the docks, and he only barely managed to retrieve it. He was
relieved to see that at least his magic hat still was his.
Now chilled to the bone but not knowing how to escape the strange area beneath the docks, Gurthan began to
examine the world about him above the water. All he could see was an incomprehensible network of huge
wooden beams, perhaps understood only by the engineers who designed them, along with occasional storage
rooms that no doubt were used as the harbor was being constructed, small rooms that probably were long
empty.
With his last strength, Gurthan forced his shivering limbs to crawl into one of the abandoned shelters. It was
indeed empty, but it harbored no warmth. Gurthan was too exhausted to go on. He knew that death was near.
Had he been a saner man, it might have occurred to him to return to the sea, where the magic that had come to
him protected him from the cold, and then to swim to a point where he might find safety and warmth.
But sanity had begun leaving Gurthan the day he watched Castle Perilous collapse, and such thoughts did not
occur to him. He knew only that he was trapped somewhere between the water and the surface world above,
and he did not know the way out. He knew he would not survive long enough to find it. And as the painless but
endless sleep of one who is freezing to death began to creep over Gurthan, he prayed again to the demon god
he had served, to Orcus, for the first time in more than two years.
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To his surprise, Orcus answered him. Of course, the god who answered wasn't really the lord of the undead, for
Orcus has been truly destroyed. The voice who answered Gurthan was Cyric, the lord of strife and illusion, who
showed Gurthan a vision of the form of Orcus and gave Gurthan Orcus' voice to hear and who claimed to be
Orcus.
A knife with a blue flame licking along its edge appeared before Gurthan, and the voice of Orcus told him he
must do only one thing to be restored to the good graces of his god; he must carve in the wooden wall of his
shelter the goat's head symbol of Orcus. Gurthan did this thing, and his carving too glowed with the same blue
flame that licked on the blade's edge.
None but Gurthan has seen that symbol, for it has the effect of making all who come within 100 feet/30 m of it
desire dearly to change direction and go elsewhere. The blade, which the voice of Orcus called a Knife of
Comfort, created no heat, but it dispelled cold, and its faintly glowing flame weakly illuminated all things within
10 feet/3m.
"You have created my image, and this shall be my temple," the voice of Orcus told Gurthan. "Honor me now
with prayer, and I shall return my power to you. Use the power I gave you to spread strife and death, for it is
yours to avenge me against the mortals who thought to destroy me."
In the time that ensued, the mad Gurthan did indeed pray to Orcus, receive spells, and for nearly eight years
now, once every month or so, Gurthan slays, to honor his lord. He is fully convinced that he is serving Orcus,
and that his refuge beneath the docks is Orcus' temple in waiting, for the day when he and his goat's head
priests once more scour the land, purging it of Ilmatari paladins and others who seek to do good.
Since the Year of the Wave (1364 DR), Gurthan has been holed up beneath the docks of Lyrabar, where none
have sought him. Late at night, when few are about, he uses his hat of disguise to prowl the fish market, the
green market, the harbor and the waterfront, in search of a victim to slay to honor the lord of the undead.
Gurthan avoids Lyrabar's other districts. What he perceives to be the city's eyes of magic are within them, and
he has a growing fear of them. For years, Gurthan used his ring of teleportation to vanish back to his temple
when pursued. In more recent years, albeit it unknown to Gurthan, the power of the Ring of Xrandulus has
been gaining a growing grip upon him. However, his unmitigated, insane devotion to Orcus still gives him an
uncanny ability to resist that call.
When he is being pursued, Gurthan has taken ever greater delight in fleeing into the waves of the Sea of Fallen
Stars, letting his gills form and then swimming with abandon through the waters, going ever deeper and staying
ever longer. It well may soon be, that the horror that Gurthan has become will be only a tale in Lyrabar, and
that Gurthan will begin spending the rest of his days beneath the waves as a morkoth.
When Gurthan is in his so-called temple beneath the docks, he wears his tattered, partly rotting goat's head
cape. When he wanders about Lyrabar, he always is disguised by his magical hat. When he takes to the
water, he usually swims on and far for a day or two, sometimes three.
GWATH (XULLA)
Module: “Backlands”
AL: CE, Lich (Mage lvl 27) in the form of the beholder Xulla, AC: 0 Body/2 Eyestalks/7 Eyes, THAC0 5, Attacks:
Magic + 2d4 hp dmg bite, HP: 64, Move: 3 (float), Size: L (7'/215 cm diameter), XP-Value: 27,000. Roll 1d100 to
determine the location of the attack before striking:
Result Location AC
01-75 Body 0
76-85 Central Eye 7
86-95 Eyestalk 2
96-00 One smaller eye 7
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The smaller eyes have the following functions:
The central eye's anti-magic ray has a radius of 90 degrees and140 yards/128 m range, which covers a 90
degree arc before the creature. No magic functions within this area. A beholder may activate the eyes' powers
at will. It can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within
a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The
central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of
the smaller eyes. Gwath/Xulla's smaller eyestalks can be destroyed with 9 hp dmg each, but they have no
effect upon her other than the loss of the eyestalks. In Gwath's case, a loss of 64 hp cumulative for the body
and main eye will destroy her. Gwath cannot escape to her old body from here.
Gate (9 - PHB).
Suffocate (8 - ToM).
Shadowcat (7 - ToM).
HAGURD
Source: “Campaign Guide”
Human, aged 58, necromancer lvl 18, LE. Undercover Zhentarim mage in the service of the Iron Throne.
Pelkov is a partner of a mighty Sembian merchant named Dalton Krenn in Sembia. Krenn is the chairman and
therefore highest member of the Iron Throne. Hagurd is the Zhentarim's greatest success in infiltrating the Iron
Throne.
He is Krenn's closest friend and confidant and also his foremost advisor. No full member of the Throne has as
much influence with Krenn as Hagurd, who has been serving the Zhentarim quietly and covertly in Sembia for
nearly 35 years. Hagurd is a native of Thay and former Red Wizard.
He entered the ranks of the Zhentarim after fleeing his native land. He serves Manshoon directly and has no
contact with Fzoul Chembryl or the Xvimist church. Hagurd has a double mission in Sembia. He is to maintain
the full confidence that Krenn now has in him, and he is to see to it that Krenn is fully protected and not allowed
to be placed in danger as head of the Iron Throne. Hagurd has been 100% successful in attaining the first goal
to date. Krenn has complete trust in him and makes no decisions of importance without consulting him.
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To assure Krenn's good health, Hagurd can call upon the full resources of the Zhentarim, if necessary. That
has not been necessary to date. In addition to his spells, Hagurd has a huge inventory of magical items and
scrolls, many of them from the Citadel of the Raven, old Zhentil Keep and Darkhold. He also has developed a
new type of disease-inducing magic. The shaking plague in Scardale was largely a product of his research, and
as Hagurd climbed up the ladder of the Iron Throne, other members of the Throne vying with him for power and
position often took strangely ill, sometimes fatally ill.
This no doubt was Hagurd's work. Through Hagurd, the Zhentarim gains information over the activities of the
Iron Throne's innermost circles, and Hagurd also is able to introduce subtle suggestions from Manshoon into the
thinking of the Iron Throne, to manipulate the Throne itself. At present, Hagurd is the Zhentarim's most prized
and important agent in Faerûn.
HBNASTER
Module: “Tale of 2 Liches”
Necromancer, hm, Level 6. AL:LE. HP: 18. Attributes: Strength 8, Dexterity 16, Constitution 9, Intelligence 17,
Wisdom 14, Charisma 14. Base THAC0: 19. AC: 8 (dex). Attacks: 1 APR, THAC0 19, Dagger 1d4 hp dmg.
Spells: 5/3/3 (1 each lvl Necromancy school). Magic items: Potion of Dragon Control, Potion of Fire
Resistance, Potion of Undead Control, Scroll Hold Person (2), Blink, Hold Undead, Ring of Invisibility, Wand of
Paralysis. XP: 2,000.
Hbnaster is a relatively young mage, having been born in Archenbridge in the Year of the Lion (1340 DR). He
has been a member of the Urmlaspyr branch of the Dragon Cult since the Year of the Maidens (1361 DR).
In the Year of the Tankard (1370 DR), he founded the small and secret Moontassel cell, primarily to keep an
eye on the wayward Archtassel cell with a long range goal of purging that cell of bad leadership. Hbnaster is a
ruthless but charismatic mage with an usual collection of magical items for his level, all gained from the master
he poisoned. He has been tipped of Ralpur’s expedition out of Archtassel, and Ralpur also knows of Hbnaster’s
expedition, but Hbnaster is not aware of this.
Hbnaster is possessed of both high intelligence and wisdom. He plans before he acts, and his plans are
strategically sound. His short term goals for his Myth Drannor mission are to obtain Lashan’s sword for the cult
and to destroy Ralpur and, if necessary, the men in his party. His long term goals are to become a Wearer of
the Purple and a Keeper of the Secret Hoard. However, it also should be mentioned that Hbnaster views the
cult solely as a means to high power. He has little genuine interest for creating or serving dead dragons,
although other cult members are unaware of this.
HLIND, ROBALD
Module: Impiltur”
Strifeleader (Priest of Cyric), hm, Level 14, AL:CE, HP: 94. Attributes: Strength 14, Dexterity 12, Constitution 13,
Intelligence 12, Wisdom 15, Charisma 9. . Base THAC0: 12. AC: 5. Attacks: Morning Star +3, THAC0 9,
2d4+3 hp dmg. Magic potions: 3 vials of Extra-Healing; Scrolls: Animate Dead, Neutralize Poison, Protection
from Fire; Magic items: Ring of Human Influence, Rod of Resurrection (4 charges left). Spells: 8/7/6/5/3/0/0.
XP: 6,000.
Robald is the highest priest of Cyric's church in the Vast and the Bloodstone Lands. He has the final word over
all other strifeleaders of the Dark Sun in this region. All priests of Cyric in the Vast and Impiltur work secretly
and quietly but effectively.
The strength of Cyric's church in the Vast is low, but the church is there primarily to consolidate the church's
behind-the-scenes power rather than to gain new worshippers. Robald's base is the hidden underground
Temple of the Shadowed Sun in Calaunt, and his main duty is to orchestrate the establishment of churches of
the Angels of Ilmater in the Vast.
Campaign Guide - Page 135
Cyric's church is keeping a close eye on the development of trade routes through the Vast to Impiltur and
beyond, above all watching for chances to infiltrate the Iron Throne, which seems to be building a monopoly in
the bloodstone trade south of Vaasa. An integral part of Robald's plan is to convince the Throne to turn to the
Angels rather than the Zhentarim assassins of Xvim, when they have need of murderers.
Robald oversees the manipulation of the Angels of Ilmater as well as their establishment of churches, and he
also is responsible for seeing to it that the deluded Ilmatari priests learn upon whom Ilmater is eager to deliver
from suffering and welcome into the City of Joy. While Robald and his church prefer to use manipulated
followers of Ilmater, he is prepared to infiltrate the Angels of Ilmater anywhere at anytime with strifeleaders who
will pose as Ilmatari Angels.
He already has selected particularly cunning and devoted strifeleaders of achievement and given them the
assignment and the necessary magic to pass themselves off as Angels, and these welcomed the refugee
Angels from the West as they entered the harbors of Calaunt, Tantras and Ravens Bluff with open arms and
with sacks of gold with which to build temples along the trade routes leading to Impiltur. The gold, they
explained, came from the coffers of devout followers of the Angels, most of whom already had left their fortunes
to the church after being mercifully guided to Ilmater's City of Joy.
Robald, following Cyric's divine guidance, established the web of his own disguised priests and the true Angels
as a counter to the work of Fzoul, making them unwittingly available to the main rivals of the Zhentarim, whom
the Xvimist assassins serve, namely the Iron Throne. And so it is that priests of Cyric claiming to be Angels of
Ilmater along with true Angels of Ilmater are trying to establish temples on the major trade routes of the Vast
and on the Easting Reach. Robald has a following of six lower level strifeleaders beneath him in Calaunt, all
also operating secretly.
HOOGAN, JASPER
Module: “Tale of 2 Liches”
Pirate (Fighter), hm, Level 10, AL:LE, HP: 68. Attributes: Strength 18, Dexterity 11, Constitution 16, Intelligence
10, Wisdom 12, Charisma 14. . Base THAC0: 10. AC: 5 (Chain mail). Attacks: Cutlass +3 (specialized - as
scimitar) 2 APR, THAC0 5, 2d4+6 hp dmg. XP: 2,000.
Hoogan is a wanted murderer in Marsember in Cormyr, more recently a Sembian pirate who serves as first
mate on the "Iron Maiden" of "Captain" Nenton Binks, a former Mulman warship in the service of the Iron Throne
on the Dragon Reach and the Lake of Dragons. Hoogan's main tool in keeping the crew hard-working and
disciplined is his charisma and convincing personality. He firmly believes that a well-treated, well-fed crew
works best, and he is not afraid to make strong demands on behalf of the crew to "Captain" Binks.
Binks appreciates his crew and Hoogan's work and sees to it that Hoogan can provide his men with proper
rations of rum and more than adequate food. Pay also is generous. Hoogan will have a crew member whipped
only in the worst of cases, and then only if he believes the majority of the crew believes a whipping is called for,
but once he orders a sailor whipped, the men will be richly decorated with blood red stripes. Hoogan also does
not believe in half measures. Hoogan's consistently good care for his crew has resulted in Binks having a set of
men who serve willingly and loyally and who always are willing to fight on the Maiden's behalf.
Tower Threespires, where the Kront Dragon Cult cell made its home, was largely empty. Gall had sent most of
its members out into Faerûn in search of dragons, and they would not return until the decade's end. Beginning
in the Year of the Sword (1365 DR), Gall himself had begun traveling in disguised forms to distant lands to seek
other religions he might serve along with the church of Malar, but he returned without answers in the Year of the
Tankard (1370 DR).
Campaign Guide - Page 136
In this last year of the decade, the answer Gall had been seeking was brought to him by his foremost Wearer of
the Purple in the Kront Cell of the Dragon Cult, the arch necromancer and Keeper of the Secret Hoard Urgrath
Hurddh. Hurddh and many of the other Kront cell's members returned to Tower Threespires in mid-year,
bringing with them the gospel of a new religion that was dividing the Dragon Cult in many parts of Faerûn.
Hurddh had aligned himself with the church of the Untheric dragon goddess Tiamat, who was rising in the
Faerûnian pantheon.
HURDDH, URGRATH
Module: “The Great Dale”
Male human, Necromancer 22; Size M (6 ft., 0 in./180 cm tall); HP 64; AC 9 (+1 Dex); THAC0: 13; AL LE;
th
Languages Spoken: Common, Draconic, Orc, Goblin. Wizard Spells Known (9/9/9/9/9/9/9/6/3). 10
level Narfelli spells: None.
Hurddh is a Wearer of the Purple, Keeper of the Hoard and leader of the Kront Cell of the Cult of the Dragon in
the Great Dale. An epic level necromancer, Hurddh currently is one of the most important magi in the faction of
the cult that worships the goddess Tiamat.
At present, he serves the lich Harbet Gall as head of the so-called Kront cell of the cult, holed up in Tower
Threespires. In the surrounding Tower Threespires and beneath the ruins of Auststad east of Bezentil, Hurddh
commands an army of 300 undead skeletons as well as a detachment of vampire dragons and draconians in
Tiamat's service who have slipped quietly into the Eastern Dale from Vaasa.
The fury of his undead is held in rein only by Gall's orders that they not yet move upon the Freemen, but Hurddh
and his followers continue to raise skeletons from ancient and more recent battlefields throughout the Eastern
Dale. Hurddh's only setback to date is the continuing refusal of the High Huntmaster of Malar, Skith Tsornagar
in Bezentil, to allow him to raise the fallen of the two battles of Bezentil.
What Kargmelchina, Gall and Hurddh intend to do with the vampire dragons, the draconians and the army of
undead remains an open question. They alone are aware of the vampire dragons, but word of the draconians
and the many undead already has spread through the Eastern Dale and into the domain of the Freemen.
Hurddh said the answer to this question was a dark secret of the church to which only the highest priests were
privy, but it was known within the church that some 50 vampire dragons already existed and soon would be
available to help cult leaders elsewhere.
Hurddh wants nothing more than to see his lich master, Gall, destroyed. From Hurddh's point of view, Gall's
history is a tale of hundreds of years of incompetence in the Great Dale, a land he believes any two-bit power
should have been able to conquer. He has every intention of achieving this goal, to honor Tiamat, to honor
dragonhood and to honor himself. All that stands in his way is Gall.
Hurddh commands 14 other magi in Tower Threespires and their priestess. He also commands the detachment
of the Kront cult cell in Kront. Hurddh himself is subordinate to the vampire dragon Knellict - the greatest
vampire dragon in Tiamat's service - who commands the detachments of vampire dragons and draconians in
Castle Perilous in Vaasa and in the ruins of Veidarhofn in the Great Dale.
At extremely high cost and to Harbet Gall's displeasure, Hurddh came into possession of the Narfelli Emperor's
Stone known as Undalûhn in early Nightal of the Year of the Unstrung Harp (1371 DR). At the time the PC
group reaches the Eastern Dale, Hurddh will only be in the beginning stages of learning how to use Undalûhn.
Campaign Guide - Page 137
HURN, RARDAN
Module: “Tale of 2 Liches”
Assassin Monk of Iyachtu Xvim, hm, Level 12. AL:LE. HP: 84. Attributes: Strength 16, Dexterity 18,
Constitution 16, Intelligence 8, Wisdom 9, Charisma 10. Base THAC0: 9 (as fighter). AC: -1, from behind 3
(dexterity bonus). Attacks: s. class definition. Weapons: Knife, melee, THAC0: 9, 1d3+1hp dmg, 2 APR; Knife,
thrown: THAC0 10 feet/3m 7, 20 feet/6m 9, 30 feet/9m 12 (dexterity bonus), 1d3+1hp dmg, 2 APR; Longbow
with flight arrows, THAC0 70 yards/meter 7, 140 yards/meter 9, 210 yards/meter 12, 1d6hp dmg, 2 APR. Long
sword +3 THAC0: 5, dmg 1d8+5, APR 3/2 as only weapon. Other weapons of proficiency not at hand. Spells:
6/5/5/3. Magic items: DM's choice. Has poison. XP: 10,000.
Rardan Hurn was a priest of Bane in Scardale before and during the Time of Troubles. He has long been a
loyal follower of Fzoul Chembryl. After the fall of Bane and the rise of Cyric, Hurn fled the Heartlands of Faerûn
and to the distant city of Tai Tung in Shou Lang within Kara-Tur rather than convert to Cyric's church or to fight
against the Bane Death. In Tai Tung, he at first attempted to live secretly as a priest of Bane, but his worship of
the Dark Prince was in vain, and at last he reconciled himself to the death of the god he had worshipped.
In his career with the Zhentarim Hurn had served under Chembryl's command as a war priest, active in combat
with the Zhentilar. It was often said with much truth that Hurn was much better suited to the role of a fighter
than that of a cleric, for he had more than average difficulty mastering the art of learning and using priestly
spells. However, Chembryl had recognized Hurn's unwavering faith in and worship of Bane and his ability to
inspire the Zhentilar to deeds that did Bane honor, and for this reason Hurn had Chembryl's consistent support.
In Tai Tung, Hurn fell in with a group of highly talented bandits who were masters of physical fighting arts, being
able to do as much damage with their bodies as many fighters could cause with weapons. Hurn's physical
abilities made it relatively easy for him to learn these new styles of combat. However, he and the other
members of the band were wanted man sought by many bounty hunters, for their deeds had been daring and
their victims often were persons in high places. Late in the Year of the Banner (1368 DR) Hurn learned of the
rise of Iyachtu Xvim within Zhentil Keep and of Chembryl's attempts to lead Xvim's church.
Hurn yearned to return home and to serve Bane's son under his old mentor, Fzoul Chembryl. He convinced
four of his companions that their lot in the West would be much better than their current existence under the
daily threat of capture in the East, and all five journeyed to Zhentil Keep, arriving there in late Tarsakh of the
Year of the Gauntlet (1369 DR), where they met with Fzoul Chembryl and forged their plans to found a new and
elite order of priestly assassin monks devoted to Iyachtu Xvim.
Hurn, his four companions from Kara-Tur and several hired master assassins from Calimshan and Amn were
sent quietly by Chembryl to the Citadel of the Raven, where they founded a small monastery within the citadel in
Flamerule of the Year of the Gauntlet, to begin training their elite new band of assassin monks.
At the time the Northern Journey module No. 3 Backlands takes place, Hurn and his companions have arrived
in Llorkh and are beginning to turn the city upside down, as they begin transforming it into a secretive and
closed training center for assassin monks (as described elsewhere in this module). In the year of play in this
module and in the module "Backlands," there are only 12 assassin monks below Hurn and his faculty who have
completed their training, and these hold only the first three levels as assassin monks.
JERELIDAN, ELEBAEN
Module: “Impiltur” ”
Strifeleader (Priest of Cyric), hm, Level 11, AL:CE, HP: 62. Attributes: Strength 13, Dexterity 13, Constitution 12,
Intelligence 14, Wisdom 15, Charisma 7. . Base THAC0: 14. AC: 5. Attacks: Morning Star +1, THAC0 13,
2d4+1 hp dmg. Magic potions: 3 vials of Extra-Healing; Scrolls: Animate Dead, Neutralize Poison. Magical
item: Amulet of Control Over Undead (see Magic Items). Spells: 6/5/4/3/2/0/0. XP: 5,000.
Campaign Guide - Page 138
Jerelidan is the somewhat insane high strifeleader of the hidden temple of Cyric in the ruins of the Dark Harvest
inn in Tantras. High Strifeleader Robald Hlind in Calaunt, the first voice of Cyric's church in the Vast and the
Bloodstone Lands, sent Jerelidan to Tantras to watch over the activities of the Angels of Ilmater in the Vast from
Tantras southward to Ravens Bluff and to build a small but elite band of assassins working directly for the
church in Tantras, however, it is no secret among Cyricists in the Vast that Hlind also wanted the insane
Jerelidan far removed from Hlind himself.
The two strifeleaders do not like each other and have been known to conspire against each other. Jerelidan's
lies in the power of his Amulet of Control Over Undead, with which he can conjure up to 2d6 shadows, 2d6
wights, 2d6 wraiths, one spectre and one ghost from the souls of the many criminals and murderers who died in
the inn in the Year of Shadows (1359 DR), when the deaths of Torm and Bane destroyed the northern part of
Tantras. Jerelidan is a secret priest, and he does his best to keep himself and his whereabouts unknown in
Tantras. If encountered, there is a 20% chance per round that he takes some absolutely illogical course of
action, due to his insanity, rather than fighting sensibly.
KINZTHA
Module: “Tale of 2 Liches”
Lich (ehem. lvl 15 Zhentarim necromancer, now lvl 17 - undead), HD 11+. AL: N(E), HP: 92. AC: 0. THAC0: 9.
Attacks: 1 - Cold, paralyzing touch, 1d10hp dmg and save vs. paralysis or paralyzed until Dispel Magic
succeeds. Special attacks: Cause fear in creature 5 HD/Lvl 5 or less, save vs. spell or flee 5d4 rounds in terror.
Special defenses: Hit only by magical weapons +1 or better or monsters 6 HD or more or with magical
properties, immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity or death spells.
Destruction only through total destruction of body and phylactery. Magic resistance: 0%. Morale: 17-18. Spells
as necromancer (lvl 17): 5/5/5/5/5/2/1/0/0. Size: M (6 feet/180cm). XP: 10,000.
Kinztha was born to an important family in Zhentil Keep in the Year of the Shrieker (1272 DR), two years after
Lord Manshoon proclaimed the Zhentarim and nine years after Fzoul Chembryl's split with the High Imperceptor
of Bane. He was chosen early as a student of the art and began training to be a mage at the age of six, after
being singled out for his great intelligence and surprising wisdom, the later already evident in early childhood.
Both of these attributes have served him well, making his career as a Zhentarim mage relatively easy in
comparison to that of his colleagues.
Already in his teenage years, Kinztha commanded the wisdom to fathom which course of action would best
assure his survival, along with the intelligence necessary to forge that path in the dangerous environment of the
keep. For a brief period, Kinztha came under Manshoon's scrutiny and in the Year of the Smoky Moon (1287
DR), he also was chosen to be tutored in part by Manshoon himself. The head of the Zhentarim was, however,
just as unimpressed with Kinztha's singular devotion to magic as he was impressed with his high intelligence in
wisdom.
A mage without ambition for power was not suited for the upper ranks of the Zhentarim, in Manshoon's point of
view. Thus, Kinztha was removed from the select group and sent instead to train under an ancient
Necromancer in the keep named Gulthar, about whom no great tales are told. Gulthar was the high
necromancer among those Zhentarim mages who were assigned to serve the Black Altar, the high priest Fzoul
Chembryl and the priesthood of Bane. For most Zhentarim mages, being assigned to train under Gulthar would
be the equivalent to being put out to pasture, albeit a rich pasture.
Neither Chembryl nor most other priests of Bane trusted the Zhentarim mages that Manshoon sent into their
service and called therefore only seldom upon them with deeds to do, although those assignments that did
come often bordered upon the suicidal, because the priesthood had not qualms about sacrificing mages to
attain its goals. Often, when Chembryl wished not to risk the life of a valued priest in a dangerous mission, he
would call for Gulthar, who would assign the perilous task to Kinztha.
For Kinztha, it was as good as the answer to the prayers. He was an accomplished necromancer for his age,
and his mission in the service of the Black Lord were without exception successful. In the Year of the Deep
Moon (1294 DR), when Kinztha was only 22 years old, he already had reaped rare public praise from Fzoul
Chembryl for his deeds as a "devout and devoted servant of Lord Bane."
Campaign Guide - Page 139
Kinztha in truth was neither, although his service to Chembryl's faction of the church of Bane was of a quality
more than sufficient to justify Chembryl's appraisal. After being sent to single-handedly battle a guerilla troop
being sent from the High Imperceptor in Mulmaster to assassinate Chembryl in the Year of the Singing Skull
(1297 DR), Kinztha gave Chembryl as a gift the zombie remains of four ranking priests of Bane who had been in
the guerilla troop.
Chembryl used magic upon these, to prevent not only they're being turned, but also to retard decay, so that their
former colleagues would recognize who the had been, and he used these zombies frequently in battle against
allies of the High Imperceptor, until they at last were destroyed. Nonetheless, despite such shows of loyalty,
which Kinztha's wisdom dictated would be of value to him, the mage paid only lip service to the worship of
Bane.
Kinztha worshipped magic, and above all necromancy. His only goal was to increase his own knowledge in
these areas, and he sought this knowledge for its own sake, not for the power he could gain through it. Service
in the Church of Bane was ideal in this respect.
Not for the sake of the mages themselves but rather for the stature of the church, Fzoul Chembryl saw to it that
his mages were as well equipped, housed and paid as the high mages of the Zhentarim. Above all, however,
Chembryl insisted upon a certain distance between the mages set to serve him and the church itself. Chembryl,
still wary of spies and agents from Manshoon, did not want the mages involved in the church's day-to-day affairs
or its politics. Kinztha hardly could have asked for more.
In Chembryl's service, he had all he needed to advance most of his necromantical magical studies as he
wished, and he was given the privacy and time he needed to do it. Only occasional missions from Chembryl
interrupted this routine, and Kinztha was willing to perform these tasks, to earn his keep. One of Kinztha's key
areas of research was lichdom. He delved deep into questions about the madness and drew his own
conclusions that the use of life-extending magic before the ascension to lichdom may be a key cause of the
later insanity that infects many liches. For this reason, Kinztha was determined never to use such magic upon
himself.
th
By the time Kinztha reached his 40 birthday in the Year of the Griffon (1312 DR), after witnessing the demise
of two aged enemy archmages during the Zhentarim takeover of Darkhold, Kinztha reached the firm decision to
seek lichdom himself in later years, but to be more wise as a lich than she who had been conquered by the
Zhentarim at Darkhold, falling only to the trickery of Manshoon and Chembryl.
Originally, Kinztha had intended to ascend to lichdom already at the age of 55, before a loss of vitality would
make him easier prey to mortal wounds. However, he underestimated the ease with which the necessary
components could be made to make the magical potion necessary to undergo the transformation. Not until the
Year of the Morningstar (1350 DR), after he had reached the age of 68, did he actually ascend to lichdom and
take his rightful place in the vaults of Zhentarim mages loyal to Bane beneath the Black Altar.
Kinztha managed to spend 21 years in the crypts, working in peace, until Kistar arrived, bearing Kinztha's
phylactery and using it to drive Kinztha from his chambers and into a corridor of the ancient crypts he now must
guard for Kistar. Kinztha's phylactery had been well-hidden at another location far removed from the crypts
beneath the Black Altar. The Time of Troubles in the Year of Shadows (1358 DR), eight years after his
ascension to lichdom, and the destruction of Zhentil Keep in the Year of the Banner (1368 DR) went unnoticed
by Kinztha, but he now has come to have the basic information on both, through Kistar's taunts.
It has occurred to Kinztha that the place where his phylactery had been hidden must have been totally buried in
the collapse of the Black Altar, and that Kistar could have found it only through the divine help of the new god
Kistar serves, Cyric.
As a result, Kinztha is bent upon regaining his phylactery and then utterly destroying Kistar, not only for Kistar's
own sake, but also to avenge himself against Cyric and his church, before returning to his reclusion.
Campaign Guide - Page 140
Largely due to his high wisdom, Kinztha is something of an unusual lich. He is more neutral than evil, although
he is evil in the sense that he would destroy others with little thought if that was necessary to reach his goals.
His wisdom tempers the degree to which he would exercise destruction. Kinztha has seen among other things
through the follies of the Zhentarim that is foolish to make enemies unnecessarily. As a result, he does so only
when he finds no other choice. He knows the one adventurer who escapes from a party he destroys well may
be the avenging angel who later leads a second band to him, bringing his destruction.
Therefore, Kinztha will do all he can short of jeopardizing himself and his magic to avoid being drawn into
combat or conflict. His only desire is to be left alone, to his magic. If Kinztha is forced to kill, he usually will try
to do so as quickly and permanently as possible. He receives no pleasure from causing pain and is wise
enough to know that a victim being tortured to death always has some possibility of escaping until he is dead
and his physical being is destroyed beyond hope of being raised again. And he also is wise enough to know
that a torture victim who survives is a mortal enemy. Kinztha would not make a good aide to the modern Fzoul
Chembryl, who serves Iyachtu Xvim, where prolonged suffering before slaying are rites of the religion.
KISTAR, XARTH
Module: “Tale of 2 Liches”
Burnbones of Cyric (undead), HD 10. AL: CE, HP: 62. AC: 3. Attacks: 1 - Searing touch, 2d10hp dmg, and
heat aura for 1d3hp dmg within 10feet/3m. Special attacks: Can cast spell and attack simultaneously. Special
defenses: Half damage from slashing or piercing weapons, hit only by magical weapons +2 or better, immune to
all normal and magical fire, half damage from cold, immune to sleep, charm and mind-affecting spells, hold
spells and poison, damaged by cure spells, cured by reversal, damaged only by holy water from lawful good
faiths (2d10hp dmg), turns as a ghost. Magic resistance: 40%. Spells from list for a priest (lvl 18) of Cyric:
8/8/8/8/6/4/2, spells as necromancer (lvl 15): 5/5/5/5/5/2/1/0/0. XP: 18,000.
Xarth Kistar was born in Zhentil Keep in the Year of the Lean Purse (1198 DR). He long had served as a priest
of Bane and had prolonged his life several times through magic. One of his main interests in the church of
Bane was the exercise of necromantic priest spells. More than a century ago, in the Year of the Tressym (1263
DR), when Fzoul Chembryl proclaimed the High Imperceptor of Bane in Mulmaster to be an heretical Mulman
puppet, himself to be the new head of the Church and its new seat to be the Black Throne in the keep, Kistar
allied himself at first with Chembryl.
Seven years later, when Lord Manshoon proclaimed the Zhentarim publicly in the Year of the Tooth (1270 DR),
Chembryl already had formed the alliance of his branch of Bane's church with the Zhentarim. One of his first
acts at that time, carried out at Manshoon's suggestion, was to send Kistar into service as a Zhentarim spy
within the Cult of the Dragon.
At this time, however, Kistar already was dissatisfied with Chembryl's leadership and particularly with what
Kistar believed to be Chembryl's subordination of the church to the Zhentarim. He remained among the Dragon
Cult, where he began a second career as a necromancer under the tutelage of archmages of the cult. During
this time, Kistar ascended with Bane's help to lichdom, as a Banelich (see the description in WotC's boxed set
"The Ruins of Zhentil Keep.").
At the beck of the Dark One, Kistar also switched his alliances back to the High Imperceptor in Mulmaster and
became Chembryl's mortal enemy, intending to unseat Chembryl in Zhentil Keep. And such schemes pleased
Bane, whose role as the God of Strife did not end at the doors of his own church. Shortly thereafter, Kistar
disappeared from the histories of Chembryl's branch of the church, the Zhentarim and the Cult of the Dragon.
In truth, Kistar had spent many years honing his abilities as a necromancer, until the Year of the Weeping Moon
(1339 DR), when he believed he was ready to tackle Those Who Walk by Night - the Night Plague (see "The
Ruins of Zhentil Keep"). These were the liches of ancient Zhentarim archmages who haunted their laboratories
in old crypts beneath the keep by day and the streets of the keep by night.
Campaign Guide - Page 141
Kistar spent nearly 20 years among these liches, winning bouts of mortal combat with a few and eventually
gaining the command over most of them, blessed with power from Bane. He already had begun planning his
march of liches upon Chembryl, to restore the church in the keep to the High Imperceptor's fold, when he was
commanded by Bane's avatar in the Year of the Shadows (1358 DR) to abandon his plot and return to the
surface of the keep.
Bane was about to send a large host of Zhentilar marching to Shadowdale, and at the Dark One's command,
not only Lord Sememmon of Darkhold but also his High Priest Fzoul Chembryl were to ride with Bane's army.
To both Kistar's chagrin and Chembryl's, Kistar was ordered by Bane to take Chembryl's position in the keep
until after the battle had been won, an event that never occurred.
After the Time of Troubles, both Chembryl and Kistar served Cyric under the high priests Maskul Mirrormane
and later Xeno Mirrormane. Chembryl was relegated duties as an administrator, while Kistar served the church
in assignments with the Zhentarim.
After Cyric's destruction of the keep in the Year of the Banner (1368 DR), Chembryl disappeared. Fornault
Blacksun, a high priest of Cyric, took over the leadership of the much diminished church and led the
construction of Cyric's new temple in the Foreign Quarter, Twilight Hall. Kistar too had turned to Cyric after
becoming convinced that Bane truly was dead. As a double lich. he haunted the ruins of the dungeons beneath
the keep and began assembling a small army of subterranean undead about him.
After returning to the surface of the keep from underground and pronouncing the Church of Iyachtu Xvim late in
the Year of the Gauntlet (1369 DR), Fzoul Chembryl began setting his plot in motion to eliminate the church of
Cyric from the keep. One by one, Xvimist Hatemasters and Oppressors trained as assassins managed to
secretly murder priests of the Dark Sun, always disguising the deed as the work of someone else.
Meanwhile, Chembryl continued with his construction of the Temple of the Heart of the Hand, a subterranean
complex (unofficially) just west of the old harbor among the ruins of the northern part of the city. A large, black,
stone slab in the shape of a hand covers the complex, and two green fires burn unendingly as magical eyes
within the hand.
At the end of Hammer in the Year of the Unstrung Harp (1371 DR), Cyric's High Priest, Fornault Blacksun, was
assassinated. Witnesses testified that the assassin was a hired killer from Amn, one of a band of killers
allegedly working for the Harpers, according to the authorities. The man denied the deed, but he was found
guilty and publicly tortured and burned to death.
A month later, Twilight Hall burned to the ground, again proven by the city authorities to be a Harper plot carried
out by agents from Amn who were apprehended and executed in the same manner as Blacksun's alleged
assassin.
However, Chembryl's plans failed at one point. Fornault Blacksun met his end in this purge but Chembryl then
learned through magic, what has become of Kistar, that he haunts the crypts beneath the ruins, where Those
Who Walk by Night, the liches of yore, once made their lair and perhaps still do. And to make things worse,
Chembryl knows that Cyric turned Kistar into a powerful Burnbones (see "The Ruins of Zhentil Keep.") early in
this Year of the Unstrung Harp (1371 DR).
To date Kistar has taken no action against Chembryl's church or other surface elements of the keep. But
Chembryl knows he must destroy Kistar. He already has implemented the same magic that was used to
imprison Xvim beneath the keep to prevent Kistar from returning to the surface, but this has not kept Kistar from
sending armies of undead into the ruins of the keep north of the Tesh at night, to destroy what men had
attempted to rebuild by day.
th th
Kistar not only has the powers of a burnbones but also those of an 18 level specialty priest and a 15 level
necromancer. His goals are to destroy Fzoul Chembryl and the church of Iyachtu Xvim in Zhentil Keep, as well
as to find a way to release himself from the subterranean imprisonment of Fzoul's Xvimist magic.
Campaign Guide - Page 142
Combat: The fire of Cyric that burns within Kistar also contains the chaos and madness that haunt Cyric. This
considerably hampers Kistar's abilities to function in an encounter with foes. For every round, there is only a
50% (1-50 with 1d100) chance that Kistar will deal rationally, a 25% chance that he will react insanely (51-75
with 1d100) and a 25% chance that he will act chaotically (76-00 with 1d100). If Kistar is reacting rationally in a
round, he will use his best weapons and cunning to attempt to destroy his opponents. If he is mad or insane in
a round, he will forget his spell powers and make an absolutely reckless physical attack. If he is affected by
chaos, he will carry out some strange action in the round, not necessarily one that will damage himself or leave
his opponents unscathed, but one that is something other than the most logical and effective action for the
situation.
KLINGSZHRÂD
Module: “The Great Dale”
Lich (lvl 24 high priest of Malar and Tiamat - undead), HD 24. AL: CE, HP: 134. AC: 0. THAC0: 6. Attacks: 1 -
Cold, paralyzing touch, 1d10hp dmg and save vs. paralysis or paralyzed until Dispel Magic succeeds. Special
attacks: Cause fear in creature 5 HD/Lvl 5 or less, save vs. spell or flee 5d4 rounds in terror. Special defenses:
Hit only by magical weapons +1 or better or monsters 6 HD or more or with magical properties, immune to
charm, sleep, enfeeblement, polymorph, cold, electricity, insanity or death spells. Destruction only through total
destruction of body and phylactery. Magic resistance: 0%. Morale: 17-18. Spells Conjurer, level 24:
th th
6/6/6/6/6/6/6/6/5, 1 daily conjuration. 10 Narfelli spells daily: 4. Known 10 level Narfelli spell: Major Power
Word, Kill, War Shield, Wizard Shield. Size: L (8 feet/240cm – the form of a large stag). XP: 25,000.
Klingszhrâd was a powerful Red Wizard conjurer-lich in Thay whose phylactery was taken by his brother, rival
lich named Thrúdzuin. After gaining the phylactery, Thrúdzuin enslaved Klingszhrâd and eventually sold him to
Harbet Gall in the Great Dale.
Gall has known better than to make Klingszhrâd an embittered servant. He wants the services of the conjurer-
lich. He does not want to provoke Klingszhrâd to do all within his means to recover his phylactery and then turn
upon his master. As a result, Gall seldom demands services from Klingszhrâd. Most of the time, he leaves him
free to experiment in summoning and with other magic.
rd
In return for his services, Gall has given Klingszhrâd the 3 Story of Nighthawk Tower, which the conjurer-lich
has turned into a conjurer's laboratory with a summoning cage of Narfelli containment magic. Gall turned most
of the Narfelli magical items in his treasure chamber that are of use to a conjurer over to Klingszhrâd, and he
also has given him most of the Narfelli documents that are pertinent to the slave lich's art. As a result,
Klingszhrâd is relatively content with his existence in Nighthawk Tower.
rd
Gall has ordered him not to leave his 3 Story chamber in Nighthawk Tower without Gall's permission. This irks
Klingszhrâd as a matter of pride, but he really has no desire to be anywhere else than in his laboratory.
Therefore, this restraint has not been a motive for the slave to ponder how he can escape his master's control.
LAN’TELUN, ALTHFINDL
Module: "Tale of 2 Liches”
Baelnorn (elven undead): HD 9+6, AL: LG/LN, AC: 0, THAC0: 11, Attacks: 1, Cold touch 1d10 or weapon;
Special attacks: spells; Special defenses: +1 or better magic weapon to hit, Magic resistance: 50%, Size; M (5
feet+/150 cm+), Morale 20, XP-Value: 10,000. Magic user – spells.
Althfindl, a baelnorn guarding his family's holdings in Myth Drannor, does not attack intruders immediately, if he
is uncertain of their intentions, but he will deal mercilessly with any intruder who attempts to steal anything from
the remains of his family’s house.
Campaign Guide - Page 143
He is passingly curious about events in the rest of Faerûn and particularly interested in any news of the elven
race. In all his years in Myth Drannor, Althfindl has never encountered an adventurer who has been to
Evermeet. He would do much in exchange for news of whether his family reached the island and, if so, how it
fares there. House Lan'telun was among the later holdouts in Myth Drannor, departing for Evermeet only when
no hope was left.
The mages of House Lan'telun were above all diviners and scribes who used their magic over the years –
beginning long before the founding of Myth Drannor - to write thousands and thousands of books on elven
history and culture as well as elven magic. When the family finally fled Myth Drannor, there was no possibility of
taking the library with it. Althfindl and his brother Halfaring, both among the more powerful family mages, were
not willing to abandon the library to its fate. They chose instead to guard it as baelnorns, until the family could
return from Evermeet to reclaim the library and to take the two undead brothers with them.
Halfaring was destroyed early after the fall of Myth Drannor, in a battle in which agents of phaerimm tried to
conquer the library. There never has been any word from the family after its flight to Evermeet, if indeed it did
arrive there. It is up to you to decide at what point Althfindl appears, but in no event will the PCs be more than
1d4 rounds in area E before he appears there. He also will show up quickly if the PCs do any loud damage,
such as breaking in doors. Althfindl spends almost all of his time in the family library (area E), guarding the
books there, the only true treasures left in what remains of the family home.
LUNWINSDÓTTIR, L'ARANA
Module: "The Great Dale”
Female half-elf Druidess18 (Rillifane Rallathil): Size M (5 ft., 6 in./165 cm tall); HP 72, THAC0 8, Attacks: 1,
Scimitar +5, THAC0 3, damage 1d8+5 hp. Druid Spells per Day: 10/10/9/9/6/4/2. XP Value: 8,000.
The commander of the Mucklestones Druids is a half green elf whose human father, Lunwin Sinfjötlissonur, also
a member of the band, was slain by Skith Tsornagar's hunters of Malar shortly after the Time of Troubles in
Lethyr Forest. That was more than a decade after her green elven mother, Tin'wual, had been slain by Gallists.
The ravaging of Lethyr Forest is sufficient for Lunwinsdóttir to make relentless war on both the Gallists and the
Malarites, but the two slayings cemented her resolve.
The Mucklestones Druids are a hard and merciless lot. Basically, they view eastern Lethyr Forest as the part of
the world they are sworn to preserve, When someone other than their own are in the wood, they have a strong
historical tendency to unleash their arrows and spells first and ask questions later, if at all. No member of the
band is a stronger champion of this philosophy than Lunwinsdóttir.
However, she also has a sensitive side. She was the first member of the band to understand that the former
Zhentish orcs who deserted from Thesk are using Lethyr Forest in a way that damages it little, and that the orcs
seek to avoid conflict with the druids. Instead, they slay Hunters of Herne and the hunters of Malar. Because of
this, Lunwinsdóttir gave her own surprised band orders not to engage or attack the orcs unless the change their
ways in a negative manner.
Due to her wisdom, the Mucklestones Druids and the orcs seem to have sealed an unwritten peace treaty
without ever exchanging a word. She commands 12 human and half elven druids of Silvanus, three half elven
druids of Rillifane, 34 human and half elven rangers who worship Silvanus, seven half elven rangers who
worship Rillifane, 23 human warriors who worship Silvanus, four human rogues who worship Silvanus and two
halfling rogues who pray to both Sheela Peryroyl and Brandobaris.
Campaign Guide - Page 144
MELTASSIAN, LANAHLA and RINOLD
Module: "Impiltur”
Lanahla, Known as the Lonely Scrag. Harper Agent in Impilturian Hlammach, Level 11, Wizardess
enchantress, hf,. AL: CG. HP: 38, AC 0 (Dexterity, Ring of Protection +7). Attributes: Strength 11, Dexterity
17, Constitution 13, Intelligence 17, Wisdom 10, Charisma 16. Base THAC0: 17, Attacks: THAC0 14, 1 APR,
Dagger, 1d3+3/1d4+3 hp dmg; Magical items: Ring of Human Influence. Enchantress spells: 5/5/5/4/4/0/0/0/0;
XP: 4,000.
Rinold, Harper Agent in Impilturian Hlammach, Level 8, Bard, hm,. AL: NG. HP: 44, AC 3 (Dexterity, Chain
Mail). Attributes: Strength 12, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 9, Charisma 16. Base
THAC0: 17, Attacks: THAC0 14, 1 APR, Short sword, 1d6+1 hp dmg; Bard abilities: Climb walls 80%, Detect
noise 40%, Pick pockets 10%, Read languages 55%, Bard spells: 3/3/1/0/0/0; XP: 4,000.
Lanahla and Rinold both are natives of the Shadowdale area. Lanahla was born in the Year of the Watching
Cold (1320 DR), and her husband Rinold two years earlier, in the Year of the Tired Treant (1318 DR). After
training and carrying out certain contracts for the Shadowdale faction of the Harpers, the two, who did not know
each other at the time, were sent on separate missions across the Dragon Reach into the Vast and the
Bloodstone Lands, to earn their Harper pins.
After Zhengyi the Witch-King arose in Vaasa in the Year of the Bright Blade (1347 DR), Storm Silverhand sent
Rinold eastward to remain in the Bloodstone Lands, to gather information about the Witch King and to send it
back eastward via Harper messengers.
Lanahla, an extremely plain looking lady with a large nose and long, equine face, was sent to Impiltur two years
later by Elminster of Shadowdale, in the Year of the Bridle, to spy upon the Kingdom of Impiltur. At that time,
the Sage of Shadowdale was curious what events were in motion in the kingdom of Imphras and how the
paladin lords would react to Zhengyi's invasion. He was particularly interested in whether Queen Sambryl
would ally with the late King Virdin of Damara.
Lanahla long had been interested in the work of a prostitute, and she took up that profession in Hlammach
despite her poor looks. Helped by her enchantress' magic, she became a curiosity and then an alluring
attraction, and in not too long a time, many of the more important men of Hlammach had found their way to her
bed, including, it is said, some of the paladin Lords of Imphras II.
Be that as it may, Lanahla, who quickly earned the nickname the Lonely Scrag, bought a tavern in Hlammach
unimaginatively named The Green Tree in the Year of the Crown (1351 DR) and immediately renamed it The
Lonely Scrag. With the exception of Rogad (half-orc male, Fighter lvl 18, Strength 19, AL: CG), her bouncer,
and her husband, Rinold, all the employees of the Scrag are ladies, who share the profession Lanahla
continued to pursue for years after acquiring the Scrag..
Many of Impiltur's most important heads rested on Lanahla's pillow in the years that followed, and since her
retirement as a prostitute, many still come to her clandestinely, to tell her of their worries, their problems and
their successes. Few in Hlammach know so many secrets as Lanahla. None who have told her secrets have
the slightest distrust of her, for there never has been a sign that a word she has been told has been repeated by
her.
In truth, the news that she and her girls have gleaned has traveled a great distance, to Shadowdale in the West,
and when it has returned eastward, but it has done so in a manner that none would associate with Lanahla.
Rinold had come to the Lonely Scrag for many years in his role as a Harper messenger. In the Year of the
Shield (1367 DR), Lanahla retired from prostitution and Rinold ended his years of traveling for the Harpers, an
organization in which both remain active. They now are the key agents of the Harpers in Impiltur. The girls of
the Lonely Scrag still practice the world's oldest profession and win new information daily for Those Who Harp.
Lanahla talks with people, charming them if necessary, and always has time for private talks with her old
customers. Rinold entertains evenings in the Scrag, playing his lute and singing songs carefully designed to put
customers at ease and make them more inclined to talk freely.
Campaign Guide - Page 145
NARDO, ZUWYR
Module: "Impiltur"
Conjurer, lvl 19, hm, AL: N, HP: 49, AC: 5; Base THAC0: 14; Str 10, Dex 12, Con 14, Int 18, Wis 14, Cha 9.
Weapon: Dagger +2, 1 APR, THAC0 12, 1d4/1d3+2 hp dmg. Spells: 6-6-6-6-6-4-4-2-2. at least one of each
level from school conjuration/summoning. Magic: Ring of Spell Turning, Ring of Invisibility, Rod of Security,
Staff of the Magi, Wand of Lightning, Wand of Polymorphing, Cloak of Protection +5, Miscellaneous magic and
scrolls of DM’s choice. XP-Value: 12,000.
Nardo is devoted only to his research of magic in his school of conjuration and summoning, but this is enough in
itself to keep local superstitions at a high level, simply because of the strange blasts of light and explosions that
occur from time to time on his island. Nardo used to travel regularly – quietly, invisibly and without a trace – to
find articles, objects and components that he needed for his research. Since sealing his deal with the late
Senwan Regdresk, this no longer is necessary as often as once was the case.
The items delivered by the Regdresks take care of the majority of his needs. Nardo has agreed to make life
miserable in the Eel Bayou area for Impilturian troops who ride there and to use his magic if anyone ever
attempts to damage the Regdresk complex with force. The latter has not been the case to date, but Nardo did
summon to Eel Bayou that swamp trolls who regularly attack patrols of the Sword of Impiltur coming into the
settlement. The Regdresks in turn not only deliver supplies to Nardo, but they also keep a close watch on his
island and prevent strangers from bothering Nardo. It is unlikely that PCs in any campaign will reach the island
without engaging in a major battle with the local forces of the Regdresks, which in turn is guaranteed to draw
Nardo’s attention and his magical participation from the distance on the side of the Regdresks.
NARGTHONG, KREPP
See: Gortth, Szarkh
1 2
Human male wizard lvl 23 , druid (Silvanus) lvl 8 , AL: N, HP: 76, THAC0: 14, Str 9, Int 17, Wis 17, Dex 15,
3
Con 15, Cha 17. Wizard spells: 5/5/5/5/5/5/5/5/3. 10th level Narfelli spells: 2 . Druid spells: 5/5/4/3/0/0/0.
Magic items: Cloak of Protection+2, Torque of Protection +2, Ring of Fire Resistance, Ring of Warding (18),
Ring of Spell Turning, Boots of Striding and Springing, Staff of the Woodlands, Artifact: K'Ahlob's Transmogrifier
(see Magic Items section). Movement: 15. XP-Value: 19,000.
1
Sorcerer instead of wizard and eight levels higher and 2 two levels lower than in Dr. Bray's general definition. 3 The Nentyarch uses 10th
level spells only together with the spirit of the transmogrifier. This spirit has a considerably higher level as a wizard or sorcerer than the
Nentyarch, but its effective level is unknown, therefore the number of useable 10th level spells also is unknown.
Cynric Evenhand is a former member of the Tellerth Druids Circle of Silvanus in the Western Dale. As a circle
member, he had devoted his life to preventing human encroachment into the forests of the Dale. His militant
stance estranged him from the other druids of the circle, and he left it and set out on his own.
As he wandered westward through the wood contemplating his choices, he encountered survivors of the ancient
green elves who once inhabited the forest. With time, the elves led him to the abandoned keep Dun Tharos, a
ruin of the fallen empire of Narfell, deep in the woods. The fortress once had been home to a Narfelli arch
transmuter known as K'Ahlob. (These events are related in full detail in the history of the Dale, found in The
Great Dale, Part 6 of Northern Journey). After battling his way through the guardians and wards, he found a
strange artifact, K'Ahlob's Transmogrifier.
Cynric sensed its power and felt an odd sense of ease and rightness radiating from it. He decided to devote
himself to learning the secrets of this wonderful device. Quickly this passion became all-consuming and he
turned to the instinctive sorcerer's art which called to him, to help in his self-given quest.
Campaign Guide - Page 146
Eventually he learned enough to use the artifact and to understand how it could help him reach his goals. He
repaired the keep, keeping its ancient name in the green elven tongue, Dun Tharos, which had been selected
by the Narfelli transmuter named K'Ahlob. Dun Tharos means Refuge of Change.
Together with his servant creatures, the Nentyarch actively wages war against those that he sees despoiling
Rawlinswood. He has attracted a number of creatures to his service. They are: 90 green elves, all fighters and
fighter/rogues, magi and rangers who formerly served the Tellerth Circle; 6 treants; 12 renegade centaurs, 100-
200 transmogrified hobgoblins and 2 to 20 sabre tooth tigers. He also has a stone golem.
Some of the rumors about the Nentyarch are untrue. He does not make monstrous creatures to serve himself;
he uses the transmogrifier to transmute intruders into hobgoblins and other creatures. Their unusual ferocity
has distorted the tales told by foes. The disappearances attributed to the Nentyarch often are due to the clerics
of Malar instead (some of the survivors of these attacks see man-like beasts, the clerics).
Nonetheless, the Nentyarch goes after all within his domain who do not wear the badge of the Freemen. His
servants warn intruders once to leave. If they ignore that warning, they are in grave danger. Anyone wearing
the badger of the Hunters of Herne is an immediate target for destruction or transmogrification.
The Nentyarch is coming ever more under the influence of the spirit within the transmogrifier, a process which is
making his neutrality absolute and his relationship to other mortal races ever more remote. Like the spirit within
the transmogrifier, he is beginning to view other mortals with something of the same detachment as farmers
have to animals they raise for slaughter.
Neither within the farmer nor within the Nentyarch is there the slightest trace of true evil, although animals being
led by the farmer to slaughter might perceive of him as being abjectly evil, just as victims being transmogrified
might do with respect to Cynric Evenhand. To what end this will lead in the Nentyarch's future is uncertain.
Because the Nentyarch's actions affect humans and other sentient races in a damaging matter outside of those
things normally classified as good and within the scope often viewed as being evil, his otherwise neutral
alignment has gained a parenthetical evil element. In running the Nentyarch as a key NPC, it is important to do
his seemingly evil deeds with true detachment.
The Nentyarch, after all, takes no delight at all in evil and is not consciously self-serving. Instead his serves the
forest and to a growing degree that he does not perceive, his magic, through the transmogrifier. The ever more
important element in Cynric's life is the subtle but growing dominance the spirit within the transmogrifier is
gaining over him.
Thus, one will note that Cynric Evenhand acts with a reluctant sense of duty, when he turns the transmogrifier
upon intruders, rather than with delight in evil or with a sense of satisfaction upon gaining revenge. He also has
one weakness that smart PC intruders can turn to their own advantage. The Nentyarch is curious. If a PC
group reaches or is brought to Dun Tharos and it manages to stimulate the Nentyarch's curiosity, it stands a
chance to ward off immediate transmogrification.
Such PCs may be allowed to stay for an indefinite time as captive guests in the castle building of Dun Tharos.
The PCs will not be the first adventurers who have been spared transmogrification for awhile as the Nentyarch's
guests.
However, only five such human guests ever have endeared themselves sufficiently to the Nentyarch to become
his allies within the Dun Tharos complex. These are the Jonas Sabin who works for the Nentyarch in Ilmwatch,
the conjurer Tulunyr from Impiltur, the female ranger Yngi Tifilsdóttir who one served the Tellerth Circle, the
renegade druidess of Silvanus named Nuthla Xibbig who came to the Nentyarch from Lyon's Oak in Impiltur and
the fighter Darturugh Henselssonur. All five are totally loyal to Cynric Evenhand and will do nothing to aid the
PCs or any other outsiders marked for transmogrification.
Despite the influence the transmogrifier's spirit is having upon him, Cynric Evenhand is an extremely
charismatic person. Since he has been within Dun Tharos, his charisma has grown stronger. Any PCs who
become captive guests in Dun Tharos are almost certain to like the Nentyarch.
Campaign Guide - Page 147
However, a time will come when Cynric Evenhand will find that his guests no longer serve a purpose in Dun
Tharos. He will not be prepared to simply turn them loose, so that they can tell the world beyond tales of him
and Dun Tharos.
When that day comes, the PCs are doomed to unexpectedly find the Nentyarch before them with a strange
device that looks a bit like a lantern on a tripod. A ray will be emitted from it and strike the PCs, turning them
into hobgoblins. And the Nentyarch's Rod of Epic Rulership will bind them as his servants.
To take care of his dealings in the outer world, the Nentyarch uses a pair of agents in Ilmwatch to do his
bidding. Both he and the agents believe they are operating secretly, but the Impilturian crown, the Lords of
Imphras II and the Heralds of Imphras II have become aware of them. The servants, Jonas Sabin and
Bronwyn, both human, bring ancient Narfelli coins of high value into Ilmwatch and exchange them for large
quantities of highly valuable jewels, which the Nentyarch uses to feed the transmogrifier.
Bronwyn is a transmogrified brown bear whom the transmogrifier gave the memories of a too-persistent ranger
from the Vast, who now serves the Nentyarch as a hobgoblin guard. His partner, Sabin, is a human rogue
whom the Nentyarch saved from a Malarite Great Hunt. They are a classic brains-and-brawn duo with a twist.
Bronwyn makes a perfect bodyguard except in the winter when he still feels urges to take long naps.
Sabin is not fully enthused with the arrangement, but he owes the Nentyarch his life, and he won't betray him.
The Nentyarch charms the pair before it starts out on a mission. The two are willing and a charm is
unnecessary, but the Nentyarch likes them to register as charmed in order to add an air of menace to himself to
keep out intruders. He also has both protected with mighty Narfelli wards. Attempts to rob the two have ended
in the immediate, magical death of the thieves.
PELKOV
Module: “Tale of 2 Liches”
Human, aged 51, Mage lvl 14, LE. Undercover Zhentarim mage in the service of the Iron Throne. Pelkov is the
house mage for the East Sembian Trade Fleet of the Toedlig family in Yhuann. In the Year of the Gauntlet
(1369 DR), Kerel Toedlig, head of the East Sembian Trade Fleet, sent Pelkov to Scardale, to serve his brother,
Rendar Toedlig, who now heads the provisional government in Scardale.
Pelkov and his magelings deal quietly with problems in Scardale that can't be handled by other means. They
are in town to further strengthen the foundation of Toedlig's power. To date, Toedlig has not used Pelkov's
services to deal with problems among the local population; there has been no cause to do this. But Pelkov and
his magelings are enlisted to deal with adventurers and other outsiders who make trouble within greater
Scardale, not just the port town. There are rumors in the deal that troublesome outsiders have suddenly and
simply vanished without trace, and the magic of Pelkov and his underlings have been the cause of these
disappearances.
Pelkov is a student of several Zhentarim mages in Zhentil Keep and the Citadel of the Raven. His final teacher
was Manshoon, head of the Zhentarim, and he serves Manshoon directly. He also is under instructions from
Manshoon to deal hospitably with Fzoul Chembryl and representatives of the Xvimist church that Fzoul sends to
Scardale. Manshoon has made it clear to both Fzoul and Pelkov that Pelkov is the leader of the Zhentarim in
Scardale and that he is to be made fully aware on any and all Zhentarim activities in the area. Pelkov has a
double mission in Scardale.
He is to maintain the full confidence of the Toedlig brothers now have in him, and he is to see to it that Rendar
Toedlig is fully protected and not allowed to be placed in danger as head of Scardale's government. Pelkov has
been 100% successful in attaining the first goal to date. The Toedlig brothers have complete trust in him and
make no decisions of importance without consulting him. As a result, the Zhentarim gain through Pelkov
information over the activities of the Iron Throne's innermost circles, and Pelkov also is able to introduce subtle
suggestions from Manshoon and Fzoul into the thinking of the Iron Throne, to manipulate the Throne itself to
some extent.
Campaign Guide - Page 148
At present, Pelkov is one of the Zhentarim's most prized and important agents in Faerûn, and Manshoon and
Fzoul willingly pay a high price to keep their mage seated at so high a level. A main contribution that Pelkov
makes to the Iron Throne is the discovery of Zhentarim enclaves within Sembia. Manshoon and Fzoul decide
which of their own enclaves they are willing to sacrifice, and they pass this information on to Pelkov by magical
means.
Pelkov in turn claims that he uncovers this information through new types of scrying magic he has developed.
Most of the Zhentarim in Sembia who are "uncovered" by these means are expendable, but Manshoon and
Fzoul twice have sacrificed highly valuable operatives in Ordulin, a dear price for the Black Network. These
sacrifices would make it virtually impossible to convince members of the Iron Throne's inner circles that Pelkov's
discoveries are staged. Anyone would believe the Zhentarim to be insane to sacrifice such valuable agents.
PRALEVER
Module: “Backlands”
Owner of Pralever's Provisions in Loudwater. NE (Tooth: NG), 43-year-old human male, Thief Level 14, Fighter
Level 8, 78hp. THAC0 13, Main Weapon Long Knife+3 THAC0 9, Dmg 1d4 + 3 hp., 3 APR, AC 5. Magical
items: Ring of Protection +3, 2d4 Messenger Coins, Tooth of Alignment Disguise, Tooth vs. Lie Detection, Tooth
vs. Magic Detection.
Pralever was the son of a high-ranking Zhentilar officer in Zhentil Keep, an officer who took pride in military
tradition and saw to it that his son was well brought up in the same traditions. The evil element in Pralever's
alignment is not a reflection of any desire to do evil. It is rather, that Pralever is willing to do evil when that's the
method to achieve his ends.
For the most part, one could describe him as amoral. He takes no pleasure in causing pain, and when he does
have to use physical violence, he attempts to use the skills he gained from his assassin's training to kill his
target quickly and painlessly. The "loveable guy" role he plays for the Zhentarim in Loudwater fits him well. He
enjoys it, but he is a Zhentarim through and through. Pralever is a close confidante of High Lord Nanathlor and
is privy to the most confidential information available in the river city, information which he passes on to the
Zhentarim Lord Sememmon in Darkhold. Because of his high value, the Zhentarim avoid any action which
could lead to the impression that they have a high-placed spy in Loudwater.
They use the information they obtain from Pralever to avoid or detour around confrontations, rather than to win
them. The fact that Pralever has the ear of the High Lord also has been used quite successfully on a number of
occasions to help the Zhents. Pralever was able to convince both the High Lord and most of the important
merchants in Loudwater that it is better to let disguised Zhentarim caravans and barges pass through
Loudwater and control their contents, than it would be to enter into a running feud with Geildarr and his Lord's
Men in Llorkh.
Pralever's voice also was the first to mention that there is no dishonor in Loudwater earning some of the Zhent
Gold Talers that are spent by merchants doing business with Llorkh, as long as Loudwater can control what
passes through their city to forbid the movement of contraband and slaves. Winning this concession was a
great victory for the Zhentarim. Loudwater could successfully hold off an attack from Llorkh until the Lord's
Alliance sent in troops to eradicate all traces of the Zhents in the Greyvale, and any large troop movement out
of Darkhold far to the South could be reacted to quickly by Waterdeep and the Lords Alliance. The Zhentarim
are not capable at present of militarily conquering Loudwater.
They also know they would have little chance of moving slaves through the lower Delimbyir Valley beyond
Loudwater, and while a law forbidding contraband sounds good, the Zhentarim are quite aware that the militia of
Loudwater and its so-called customs officers have no means of telling which Zhent cargoes are contraband. In
convincing High Lord Nanathlor to adopt this system, Pralever won for the Zhentarim all they had practically
hoped to gain. Another important victory of Pralever's was his ability to convince the High Lord and the leading
merchants of Loudwater that the city lacks the military strength it would need to investigate possible attempts by
the Zhents to open a detour to Secomber through the High Forest.
Campaign Guide - Page 149
The Harpers had been urging Nanathlor to undertake such action. The Harpers laud Pralever's system for
allowing but controlling the passage of Zhent merchandise through Loudwater. The Harpers think this system
has made most Zhentarim slave-trading in the North impossible, although they are quite aware that the customs
officers of the militia are not able to determine if the Zhents are transporting contraband. Pralever is highly
respected by the Harpers and they do not suspect in the least that he is a highly valued agent of the Zhentarim.
Pralever can get away with this because he is a walking vault of Sememmon's finest magical work, literally
thousands of Gold Taler worth of magic. Neither Pralever's lies nor his alignment can be detected, due to
Sememmon's magical ensorclement of Pralever's gold-filled teeth. One tooth has been magicked to show his
alignment as being neutral good, another to avoid his lies being detected and still another to make detection of
all magic on his person impossible.
Another of Sememmon's great magical works are his Messenger Coins. At very high cost, Sememmon placed
strong and complicated magic in 10 Cormyr Gold Crowns. Through concentration Pralever can record thoughts
into these coins, which also have been ensorceled to prevent magic detection. He gives these coins to known
Zhentarim agents who pass through Loudwater in caravans, and these agents deliver the coins to a select few
Zhentarim mages who have the spells necessary to read the thoughts Pralever has placed in the coins. With
this method Pralever has been passing on the most sensitive intelligence to Darkhold. He has 2d4 of these
coins upon him at any time.
Because there has been no reliable Llorkh-bound traffic from Loudwater for some time, Pralever will attempt to
pass a messenger coin to the PCs. Geildarr personally will be able to detect the presence of this coin in Llorkh,
and he will use some means to relieve the PCs of it.
During his service in Loudwater, Pralever has performed three successful assassinations, all against Zhentarim
agents passing through the city who Darkhold had pegged as double dealers and marked for the kill. Because
of Pralever's high value as a spy and the risk involved in conducting assassinations, Sememmon has issued
strict orders that no further assassination orders can be given to Pralever without his own personal approval.
During his training in Darkhold, Pralever learned to brew an herbal poison that causes heart stoppage. The
victim appears to become naturally ill and to die unsuspiciously.
Pralever's talents became clear to a Zhentarim mage under whom he had served as a young Zhentilar officer.
The mage had Pralever removed from the army and brought into the ranks of the Zhentarim with a transfer to
Darkhold, where he was trained.
PROGATH
Modules: “Tale of 2 Liches,” possibly also “Impiltur,” “The Great Dale” and “Bloodstone”
Necromancer lvl 7, hm, AL: CE, HD 10. HP: 62. AC: 3. Attacks: 1 - Searing touch, 2d10hp dmg, and heat aura
for 1d3hp dmg within 10feet/3m. Special attacks: Can cast spell and attack simultaneously. Special defenses:
Half damage from slashing or piercing weapons, hit only by magical weapons +2 or better, immune to all normal
and magical fire, half damage from cold, immune to sleep, charm and mind-affecting spells, hold spells and
poison, damaged by cure spells, cured by reversal, damaged only by holy water from lawful good faiths (2d10hp
dmg), turns as a ghost. Magic resistance: 40%. Spells from list for a priest (lvl 18) of Cyric: 8/8/8/8/6/4/2,
spells as necromancer (lvl 15): 5/5/5/5/5/2/1/0/0. XP: 18,000.
DM: Your PCs have gained a new enemy, a minor league enemy, actually, but one who may leave the
th
impression that he’s a bigger problem than really is the case. He is Progath (. New NPCs, Appendix), a 7 level
Necromancer who is a religiously fanatic member of the faction of the Cult of the Dragon opposing Tiamat.
Progath was in Dagger Falls at the same time the PCs were there, and he managed to overhear some remarks
made there that the PCs were bearing magic sigylls that would help them carry out a mission in Tiamat’s
service.
Campaign Guide - Page 150
Progath is an example of a person made dangerous by a little bit of knowledge. He knows little more about the
PCs than this bit of scuttlebutt, but he has managed to firmly convince himself that the PCs are behind that
draconians who are attacking important members of his cult faction. Progath has made it his life’s goal to
completely destroy the PCs, from a distance, if at all possible. He came to Cormanthor to wait for the PCs, to
ambush them if possible.
He traveled into Cormanthor with a band of two lesser mages and five cult warriors, all under his disposal. Here
at the encounter point we’ve named Sculptor’s Glade, Progath and his men were attacked by a band of six
cockatrices who often gaze here, but are not present when the PCs arrive. Only Progath escaped, through the
use of his magic. The rest of his band was artistically immortalized by the cockatrices. Progath’s first plan is to
attack the PCs with a dragon rune (s. Appendix, New Magical Items) he took from the corpse of an archmage of
the cult. He has only one of them.
PRYTH, WILMA
Module: “Impiltur”
Demarch of Mask (Priestess), hf, Level 6, AL: NE, HP: 39. Attributes: Strength 10, Dexterity 15, Constitution 12,
Intelligence 13, Wisdom 17, Charisma 12. . Base THAC0: 18. AC: 2 (Dexterity Chain mail +2). Attacks: Mace
1 APR, THAC0 18, 1d6+1/1d6 hp dmg; Dagger 1 APR THAC0 18, 1d4/1d3 hp dmg; Dagger, thrown, 2 APR,
THAC0 18: 20 feet/6m, 20: 40 feet/12m, 23: 60 feet/18m, 1d4/1d3 hp dmg. Spells (Mask): 5/5/3/0/0/0/0. XP:
975.
Wilma’s real name is Jhannivvar, not Pryth. Her cousin was the pretender prince Yusef Jhannivvar of Myratma
in Tethyr, who captured Queen Zaranda in the Year of the Banner (1368 DR) and was killed by the queen after
being rescued by Prince Haedrak in the Year of the Gauntlet (1369 DR). Not knowing where to run after her
family’s fall, the low level priestess of Mask fled to the very heart of the church she serves, the House of the
Master’s Shadow in Telflamm. Wilma was quickly accepted into the temple’s lower ranks, but with her family
background in Tethyr, she was not one to easily settle for being lower anything. She cast her eye about for a
means to accelerate her rise in her new homeland and found the middle level Demarch Matt Darby (see
separate description), who not only was a rising, ambitious and respected member within the church but also
was the brother of a key member of Telflamm’s Merchant Council.
Wilma quickly attached herself to Darby (who believes she’s hopelessly in love with him), and she has indeed
been rising since then. She and Darby intend to establish thieves guilds and temples to Mask throughout the
Bloodstone Lands. They already have presented this as their master plan to the High Demarch in Telflamm and
it has been accepted as part of the regional strategy of the church. Their operation is centered in the new,
secret temple called the Maiden’s Shadow beneath the ruins of a bordello above the Fortress of Mal in Impiltur.
RALPUR
Module: “Tale of 2 Liches”
Priest of Tiamat Lvl 6, hm, AL:CE, HP: 39. Attributes: Strength 14, Dexterity 12, Constitution 13, Intelligence 10,
Wisdom 14, Charisma 7. . Base THAC0: 18. AC: 5 (Chain mail). Attacks: Morning Star +2, 1 APR, 2d4+2 hp
dmg (magic weapon); Magic potions: 2 vials of Extra-Healing; Scrolls: Flame Barrier; Spells: 4/3/2. XP: 975.
Ralpur is a relatively recent convert from Cyric’s faith to that of the Dragon Queen, and he also is the religious
counselor to the mage Frennadon, leader of a small Tiamatist Dragon Cult cell in Archtassel, affiliated with a
Tiamatist faction in Daerlun. Frennadon is a strong advocate of bring Tiamat’s power into the cult, and he has
assigned Ralpur to lead a small expedition into Myth Drannor, in the firm conviction that Tiamat’s help will pave
the way to success and prove to undecided cult members that the affiliation with the Dragon Queen is the
proper way for the cult to follow.
Campaign Guide - Page 151
Ralpur is in complete agreement with Frennadon and also is confident that Tiamat will help him attain his quest.
Cell members in Archtassel who are lest infatuated with Tiamat are convinced that Cyric’s insanity rubbed off an
Ralpur while he still served his first church, and that he is a threat to the cult. If Ralpur returns from Myth
Drannor with Lashan's sword, it is possible that non-Tiamatists will attempt to assassinate him and Frennadon.
Ralpur is an absolutely reckless, fanatical priest who takes almost any risk and constantly underestimates his
foe.
He has seriously underestimated the danger of Myth Drannor. Although his men are basically loyal to
Frennadon, they have a strong aversion to Ralpur (charisma 7) and would probably desert to the Moontassel
cultists under Hbnaster in Myth Drannor, if Ralpur risks their lives needlessly. Enemies of the Tiamatists in
Archtassel have tipped the anti-Tiamatists in Moontassel that Ralpur’s expedition is under way. Frennadon also
has informed Ralpur that he was tipped by friends in Moontassel that Hbnaster’s expedition is under way.
RANZAN
Module: “Backlands”
Beholder, LE, HD 70+hp, HP: 65, THACO 5, APR 1: Bite 2d4hp dmg, SA: Magic Eyes, SD: Anti-Magic Ray,
MR: 0, Morale: Fanatic (18), XP 14,000. Ranzan is a mutated beholder. Three of its secondary eyes have
been mutated by the Beast Lord to give it the ability to deal with magic. Three of the eyes have the abilities
Detect Magic, Dispel Magic and Legend Lore. It does not have the abilities Charm Person, Telekinesis and
Fear that normal beholders can use. XP-Value: 14,000.
Saves: The PCs have saving throws against the following eye abilities: Disintegrate, vs. Spell, Flesh to Stone,
vs. Spell. There is no saving throw for the Death eye!
Ranzan's Anti-Magic Ray from the main eye is effective everywhere where the PCs are. The powers of the 10
smaller, numbered eyes are:
Ranzan is a servant of the Beast Lord in Dekanter and a double agent serving the Sememmon, Zhentarim lord
of Darkhold. He isn't absolutely loyal to either and serves first and foremost himself.
RAUGH
Module: “Impiltur”
Illusionist Lvl 6, gm, AL: CE, HP: 38. Attributes: Strength 10, Dexterity 14, Constitution 13, Intelligence 17,
Wisdom 10, Charisma 9. . Base THAC0: 16. AC: 7/0 (No armor, Ring of Protection +3, Ward of Protection +7.
Attacks: Dagger +3, 1 APR, 1d4+3/1d3+3 hp dmg (magic weapon) + Typ E Poison first two hits – save for 20
hp dmg or die immediately; Ring of Invisibility, Wand of Wonder – Trigger word Narghizzt, Wand of Illusion –
Trigger word Khizalbuam, Cloak of Displacement, Deck of Illusions. Spells: 6/6/6/6/6/3/2/0/0 (at least one spell
of each lvl is from the Illusion school). XP: 12,000.
Campaign Guide - Page 152
Raugh’s real name is Raugnannordroghhitindrum Ebestarneddlkinnbartnedsoalang Metooweilichzfowl-
amtuoffnenmyfuggungbuchs. Raugh is a 250-year-old gnome who slowly moved eastward with a chip on his
shoulder, traveling as a practiced thief at the young age of 40 from the village of Hardbuckler in the Backlands
of the Sword Coast to Baldur’s Gate and then migrating in steps over Arylon, Iriaebor, Eversult, Westgate,
Urmlaspyr and Saerloon to Selgaunt. It was in the Sembian city that he gave up thieving, after suffering a few
nearly fatal beatings from a thieves guild that preferred gnome thieves to be dead rather than having them
become guild members.
While still in Selgaunt, Raugh, then 52, heard rumblings of a hidden temple to the gnome god Baravar
Cloakshadow in the Sembian peninsula between Selgaunt and Saerloon. He investigated and came upon a
small, combined temple and gnomish illusionists school concealed there. With his thieves’ earnings, he was
able to pay the tithe necessary to gain admittance, although the Hoodwinkers of the temple and the illusionist
faculty of the school looked dubiously upon him.
To their surprise, Raugh was able to give up his career as a thief and did indeed succeed in mastering the art of
illusion. Four years after entering the school, Raugh departed with a plan in his heart. He returned to Selgaunt,
but because of the racism, stayed only long enough to book sea passage to Procampur in the Vast. Once he
reached the southern coastal city, he managed gain entrance into the thieves’ guild, where he offered his
magical services for guild operations, in return for a cut, of course.
Raugh spent more than 180 years in Procampur, 120 of them as guildmaster, when a large guild operation fell
apart at the seams, leading to the capture of many thieves and bringing Raugh’s identity as guildmaster for the
first time to the attention of the authorities. He became the prime subject of a sweeping manhunt, or
gnomehunt, if you will.
One human guild member on the run with Raugh was in reality a priest of Mask affiliated with the temple in
Telflamm. Ironically, it had been his mission to subtly undermine Raugh and bring the Procampur guild under
the arm of the temple in Telflamm. But the priest saw the value of having an experienced illusionist like Raugh
in a thieves guild. He invited Raugh to flee with him by night on a boat to Telflamm, and Raugh accepted.
Since that time, Raugh has been in the service of the House of the Master’s Shadow, obtaining an invaluable
collection of magical objects as his reward for participating in guild operations. When the High Demarch in
Telflamm approved Matt Darby’s plans to open a new operation in Impiltur, Raugh not only was willing but also
was excited at the prospect.
Raugh prays to both Baravar Cloakshadow and Mask, but he is first and foremost a devoted follower of
Baravar. After arriving in Telflamm, he began making an annual pilgrimage to the hidden Baravar temple at the
Hill of Tombs west of Lyrabar in Impiltur. Since moving to Mal, he has increased that to four times annually,
using Gate scrolls that he buys.
RULMGAR
Module: “Impiltur”
Royal Impilturian Minister of Finance, Fighter lvl 12, Thief lvl 8, hm, AL: N(LG), HP: 92. Attributes: Strength 17,
Dexterity 17, Constitution 16, Intelligence 13, Wisdom 11, Charisma 14. Base THAC0: 8. AC: 5 (Ring of
Protection +3, dexterity). Attacks: 3/2 APR, THAC0 5, Short sword +3 1d6 + 4 hp dmg; Long Bow, 2 APR
THAC0 8/10/13, 1d8 + 1 hp dmg. Thieves abilities: Pick Pockets 20%, Open Locks 20%, Find/Remove Traps
5%, Move Silently 35%, Hide in Shadows 50%, Detect noise 55%, Climb walls 60%, Read Languages 95%.
XP: 4,420.
Rulmgar, a distant relative of Impiltur's dowager Queen Sambryl, is viewed as something of a renegade in his
homeland. He was born in Lyrabar in the Year of the Smiling Hawk (1326) DR. He graduated from the
University of Hlammach as a master of economics in the Year of the Bloodbird (1346 DR). Some of his fellow
graduates contended that Rulmgar earned his diploma more through trickery, a glib tongue and perhaps even
cheating than through diligence.
Campaign Guide - Page 153
In his early 20s, Rulmgar already had gotten himself into a number of skirmishes "defending the queen's honor,"
and some say that only his noble blood led the holy justices of Tyr to levy substantial fines against him for cases
of assault that might have drawn a few months time in jail for other offenders.
Rulmgar had little love for the law-and-order Ilmater-persevering paladin Lords of Imphras II or the priestly
st
judges of Tyr who served them. Shortly after Rulmgar's 21 birthday in the Year of the Bright Blade (1347 DR),
the former Red Wizard turned lich known as Zhengyi the Witch-King rose in Vaasa. A year later, in early
summer of the Year of the Spur (1348 DR), Rulmgar left Impiltur and crossed into neighboring Damara, looking
for excitement and people who might have more respect for his talents than the holy justices of Tyr in Impiltur.
In the intervening years, Rulmgar teamed up with followers of Sir Gareth Dragonsbane, who later defeated
Zhengyi and then became king elect of Damara (unofficial). After peace returned to Damara, King Gareth
assigned Rulmgar to build an undercover organization intended to infiltrate and destroy the Tightpurse Thieves
Guild of Heliogabalus headed by the late Tarkos Ree (unofficially dead).
Rulmgar managed to have several of the more talented thieves in Tightpurse captured and then convinced
them to serve him as double agents working against Tarkos Ree. Rulmgar's organization called itself internally
the Crooked Key of Heliogabalus.
In the Year of the Tankard (1370 DR), Queen Sambryl of Impiltur called upon Rulmgar to return to his homeland
after 22 years' absence and take on duties as the Royal Minister of Finance, to replace the late Minister
Soarlbrar. Many of the paladin War Captains of Impiltur, the Lords of Imphras II, felt that the queen's
appointment was a grave mistake, and Regent War Captain Kyrlraun too told the queen he had grave doubts
about the appointment, but the queen stood by her decision in this case.
The paladins' reservations about Rulmgar begin already with his clearly exhibited alignment. In principle,
Rulmgar believes strongly in law and in serving good, thus the lawful good element of his alignment. But he
also is ready, willing and even quick to bend laws and choose morally questionable means to gain his ends,
when it comes to preserving order and basic righteousness in the kingdom, thus his basically neutral alignment.
It was for these very reasons, in fact, that the queen sent for Rulmgar to return from Damara to assume the role
of finance minister in Hlammach. Aware of the nature of Rulmgar's services in Heliogabalus, she has quietly
given Rulmgar the task of finding out what is behind the anti-paladin dissension that has arisen among the
kingdom's merchant class, above all among the money movers of Hlammach, and to resolve these problems,
with whatever means may be necessary. Only Regent War Captain Kyrlraun in Lyrabar is fully aware of the
assignment that the queen has given Rulmgar.
Over the protests of most of the Lords of Imphras II, the queen has given Rulmgar a free hand to deal with what
he discovers, short of murder and mayhem. Hlammach's War Captains Imbrar and Silmgar are somewhat more
open and looser in their understanding of their duties than most other Lords of Imphras II, and they have raised
no objection to the appointment of Rulmgar to date.
Most Impilturians outside of Lyrabar and Hlammach know little about Rulmgar. In both cities, however, there
still are lingering tales of a brawling young noble who regularly chalked up (and paid) respectable tavern bills,
and who also made regular appearances before the holy justices of both cities.
Some think it is a scandal that the queen has made him a minister, others, referring to his duty to catch those
who are evading taxes, arguing it was a wise appointment, often citing the old adage that it "takes a thief to
catch a thief."
The Royal Ministry of Finance has tax investigators who enjoy full police powers throughout Impiltur. The Wand
and Sword of Impiltur, the Heralds of Imphras II, city watches and even the Lords of Imphras II are forbidden by
royal edict from interfering with tax investigators in the exercise of their royal duties. They are directly under the
Minister of Finance, who is overseen only by Regent War Captain Kyrlraun and the queen herself.
Campaign Guide - Page 154
When Rulmgar agreed to return to Impiltur, he won the queen's consent that he could bring with him from
Damara a dozen of his most trusted members of the Crooked Key of Heliogabalus. These dozen talented men
and women, who have combined talents as spying thieves and fighters, share Rulmgar's rather elusive scruples
when it comes to dealing with their enemies. Rulmgar has appointed them as a special investigative squad
known officially as the Shield of Impiltur, in his opinion the foundation in the kingdom's coat of arms which
supports the wand and sword. Rulmgar and his agents use the name The Queen's Rats among themselves.
The Queen's Rats are a totally clandestine, undercover organization. Only the members themselves and
Rulmgar knows who they are. The Rats often are arrested for their questionable investigative activities, but
they always are hauled out of jail on warrants from the finance ministry, as alleged tax fraud suspects, before
they can be brought before the holy justices of Tyr.
Rulmgar and his rats are not squeamish in their methods for gaining information, which often are on the border
to mild physical and mental torture. But the organization is slowly beginning to learn of things like the presence
of Mask's church and the dealings of the Iron Throne. The low-level presence of the Zhentarim has not come to
their attention yet, nor have they detected the minimal presence of Strifeleaders of Cyric in Impiltur.
Rulmgar keeps few secrets from the queen. She knows what he is doing and what means are being used and
has no intention of interfering. It is becoming clear to her that more than changing times are threatening the
kingdom's foundation as it nears the beginning of its fourth century. What the queen does not know and would
not condone is that Rulmgar himself, using his Hat of Disguise, often joins his Rats on their investigative
expeditions. And maintaining his disguise, the Minister of Finance too has been hauled out of jail more than
once.
SLATER (Revised)
Module: “Backlands”
Slater is a creation of the authors of WotC’s Avatar trilogy of novels. Her history has been substantially (and unofficially) expanded upon for
this adventure.
Slater was the human female Zhentilar commander at Teshwave who was driven out of Teshendale by the
forces of Tyran the Outlaw Lord. She then recaptured Dagger Falls after the second disappearance of Randal
Morn. 44-year-old human female, fighter lvl 10. NE, 92 hp, AC 0 (chain mail +3 and dexterity), THAC0 11, long
sword +3, dmg 1d8+5 hp, long bow THAC0 9/11/13, 2 APR, dmg 1d8+2 hp.
Slater was a member of the Zhentilar who rode with Cyric between Blackfeather Bridge and Scardale while he
still was human in the Time of Troubles. After the Godswar and Cyric's ascension to godhood, Slater used this
fact to rise within the Zhentilar. Until the Year of the Banner (1368 DR), when Cyric caused the destruction of
Zhentil Keep, Slater was an important troop commander in the keep. After the destruction of the keep, Slater's
reputation decreased somewhat, as did Cyric's. She was farmed out as deputy commander of the Zhentilar
garrison in Teshwave, under Guthbert Golthammer. When Golthammer was transferred to Dagger Falls and
the size of the Zhentilar force stationed in Teshwave was reduced, Slater was appointed new commander of the
Zhentilar in Teshwave.
Slater has a reputation as a cold master of strategy who is merciless when circumstances demand that, but who
does not waste her time enjoying useless cruelties. She is much more inclined to deal with opponents with
quick, summary executions rather than torture. Slater is hanged by her own Zhentish follower in Dagger Falls in
the Backlands module of Northern Journey.
SÖGGRIN
Module: “Silverymoon”
Barbarian thief lvl 4, hf. AL: LN, HP: 20, Attributes: Strength 13, Dexterity 17, Constitution 14, Intelligence 15,
Wisdom 14, Charisma 12. Base THAC0: 19, AC: 7 (Dexterity). Attacks: 1 APR Club, 1d3/1d2 hp dmg; Thieves
abilities: Pick Pockets 20%, Open Locks 20%, Find/Remove Traps 5%, Move Silently 75%, Hide in Shadows
70%, Detect noise 15%, Climb walls 60%, Read Languages 0%. XP: 120.
Campaign Guide - Page 155
Söggrin is the proud daughter of a northern barbarian chieftain who is abducted by Manshoon, Xred and
st
Manshoon again in that order in the 1 NJ module. Söggrin is not a man-hater as such, but she despises
macho males, particularly those of her own tribe, and will belittle them as much and as often as possible.
STARRAIN, JELTAR
Module: “Impiltur”
Thief lvl 16, hm. AL: LE, HP: 54, Attributes: Strength 14, Dexterity 17, Constitution 15, Intelligence 16, Wisdom
14, Charisma 15. Base THAC0: 13, AC: -3 (Dexterity and Shadow Shield). Attacks: 1 APR Short Sword +3,
1d6 + 3 Hp dmg; Thieves abilities: Pick Pockets 90%, Open Locks 90%, Find/Remove Traps 90%, Move
Silently 95%, Hide in Shadows 95%, Detect noise 95%, Climb walls 95%, Read Languages 0%. XP: 6,000.
The real Jeltar Starrain (hm, Lvl 0, AL: LE) is dead. The imposter taking his place is one of the most dangerous
men in Impiltur. The real Starrain was captured by agents of the Sembian Iron Throne in the Year of Shadows
(1358 DR), magically robbed of his thoughts and killed. The stolen thoughts were then transferred by magic to
Warbin Twoomb (statistics above), an agent of the Throne, who was polymorphed to look like Starrain and has
been impersonating him ever since.
The real Jeltar Starrain was one of the richer men in Impiltur and the richest in Hlammach. He lived alone on
Starrain Isle just offshore from Hlammach in Impiltur, which he owned in its entirety. He kept the island guarded
by vicious dogs and hired mercenaries and mages who dispatched intruders without hesitation.
Starrain owned two of the largest ships on Hlammach's docks and shares in many of Hlammach's businesses,
including the Harbor Foam Brewery, South Coast Iron Works, Fallen Stars Holding, Hlammach Grains,
Leviathan Rendering, Star Arisen Lamp Oil, Fallen Star Furriers and Nester Investments. Starrain also owned
several taverns and inns.
In addition to his investments, Starrain also was a blackmailer, using secret information he had collected on
other businessmen and threatening them with disclosure if they did not agree to certain business activities
Starrain was attempting to push through.
When the Iron Throne killed and replaced Starrain with the Sembian imposter Twoomb, it acquired immediate
influence in most of the major businesses of Hlammach and also gained Starrain's archives, which gave the
Throne considerable and highly detailed information on business, politics and key people in Hlammach and
other parts of Impiltur. From Starrain Isle, Twoomb/Starrain now directs all activities of the Throne in Impiltur
and in New Sarshel across Easting Reach, as well as the lesser activities of the Throne in Damara.
As far as the rest of Hlammach is concerned, Jeltar Starrain is the same hard businessman he always was.
The only people who have noticed a difference are his extortion victims, whom he has slowly appeared to
forget. They are the last who would mention the matter. In truth, the Throne decided to end the blackmailing, to
reduce the threat of revenge attempts by victims.
Both the Throne and Twoomb/Starrain want nothing more than to have the imposter left alone in his seeming
seclusion on Starrain Isle, to pull the Throne's strings in the Bloodstone Lands in undisturbed peace. In addition
to the watchdogs and mercenaries of the Throne who guard Starrain Isle, there also are three powerful
Sembian archmagi hired by the Throne to assure Twoomb/Starrain's peace. These mages will defend the isle
with all their might. Their main goal is to further their own magical research, and the Throne provides them with
everything they need to do that.
No one who has attempted to infiltrate Starrain Isle has survived. The bodies are disposed of. No infiltrator
ever has been publicly missed in Hlammach. Some thieves have been aware of attempts by former comrades
to crack the island, but they know better than to tell tales of the disappearances.
Campaign Guide - Page 156
TOEDLIG, RENDAR
Module: “Tale of 2 Liches”
Rendar Toedlig (human thief, lvl 14, LE) is a wealthy Sembian merchant in Yhuann. His family owns a fleet of
merchant ships that sail the Dragon Reach and the Dragonmere. Rendar's brother, Kerell Toedlig, heads the
East Sembian Trade Fleet, as the company is called. The brothers both are high-ranking, members of the Iron
Throne, and it is believed that the Toedlig family was among the Throne's founders.
In the Year of the Banner (1368 DR), the Throne began implementing its long-range plans to gain control of the
eastern dales and to take over Scardale town, and Rendar Toedlig was sent to the port city to represent himself
as a philanthropic businessman who was willing to invest substantial money in the rebuilding of Scardale, in the
belief that his investment would be returned in the long run by Scardale's revival as an important port.
Three months after Rendar's arrival in Scardale, the former priest Myrian (official WotC NPC, unofficially dead),
head of the city's provisional government under the occupation forces, was poisoned. Who was responsible for
the poisoning never was quite clear. Accusations were made against both the Zhentarim and agents of Hillsfar
(The Zhents were the true murderers). More than half a year passed before a successor was named. In the
first tenday of the Year of the Gauntlet (1369 DR), petitions by merchants and other leading citizens of Scardale
had strongly urged the occupation forces to recognize Rendar Toedlig as the new provisional leader.
Both the Zhent and Hillsfar garrisons named counter-candidates, Sarbut Kargle for the Zhents and Zandar
Seeth for Hillsfar, but when the leaders of the other occupational forces voted unanimously for Toedlig, neither
the Zhents nor the Red Plumes blocked his appointment. Five months later, ships of the Toedligs' East Sembia
Trading Fleet began arriving in Scardale's harbor with men and supplies needed to start the long job of
reconstruction.
Although the impact may not have been noticed directly, the men who arrived then and in greater numbers later
on the Toedligs' ships stayed in Scardale, substantially increasing the percentage of Sembians in the city's
population. Since the departure of most of the occupying forces in Scardale, Rendar Toedlig has evolved into
the town's true ruler.
More than one of the surviving merchants in Scardale also has been heard to remark that the Sembian garrison
in Scardale now seem to dance to Rendar Toedlig's tune, rather than vice versa. (The rumor is true.)
The Iron Throne has gained a strong grip on Scardale Town and it has a contingent of an estimated 100
Sembian soldiers to assert its position. Exactly what the Throne plans in Scardale remains unclear. To date,
Rendar Toedlig has done exactly what he promised, brought in money to begin rebuilding. He is popular with
the remaining locals, who have become very favorably inclined toward Sembia and very negatively inclined
toward Zhentil Keep, Hillsfar, Cormyr and the western dales.
TSORNAGAR, SKITH
Module: “The Great Dale”
Official NPC, expanded by the Projects Group 1370
Specialty Priest (Huntmaster of Malar) lvl 14, hm, AL:CE, HP: 84, AC: 5, Abilities: Str 18, Dex 8, Con 13, Int 13,
Wis 18, Cha 11. APR: 1. Weapons: Claws of Malar, THAC0 12, 1d6 + 4 hp dmg. Mace, THAC0 12, 1d8 + 4
hp dmg. Armor: Leather +4. Saves: 5-9-8-11-10. Spells: 8-8-7-6-3-2-1. XP-Value 4,000.
Skith Tsornagar was first defined in the FR accessory Faiths & Avatars (TSR - 1997) by Julia Martin with Eric L.
Boyd. The Northern Journey definition is an unofficial expansion upon the small amount of official information
offered in that publication.
Tsornagar had served under Harbet Gall as a true druid of Herne until the Time of Troubles. During his tenure
as a true druid, Tsornagar was more inclined to share the views of High True Druid Hardkjarkur Arnulfssonur
than those of Gall. Arnulfssonur served Gall loyally but felt that the lich cleric should have brought the faith in
the Great Dale slowly back to open worship of Malar, rather than serving Malar under the name of Herne the
Hunter.
Campaign Guide - Page 157
When Malar came to the Great Dale in the Time of Troubles, he took Arnulfssonur as his avatar. The high true
druid did not survive Malar's departure from his form at the end of the Time of Troubles, so the Beastlord
appointed Tsornagar to be his High Huntmaster of the Divine Den, the temple Malar's avatar had established in
Bezentil.
Although both Tsornagar and Harbet Gall serve Malar, their relationship can best be described as estranged
and rivalrous. Tsornagar and his followers worship the Beastlord openly and scorn the idea of soft-selling Malar
as Herne, however, Tsornagar has won no great following in the Dale. His church is relatively isolated in
Bezentil, which Tsornagar rules.
In his earlier years in Bezentil, Tsornagar was highly successful in driving the Mucklestones Druids from eastern
Lethyr Forest, in what he called the Magnificent Hunt. However, his glory lasted a mere five years.
His success against the Mucklestones Druids made Tsornagar overconfident, and he decided to mount what he
called the Ultimate Hunt, intended to destroy the mysterious Nentyarch in Dun Tharos, within central
Rawlinswood. Tsornagar was sorely defeated. Of the more than 200 followers he led to Dun Tharos, only he
and a handful of others survived.
After his devastating defeat at Dun Tharos, Tsornagar had too few resources to keep the Mucklestones Druids
from returning, and within five years they had ended their banishment and regained control over eastern Lethyr
Forest, driving Tsornagar's minions out.
Tsornagar has vowed to again drive the Mucklestones Druids out of Lethyr Forest and to destroy the Nentyarch,
but to date he has made no moves to attain either goal. Instead, he conducts two large Great Hunts annually in
no man's land areas of Lethyr Forest, and he often is absent from the Dale, conducting Great Hunts in
widespread areas of Faerûn east of the Dragon Reach.
TULPIN MARY
Module: “The Great Dale”
Ranger (Rillifane Rallathil) lvl 14, half elf female, AL:CN, HP: 86, Attributes: Str 18, Dex 17, Con 16, Int 12, Wis
18, Cha 13. Base THAC0: 6. AC: -1 (Dex and elven chain mail +3). Attacks: Long sword +3, 2 APR, THAC0 3.
damage 1d8 + 5 hp; Handaxe 2 APR, THAC0 7, damage 1d6 + 2 hp; Composite Long Bow, 2 APR; Range 60-
120-210 feet/18-36-63m; THAC0 4/6/9; damage 1d8 + 2 hp. Armor: Magic elven chain +3 (no Dex penalty).
Spells: 1: 3 / 2: 2 / 3: 2. Move Silently 99%, Hide in Shadows 93%. Favored enemy: Hobgoblin. XP: 4,000
Timbertown's constable's name isn't really Tulpin Mary at all. She was given the name T'ualpan Mara by her
elven mother. The name by which she's known today is a human bastardization of the elven original. However,
Mary lives and deals almost exclusively with humans, and she uses only the changed form of her name.
Tulpin Mary also is sensitive about her name. PCs who keep their ears open will note that few people in
Timbertown call her Mary; almost all use her full name, Tulpin Mary. From her point of view, she has no last
name. Her complete and only name, in her opinion, is Tulpin Mary, and only her closest friends can call her
simply Mary without raising her ire. PCs who address her as Mary will find themselves off on a wrong foot and
to a bad start with the constable, and their error is not one that will be easy to set right again.
Tulpin Mary knows little of her own background. All her elven mother was willing to tell her about her father is
that he was human and already dead. She and her mother, also a ranger, lived a lonely life in the rocky hills
between the Great Imphras and Lench rivers north of Traders Bay in Impiltur.
In the Year of the Helm (1362 DR), Turpin Mary and her mother were ambushed and captured by bandits from
the Regdresk family in the swamps northeast of Trader's Bay. The bandits demanded to know the whereabouts
of something called the Tardana, of which her mother would say nothing and Tulpin Mary to this day knows
nothing.
Campaign Guide - Page 158
Both women were taken bound to Bay town, where they were separated. Tulpin Mary never saw her mother
again after that time. Tulpin Mary was questioned and tortured mildly by the Regdresks, who demanded
information from her about the Tardana, but they finally gave up when a priestess of Talona determined that she
was telling the truth about knowing nothing about the Tardana.
The Regdresks turned Tulpin Mary over to the priestesses of Talona, to do with her what they wished, and the
Talontar began taking her to Huddl's Landing deeper with the swamps, but she escaped them before arriving.
After two years surviving on her own in the swamps, she ran into and joined Sir Tumbrar's patrol of the Sword of
Impiltur, which was taking part in War Captain Rilaunyr's abortive cleanup action in the swamps in the Year of
the Wave (1364 DR).
When Sir Tumbrar, several of his men, the now dead halfling scout named Beetle and Badeye Tom deserted
the Sword and Wand of Impiltur and headed toward the Great Dale, Tulpin Mary stayed with them, already
having taken up with Tumbrar as her lover. The band reached Timbertown in the middle of a large scale
hobgoblin attack and joined in on the side of the defenders.
The alderman and constable of Timbertown already had fallen in the battle. After it had ended, Tumbrar was
elected as the new alderman of the town, and he appointed Tulpin Mary as the new constable. She in turned
named Tumbrar her deputy.
Tulpin Mary's motto is Better to take 'em alive than dead, but better to take 'em dead than not at all. She's a
hard enforcer of the law and an expert at tracking down refugees who flee into the wood. Tulpin Mary is
Tumbrar's liaison with the rangers and druids of the Tellerth Circle, and she always can count on help from the
Tellerth rangers when she's tracking a fugitive in the wood.
TUMBRAR, DEACON
Module: “The Great Dale”
Fighter (former paladin) lvl 14, human male, AL:LN, HP: 92, Attributes: Str 18/93, Dex 18, Con 16, Int 10, Wis
18, Cha 16. Base THAC0: 5. AC: -4 (Dex, full plate +3), Attack: Bastard Sword +3, 2 APR, THAC0 4, damage
1d8/1d12 + 8 hp. Armor: Magic magical full plate +3 (no Dex penalty). Language: common. XP 4,000.
Tumbrar, a former paladin of Tyr, is not and never was a deacon. The folk of Timbertown in the Great Dale
have given him the nickname, which he accepts proudly, because of his inclination to preach and the signs in
his speech of what once was religious devotion.
Tumbrar had been the fair-haired child of War Captain Admiral Rilaunyr, commander of the Royal Impilturian
Navy and also a paladin of Tyr. Rilaunyr thought that Tumbrar would rise high in the ranks of the Sword of
Impiltur and the kingdom's system of justice. The admiral now looks upon Tumbrar as a mortal enemy,
although he is forbidden by both his queen and his commander from raising a hand or taking any other action
against his former protégé.
The parting of ways for the two paladins came rather abruptly and was caused by events during Rilaunyr's
abortive scouring action in the swamps of Traders Bay in the Year of the Wave (1364 DR). Early in that
campaign, the halfelven ranger Tulpin Mary (see her description farther above) had joined with Sir Tumbrar's
patrol in hunting down agents of the criminal Regdresk family in the swamps.
The two fell in love. When Rilaunyr learned of this, he ordered Sir Tumbrar into his tent and admonished the
younger paladin to forget about the ranger, saying she was below Tumbrar's station. Sir Tumbrar resented this
violation of Impilturian military code. Such interference in a soldier's private affairs are forbidden by the
Impilturian law a paladin of Tyr, above all, is sworn to uphold.
Sir Tumbrar rather brusquely reminded War Captain Rilaunyr that his admonishment was a violation of the law,
adding that such was below Rilaunyr's station as a paladin of Tyr, and he added that he had no intention of
following Rilaunyr's advice.
Campaign Guide - Page 159
That scene already had driven a permanent wedge between the two paladins, but the tension between them
was not resolved at that time, because the campaign was about to launch new attacks, and Sir Rilaunyr and Sir
Tumbrar had different directions to follow. After completing his next mission, Sir Tumbrar returned to see
Garyl's Cove burning at the hands of Impilturian soldiers, who also were performing summary executions of
men from the Bay, without proper trial.
These acts shocked Sir Tumbrar. They also led quickly led to the queen's humiliating reprimand of Sir Rilaunyr
along with her orders that he and his soldiers immediately abandon Traders Bay and end their action there.
After the troops had reached Ilmwatch, Sir Tumbrar went immediately to Holy High Justice Holumbrar, the high
priest of Tyr in Ilmwatch, and filed formal murder charges against Sir Rilaunyr. Within a few days, Holumbrar
informed Sir Tumbrar that the charges had been dismissed, that the acts done in Garyl's Cove could not be
viewed as murder but rather as errors in the heat of battle, and that Tyr and Queen Sambryl had other forms of
penitence planned for War Captain Rilaunyr.
Within a matter of minutes, Sir Tumbrar not only had lost his faith in Tyr entirely, but he also felt nothing but the
utmost scorn for a god of justice who would allow one of his own paladins to go unpunished. As far as Tumbrar
was concerned, Rilaunyr belonged on the gallows, an opinion he still holds today. Before he had left Justice
Holumbrar's chambers, he already had silently renounced his paladinhood. He no longer would serve Tyr or the
Impilturian crown.
He returned to his unit and informed his trusted officers and his battle mage from the Wand of Impiltur, Badeye
Tom (see description farther above), of what had happened, what his reactions were and what he planned to do
next - leave Impiltur. Badeye Tom and the others decided to the man to stick with Tumbrar, and Badeye Tom
set about stealing as many of the Wand of Impiltur's magic items as he could take without drawing suspicion.
Sir Tumbrar was high enough in rank to ride out of the compound in Ilmwatch without having to offer the guards
an explanation. He and his followers remained in Ilmwatch only long enough to get Tulpin Mary and then ride
hard up Merchants Run, traveling by day and by night, reaching Guidodale and turning off there, somewhat to
the surprise of the hamlet's guards, and riding on toward Timbertown in the Great Dale.
In Ilmwatch, two days passed before it became clear that the paladin, his mage, two officers and several
sergeants of his unit had deserted, probably taking a number of magical items from the Wand of Impiltur with
them. Another few days passed before it became clear that Tumbrar and his company had ridden to Guidodale
and then turned eastward, crossing over the Impilturian border and beyond the reach of Impilturian law.
Sir Rilaunyr received no news of these matters for 30 days. During that time, he had been ordered by High
Justice Holumbrar to remain in his chambers, to contemplate, meditate and do penitence for his wrongdoing in
Garyl's Cove. The justice had no intention of relieving the War Captain of this obligation merely to inform him of
Sir Tumbrar's desertion.
Instead, Holumbrar conferred with Archwand Daerthnur, and the two agreed to undertake no action themselves
but rather to pass the matter on to Lyrabar. Daerthnur gated to the capital and discussed the desertions and
thefts with Regent War Captain Kyrlraun and, if necessary, Queen Sambryl.
As Tumbrar's party reached Timbertown in the Great Dale, they had other matters to deal with than Impiltur's
wheels of justice. The town was under a heavy attack from hobgoblins who had come up from the old gnome
delvers beneath Rawlinswood. Tumbrar and his men were keen for a good fight and joined in the battle. With
time, the hobgoblins were routed, but Timbertown had suffered severe losses, among them the ruling aldermen
and the constable. Tumbrar's party lost its halfling scout, Beetle.
Tumbrar, Tulpin Mary and the rest of his company decided to rest for a few days in Timbertown. Before they
left, a delegation of townsmen came to them, telling Tumbrar that the town council had unanimously elected him
to be their new ruling alderman, and they hoped he would accept in Timbertown's time of dire need. He did,
and he appointed Tulpin Mary to be his new constable.
Campaign Guide - Page 160
Tumbrar had not been in office long when Regent War Captain Kyrlraun had decided what to do about the
paladin's desertion. Kyrlraun said Impiltur had no legal jurisdiction anywhere in the Great Dale, but the kingdom
could send a small group of paladins as far as Timbertown to determine whether Tumbrar and the other
deserters still were there, and if so, present an official request from the crown to the alderman of Timbertown,
requesting that the wanted men be turned over.
The four paladins were quite surprised upon reaching Timbertown to find that the alderman to whom they
presented their request was Tumbrar himself. They were less surprised that he denied the petition.
When Holumbrar received this news in Ilmwatch, he decided that there was little more that could be done at
present. Impiltur had neither authority nor jurisdiction in Timbertown. There was no legal basis that could be
used to send Impilturian troops into the Great Dale to take Tumbrar prisoner.
Not longer after this Rilaunyr's 30 days of cloistered penitence ended. High Holy Justice Holumbrar informed
the paladin of what had happened, what had been undertaken in the matter and what had been decided.
Rilaunyr, still seething over the murder charges Tumbrar had filed against him, was outraged to learn that
Tumbrar and his men apparently had gotten away with desertion and with stealing precious magical items from
the Wand of Impiltur.
However, Rilaunyr was a paladin in disgrace, and it was clear that the crown had made other choices than he
would have advocated. His counsel was not sought in the matter, and so, he reluctantly let it rest for the time
being, to fester in his mind.
During this time, Tumbrar, who already had gained his nickname Deacon in Timbertown, began dealing with his
own questions of just who he now was. He found within himself a man who still believed strongly that laws
should be clearly defined, so that all can understand them easily, and those who violate the law should be dealt
with harshly.
He had become aware of the church of Hoar, but its teachings and advocacy of poetic justice bypassed
Tumbrar's own ideals somewhat. The atrocities in Garyl's Cove had left an indelible impression upon his mind.
The result was that Tumbrar believed strongly that a wrongdoer's guilt must be proven conclusively before
punishment can be meted. He swore never - as alderman and judge of Timbertown - to allow the innocent to be
punished, as he believed had happened under Rilaunyr in the burnt swamp town.
Under Tumbrar's reign, Timbertown became a safer and more peaceful town. The deacon and his followers
were well-liked among the lumberjacks and their families. They stood 100% behind Tumbrar and were ready to
fight behind him, should the Impilturians ever return.
As time passed, Rilaunyr pondered time again how he could get Tumbrar into his hands and before an
Impilturian court of justice. With time, he reasoned and rationalized and at last convinced himself that although
Timbertown indeed was outside of Impilturian jurisdiction, it was under no other country's jurisdiction either. In
addition, he argued to himself, while Impilturian law did not permit actions outside of the kingdom's borders, it
did not prohibit them either.
Finally, in the Year of the Staff (1366 DR), he decided he could deal with Tumbrar. He sent a team consisting of
eight of his finest paladins of Tyr and a battle mage from the Wand of Impiltur off to Timbertown, with orders to
bring Tumbrar, Badeye Tom and the other deserters back to trial.
It was a foolish operation, doomed to failure from the start. Opinions were sharply divided within the Sword of
Impiltur over Rilaunyr's dealings at Garyl's Cove. No small number of soldiers believed that Rilaunyr had
disgraced the Sword of Impiltur, and many shared Tumbrar's belief that Rilaunyr belonged on the gallows.
In addition, Tumbrar had been a popular commander, and he still had many friends within the Sword of Impiltur.
These saw to it that news of Rilaunyr's orders seeped out of the military command and dashed up Merchants
Run faster than Rilaunyr's paladins could ride. When they arrived at Timbertown's gate, they were awaited not
only by Tumbrar and his men, but also several hundred armed lumberjacks ready to defend their alderman.
Campaign Guide - Page 161
Nonetheless, the Impilturian paladins boldly demanded that all of those named in Rilaunyr's warrant surrender
immediately and peacefully and return with them to Ilmwatch to stand trial, a demand which drew an immediate
and course round of laughter from the lumberjacks defending Timbertown.
Tumbrar had earned his nickname Deacon through his inclination to preach, and he responded to the paladins
with a sermon that at first left them uncertain of their own position. He reminded them that they were beyond
Impiltur and beyond the laws of Impiltur in another place with its own legal system. The teachings of their own
church, he said, bound them to honor the legal systems of other jurisdictions, as long as these were just.
The Deacon added that the paladins knew nothing of the legal system in Timbertown and therefore were in no
position to judge it. Until they were thoroughly familiar with the laws of Timbertown, he argued, the paladins
could only violate the tenets of their own faith by using violence in Timbertown.
Sir Belimbrar, commander of the Impilturian unit, recognized the truth in Tumbrar's words and found himself in a
dilemma. On the one hand, he had been ordered by Rilaunyr to bring back the deserters and the stolen
magical items. On the other hand, however, he was on foreign soil and had no legal authority to carry out that
order.
In addition, Sir Belimbrar was a paladin of no little wisdom. He recognized the tremendous complications that
any further actions on his part could cause. Impiltur was a great military power, but he doubted that his queen
or her regent war captain had the slightest interest in going to war with the Dalesmen, and yet, an overreaction
on his part could precipitate such a war.
If Impiltur marched into Timbertown or any other part of the Great Dale, he believed, his kingdom would pay
dearly for its aggression and gain nothing. Both the Freemen and the Hunters of Herne would unite against
Impiltur and disappear into the forests, to plague the Impilturian occupiers with endless guerilla attacks. The
Sword of Impiltur was ill-prepared for such warfare. He could imagine the death toll being 10 to 1 in the
Dalesmen's favor.
On a more immediate level, he and his paladins faced the same problem. They had not the slightest chance of
surviving any attempt to take Tumbrar and his men with violence. They would be slain to the man, and the
queen and her regent would find themselves with a serious incident upon their hands, without knowing ahead of
time that such an incident was in the making.
Had things come to a standstill at that point, little would have happened. Sir Belimbrar was about to order his
men back to Impiltur, but Deacon Tumbrar continued with his sermon and began berating Tyr and his church,
saying he expected fully that the paladins would violate their own principles and attack the Dalesmen.
The church of Tyr idolized words on parchment, not justice, Tumbrar proclaimed. For that reason alone, a mass
murderer like Rilaunyr continued to be accepted by Tyr and continued to rise within the ranks of the Sword of
Impiltur when his neck belonged in a noose. Deacon Tumbrar warned the Impilturians not to draw steel, saying
if they did so, they would learn quickly and for the first time what justice is, justice true, fair and hard, as it is
known in Timbertown.
Sir Belimbrar saw the tempers rising within his own unit, and he ordered his men to turn about and ride back,
but two of the younger paladins had been driven over the brink by Deacon Tumbrar's insults of Tyr and rode into
the crowd of Dalesmen, intending to slay Tumbrar. One of the paladins used his sword to cut down a huge
lumberjack who blocked his way. The Dalesmen immediately closed in upon the two paladins and brought
them down, but two more Dalesmen lay dead.
Deacon Tumbrar barked orders to the Dalesmen to hold the two paladins captive but not to move against the
rest of Sir Belimbrar's party. Belimbrar again ordered his men to hold, and they obeyed, albeit reluctantly.
Sir Belimbrar and Deacon Tumbrar stared long and wordlessly at each other. It was the deacon who at last
broke the silence.
Campaign Guide - Page 162
"Go home, Belimbrar," Tumbrar said. "You can only make trouble for your queen here, and I be doubting that
she knows what you're up to. Your two men here we'll be keeping for trial. Murder's been committed here
today."
Again, Sir Belimbrar stared long into the eyes of his adversary. At last he said, "Aye, we'll be returning to
Ilmwatch. Let us be hoping that we haven't started something this day that no one can end."
Sir Belimbrar looked down sadly at the two young paladins being held captive by the Dalesmen.
"Ye've violated my orders," he said, "ye've disgraced your queen and ye've turned your backs on the teachings
of Tyr. If ye were Dalesmen, and ye did in Impiltur what ye did here today, ye'd be on your way to trial in Tyr's
court of law. Tyr seems to have little influence here, but methinks a similar fate awaits ye here. Ye made the
choice. Ye broke the law. There's nothing more I can do for ye."
Tulpin Mary charged both of the young paladins with murder, but testimony at their trial indicated that only one
of the two, Sir Wethrinraun, was responsible for the three slain Dalesmen. Deacon Tumbrar found Wethrinraun
guilty of triple murder and he was hanged on the following day. He found the second paladin, Sir Garanbrar,
guilty of armed assault and sentenced him to one year hard labor in Quarzbeard's quarry in Timbertown.
Garanbrar was returned to Guidodale after completing that sentence.
When Sir Belimbrar reached Ilmwatch again, there already was turmoil. The alderman of Cairnpur and
representatives of Maracrath and Guidodale already had filed protests in Ilmwatch over Sir Belimbrar's mission.
When High Holy Justice Holumbrar learned of Rilaunyr's deed, he was enraged over what he considered to be
a clear violation of the law on the paladin's part.
Exactly what happened thereafter is known only to the participants, but it is said that Holumbrar and Archwand
Daerthnur summoned Rilaunyr to them, and that Regent War Captain Kyrlraun and Queen Sambryl were
brought into the conference as well, through magic. It is claimed that Rilaunyr was reprimanded severely and
warned that a further violation of the law would result in his dismissal from both the Sword of Impiltur and the
church of Tyr.
Be that as it may, an order on parchment was signed by both the queen and Kyrlraun giving all Impilturian
soldiers a direct order not to cross the borders of Impiltur without the explicit consent of one of them. The
order's implication was clear to all; Admiral Rilaunyr no longer had the authority to send men out of Impiltur
without the consent of Kyrlraun or the queen.
Again, Rilaunyr had a chance to let the matter rest, but instead it continued to fester within him. In the Year of
the Banner (1368 DR), he came up with a new approach, this time discussing it at first with Holy High Justice
Holumbrar. The high priest was less than enthused with Rilaunyr's idea, but he found nothing in it that was
illegal or that violated standing orders. Later, in retrospect, Holumbrar wished that he also had discussed the
matter with Daerthnur and Kyrlraun, for Rilaunyr was about to open another troublesome can of worms.
Rilaunyr placed a bounty of 1,000 gold talers on the heads of Tumbrar, Badeye Tom and each of the other
deserters, in the hope that bounty hunters would bring the fallen paladin and his companions in. The admiral
doubtless was unaware that Tulpin Mary frequently gave contracts to prominent head hunters to bring in
fugitives or that Deacon Tumbrar had befriended many of them, among them the feared Thayan bounty hunter
Sleyvas, and that many bounty hunters would not work for Impiltur in its cause against the deacon.
When Tumbrar heard of the reward placed upon his head by Rilaunyr, he placed a reward of 100,000
Impilturian gold talers upon Rilaunyr's head, accusing him of mass murder in Garyl's Cove in the Year of the
Wave (1364 DR). The deacon's offer sought Rilaunyr alive or dead. To the deacon's amusement, news soon
came that the Regdresks had posted parchment notices in most settlements of the Impilturian swamps
repeating the details of Tumbrar's wanted poster.
These developments caused considerable consternation in Impiltur. Level heads in the kingdom thought it was
doubtful that anyone would succeed in claiming the reward Rilaunyr had offered, because Tumbrar remained
within Timbertown, where he was well protected.
Campaign Guide - Page 163
But Kyrlraun and the other Lords of Imphras II felt that Tumbrar's reward offer posed a genuine threat to
Impilturian security, because the 100,000 gold taler reward offered by the deacon was certain to draw a number
of bounty hunters and assassins who would stir up trouble in Impiltur. Their fears were compounded by a
widespread rumor that Sleyvas had taken a contract from Tumbrar and agreed to bring the admiral in, alive or
dead, although this rumor was in fact unfounded.
In addition, the war captains had hoped that the issue of Rilaunyr's actions in Garyl's Cove would die down.
Instead, the dual bounty offers flamed the matter up again, and people began again to question the ethics that
prevented the admiral from being brought to justice.
After conferring with the queen, Kyrlraun in Lyrabar took steps to resolve the dispute for all time. He gave
Rilaunyr a direct order to withdraw the reward offer and to never again take any action, direct or indirect, against
Deacon Tumbrar. He then had the Heralds of Imphras II make it known throughout the kingdom that the bounty
no longer was valid and that Queen Sambryl had given Tumbrar, Badeye Tom and their followers a royal
pardon for any and all crimes they may have committed.
Kyrlraun then sent a secret delegation to Timbertown to negotiate with Deacon Tumbrar. The delegates
brought the deacon and his followers parchments signed by the queen confirming the pardons and giving
Tumbrar and his men the right to move freely and safely through Impiltur. The documents also donated the
magical items stolen by Badeye Tom to the town of Timbertown for its collective defense, pointing out that this
deed is in the kingdom's own interest, because Timbertown is the last outpost in the east before the Impilturian
border.
In return, the delegates asked only that Deacon Tumbrar withdraw the bounty offer on Rilaunyr's head, which he
agreed to do. Since that time, Deacon Tumbrar's interest in Admiral Rilaunyr has faded considerably. The
deacon knows that Rilaunyr has been humiliated several times because of Tumbrar's deeds, and he has
resigned himself to the fact that the admiral will not be punished further for his deeds in Garyl's Cove.
Deacon Tumbrar remains one of the great thorns in Rilaunyr's side, but it is clear to the paladin that all options
are closed to him. Should Tumbrar ever come to Ilmwatch, Rilaunyr knows that he would have to tolerate the
deacon's presence there. He too has more or less resigned himself to the fact that he can do nothing more
about Tumbrar. Nonetheless, the paladin's animosity for the deacon still festers within him.
Since the feud with Rilaunyr was laid upon ice, Deacon Tumbrar's focus has shifted away from his native
Impiltur and moved to his new home, Timbertown. The deacon likes the high-spirited, friendly but rough and
rowdy ways of his new folk. He knows that many a logger enjoys nothing more than a good fight, but he knows
that his people also want protection from thieves and murderers.
Many of Timbertown's lumberjacks have to travel in areas that are threatened by hobgoblins at times. A
woodsman who encounters hobgoblins usually has only one chance of survival, to ride away on his horse as
fast as possible. Hobgoblins seldom have mounts, so a rider can outrun them. To steal a man's horse could be
tantamount to taking his life.
The cattlemen of Timbertown are poor farmers. Stealing a cattleman's herd could condemn his family to starve.
In the Impilturian settlements and in Uthving, horse thievery and cattle rustling are crimes. In Timbertown, they
are capital offenses. Anyone found guilty of either is quickly dispatched by Deacon Tumbrar to the gallows,
which is a permanent structure on the market square.
Most other offenses are punished more severely in Timbertown than in Impiltur or elsewhere in the Great Dale.
Tulpin Mary has a small stockade, but its only prisoners are those whose cases have not yet been closed by the
deacon. Any offense for which the deacon finds one guilty results in at least 10 days of hard labor.
Such sentences, which can be as long as 20 years, are served at Quarzbeard's stone quarry. Quarzbeard, who
reveals neither his true name nor his clan, is a crusty and dour dwarf who ran the quarry along with his four
brothers until the hobgoblin attacks in the Year of the Wave (1364 DR). Quarzbeard was the only family
survivor.
Campaign Guide - Page 164
Deacon Tumbrar determined that the quarry, which provides Timbertown's brick, is vital to Timbertown's
interest. He worked out an agreement with Quarzbeard to turn the quarry into a penal colony. It is worked by
those convicted in Tumbrar's court. Quarzbeard pays the town no fees for this service, but he is required to pay
for and maintain the guards who watch over the prisoners, and he is responsible for housing and feeding the
prisoners, who are kept in chains. The town also pays nothing for Quarzbeard's services, but he is allowed to
continue keeping the quarry's profits.
Deacon Tumbrar is a stern man but one who believes in fair justice rather than adhering to the letter of often
obscure or incomprehensible laws, which he contends is the main purpose of Tyr's church. Some priests and
paladins of Tyr in Impiltur claim that Tumbrar has gone over to the worship of Hoar, contending that the
deacon's justice is moody, bitter and arbitrary.
The contrary often is true. Before the deacon will speak a guilty verdict, he must be convinced not only that the
accused is in fact guilty of the crime of which he or she has been accused, but also that the conviction
represents fair play rather than blind adherence to the law. This system of justice is foreign to the teachings of
both Tyr and Hoar.
Outside of his public duties, Deacon Tumbrar leads a relatively quiet life with his life's companion, Tulpin Mary.
TURGARTH
Module: “The Great Dale”
Conjurer-demilich lvl 27, former human male, HP (Skull): 50; AL: CE. AC: (Skull) -6; THAC0: 9; Attacks: None.
Special attacks: Howl, Trap the Soul, Curse, Special defenses: Limited weapon vulnerability, reforming after
destruction. Spells: 7/7/7/7/7/7/7/6/6, one daily conjuration. Intelligence: 20. Size; M (wraith form) 6 feet/180
cm, S (skull)10 inches/25 cm. Morale: Fanatic 17-18. Climate/Terrain: any. Organization: solitary. Treasure: s.
Part 6 The Great Dale, Nighthawk Tower. XP-Value: 8,000.
Turgarth was one of the most powerful conjurer-liches of the fallen Narfelli Empire. His base of operations was
the Narfelli Vežpeklo Tower in the eastern part of the Great Dale, where Nighthawk Tower stands today.
Turgarth also was in possession of one of the Narfelli Emperor's Stones named Bunlûhn. Te stone now is in
possession of the lich Harbet Gall in Nighthawk Tower.
Turgarth shunned the tower laboratories and used his dungeons beneath Vežpeklo Tower for his arcane work.
His dungeon, according to old parchments in the Royal Impilturian Library in Lyrabar, was six levels deep.
There are some hints in these parchments that conjurers in the southeast of the empire had succeeded in
summoning large numbers of lesser devils and then sending these forth in small hosts to attack the Raumathari
on the other side of Lake Ashane. Although this tower's name and specific location are not named, they seem
to describe Vežpeklo well.
The summoning of the Narfelli conjurers and the Raumathari warrior sorcerers escalated in the last years of the
war between the two empires. Ever higher level tanar'ri and baatezu were being drawn into the war by the two
sides. In the last days before their mutual destruction in the Year of Recompense (-150 DR), Turgarth appears
to have achieved his greatest success. Already, both sides had succeeded in summoning and binding a few pit
fiends and balor, but Turgarth at last summoned and bound a tanar'ri infernal named Zabaroth (see his own
entry in this section) to fight the Raumathari.
However, Zabaroth never went to war. He still was confined in his magical cage deep in Vežpeklo's dungeons
when a Raumathari blast of magic blasted Vežpeklo Tower to oblivion. Nothing that was above the surface
survived, and the dungeons were blocked and totally buried.
At the time of the blast, only Turgarth, two other conjurers, his jailer, two prisoners and the infernal Zabaroth
were in the dungeon. The five humans died in short order of a lack of oxygen, but the undead Turgarth and the
outsider Zabaroth survived.
Campaign Guide - Page 165
Turgarth had been losing interest in the war above and already had begun making preparations to ascend to
demilichdom. After the blast, he could sense that his phylactery had survived, buried deep beneath rubble but
quite safe from anyone who might attempt to destroy him. As a demilich, the devastation of Vežpeklo or for that
matter of all of Narfell would be of little consequence to him.
Thus, he followed his chosen path, succeeded in becoming a demilich and began exploring strange and remote
paths far from the home of his skull and phylactery on the material plane. The only drawback is that he is a
weak demilich. He has been unable to swallow souls into his gems. However, he believes men again will come
one day to the site of Vežpeklo, and with luck, his magic will draw them to excavate and then bring their souls to
him.
UNDRABANS
Module: “Impiltur”
Priest Strifeleader of Cyric) lvl 8, hm. AL: LE, HP: 52, Attributes: Strength 14, Dexterity 10, Constitution 13,
Intelligence 12, Wisdom 16, Charisma 9. Base THAC0: 16, AC: 5 (Chain mail). Attacks: 1 APR Mace +2, 1d6 +
3 hp dmg; Spells: 5/5/3/2/0/0/0. XP: 975.
Undrabans is one of the weak links in Cyric's clergy. A former Dreadmaster of Bane in Zhentil Keep,
Undrabans converted to the Faith of the Dark Sun rather than losing his head during the Bane Death-
Nonetheless, the lawful Undrabans never has been able to come to terms with the chaos of Cyric and his
church. He wishes Bane would return, and if approached properly by Xvimists, he easily could be converted to
the Godson's faith.
Because of his problems in coming to terms with his god's chaos, Undrabans began having difficulties with the
Mirrormanes who then headed Cyric's Black Temple in the keep. In the Year of the Sword (1365 DR),
Undrabans was sent to Impiltur with orders to begin sowing seeds of strife among the merchants of Hlammach,
with hopes of eventually weakening and toppling the ever more stable government of Queen Sambryl.
The church bought a building in Hlammach known as Greystone House. It had long served as the Seaman's
Hall, but it had been replaced by a new structure on the water. The church also saw to it that a bloodstone
reserve worth some 100,000 gold talers was smuggled to Undrabans, to finance remodeling of the building as
well as the purchase of influence and the payment of bribes to bring strife to Impiltur's financial capital.
After the destruction of Zhentil Keep in the Year of the Banner (1368 DR), two junior Strifeleaders of levels 2
and 3 who were aware of Undrabans' operations fled to Impiltur, going to Greystone House and telling the
senior Strifeleader that they were sent their by High Priest Xeno Mirrormane to aid him.
Undrabans since has learned that the Mirrormanes and the keep were destroyed, but he has made no move to
rid himself of the younger priests, Dragohan (hm Lvl 3, AL: CE) and Redokrans (hm, Lvl 2, AL: CE) although
they do plot chaotically and ineffectively against him and each other.
Together, the three and their money have achieved a moderate modicum of success in sowing strife in
Hlammach, but their achievements are nothing in comparison to the results achieved by the priests of Mask
from Telflamm. However, Undrabans is unaware of the priests of Mask, and he credits himself with creating the
wave of unrest rolling over Hlammach's financial circles.
If a serious attempt were made to convert Undrabans to the Xvimist faith, he would not hesitate to see to it that
Dragohan and Redokrans were liquidated.
Priest (Strifeleader of Cyric) lvl 3, hm. AL: CE, HP: 20, Attributes: Strength 14, Dexterity 10, Constitution 13,
Intelligence 12, Wisdom 16, Charisma 9. Base THAC0: 120, AC: 10. Attacks: 1 APR Mace (has none in NJ
adventure), 1d6 + 1/1d6 hp dmg; Spells: 4/3/0/0/0/0/0. XP: 975.
Campaign Guide - Page 166
Von Fedel was one of the few Strifeleaders still surviving in the Citadel of the Raven. He was assigned by
Manshoon to guard his abductee Söggrin and instead ended up being abducted himself by the ogre mage Xred,
along with Söggrin. Von Fedel entertains illusions of evil power and is somewhat deranged. The Zhentarim
wrote him off long ago as cannon fodder.
WARDDH
Module: “Backlands”
Warddh, a clanless dwarf, is the smith at Pralever's Provisions in Loudwater. 126-year-old dwarf male, Fighter
Level 12. RG, 88hp, THAC0 11, Battleaxe 1d8+5 dmg, 2 APR, AC 4 with chain mail and shield. Magic: Ring of
Good Conversation.
It is one of the great unknown ironies of Loudwater, that the key Harper agent in the river city is the smith of the
key Zhentarim spy, and neither knows of the role the other plays. Warddh is the smith at Pralever's Provisions.
His loyalty to Pralever is second only to his loyalty to the Harpers.
Unlike Pralever, Warddh is anything but friendly. Rather, one could say that he is a moody, often depressed
dwarf who snarls and growls, but nonetheless, just like Pralever, sees in the end that the needed good deed is
done. Warddh's loyalty to the Harpers stems from the indelible impression that was stamped upon him when
his life was saved by a Harper.
Warddh's loyalty to Pralever stems from his absolute conviction that his boss has an unswerving dedication to
doing his duty and doing what is right (and as Pralever sees things, that's probably exactly what he does do).
His moodiness and depression stem from the fact that Warddh is amnesiac, and this keeps him from
reestablishing ties to his own clan, because he has no recollection which clan is his.
This in turns lowers him in his own eyes to being a clanless dwarf, which he considers to be the lowest kind of
dwarf. When Warddh appears as an NPC, and a PC dwarf comes along, Warddh will immediately and
hopefully ask the PC if he or she knows him. Until now that question always has been answered with no, which
immediately depresses him. During the daytime one usually finds Warddh working hard in Pralever's smithy.
Nights he's usually found alone over several tankards of Loudwater Owl in The Old Owl.
His Harper contacts usually take place in the Owl too. Warddh wears a Ring of Good Conversation which he
received from a senior Harper. The rings allows him to speak openly on Harper business with contacts in the
Owl. Anyone who is nearby and might be trying to listen in will hear only a normal, empty bar conversation.
The part of his own story that Warddh remembers is brief. Some 20 years ago, he and other members of his
forgotten clan were engaged in a fierce battle with a group of Zhentarim atop a mountain. During the course of
this battle, Warddh suffered a severe head wound. The other dwarves were nearly destroyed when a band of
riders came along and destroyed the Zhents, mainly through the spells of a powerful mage.
When Warddh came to in a Harper safe house in Sundabar, he learned who his rescuer was, a Harper mage he
attempted without success to track down later. While other thoughts are confused, it was quite clear to Warddh
that the Zhents are his enemy and the Harpers his only friends.
His duties as a Harper agent in Loudwater are to be eyes and ears for the Harpers and a relayer of messages.
The kind of diplomatic work Pralever does for the Zhentarim in Loudwater isn't necessary for Warddh to do.
Many high ranking Harpers are close friends of the High Lord's, and they pass their messages to him
personally. Warddh receives word when Harpers and Harper friends are passing through Loudwater, and they
often are advised to visit him, so that both sides can pass on news and messages, if necessary.
Campaign Guide - Page 167
XRED
Module: “Silverymoon”
Non-Canon Ogre Mage, W16, HP: 52, AC -5, THAC0 14, Saves: 10-5-7-9-6, Spells: 5-5-5-5-5-3-2-1-0. Dagger
+3, 2 APR, THAC0 11, 1d4+3 hp dmg. Treasure: DM's choice if not destroyed (see module for details). XP-
Value: 7,000.
Xred is an insane ogre mage who was among the forces that besieged Zhentil Keep but then changed sides
and entered Manshoon's service within the Zhentarim. Later, he kidnapped Manshoon's prisoner, the barbarian
daughter Söggrin and holed up with her in Neverwinter Wood, betraying Manshoon as well. More details can
be found in NJ installment 1, Silverymoon.
YARTH, REENED
Module: “Impiltur”
Swamplord of Talona (evil ranger), lvl 10, hm, AL: CE; HP: 76; AC: 3; Str 17, Con 16, Dex 16, Int 13, Wis 14,
Cha 3. Base THAC0: 11. (Long) Sword of Talona +4, 2 APR, THAC0 6, 1d8+5 hp dmg + poison; Knife, 2 APR,
THAC0 10, 1d3+1 hp dmg; Long bow with flight arrows, 2 APR, to 70 yards/63m THAC0 10, to 140 yards/126m
THAC0 12, to 210 yards/189m THAC0 15, 1d8+1 hp dmg. Chain mail armor, poisons type D, E, F, O and P.
Hide in Shadows 63%, Move Silently 78%, other special ranger abilities. Species enemy: Unicorn. Spells:
2/2/0. XP-Value: 2,000.
Before the fall of the Citadel of Assassins in the Galena Mountains between Damara and Vaasa in the Year of
the Turret (1360 DR), Yarth was one of the more trusted killers in the ranks of Grandfather of Assassins
Timoshenko. In those days, Yarth still combined his talents as a fighter and thief with the scout’s kit. It was a
bitter day indeed for Timoshenko when Reened turned his back on his patron and deserted the mountain citadel
together with her Most Fatal Horror Rigdra Darnasch, the high priestess of Talona who also had served
Timoshenko.
Had the Grandfather of Assassins survived the battle with the forces of Damara, both Yarth and Rigdra
Darnasch would have had a mortal enemy in Timoshenko, an enemy who would have had them pursued to all
ends of Toril, until both had paid painfully for their desertion with their lives.
On the other hand, if Timoshenko had heeded Yarth’s advice, he too would have fled the citadel on that fateful
day, and the Grandfather of Assassins might still be alive rather than falling to the Damaran force.
For three long years Yarth and other deserted assassins crossed the Galenas and Earthspurs with Rigdra
Darnasch, at last overtaking Huddl’s Landing in the Impilturian swamplands of Trader’s Bay, where they remain
today. Yarth leads the Talonite Swamplords. He lives in a swamp cabin on an isle near the temple. The cabin
is called Death Cup House, named after the death cup toadstool (Knollenblätterpilz - Amanita caesara), which
is a basic ingredient of many Talontar poisons.
ZABAROTH
Modules: “The Great Dale"
Infernal: Hybrid Pit Fiend. HD: 18. HP 130; AL: LE. AC: -7; THAC0: 3; Attacks: 6 - 2 wings, 1d4 + 6 hp dmg; 2
claws, 1d6 + 6 hp dmg; Bite 2d6 + 6 hp dmg + poison + disease; Tail 2d4 + 4 hp dmg. Special attacks: Fear,
Poison, Tail Constriction, Entrancement. Special defenses: Regeneration, +4 or better weapons to hit. Magic
resistance: 50%. Size: L (12 ft./360 cm tall). Morale: Fearless (19-20). Climate/Terrain: Baator - Nine Hells
and Prime Material (currently imprisoned). Intelligence: Genius (18). Movement: 15, Fly 24 (C). Organization:
Solitary. XP-Value: 65,000.
Campaign Guide - Page 168
The infernal is an epic monster introduced in the Epic Level Handbook for D&D 3E. Or conversion for AD&D
2E is based upon the definition of the Baatezu Pit Fiend in the Monstrous Compendium Outer Planes Appendix
MC8, which is available as an ESD download from SV Games.
Zabaroth is the son of the pit fiend Genurgôrhn and the human goddess of poison Talona. Shortly after his
birth, his father was slain in the Blood War by the Abyssal Prince Graz'zt, who then was a pit fiend. Due to the
strong hereditary influences of his mother, Zabaroth has a deadly poisonous bite not common to other infernals.
(See Unique Abilities below.)
Some 1,500 years ago, the Narfelli conjurer-lich Turgarth used the Narfelli Emperor Stone known as Bunlûhn to
construct a thread which helped him to summon and cage Zabaroth beneath Vežpeklo Tower. Turgarth had not
yet closed the thread when Vežpeklo Tower fell in the last mutual battle between Narfell and Raumathar.
The thread still remained open in the Year of Wild Magic (1372 DR), and Zabaroth still was caged then in a
buried Narfelli dungeon deep beneath Nighthawk Tower in the Great Dale, which then was a part of the Narfelli
Empire. If freed by the PCs while they are in the Great Dale, Zabaroth will destroy the demilich Turgarth (if he
still exists) and will hope to destroy Vežpeklo Tower as well. However, he will sense that the tower no longer
exists and instead immediately gate himself to the Greypeak Mountains in the northwest of Faerûn.
If Zabaroth is not freed while the PCs are in the Great Dale, other explorers of the dungeon ruins will free him
later, and he already will have arrived in the Lich Lords' domain in the Northwest before the PCs arrive there, if
you are running In the Land of the Lich Lords, the optional eighth part of Northern Journey.
Game Master's Note: In the Land of the Lich Lords is an optional expansion for Northern Journey that is
available only in a version for D&D 3E. If you run the Great Dale segment of NJ with AD&D 2E rules, the
definition of Zabaroth will change substantially in the segment In the Land of the Lich Lords, where he will have
all the abilities of a full epic level D&D 3E infernal.
Unique Abilities
Entrancement: Any living mortal hearing Zabaroth is unable to leave his presence as long as the infernal is
talking. One can escape this effect beginning only after the second round in which Zabaroth is talking. After
that, each listener is entitled to a saving throw for petrification with a penalty of 5.
Poison Bite: Any creature susceptible to poison must save against poison with a penalty of 5 or die
immediately if bit by Zabaroth. Anti-Poison spells cannot counter this magic. Those who succeed in their
saving throw lose 40 hp. The poison is effective only upon the first bite within one 24-hour period. Subsequent
bites during this time cause no additional poison damage.
Campaign Guide - Page 169
Anragh's Orcs
Module: “Tale of 2 Liches”
• Anragh, orc leader, Lvl 5 Fighter, AC 5, AL: LN(E), HP 60, THAC0 16, Str: 18/55, Con 18, Dex 7, Int 12,
Wis 8, Cha 9 (Among orcs 16). Attacks 1: Long Sword +3 (Specialized), THAC0 10, dmg 1d8+7 hp, 3/2
APR or Long Bow, THAC0 14/16/19, 1d8+3 hp dmg 2 APR; Special attack: none, special defenses:
None, Magic resistance: 25%, Size: M (6 feet/180cm). Morale: 11-12, XP-Value: 2,000. Treasure: 4
magic rings, magical long sword +3, long bow, a quiver with 22 flight arrows, chain mail (too broad for
PCs), helmet, backpack, suspicious smelling rations of half-dried meat, 2 glasses lantern oil, flint etc., 50
foot/15m rope, 2 rubies in value of 200 gp each, 4 Thayvian greyskulls (electrum), 7 Thayvian
Silverskulls, 13 Thayvian Goldskulls, 4 Zhentish Gold Suns, 14 Sembian Silverhawks, 8 Sembian
Goldpentars, 12 Sembian Steelpennies, 2 Cormyr Tricrowns (platinum), 12 Cormyr Gold Lions, 14
Cormyr Silver Falcons, 1 Cormyr Blueeye (electrum), 6 Cormyr Copper Thumbs, 3 Waterdeep Toals, 8
Waterdeep Moons (electrum), 8 Waterdeep Dold Dragons.
• 7 Orc warriors, Lvl 3 Fighters, AC 5, AL: LN(E), HP 12-28-22-16-14-19-21-11, THAC0 17, All with Str
18; Attacks 1: Long sword THAC0 16, 1d8+2 hp dmg, 1 APR; Long bow THAC0 16/18/21, 1d8+2 hp
dmg, 2 APR; Special attack: none, special defenses: None, Magic resistance: 15%, Size: M (6
feet/180cm). Morale: 11-12, XP-Value: 420. Monetary treasure in this band is kept in the backpack of
Anragh. Each band member has a long sword, a long bow, a quiver with 10 + 3d4 flight arrows, chain
mail (too broad for PCs), helmet, backpack, suspicious smelling rations of half-dried meat, lantern, 2
glasses lantern oil, flint etc., 50 foot/15m rope.
Auststad Encounters
Module: “The Great Dale”
Narling, male vampire dragon, AL: LE, old red vampire dragon and wizard lvl 16, hybrid form, HD: 19d8. HP:
128. AC: 2. THAC0: 17. Attacks: Long sword melee +8. Damage: 1d8 + 8. Move 12 ft./360cm/Fly 36
ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells (Wizard):
th
5/5/5/5/5/3/2/1/0. Arcane spells available (Dragon) cast at 9 lvl: 2/2/1/0/0/0/0/0/0. Spell-like abilities:
Affect normal fires 1x daily; Pyrotechnics 3x daily; Heat metal 1x daily; Suggestion, 1x daily, Charm
Person, permanent; Spider Climb, Invisibility 3 times daily, permanent Blink, Teleport Without Error once
daily to Castle Dragonblood,. Special abilities: Spider Climb,. Special defenses: Immune to Sleep, Hold
and Charm spells, poisons, paralysis, magic that affects life, dragon breath and cold-, heat, electrical- and
gas-based spells, Magic Resistance: 45%. Climate/Terrain: Any. Organization: Solitary, but usually
leading draconians. XP-Value: 19,000.
Nadul Hiad, male vampire dragon, AL: LE, old blue vampire dragon and wizard lvl 14, hybrid form, HD: 18d8.
HP: 110. AC: 2. THAC0: 15. Attacks: Long sword melee +8. Damage: 1d8 + 8. Move 12 ft./360cm/Fly
36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells (Wizard):
th
5/5/5/4/4/2/1/0/0. Arcane spells available (Dragon) cast at 7 lvl: 3/2/0/0/0/0/0/0/0. Spell-like abilities:
Create or Destroy Water, 1x daily; Dust Devil, 1x daily; Ventriloquism, 1x daily; Sound imitation,
permanent; Charm Person, permanent; Spider Climb, Invisibility 3 times daily, permanent Blink, Teleport
Without Error once daily to Castle Dragonblood,. Special abilities: Spider Climb,. Special defenses:
Immune to Sleep, Hold and Charm spells, poisons, paralysis, magic that affects life, dragon breath and
cold-, heat, electrical- and gas-based spells, Magic Resistance: 25%. Climate/Terrain: Any.
Organization: Solitary, but usually leading draconians. XP-Value: 15,000.
Campaign Guide - Page 170
Wanda Tully, female vampire dragon, AL: LE, mature adult green vampire dragon and wizard lvl 12, hybrid
form, HD: 16d8. HP: 80. AC: 2. THAC0: 10. Attacks: Long sword melee +7. Damage: 1d8 + 7. Move
12 ft./360cm/Fly 36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells
th
(Wizard): 4/4/4/4/4/1/0/0/0. Arcane spells available (Dragon) cast at 6 lvl: 4/0/0/0/0/0/0/0/0. Spell-like
abilities: Water breathing, permanent; Suggestion, 1x daily; Warp wood 3x daily; Charm Person,
permanent; Spider Climb, Invisibility 3 times daily, permanent Blink, Teleport Without Error once daily to
Castle Dragonblood,. Special abilities: Spider Climb,. Special defenses: Immune to Sleep, Hold and
Charm spells, poisons, paralysis, magic that affects life, dragon breath and cold-, heat, electrical- and
gas-based spells, Magic Resistance: 25%. Climate/Terrain: Any. Organization: Solitary, but usually
leading draconians. XP-Value: 15,000.
Lanala Kalar, female vampire dragon, AL: LE, mature adult white vampire dragon and wizard lvl 11, hybrid
form, HD: 14d8. HP: 72. AC: 2. THAC0: 14. Attacks: Long sword melee +7. Damage: 1d8 + 7. Move
12 ft./360cm/Fly 36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells
th
(Wizard): 4/4/4/3/3/0/0/0/0. Arcane spells available (Dragon) cast at 5 lvl: 1/0/0/0/0/0/0/0/0. Spell-like
abilities: Ice walking, permanent; Gust of Wind 3x daily; Charm Person, permanent; Spider Climb,
Invisibility 3 times daily, permanent Blink, Teleport Without Error once daily to Castle Dragonblood,.
Special abilities: Spider Climb,. Special defenses: Immune to Sleep, Hold and Charm spells, poisons,
paralysis, magic that affects life, dragon breath and cold-, heat, electrical- and gas-based spells, Magic
Resistance: 15%. Climate/Terrain: Any. Organization: Solitary, but usually leading draconians. XP-
Value: 13,000.
Henley Dart, male vampire dragon, AL: LE, adult red vampire dragon and wizard lvl 9, hybrid form, HD: 17d8.
HP: 92. AC: 2. THAC0: 15. Attacks: Long sword melee +6. Damage: 1d8 + 6. Move 12 ft./360cm/Fly
36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells (Wizard):
th
4/3/3/2/1/0/0/0/0. Arcane spells available (Dragon) cast at 9 lvl: 2/1/0/0/0/0/0/0/0. Spell-like abilities:
Affect normal fires 1x daily; Pyrotechnics 3x daily; Heat metal 1x daily; Charm Person, permanent; Spider
Climb, Invisibility 3 times daily, permanent Blink, Teleport Without Error once daily to Castle
Dragonblood,. Special abilities: Spider Climb,. Special defenses: Immune to Sleep, Hold and Charm
spells, poisons, paralysis, magic that affects life, dragon breath and cold-, heat, electrical- and gas-based
spells, Magic Resistance: 35%. Climate/Terrain: Any. Organization: Solitary, but usually leading
draconians. XP-Value: 15,000.
Antalia Sundar, female vampire dragon, AL: LE, adult white vampire dragon and wizard lvl 8, hybrid form,
HD: 13d8. HP: 63. AC: 2. THAC0: 11. Attacks: Long sword melee +6. Damage: 1d8 + 6. Move 12
ft./360cm/Fly 36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells
th
(Wizard): 4/3/3/2/0/0/0/0/0. Arcane spells available (Dragon) cast at 5 lvl: 1/0/0/0/0/0/0/0/0. Spell-like
abilities: Ice walking, permanent; Charm Person, permanent; Spider Climb, Invisibility 3 times daily,
permanent Blink, Teleport Without Error once daily to Castle Dragonblood,. Special abilities: Spider
Climb,. Special defenses: Immune to Sleep, Hold and Charm spells, poisons, paralysis, magic that
affects life, dragon breath and cold-, heat, electrical- and gas-based spells, Magic Resistance: 10%.
Climate/Terrain: Any. Organization: Solitary, but usually leading draconians. XP-Value: 12,000.
Naebie Tingol, male vampire dragon, AL: LE, juvenile blue vampire dragon and wizard lvl 5, hybrid form, HD:
14d8. HP: 64. AC: 2. THAC0: 7. Attacks: Long sword melee +4. Damage: 1d8 + 4. Move 12
ft./360cm/Fly 36 ft./10.8 m. Special attacks: Energy drain, Vampire Crushing Blow. Arcane spells
th
(Wizard): 4/2/1/0/0/0/0/0/0. Arcane spells available (Dragon) cast at 7 lvl: 1/0/0/0/0/0/0/0/0. Spell-like
abilities: Create or Destroy Water, 1x daily; 1x daily; Sound imitation, permanent; Charm Person,
permanent; Spider Climb, Invisibility 3 times daily, permanent Blink, Teleport Without Error once daily to
Castle Dragonblood,. Special abilities: Spider Climb,. Special defenses: Immune to Sleep, Hold and
Charm spells, poisons, paralysis, magic that affects life, dragon breath and cold-, heat, electrical- and
gas-based spells, Magic Resistance: 0%. Climate/Terrain: Any. Organization: Solitary, but usually
leading draconians. XP-Value: 13,000.
7 Troll Draconians, AL: CE, HD: 8d8, HP: 48, 44, 31, 61, 50, 35, 49. THAC0 13. Move: 15. AC: 2. Attacks:
2 claws, +1d8 + 2 dmg or 1 Weapon. Arcane Spells: 4/2/1/0/0/0/0/0/0. Special Attacks: Flaming
Regeneration, Ball Lightning, Explosion. Special Qualities: Transformation. Size L (9 ft./270 cm tall).
Morale: Champion (15). Intelligence: Exceptional (15-16). Magic resistance: 30%. Bonus on all saves:
+4. XP-Value: 6,000.
Campaign Guide - Page 171
7 Ogre Draconians, AL: CE, HD: 6d8, HP: 24, 44, 31, 21, 20, 45, 39. THAC0 15. Move: 6, Run all 4s flapping
wings 15, Glide 18, Combat flight (C) 24. AC: 1. Attacks: 2 claws, +1d6 dmg + tail at 2d6 dmg or 1
Weapon. Special Qualities: Shapechange, Polymorph. Size L (9 ft./270 cm tall). Morale: Champion
(15). Intelligence: Exceptional (15-16). Magic resistance: 20%. Bonus on all saves: +2. XP-Value:
1,400.
7 Hobgoblin Draconians, AL: LE, HD: 4d8, HP: 16, 12, 31, 27, 24, 15, 19. THAC0 17. Move: Move: 6, Run
all 4s flapping wings 15, Glide 18, in Combat 6, Flight 6 (1 round). AC: 2. Attacks: 2 claws, +1d4 dmg or
1 Weapon. Arcane Spells: 3/2/0/0/0/0/0/0/0. Special Attacks: Exploding Bones. Size M (6.5 [Link]./195
cm tall). Morale: Elite (13). Intelligence: Highly (13-14). Bonus on all saves: +2. XP-Value: 1,400.
14 Orc Draconians, AL: LE, HD: 3d8, HP: 12, 12, 21, 17, 24, 15, 19, 9, 11, 16, 20, 22, 15, 18. THAC0 17.
Move: 6, Run all 4s flapping wings 15, Glide 18, in Combat 6. AC: 4. Attacks: 2 claws, +1d4 dmg or 1
Weapon. Special Attacks: Poisoned Weapon, Acid. Size M (6.5 [Link]./195 cm tall). Special abilities;
Move silently 15%, Hide in Shadows 10%, Find/remove traps 20%. Morale: Elite (13). Intelligence:
Average (8-10). XP-Value: 650.
14 Goblin Draconians, AL: LE, HD: 2d8, HP: 12, 12, 11, 7, 4, 15, 9, 9, 11, 16, 10, 2, 15, 8. THAC0 19. Move:
Move: 6, Run all 4s flapping wings 15, Glide 18, in Combat 6. AC: 4. Attacks: 2 claws, +1d4 dmg or 1
Weapon. Special Attacks: Snare weapon. Size S (4 [Link]./120 cm tall). Morale: Elite (13). Intelligence:
Average (8-10). XP-Value: 120.
As is customary, all seven of Auststad's vampire dragons are inhabited by the souls of the humans they once
were. As long as they remain under Tiamat's command, their original alignments are suppressed, as are any
yearnings they might have for their previous lives as humans, despite the fact that their human memories are
fully intact.
The seven vampire dragons have been commanded to remain in their hybrid forms. Their commander in the
Great Dale, Urgrath Hurddh, does not want the draconians they command, who still are young in this form, to
respect humans. He believes this could happen, if the vampire dragons who command them appear in human
form.
The lich Harbet Gall in Nighthawk Tower has ordered Hurddh not to allow the vampire dragons to take dragon
form, under any circumstances at present. He does not want the population of the Eastern Dale to become
alarmed at the reappearance of dragons in their area. Because of these commands, the Auststad dragons will
not take another form, if the PCs engage them, but instead remain in hybrid form.
Beginning after midnight and continuing until an hour or two before sunrise, the vampire dragons will not be in
the remnants of Auststad. In these hours, they fly in their hybrid forms and feed upon the sleeping human
residents in the settlements of the Eastern Dale. They are under orders to feed only and not to kill their victims.
Before being turned into vampire dragons, the seven had the following pasts:
• Narling, a Red Wizard from Thay who was captured by dragon vampires while attempting to seek
treasures in the ruins of Castle Perilous in Vaasa. Former alignment: NE.
• Nadul Hiad, a Harper wizard who was captured by a draconian band while working in eastern Vaasa.
Former alignment: NG.
• Wanda Tully and Lanala Kalar, Zhentarim wizards captured when their caravan was attacked and
destroyed by a double patrol of vampire dragons and draconians in eastern Vaasa. Former alignments:
LE.
• Henley Dart, a Damaran wizard who was captured after losing a battle with a vampire dragon who was
feeding in Bloodstone Village.
• Antalia Sundar and Naebie Tingol, enslaved wizards from Thay who were purchased by agents of
Kargmelchina.
Campaign Guide - Page 172
Azimer's Pets
Module: “Tale of 2 Liches”
• Larvae (s. Monstrous Compendium MC8), HD: 1-1, AC 7, HP: 1-7; AL:E; THAC0 20, Attacks 1: Bite
1d4+1hp dmg; Special attacks: Wounding, disease; Special weakness: 2d4 hp dmg from holy water;
Special defenses: none; Move: 3; Magic resistance: None; Morale: 2-4; Size: M 5 feet/1,5m; XP-Value:
35.
Larvae are dead, evil humans, existing in this form on the Lower Planes. They look like long, sickly
yellow worms, about a foot/30cm in diameter, with human-like heads. They are covered with a thick, evil-
smelling fluid. Larvae have no will of their own, but they can be commanded by others. A bite victim
loses an additional hit point per round until healed. A victim also must save vs. poison or contract a
rotting disease that produces a painful skin rot. After two tenday periods with this disease, the victim
must lie absolutely still or lose 4 hp daily, dying after three tendays. The victim can be cured by Cure
Disease.
• Magebane, HD 2+4, AC 5 (visible)/AC 1 (invisible), AL: CN, HP 2d8+4, THAC0 19, Attacks 1: Claws or
tail 1d4+2 dmg; Special attack: Spell drain, special defenses: invisibility, Magic resistance: 75%, victim
100%, Size: S (1½ feet/50 cm; wingspan3 feet/90cm). Morale: 13-14, XP-Value: 420.
The magebane resembles a bat, but it has a long, barbed tail and 10 small legs with claws. It is silent
and cannot be detected by sound, although the flapping of its wings may cause air movement that can be
detected. The magebane is invisible to all except the mage it chooses as its victim and the victim of a
physical attack at the moment of the attack.^ It tries to conceal itself from its victim mage at all times, to
keep the victim unaware of its presence. When its victim mage uses a spell of levels 1-6, there is a 60%
chance that the magebane will rob the spell of all of its energy (1-2 on 1d6) or part of its energy (3-6 on
1d6). There is a chance of only 1 on 1d6 that it robs energy from spell of level 7 or higher.
Barthan's Orcs
Module: “Moonwood”
• Barthan, half-orc male, level 8 fighter, AC 3, THAC0 13, hp 74, Long sword 2 APR THAC0 10, dmg
1d8+5; long bow with flight arrow, 2 APR, THAC0 11, dmg 1d8, XP-Value 975.
• 4Half-Orcs, fighters, level 3, AC 5, THACO 18, Long swords, 1 APR, dmg 1d8, long bow with flight arrow,
2 APR, THAC0 18, dmg 1d8, XP-Value 65.
• 4Half-Orcs, fighters, level 2, AC 5, THACO 19, Long swords, 1 APR, dmg 1d8, long bow with flight arrow,
2 APR, THAC0 19, dmg 1d8, XP-Value 35.
Battleaxe Transport
Module: “Silverymoon”
This coster is a dwarven outfit willing to hire on some humans. It transports wares to and from Neverwinter and
follows exactly the route the PCs want to take to Silverymoon. When the PCs decide to ride with the Battleaxe,
it's the DM's job to see that the two groups are separated when Xred's orcs capture the PCs. The Battleaxe, or
at least the majority of its members who survive, head on.
• Gildung Orccleaver, DM, F10, HP 88, AC -3, THAC0 9, battleaxe +2, Dmg D8+2, 2 APR, Saves 8-10-9-
9-11. XP-Value 1,400.
• 8 Fighters, DM, F6, HP: 44, 51, 48, 43, 37, 55, 32, 56. THAC0 15, battleaxe, Dmg D8, APR 3/2, XP-
Value 270.
Campaign Guide - Page 173
Black Adder Encounters
Module: “Impiltur”
• Xargostoeepistipeles (Xargo), Venerable Black Dragon, AL: CE, HD: 18, HP: 112; AC: -5; THAC0: 3;
Attacks 3: 2 Claws 1d6 + 10 hp dmg each; Bite 3d6 + 10 hp dmg; Breath weapon acid: 20d4 + 10 hp
dmg; Special dmg: In round 1d10 of each turn, bubonic plague blister explodes release acid for 4d4 hp
dmg within 40 yards/36 m (save for fortitude against DC 20/vs. breath for half dmg); Fear 40 yard/36 m
radius, save at penalty 2 to avoid; Wizard spells: 7; Magic resistance: 35%; Treasure: Hx2; Size G: 110
feet/33m, tail 70 feet/21m; Morale 18 (Fanatic); XP-Value: 18,000.
• Rusaturrits, Lukala, hf, AL: CE; Abjurer lvl 12 (Wearer of the Purple and Keeper of the Secret Hoard,
Dragon Cult), AC: 7, HP: 24; Str 9, Con 13, Dex 11, Int 17, Wis 13, Cha 6; Base THAC0: 17; Attacks: 1,
Dagger +2, THAC0: 15, dmg 1d4/1d3 + 2 hp; Spells: 5/5/5/5/5/2/0/0/0 (at least one of each level
abjuration); Ring of Dragons; Ring of Protection +3; 3 potions black dragon control; Philter of
Persuasiveness; Ring of Blinking; Wand of Frost; 6 scrolls DM’s choice. XP-Value 5,000.
• Sartuth, Hingrid, hm, AL: CE; Necromancer lvl 8 (Dragon Cult), AC: 9, HP: 17; Str 8, Con 14, Dex 16, Int
16, Wis 11, Cha 7; Base THAC0: 18; Attacks: 1, Dagger +1, THAC0: 17, dmg 1d4/1d3 + 1 hp; Spells:
5/4/4/3/0/0/0/0/0 (at least one of each level necromancy); Potion of healing; Potion of extra healing; Wand
of paralyzation; 3 scrolls DM’s choice. XP-Value 3,000.
• Nath, Besset, hf, AL: CE; Thief lvl 10 (Dragon Cult), AC: 4, HP: 41; Str 15, Con 14, Dex 17, Int 12, Wis
11, Cha 7; Base THAC0: 16; Attacks: 1, Short sword +3, THAC0: 13, dmg 1d6 + 3 hp; Backstab THAC0
9, 4x 1d6+3 hp dmg; Armor: leather. XP-Value 1,400.
• Turrel, Surd, hm, AL: CE; Fighter lvl 9 (Dragon Cult), AC: 5, HP: 66; Str 16, Con 14, Dex 15, Int 10, Wis
11, Cha 8 Base THAC0: 12; Attacks: 3/2, Long sword +3, THAC0: 9, dmg 1d8 + 4 hp; Armor: chain mail.
XP-Value 975.
• Turrel, Nathan, hm, AL: CE; Fighter lvl 8 (Dragon Cult), AC: 5, HP: 53; Str 15, Con 16, Dex 15, Int 12,
Wis 10, Cha 10; Base THAC0: 13; Attacks: 3/2, Long sword +1, THAC0: 12, dmg 1d8 + 1 hp; Armor:
chain mail. XP-Value 650.
• Daepasch, Huron, hm, AL: CE; Fighter lvl 5 (Dragon Cult), AC: 5, HP: 38; Str 17, Con 14, Dex 14, Int 10,
Wis 10, Cha 9; Base THAC0: 16; Attacks: 1, Long sword, THAC0: 16, dmg 1d8 hp; Armor: chain mail.
XP-Value 175.
• 3 Sea Hags, AL: CE, 3 HD, HP: 22, 13, 17; AC: 7; Base THAC0: 17, Attacks: 1 Dagger THAC0 14,
1d4/1d3 + 6 hp dmg. Specials attacks: 1) Deadly glance: save for will against DC 20/vs. poison or goal is
victim, 25% dies immediately of fear, 75% paralyzed with fear for 3 days; 2) change self until victim with
30 feet/9m, then save for will against DC 20/vs. spell or less half of strength points due to fear 1d6 rounds
long; Magic resistance: 50%; Size: M; Morale: Steady (11); XP-Value: 1,400.
• 7 Five-Headed Hydras, AL: N; HD: 5; HP: 40, 40, 40, 40, 40; AC: 5; Base THAC0: 15, Attacks: 5, Bite,
each 1d6 hp dmg; Size: G 30 feet/9m long; Morale: Average (8-10); XP-Value: 2,000.
• Robald Hlind - (unofficial NPC - CE hm Priest lvl 14, Strifeleader of Cyric). See the details and statistics
on Hlind under New NPCs. Robald is in a sense the worst enemy the PCs have in the Vast, because it's
his job to manipulate the true Angels of Ilmater, command those who are priests of Cyric in disguise and
steer the organization of the Angels in the Vast and later too in the Bloodstone Lands.
Campaign Guide - Page 174
Robald's base is the hidden underground Temple of the Shadowed Sun in Calaunt. It is his job to keep a
close eye on the development of trade routes through the Vast to Impiltur and beyond, above all watching
for chances to infiltrate the Iron Throne, which seems to be building a monopoly in the bloodstone trade
south of Vaasa. An integral part of Robald's plan is to convince the Throne to turn to the Angels rather
than the Zhentarim assassins of Xvim, when they have need of murderers.
Cyric has given Robald divine guidance. Shortly before the PCs sailed out of Scardale, Robald received
news of them through his church, together with their descriptions, saying that the PCs are sailing toward
the Vast. The news also reports of the PCs' strange sigylls and of the long meeting the PCs had with
Fzoul Chembryl in Zhentil Keep, leading Robald to the conclusion that the PCs are Xvimist priests or
agents.
As a result, he has sent word through the ranks of the Angels that Ilmater has offered the higher priests
divine guidance explaining that these poor souls are tortured by the magic of the sigylls, which force them
to do evil deeds against their will. The Angels will be told that Ilmater takes so much pity on the PCs that
he is impatient for their deliverance to the City of Joy, and helping them get there must be the first priority
of all Angels.
In Calaunt, Robald will attempt to avoid direct contact with the PCs but he also will resort to it if he has no
other choice. At present, his first priority is to eliminate these agents of Xvim, which is what he believes
the PCs to be. To achieve that end, he has set assassins on the PCs' trail.
• The Assassins (1) - Two LE hm thieves lvl 10, HP: 32, 29. Base THAC0: 16, back-stabbing THAC0 12
with dmg +4. AC: 6. Attacks - 1: Short sword - poisoned, 1d6 hp dmg, THAC0 16, or Dagger – poisoned,
1d4 hp dmg, THAC0 16, poision Type I, first hit, save for fortitude against DC 20/vs. poison for 20 hp dmg
or die in 1d4 rounds, second hit save for fortitude against DC 20/vs. poison or 20 hp dmg, no poison after
second hit. Pick pockets: 55%, Open locks 35%, Find/Remove Traps: 25%, Move Silently: 70%, Hide in
Shadows: 55%, Detect Noise: 10%, Climb walls: 75%, Read Languages: 0%. XP Value: 2,000.
• The Assassins (2) - Two LE hm fighters lvl 8, HP: 52, 54. Base THAC0: 13. AC: 6. Attacks - 2: Long
sword - poisoned, 1d8 hp dmg, THAC0 13, poision Type I, first hit, save for fortitude against DC 20/vs.
poison for 20 hp dmg or die in 1d4 rounds, second hit save for fortitude against DC 20/vs. poison or 20 hp
dmg, no poison after second hit. XP Value: 975.
Game Master: Statistics on other Calaunt NPCs can be found in the accessories Forgotten Realms
Adventures by Jeff Grubb (TSR - 1990), which is available as an ESD download from SV Games, and
City of Ravens Bluff by Ed Greenwood (TSR - 1998), which can be downloaded free from WotC's
website.
• Azure (official NPC), hf, Invoker lvl 12, AL: NG, THAC0 17. HP, AC, weapons and items unknown,
Spells: 5-5-5-5-5-2-0-0-0, at least one per level daily invocation. XP-Value 3,000.
• Gwynlynn (unofficial NPC) – Human male, Ranger lvl 11, AL: NG, HP 93, AC: 5, chain mail, THAC0 10.
2 APR Long Sword +5, THAC0 5, 1d8+5 hp dmg; Long bow, 2 APR, THAC0 10-12-15, 1d6 hp dmg.
Spells: 4-2-2-0. Hide in Shadows 70%. Move Silently 86%. XP-Value: 2,000. Gwynlynn is the citadel's
hunter.
• Iltmul, (official NPC), hm, Priest (Watcher of Helm), lvl 11, AL: LN, THAC0: 14, HP, AC, weapons and
items unknown, Spells: 7-6-4-3-2-1-0. XP-Value: 2,000.
• Mintareil, Cherissa, (official NPC), hf, Priestess (Luckbringer of Tymora) lvl 9, AL: CG, THAC0: 16, AC,
weapons and items unknown, Spells: 6-6-4-3-1-0-0. XP-Value: 975.
Campaign Guide - Page 175
• Mistmaster, (official NPC), hm, cleric lvl 19, illusionist lvl 26, THAC0: 8, AL, HP, AC, weapons and items
unknown, Cleric Spells: 9-9-8-8-6-4-2. Illusionist Spells: 6-6-6-6-6-5-5-3-3, one each level Illusion. XP-
Value: 18,000.
The statistics here deviate from WotC's last published official statistics, in the case of The Freedom Fighters
and the Red Ravens because some time has gone by since the last published statistics were current, in the
case of the Knights of Myth Drannor, because their last published statistics, in the Heroes Lorebook by Dale
Donovan and Paul Culotta (TSR - 1996), were in our opinion incredibly low for adventurers of their experience
and achievement This accessory is among the ESD downloads available from SV Games.
Official statistics for Randal Morn, Captain Durmark and Sir Ariton Delmis are in the Module Return of Randal
Morn by Jim Butler (TSR - 1995), which is included among the ESD downloads available from SV Games. The
official statistics for the Red Ravens Mercenary Company are in the accessory FR15 Gold & Glory by Tim
Beach (TSR - 1992), which can be downloaded free from the WotC website.
• Lord Randal Morn, ruler of Daggerdale. AL: NG, hm Fighter lvl 10, thief lvl 6, AC: 7, THAC0 11, HP: 57;
Attacks: Long Sword +3, 3/2 THAC0 8, dmg 1d8+3 hp, Str 16, Dex 17, Con 13, Int 12, Wis 10, Cha 15,
Size: M (5'10"/178 cm).
• Captain Mestin Troll Durmark, deputy ruler of Daggerdale, AL: LG, hf Ranger Lvl 8, AC: 2, THAC0 13,
HP: 63, Long Sword +2 APR 3/2, THAC0 11, dmg 1d8 + 2, Str 16, Dex 16, Con 16, Int 10, Wis 15, Cha
12, Size: M (5'11"/180 cm).
• Sir Ariton Delmis, commander of the Freedom Fighters Of Daggerdale, A: LG, hm Paladin of Torm, lvl 8,
AC: 0 (Chain mail +3, Shield +1), THAC0 13, Two-Handed Sword +3, THAC0: 8, HP: 66, APR: 1, dmg
1d10+5, Str 17, Dex 12, Con 12, Int 11, Wis 15, Cha 18.
• 50 Freedom Fighters lvl 3, AL: LNC/GN, hm/f Fighter lvl 3, AC: 4, THAC0 18 Long Sword 1 APR dmg
1d8, HP: 3-30, Size M (5'6"-6'/168-183cm).
• 100 Freedom Fighters lvl 2, AL: LNC/GN, hm/f Fighter lvl 2, AC: 5, THAC0 19 Long Sword 1 APR dmg
1d8, HP: 2-20, Size M (5'6"-6'/168-183cm).
• 100 Freedom Fighters lvl 1, AL: LNC/GN, hm/f Fighter lvl 1, AC: 6, THAC0 20 Long Sword 1 APR dmg
1d8, HP: 1-10, Size M (5'6"-6'/168-183cm).
• Rayanna the Rose, leader of the Red Raven Mercenary Co., AL: LN, hf Fighter Lvl 15, AC: 0, THAC0 6,
Long Sword +2 APR 2, THAC0 4, dmg 1d8 + 2, HP: 106, Str 16, Dex 18, Con 15, Int 11, Wis 12, Cha 12,
Size: M (5'8"/173 cm).
• 40 Red Raven archers, AL: LN, hm/f Fighter lvl 4, AC: 5, THAC0 17 Long Sword 1 APR dmg 1d8,
Longbow: 2 APR THAC0 13/15/18, 1d8+2 dmg, HP: 4-40, Size M (5'6"-6'/168-183cm).
• 40 Red Raven foot soldiers, AL: LN, hm/f Fighter lvl 3, AC: 5, THAC0 18 Long Sword 1 APR dmg 1d8,
HP: 3-30, Size M (5'6"-6'/168-183cm).
• 2 Red Raven priests, AL: CG, hm/f Priest (Tymora) lvl 7, AC: 5, THAC0 16 Mace 1 APR dmg 1d6, HP:
42, 48, Spells: 3-3-2-1. Size M (5'6"-6'/168-183cm).
Campaign Guide - Page 176
• 2 Red Raven mages, AL: LN, hm/f mage lvl 5, AC: 8, THAC0 19 Dagger 1 APR dmg 1d4, HP: 16, 18,
Spells: 4-2-1. Size M (5'6"-6'/168-183cm).
• 6 Red Raven ballista team members, AL: LN, hm/f Fighter lvl 5, AC: 5, THAC0 16 Triple Ballista 1
Attack per 3 Rounds, THAC0: 13/15/18, dmg 3d8 + 3 hp, Range: 300/600/900 feet - 90/180/270 m, HP:
5-50, Size M (5'6"-6'/168-183cm).
• Florin Falconhand, AL: CG, hm Ranger lvl 24, AC -4, THACO: -3, APR 5/2 Long Sword +2 THAC0: -8
dmg 1d8 + 4, HP 108, Str 17, Dex 17, Con 10, Int 17, Wis 10, Cha 14. Size M: (6'2"/188 cm).
• Jhessail Silvertree, AL: CG, hf Mage lvl 22, AC 1, THACO: 13, APR 1 Dagger THAC0: 13 dmg 1d4, HP
54, Str 13, Dex 14, Con 9, Int 18, Wis 18, Cha 14. Spells: 5-5-5-5-5-5-4-4-3, Size M: (5'9"/175 cm).
• Merith Strongbow, AL: CG, em Mage lvl 14, Fighter lvl 14, AC 7, THACO: 8, APR 2 Long Sword +1
THAC0: 4 dmg 1d8+3, HP 92, Str 17, Dex 14, Con 12, Int 17, Wis 15, Cha 16. Spells: 5-5-5-4-4-2-1, Size
M: (5'10"/178 cm).
• Lanseril Snowmantle, AL: N, hem Druid lvl 12, AC 4, THACO: 14, APR 1 Scimitar THAC0: 14 dmg 2d4,
HP 72, Str 10, Dex 14, Con 12, Int 14, Wis 17, Cha 16. Spells: 6-5-5-3-2-2, Size M: (6'2"/188 cm).
• Illistyl Elventree, AL: CG, hf Mage lvl 19, AC 7, THACO: 14, APR 1 Dagger THAC0: 14 dmg 1d4, HP 46,
Str 12, Dex 17, Con 14, Int 18, Wis 16, Cha 16. Spells: 5-5-5-5-5-3-3-3-1, Size M: (5'1"/155 cm).
• Torm, AL: CN, hm Mage lvl 15, AC 2, THACO: 13, APR 1 Short Sword THAC0: 13 dmg 1d6, HP 50, Str
13, Dex 16, Con 11, Int 12, Wis 12, Cha 15. Pick Pockets: 95%, Open Locks: 95%, Find/Remove Traps:
95%, Move Silently: 80%, Hide in Shadows: 50%; Hear Noises: 50%, Climb Walls: 95%, Read
Languages: 45%. Size M: (5'11"/180 cm).
• Rathan Thentraver of Tymora, AL: CG, hm Priest Tymora lvl 15, AC 3, THACO: 12, APR 1 Mace
THAC0: 12 dmg 1d6+1, HP 73, Str 16, Dex 10, Con 12, Int 15, Wis 17, Cha 9. Spells: 6-6-6-6-4-2-1, Size
M: (6'/183 cm).
• 8 Lord's Men, NE, hm, F1, AC -2 in fortification, outside 5 (Chain mail), APR 2 Longbow THAC0 20, dmg
1d8, APR 1 Long sword, THAC0 20, dmg 1d8, HP: 7, 5, 10, 9, 8, 8, 6, 8, XP-Value: 35.
• 1 Lord's Man Sergeant, LE, hm, F5, AC -2 in fortification, outside 5 (Chain mail), APR 2 Longbow
THAC0 15, dmg 1d8+2, APR 1 Long sword, THAC0 14, dmg 1d8+2, HP: 42, XP-Value: 175.
• 1 Lord's Man Captain, LE, hm, F9, AC -2 in fortification, outside 5 (Chain mail), APR 2 Longbow THAC0
12, dmg 1d8+2, APR 1 Long sword, THAC0 11, dmg 1d8+2, HP: 73, XP-Value: 975.
• Yryrar the Seer, hm AL: N, diviner lvl 17; HP: 42, AC: 5 (Ring of Protection +3); Str 10, Con, 13, Dex 14,
Int 17, Wis 17, Cha 8; THAC0 14; Dagger +3 1d4+3 hp dmg; Spells: 5/5/5/5/5/3/3/2; XP-Value: 10,000.
Yryrar is more than 90 years old and can tell the PCs almost anything about the history of Impiltur. He
also has considerable knowledge about the ancient magic of dwarves and elves and how they lost that
magic by yielding to the demands of Tempus (see the Northern Journey Campaign Guide).
Campaign Guide - Page 177
In addition, Yryrar can identify the PCs' sigylls as clearly being the product of ancient dwarves rather than
elves. He charges between 100 and 20,000 gold talers per consultation, depending upon what the
customer wants to know. Yryrar's lot, house and tower are well-protected by powerful magic. A break-in
should be extremely difficult for your PCs.
• Khezard, hm AL: NE, thief lvl 7; HP: 29, AC: 10; Str 13, Con, 12, Dex 6 (16), Int 12, Wis 10, Cha 9;
THAC0 17; Club 1d6/1d3 hp dmg; Thieves abilities; None at present. XP-Value: 650. Khezard thinks
he's suffering under a curse from a trap he set off while trying to rob a visiting mage in Telflamm. The
trap contained a tiny needle which pierced his thumb. It also was enchanted to speak the words, "The
curse of Turdusch is upon you, thief!" Khezard believes he's suffering under a strange magical curse. So
do the priests of the House of the Master's Shadow in Telflamm, but all attempts to lift this curse have
failed to date. This, of course, has stimulated the priests' curiosity. They want to know the nature of this
curse, because other thieves could be afflicted with it as well. Meanwhile, they've decided to see that
Khezard is well cared for, so they can do further research in the future. For that reason, he was given the
relatively comfortable job as landlord of Poor Talimbrar's. Khezard is not cursed at all. The needle that
pierced his thumb contained a strange poison that set in only after a few days and reduced Khezard's
dexterity from 16 to 6. This poison remains in his blood, and if no effective remedy is used, Khezard will
remain handicapped for the rest of his life. The message of the Magic Mouth was a hoax. Khezard could
regain his dexterity in a few days time if a Neutralize Poison spell were used, but that hasn't occurred to
anyone yet.
• Karana Tharr, Necromancer 12 hf. Spells: 4-4-4-4-4-1. THAC0: 17, HP: 36, AC: 6 (Ring of Protection
+2), STR: 10, CON: 12, DEX: 16, INT: 17, WIS: 13, CHA: 12. Treasure: 4 Copper Nibs, 1 Copper
Thumb, 14 Silver Shards, 3 Silver Falcons, 1 Blue Eye, 11 Gold Dragons, 7 Gold Lions, 4 Tricrowns, 8
Platinum Suns. 2 Potions Extra-Healing. 1 Dragon Ring, 1 Ring of Protection +2, 1 Lightning Wand
(Command word: Nagasz hratblar), 1 Spellbook. XP-Value: 4,000.
• Rhiliith, Priest of Gargauth 9 hem. Spells: (from Cyric - abilities like Priest of Cyric) 4-4-3-2-1. 16, HP:
68, AC 5, STR: 15, CON: 14, DEX: 13, INT: 14, WIE: 17, CHA: 15. Treasure: 3 Copper Nibs, 2 Copper
Thumb, 10 Silver Shards, 5 Silver Falcons, 1 Moon, 6 Gold Dragons, 7 Gold Lions, 1 Tricrown, 5
Platinum Suns. 1 Potion Extra-Healing. 1 Ring of Fire Protection, 1 Staff of Withering (Command word:
Kzhenarh). XP-Value 2,000.
• Yabah, Tuigan-Horsewarrior 11 hm. THACO: 10, HP: 88, AC: 5, STR: 18/44, CON: 17, DEX: 18, INT: 9,
WIS: 13, CHA: 6. 2 Horseswords (as Longswords), THAC0: 7, DMG 1d8+5, 2 APR; 6 Chinese Stars,
Range 2-4-6 Yards, Base THAC0: 9, DMG 1d6; Longbow, Base THACO 9. Treasure: : 4 Copper Nibs, 1
Copper Thumb, 8 Silver Shards, 3 Silver Falcons, 8 Gold Dragons, 2 Gold Lions, 1 Tricrown, 3 Platinum
Suns. XP-Value 2,000.
• Hepzibah, Tuigan-Horsewarrior 11 hm. THACO: 10, HP: 88, AC: 5, STR: 18/44, CON: 17, DEX: 18, INT:
9, WIS: 13, CHA: 6. 2 Horseswords (as Longswords), THAC0: 7, DMG 1d8+5, 2 APR; 6 Chinese Stars,
Range 2-4-6 Yards, Base THAC0: 9, DMG 1d6; Longbow, Base THACO 9. Treasure: : 7 Copper Nibs, 9
Silver Shards, 2 Silver Falcons, 9 Gold Dragons, 2 Gold Lions, 4 Platinum Suns. XP-Value 2,000.
Campaign Guide - Page 178
Draconian Patrol - Nuthar's Band
Module: “Silverymoon”
• Nuthar, Dragon Vampire, Hybridized Human/Dragon Form. AC: 4, AL: LE. HD: 12, HP: 92. THAC0: 2,
2 APR: Long Sword + 2, THACO -2, dmg 1d8+6 hp. Size: M (6 feet/180 cm tall). Morale: Elite (13), XP
Value: 5,000. See the description under New Monsters. Nuthar is one of several dragon vampires
leading bands of draconians, who are out to destroy the Cult of Dragons and capture the dragon rings of
Keepers of the Hoard. He will disappear before he can be engaged in an encounter by enemies.
• 6 Goblin Draconians, AC: 4, AL: LE. HD: 2, HP: 14, 9, 11, 12, 7, 9. THAC0: 19, Attacks: 2 claws at 1d4
or 1 Weapon. Size: S (4'/120 cm tall). Morale: Elite (13), XP Value: 175. Intelligence: Average (8-10).
Diet: Omnivore + minerals. Move: 6, Run 15 (on all fours, flapping wings), Glide 18, in Combat 6. When
killed, a goblin draconian turns to stone, possibly trapping the weapon that kills it for 1d4 rounds, until the
draconian dissolves into dust. XP-Value 120.
• 4 Orc Draconians, AC: 4, AL: LE. HD: 3, HP: 22, 18, 21, 16. THAC0: 17, Attacks: 2 claws at 1d4 or 1
Weapon, Special attack: poison. Size: M (6' tall). Morale: Elite (13), XP Value: 650. Intelligence:
Average (8-10). Diet: Carnivore. Move: 6, Run 15 (on all fours, flapping wings), Glide 18, in Combat 6.
Orc draconians have a poisonous spittle that they lick on their weapons. Victims bit by an orc draconian
or hit by a poisoned weapon must save vs. poison or are paralyzed 2d6 turns. When killed, an orc
draconian dissolves into a 10-foot wide puddle of acid. All within the pool suffer 1d8 dmg per round.
Items in contact with the acid and carried by the orc draconian are dissolved. Move silently 30%, Hide in
Shadows 25%, Find/remove traps, 35%. XP-Value: 650.
• 2 Troll Draconians, AC: 2, HD: 8, THAC0: 13, Attacks: 2 claws at 1d8+2 dmg or 1 Weapon. Size: L (9+'
tall). Morale: Champion (15), XP Value: 6,000. AL: CE. Intelligence: Exceptional (15-16). Magic
resistance: 30%. Diet: Omnivore, preferred - pearls and small gems. Move 15. Bonus on all saves: +4.
At 0 hp the troll draconian does not die but surrounds itself with green flames and enters a fighting frenzy
at +2 to hit and dmg, all the while regenerating, beginning with the third round after first being damaged.
Anyone coming within 3 feet of the flames must save vs. petrification or suffer 1d6 dmg. At -20 hp and
after 6 rounds the troll draconian transforms into a spinning ball of lightning for 3 rounds striking once per
round for 2d6 dmg. Then it explodes, stunning all within 10 feet for 1d4 rounds and 3d6 dmg. Items save
for crushing blow. Troll draconians are kill crazy and thrive on killing and causing pain, EP: 3,000.
• Szigh Harrd, Dragon Vampire, Hybridized Human/Dragon Form. AC: 4, AL: LE. HD: 14, HP: 101.
THAC0: 2, 2 APR: Long Sword + 2, THACO -2, dmg 1d8+6 hp. Size: M (6 feet/180 cm tall). Morale: Elite
(13), XP Value: 7,000. See the description under New Monsters. Harrd is one of several dragon
vampires leading bands of draconians, who are out to destroy the Cult of Dragons and capture the
dragon rings of Keepers of the Hoard. He will disappear before he can be engaged in an encounter by
enemies.
• 4 Goblin Draconians, AC: 4, AL: LE. HD: 2, HP: 14, 9, 11, 12. THAC0: 19, Attacks: 2 claws at 1d4 or 1
Weapon. Size: S (4'/120 cm tall). Morale: Elite (13), XP Value: 175. Intelligence: Average (8-10). Diet:
Omnivore + minerals. Move: 6, Run 15 (on all fours, flapping wings), Glide 18, in Combat 6. When killed,
a goblin draconian turns to stone, possibly trapping the weapon that kills it for 1d4 rounds, until the
draconian dissolves into dust. XP-Value 120.
Campaign Guide - Page 179
• 3 Orc Draconians, AC: 4, AL: LE. HD: 3, HP: 22, 18, 21. THAC0: 17, Attacks: 2 claws at 1d4 or 1
Weapon, Special attack: poison. Size: M (6' tall). Morale: Elite (13), XP Value: 650. Intelligence:
Average (8-10). Diet: Carnivore. Move: 6, Run 15 (on all fours, flapping wings), Glide 18, in Combat 6.
Orc draconians have a poisonous spittle that they lick on their weapons. Victims bit by an orc draconian
or hit by a poisoned weapon must save vs. poison or are paralyzed 2d6 turns. When killed, an orc
draconian dissolves into a 10-foot wide puddle of acid. All within the pool suffer 1d8 dmg per round.
Items in contact with the acid and carried by the orc draconian are dissolved. Move silently 30%, Hide in
Shadows 25%, Find/remove traps, 35%. XP-Value: 650.
• Reindeer, Herd of 1d20 animals. AC: 7, HD: 3, THAC0: 17; APR: 1 or 2 – Bite 2d4 hp dmg or 2 hooves,
1d3 hp dmg each. Morale: 5-7. XP-Value: 65. Reindeer fight only when forced to defend themselves.
• Caribou, Herd of 1d4 animals. AC: 7, HD: 3, THAC0: 17; APR: 1 or 2 – Bite 2d4 hp dmg or 2 hooves,
1d4 hp dmg each. Morale: 5-7. XP-Value: 65. Caribou fight only when forced to defend themselves.
• Musk Oxen, Herd of 1d6 animals. AC: 7, HD: 5, THAC0: 15; APR: 2 –2 hooves, 1d8 hp dmg each.
Morale: 10. XP-Value: 175. Musk oxen fight only when forced to defend themselves, but when a herd is
spooked, it may stampede.
• Bighorn Sheep, Flock of 2d12 animals. AC: 7, HD: 2, THAC0: 19; APR: 1, butting, 1d4 hp dmg each.
Morale: 4. XP-Value: 35. Bighorn sheep fight only when forced to defend themselves, but when a flock
is spooked, it may stampede.
• Mountain Goats, Herd of 2d6 animals. AC: 7, HD: 2, THAC0: 19; APR: 1, butting, 1d6 hp dmg each.
Morale: 6. XP-Value: 65. Mountain goats are unpredictable and may butt at any time without apparent
cause.
• Lemmings, Number: 5d20 animals. AC: 6, HD: 1 hp, No attacks. Morale: 1. XP-Value: 0. Lemmings
belong to the mouse branch of the rodent family and are a type of vole.
• Snow Rabbits Usually alone, in a nesting area 1d12 appear. AC: 7, HD: 1d3 hp, THAC0: 20; APR: 1,
bite, 1 hp dmg each. Morale: 3. XP-Value: 7. Snow rabbits bite only to defend themselves.
• Polar Partridge, Usually alone, in a nesting area 1d4 appear. AC: 7, HD: 1d2 hp, THAC0: 20; APR: 1,
bite, 1 hp dmg each. Morale: 8. XP-Value: 15. Polar partridges bite only to defend themselves.
• Wolf, Winter, AL: NE, 2d4 appear. AC: 5, HD: 6, THAC0: 15; APR: 1, bite, 2d4 hp dmg each. Special
attack: Frost. Size L (7-12 feet/210-360cm). Morale: 13. XP-Value: 975. Winter wolves can unleash a
stream of frost from their lungs once every turn for 6d4 hp dmg within 10 feet/3m. The victim can save for
fortitude against DC 20/vs. breath weapon for half damage. Pelts have an average value of 5,000 gold
pieces. In Mal they bring 6,000 gold talers and more.
• Remorhaz, AL: N. Appears alone. There are three remorhaz in the Eternal Tundra, one with 7 HD and
two with 8 HD. AC: 0 – Body, 2 – Head, 4 – Underbelly. HD: 7-8, THAC0: 15; APR: 1, bite, 4d6 hp dmg.
Special attacks: Swallow whole on natural 20, heat. Special defenses: Melt metal. Size L (21-24
feet/610-720cm). Infravision 60 feet/18m. Morale: 14. XP-Value: 5,000 at 7 HD, 6,000 at 8 HD. Heat
blasts melts any non-magical metal and causes 10d10 hp dmg.
Campaign Guide - Page 180
• Shnaymuertopisteles, AL: CE. Appears alone. HD: 18. AC: -6. HP: 122, THAC0: 2; APR: 3 + special:
2 claws 1d6 hp each and bite, 2d8 hp dmg at least 3 hp. Special attacks: Swallow whole on natural 20,
heat. Special attack: Breath weapon, ice: 1d6 + 11 hp dmg or save for fortitude against DC 20/vs. breath
for half dmg. Special defenses: . Wizard spells: 3. Magic resistance: 35%. Intelligence Low (6). Size L
(Body 90 feet/27m, Tail 80 feet/24m). Morale: 16. XP-Value: 18,000. The great white dragon usually can
be found in his lair, although he occasionally grazes the Earthspurs in the North. If he is needed Pfustard
can summon him, and Pfustard has worked magic in the dragon’s lair to automatically summon him if
anyone appears there in his absence. He returns to the lair in 5d20 turns. The dragon knows the
following spells: Sleep, Fools’ Gold, Wall of Ice. Shnaymuertopisteles will attempt to devour any creature
that enters his lair who is not under Pfustard’s protection. Pfustard has nothing against this. In fact, he
insists upon it. After all, his phylactery is hidden in the lair.
• Keldarr, AL: N. Partly hm ranger lvl 18, partly tundra spirit. Str 18, Dex 18, Con 18, Wis 14, Int 10, Cha
3. AC: 1 (Dexterity + AC 5 ice hardened frame), THAC0 3, HP: 106, Weapons: Long sword +3, THAC0: -
1, APR: 1, 1d8+5 hp dmg; Long bow, sheaf arrows, 2 APR, to 50 yds/45m THAC0 1, to 100 yds/90m
THAC0 3, to 170 yds/135m THACO 6, 1d6+3 hp dmg. Special defenses: Regenerates completely and
undamaged within 1d10 days of being killed. Hide in Shadows: 99%, Move silently: 99%. Spells: 3/3/3
as lvl 9 priest. XP-Value 2,000 (always regenerates).
• Adidong, AL: N. Partly hm hierophant druid lvl 20, partly tundra spirit. Str 14, Dex 14, Con 18, Wis 17,
Int 14, Cha 15. AC: 5 (AC 5 ice hardened frame), THAC0 8, HP: 76, Weapons: Scimitar +3, THAC0: 5,
APR: 1, 1d8+3 hp dmg. Special defenses: Regenerates completely and undamaged within 1d4 days of
being killed. Spells: 9/9/9/8/7/0/0. XP-Value 2,000 (always regenerates).
• Pfustard, AL: N. Ice lich lvl 26. AC: 0, HD 17, THAC0 9, HP: 109, Weapons: Chilling touch, APR: 1,
1d10 hp dmg + save for fortitude against DC 20/vs. paralysis or paralyzed until magic is dispelled.
Special defenses: Hit only by magical weapons +1 or better. Creatures 5 HD or lower save for will
against DC 20/vs. spells or flee 5d4 rounds in terror, phylactery must be destroyed or the lich can return.
Spells: 7/7/7/7/6/6/6/6/6, at least one spell each level is elemental ice magic (see Tome of Magic).
Pfustard uses several spells of his own invention. XP-Value 14,000. Pfustard’s phylactery is embedded
in the wall of Shnaymuertopisteles’ ice cavern lair. It is protected with invisibility and spells to prevent its
being detected as magical. If Pfustard is destroyed, he will take over the body of the first person who
enters the ice cave and resume his existence as a lich.
• 5 Fire Giants (atop the Temple in the Sky): AL: LE, HD: 15HD + 1d4+1 hp, AC: -1, THAC0: 5, Attacks: 1
large rock per round for 2d10 hp dmg, HP: 34, 66, 92, 82, 71, Size: H (18'/550 cm), XP-Value: 8,000.
Fire giants are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest,
and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and
prognathous jaws that reveal dirty ivory or yellow teeth. They are immune to nonmagical fire and heat, as
well as red dragon breath. They are resistant to all types of magical fire; such attacks inflict -1 hit point per
die of damage. Their maximum range with rocks is 200 yards (183 m.
• 40 Zhentish Archers (atop the Flaming Tower), AL: LE, hm/f Fighter lvl 4, AC: 5, THAC0 17 Long Sword
1 APR dmg 1d8, Longbow: 2 APR THAC0 13/15/18, 1d8+2 dmg, HP: 4-40, Size M (5'6"-6'/168-183cm).
• DM: The following statistics are valid for the Zhentarim in the tower after the tower has been breached.
subtract from the total of 100 all Zhentilar archers who are killed during the range weapon encounter.
• 0-40 Zhentish Warriors, lvl 4 (in the Flaming Tower), AL: LE, hm/f Fighter lvl 4, AC: 5, THAC0 17 Long
Sword 1 APR dmg 1d8, Longbow: 2 APR THAC0 13/15/18, 1d8+2 dmg, HP: 4-40, Size M (5'6"-6'/168-
183cm). XP-Value: 120.
Campaign Guide - Page 181
• 10 Zhentish Warriors. lvl 3 (in the Flaming Tower), AL: LNC/GN, hm/f Fighter lvl 3, AC: 4, THAC0 18
Long Sword 1 APR dmg 1d8, HP: 3-30, Size M (5'6"-6'/168-183cm). XP-Value: 65.
• 20 Zhentish Warriors, lvl 2 (in the Flaming Tower), AL: LNC/GN, hm/f Fighter lvl 2, AC: 5, THAC0 19
Long Sword 1 APR dmg 1d8, HP: 2-20, Size M (5'6"-6'/168-183cm). XP-Value: 35.
• 30 Zhentish Warriors, lvl 1 (in the Flaming Tower), AL: LNC/GN, hm/f Fighter lvl 1, AC: 6, THAC0 20
Long Sword 1 APR dmg 1d8, HP: 1-10, Size M (5'6"-6'/168-183cm). XP-Value: 15.
• Wallach of Xvim (in the Flaming Tower), AL: LE, hm Priest (Iyachtu Xvim) lvl 10, AC: 5, THAC0 14, 1
APR THAC0 9 Mace of Destruction +5, dmg 1d8 + 5 hp and save vs. death magic or dead. HP: 66, Size
M (6'/183cm). Str 12, Dex 13, Con 12, Int 15, Wis 18, Cha 4. Spells: 4-4-3-3-2. XP-Value: 3,000.
• Zinda of Xvim: Hatemaster lvl 6, TP: 39, AC 9, THAC0 18, Attacks: 1 APR Mace 1d6+1 hp dmg. Spells:
3/3/2. XP-Value: 650.
• Gaarth of Xvim: Oppressor lvl 3, TP: 14, AC 10, THAC0 20, Attacks: 1 APR Mace 1d6+1 hp dmg.
Spells: 2/1. XP-Value: 120.
• 3 Zhentilar Soldiers: Lvl 1, TP: 8, 4, 5, AC 4 (Chain mail & Shield), THAC0 20, Attacks: 1 APR
Longsword 1d8 hp dmg. XP-Value: 15.
• Dorgg, Luinda, hf, AL: LE; Ruinlady (Priestess of Xvim) lvl 9, AC: 5 (Chain mail), HP: 56; Str 14, Con 14,
Dex 16, Int 13, Wis 17, Cha 6; Base THAC0: 16; Attacks: 1, Mace of the Green Eyes (see Northern
Journey Campaign Guide), THAC0 14, 1d6+3/1d6+2 hp dmg + magical burn dmg; Spells: 5/5/4/2/1/0/0;
Potion of healing; Potion of extra healing; Wand of fear; 3 scrolls DM’s choice. XP-Value 2,000.
• Zinda, hf, AL: LE; Assassin Monk of Iyachtu Xvim, lvl 7, AC 5, HP: 49, Str 15, Con 16, Dex 17, Int 12, Wis
14, Cha 9; Base THAC0 16, Attacks: 1 APR Hand 1d2 + 8 hp dmg, Kick 1d4 + 8 hp dmg, Mace of the
Green Eyes, THAC0 14, 1d6+3/1d6+2 hp dmg + magical burn dmg; Spells: 3/3/2/1. 2 potions extra
healing; Ring of free action, 3 scrolls, DM’s choice; XP: 1,400.
• Magnonion, hm, AL: LE; Conjurer, lvl 7, AC 8 (Dex), HP: 16, Str 9, Con 10, Dex 16, Int 18, Wis 11, Cha
6; Base THAC0 18, Attacks: 1 APR, THAC0 18, Dagger 1d4/1d3 hp dmg; Spells: 5/4/3/2/0/0/0/0/0. 1
potion extra healing; Wand of Magic Missles, 2 scrolls, DM’s choice; XP: 1,400.
• King Niping, dm, Warrior lvl 15, AL: LG, HP: 102, AC: -2, plate mail +2; THAC0: 0, 5/2 APR, Battleaxe
+5, 1d8+7 hp dmg; XP-Value: 6,000.
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• Olyynga of Moradin, df, Sonnlinor (Priestess of Moradin), lvl 10; AL: LG, HP: 68, AC: 2, chain mail +3,
Battleaxe +3, THAC0 11, 1 APR, Battleaxe +3, 1d8/1d8 hp dmg; Spells: 6/6/4/4/2/0/0, XP-Value: 2,000.
• 2 Dwarven Runecasters,: Nifar, 52hp, and Brolin, 54hp. Dwarf male, Runecasters Lvl 15, AC: 8,
Leather; THAC0 12. Lightning runestones, Warhammer 1d4/1d4+1 hp dmg. XP-Value: 4,000.
• 4 Dvergr Warriors: Doldar, 96hp; Oinar, 88hp; Fildur, 90hp; Wilping, 86hp. Dwarf male, Dvergr Fighters
Lvl 15, AC -1, Dvergr chain mail +5, Dvergr shield +1, THAC0 3, battleaxes +3. XP-Value: 4,000.
• Graasz, gm, ILL15, PRI (Gond) 9, HP 58, THAC0 16, AC7 (Ring of protection +3), Age: 488; Str 10, Con
12, Dex 12, Int 17, Wis 15, Cha 10. Weapons: Dagger and Sling. Illusionist spells 5-5-5-5-5-2-1, Priest
spells (Gond): 4-4-4-3-2-1. Saves: 7-7-9-11-8. XP-Value 13,000.
• Rolfr, gm, PR8 (Gond), THI 13, HP 69, THAC0 14, AC8 (Leather), Age: 409; Str 12, Con 13, Dex 16, Int
10, Wis 14, Cha 11. Weapons: Short sword and Sling. Priest spells (Gond): 3-3-3-2. Pick Pockets 35%,
Open Locks 40%, Find/Remove Traps 40%, Move Silently 95%, Hide in shadows 95%, Detect Noise
20%, Climb Walls, 15%, Read Languages 30%. Saves: 7-8-9-13-9, XP-Value 5,000.
• Nardl, gm, F11, PRI (Gond) 7, HP 94, THAC0 11, AC5 (Chain mail), Age: 404; Str 16, Con 16, Dex 15,
Int 10, Wis 14, Cha 8. Weapons: Short Sword, Short Bow, Flamethrower (12d6 dmg). Priest spells
(Gond): 3-3-2-1. Saves: 7-9-8-8-10, XP-Value 9,000.
• Gilkjr, gm, F9, PRI (Gond) 3, HP 74, THAC0 13, AC5 (Chain mail), Age: 322; Str 17, Con 16, Dex 14, Int
10, Wis 13, Cha 9. Weapons: Short Sword, Short Bow, Flamethrower (12d6 dmg). Priest spells (Gond):
2-1. Saves: 7-9-8-8-10, XP-Value 4,000.
• (Uthmere) General Friedleif Skjöldurssonur, human male, AL: NG, commander in chief of the
Freemen's militia, Ranger 24, AC: -2 (Dex +4 + Ring of protection +3 + Chain Mail +5), Age: 54; HP 136,
Abilities: Str 18, Con 18, Dex 18, Int 16, Wis 14, Cha 18. THAC0: 1 Attacks: Long Sword +4, 2 APR,
THAC0: -4, 1d8+6 hp dmg; Long bow +3, 2 APR, 70 ft/21m, THAC0 -1, 140ft/42m THAC0: 1, 210ft/63m
THACO: 4, 1d8 hp dmg. Saves: 3-5-4-4-6. Ranger Spells 5/5/4 (Wis), Ranger abilities: Hide in
Shadows: 99%, Move silently: 99%. XP: 14,000.
• (Uthmere) General Gunnar Jónakssonur, human male, AL: NG, commander of the Uthmere Freemen's
militia garrison, Ranger 18, AC: 3 (Dex +4 + Chain Mail +3), Age: 46; HP 119, Abilities: Str 18, Con 17,
Dex 18, Int 14, Wis 14, Cha 17. THACO: 3. Attacks: Long Sword +3, 2 APR, THAC0: -1, 1d8+4 hp dmg;
Long bow +2, 2 APR, 70 ft/21 m, THAC0: 1, 140 ft/42 m THAC0: 3, 210 ft/63 m THAC0: 6, 1d8+1 hp
dmg. Saves: 3-5-4-4-6. Ranger Spells 5/3/3 (Wis), XP: 7,000.
• (Uthmere) Judge Advocate General Tambryl, human female, AL: LG, judge advocate general of the
Freemen's militia, Specialty Priestess 16 (Tyr), AC: 4 (Dex +3 + Breastplate +3 + Helm), Age: 39; HP 50,
Abilities: Str 17, Con 15, Dex 16, Int 15, Wis 18, Cha 18. THAC0: 10. Attacks: Warhammer of Justice
+3, THAC0: 6, 1d8+4 hp dmg; Saves: 4/8/7/10/9. Divine Spells 9/9/8/7/4/3/1 (Wis), XP: 7,000.
• (Uthmere) General Arcane Rögni Heimirssonur, human male, AL: CG, general arcane of the
Freemen's militia, Wizard 16, AC: -1 (Dex +3 + Breastplate +3 + Helm), Age: 42; HP 60, Abilities: Str 13,
Con 14, Dex 16, Int 15, Wis 12, Cha 20. THAC0: 16. Weapons: Staves and Dagger, Attack Bonus
Damage: Staves: 1d61 hp dmg / Dagger 1d4 hp dmg; Saves: 10/5/7/9/6. Arcane Spells 5/5/5/5/5/3/2/1/0,
Known Spells: 5/5/5/5/5/3/2/1/0. XP: 6,000.
Campaign Guide - Page 183
• (Uthmere) General Diviner Rumblara, human female, AL: NG, general diviner of the Freemen's militia,
Wizard 15 (diviner), AC: 5 (Dex +2 + Ring of Protection +3), Age: 30; HP 54, Abilities: Str 12, Con 15,
Dex 15, Int 20, Wis 13, Cha 16. THAC0: 16. Weapons: Dagger +1, 1d4+1 hp dmg; Saves: 11/7/9/11/8.
Arcane Spells 6/6/6/6/6/3/2/0/0, one each divination, XP 5,000.
• Rulmgar, Royal Impilturian Minister of Finance; Jeltar Starrain. (really the Iron Throne agent Warbin
Twoomb, Uundrabans, , Priest (Strifeleader of Cyric), see the section New Unofficial NPCs for details.
• Jasper Tardrin, hm lvl 0, LE. Tardrin is a graduate of the Colleges of Trade and Economics at the
University of Hlammach. He was born in Hlammach on the Year of the Lion (1340 DR). Tardrin is a
powerful person in Hlammach; he is Jeltar Starrain's executive officer, although this is little known. Most
members of Hlammach's merchant circle think rather of Tardrin as the head of the Fallen Star Holding
Co. and Starrain as the majority stockholder of Fallen Star Holding. About 20% of the stock in Fallen Star
is owned by persons other than Starrain, but that only for the purpose of making it appear to be a public
company. Tardrin is one of few people who know that Starrain was assassinated and replaced by the
Iron Throne agent Warbin Twoomb. Most other higher Throne agents believe that Starrain leaves and
that he came voluntarily to the Throne. In fact, Tardrin was one of the people who arranged the details of
Starrain's assassination. He already was recruited by the Throne during his days as an accomplished
university student, and after finishing school, he was assigned to seek a position with Starrain. He did so
and quickly rose to high rank, giving the Throne the trusted inside man it needed to make Starrain's
murder on Starrain Isle possible. While Starrain/Twoomb steers the greater course of the Throne in the
Bloodstone Lands from his island mansion, Tardrin is responsible for all the many details of its day-to-day
business dealings. He lives in a well-guarded mansion in the Great Imphras Estates.
• Berar Lelak - (unofficial NPC - N hm lvl 0) is the owner of Hlintar's single inn, Beindold's Busted Bones.
Berar is a laughing, big-mouthed type who never tires of telling about the treasure allegedly hidden all
over Hlintar or the tale of the dwarven ghosts that allegedly slay humans in the hills or the story of
onetime Master Merchant Markus who slaughtered the dwarven leaders of the area and was slaughtered
himself in return (Beindold was also the inn's namesake).
• Dreadus Umolith (unofficial NPC) – CE hm lvl 5 Priest, Strifeleader of Cyric, HP: 26. Base THAC0: 18.
AC: 10. Attacks: Morning Star, THAC0 18, 2d4 hp dmg. Magic potions: 2 vials of Healing; Spells:
3/3/1/0/0/0/0. XP: 270. Dreadus currently is a roomer at Berar's Inn. Dreadus passes himself off as a
priest of Ilmater in the Angels of Ilmater faction. He is negotiating to buy the abandoned shrine to
Waukeen and the farm neighboring it, planning to turn both into a temple of Ilmater's Angels.
• Veania Graenwan – (unofficial NPC) – NG(E) hf lvl 3 Thief, HP: 12, Base THAC0: 19. AC: 7. Attacks:
Fists THAC0 19. Pick pockets: 55%, Open locks 35%, Find/Remove Traps: 25%, Move Silently: 30%,
Hide in Shadows: 15%, Detect Noise: 10%, Climb walls: 5%, Read Languages: 0%. XP Value: 65.
Veania is the waitress at Beindold's Busted Bones and is a devout convert to the religion of Ilmater's
Angels as a result of the teachings of Dreadus. Veania's mother had been seriously ill for years with what
was believed to be a magical disease, one which had defied all clerical attempts at healing (the disease
actually was the result of an accidental poisoning, but no cleric ever tried to deal with the affliction on the
basis of poison). Dreadus convinced Veania that the true solution would be to send her mother to
Ilmater's City of Joy, and he provided her with a Type I poison that killed her mother painlessly and within
minutes. No one in Hlintar is aware that Veania's mother died of other than natural causes.
Game Master: Statistics on other Hlintar NPCs can be found in the accessory City of Ravens Bluff by Ed
Greenwood (TSR - 1998), which can be downloaded free from WotC's website.
Campaign Guide - Page 184
Ilmwatch - the Key NPCs
Module: “Impiltur”
• Daerthnur – Archwand of Impiltur, hm, AL: LG, Invoker lvl 23; HP: 56; AC: 10; Str 13, Con 12, Dex 16,
Int 18, Wis 13, Cha 10; Base THAC0 13; Dagger +5, THAC0 8, 1 APR 1d4+5 hp dmg; Magical items:
DM's choice; Spells: 6/6/6/6/6/6/6/6/4,, at least one of each level Invocation/Evocation. XP-Value:
15,000. Daerthnur is officially the foremost mage of Impiltur. As Archwand, he is the commander of all
wizards who are members of the Wand of Impiltur. He reports only to the queen, Regent War Captain
Kyrlraun in Lyrabar, and on naval matters to the commander of the fleet, Admiral War Captain Rilaunyr in
Ilmwatch. Daerthnur lives and spends most of his time in his Ilmwatch Tower, where he is in control of
th
the master Scrying Stone of Myth Drannor. Despite his 82 years and the queen's pending 90 birthday,
he and she continue to be the lovers they have been for the past five decades.
• Glira, Aboadus –Wand of Impiltur, hm, AL: NG, Diviner lvl 16; HP: 42; AC: 10; Str 10, Con 12, Dex 15,
Int 17, Wis 11, Cha 10; Base THAC0 15; Dagger +3, 1 APR; THAC0 12, 1d4+3 hp dmg, Magical items:
DM's choice, strong on scrying; Spells: 6/6/6/6/6/4/3/2/0,, at least one of each level Divination. XP-Value:
6,000. Glira is a reclusive diviner who has devoted his life to research into magic that lets him see and
hear things beyond the limits of normal scrying. He is the aide to Daerthnur, Archwand of Impiltur.
• Holumbrar – High Holy Justice of Tyr, hm, AL: LG, Priest of Tyr lvl 18; HP: 86; AC: -2 (Plate armor +3
and Shield); Str 17, Con 15, Dex 13, Int 14, Wis 18, Cha 9; Base THAC0 10; 1 APR Warhammer +3,
1d4+6/1d4+5 hp dmg; Magical items: DM's choice; Spells: 11/11/10/10/7/5/3, at least one of each level
Invocation/Evocation. XP-Value: 10,000. Holumbrar believes in the firm punishment of lawbreakers. He
is quick to choose the maximum sentence for the law provides and adds hard labor quickly. He also has
no reticence over sending those who commit capital crimes to the gallows.
• Rilaunyr – Admiral War Captain, hm, AL: LG, Paladin of Tyr lvl 18; HP: 92; AC: -2 (Plate armor +3 and
Shield), Str 18/74, Con 16, Dex 15, Int 16, Wis 17, Cha 16; Base THAC0 3; Warhammer +5, THAC0 –4,
APR, 1d4+12/1d4+11 hp dmg; Magical items: DM's choice; Spells: 3/3/3/1, XP-Value: 10,000. Rilaunyr
is commander of the Royal Navy and second only to Kyrlraun within the Sword of Impiltur. He virtually
built the Impilturian naval fleet, through the pirate ships he captured, and captains his own, magical, 90-
foot/27m magical battleship.
• Yalish, Dweomerkeeper Astohabard, hm, AL: CG, Priest of Mystra lvl 16; HP: 62; AC: 10; Str 12, Con
12, Dex 12, Int 18, Wis 13, Cha 9; Base THAC0 15; Mace +3, THAC0 12, 1 APR, 1d6+4 hp dmg,;
Magical items: DM's choice; Spells: 9/9/7/6/3/1/0, at least one of each level Invocation/Evocation. XP-
Value: 7,000. Yalish is the religious advisor of Impiltur and a close companion of Archwand Daerthnur.
• Xindelraun – Prefect of Ilmwatch, hm, AL: LG, Paladin of Tyr, lvl 11; HP: 78; AC: -1 (Plate armor +2,
shield); Str 17, Con 13, Dex 14, Int 15, Wis 17, Cha 15; Base THAC0 10; Warhammer +1, THAC0 8, 1
APR 1d4+4/1d4+3 hp dmg; Magical items: large selection; Spells: 2/1/0/0. XP-Value: 3,000.
• Butcherfish, (see New Monsters) HD: 1d2. HP: 1-2, AL: N; THAC0 20 (automatic in a school), AC 10.
Move (swimming) 36. Dmg alone: 1d6. A school of 20 or more butcherfish can strip a man to the bones
in 1d3 rounds, no roll to hit necessary. Lamp and fuel oil poisons butcherfish (a little known fact.) Saves:
16-18-17-20-19, no save vs. poison for oil.
• Leech, Giant, HD: 3; HP: 3-24; AL: N; THAC0 17; AC: 9; Attacks: 1 Bite 1d4 hp dmg; Special attacks:
Drain blood: 3 hp dmg per round. Special defenses: Nil. Size: M (5 feet/150 cm), Morale: Unsteady (7);
XP-Value 175. The anesthetizing saliva of the giant leech gives the victim only a 1% chance to notice
the attack, as long as the victim remains in the water. Otherwise the attack is noted only with the loss of
50% of hit points. Giant leeches can be killed by attack or by sprinkling salt on their bodies. There is a
50% chance that the bite of one of these creatures causes a disease that is fatal in 1d4+1 weeks unless
cured.
Campaign Guide - Page 185
• Snake, Swamp, (see New Monsters) HD: 10, AL: N; HP: 10-80; THAC0: 11, AC 5; Move: 12, Swim 12;
Attacks: 1, Bite for 1d6 hp dmg or constrict for 3d6 hp dmg; Special defenses: Nil; Special attacks:
Poison: save for fortitude against DC 20/vs. poison at a penalty of 2 or die within 1d8 turns; Morale:
Steady (11); Size: L (Up to 10 feet/3 m); XP-Value: 3,000.
• Troll, Swamp, (see New Monsters) HD: 4+4. AL: LE; HP: 8-36, THAC0 17, AC 4. Move 9, swimming
12. Attacks: 3 – 2 Claws, 1d2+6 hp each, Bite: 1d4+8 hp dmg. Special ability: Strength 19. Special
attack: Ice grab (see below). Special defense: Regeneration, but only in water. Magic resistance: Nil.
Size L (8 feet/240 cm). Morale: Elite (14). XP-Value 420. Ice grab: Swamp trolls are able to use their
fists to break a hole up to 2 feet/60 cm in diameter in an ice crust up to 1 foot/30 cm thick. This takes 1/6
of a round. Before the round is ended and without a roll for initiative, the swamp troll can attempt to hit its
victim. When hit, the victim is firmly gripped by the troll. At that point, the victim must check for dexterity.
If he/she fails the dexterity check, he/she is pulled underwater by the troll. A new dexterity check must be
made for each round in which the troll continues to grip the victim.
Ingthra's Haunt
Module: “Tale of 2 Liches”
• Ingthra (Haunt), HD 5/as victim, AC 0/Victim's AC, AL: N, HP 5d8/as victim, THAC0 15, Attacks 1: as
5HD monster; Special attack: see description. Special defenses: See description. Magic resistance: see
description, Move: 6/as victim, Size: S (4 feet/120cm). Morale: 20, XP-Value: 7,000.
Ingthra's touch drains two points of dexterity per hit. As the PCs dexterity is drained, he suffers the
penalties of lowered dexterity, and increasing numbness creeps over his body. When dexterity reaches
zero, the haunt possesses the PC's body. Once possessed, the body's dexterity returns to normal.
Ingthra then uses the victim PC's body to complete bring her wand in contact with the bars. Once she
does this, she will pass on to her final rest and the victim PC will regain control of his/her body. The
victim PC will have only three dexterity points left. The lost points can be regained at the rate of a point
per turn of complete rest. If the victim PC's possessed body is slain, it will haunt the place where that
body was killed. In her ghostly state, Ingthra may be struck only by silver or magical weapons or by fire.
Weapons cause one point of damage plus the magical bonus. Normal fire causes one point of damage
per round. Magical fire inflicts full damage. If Ingthra is reduced to zero hit points, she fades away and
reforms in a week to haunt her chamber again. After gaining control of a PC's body, she will be
determined to complete her task. But if blocked by the PCs, she will tell her story, as briefly as possible,
of course.
• Hoogan, Jasper. First Mate, Fighter, hm, Level 10, the complete statistics are under Unofficial NPCs.
• Pinkerton, Karbash, Slave Overseer, first shift, Fighter, hm, Level 8, AL:CE, HP: 54. Attributes: Strength
16, Dexterity 10, Constitution 14, Intelligence 8, Wisdom 9, Charisma 6. . Base THAC0: 12. AC: 5
(Chain mail). Attacks: Cutlass (specialized - as scimitar) 2 APR, THAC0 10, 2d4+3 hp dmg. XP: 975.
• Raighh, Darahnn, Slave Overseer, second shift, Fighter, hm, Level 8, AL:CE, HP: 48. Attributes:
Strength 15, Dexterity 11, Constitution 134, Intelligence 9, Wisdom 8, Charisma 7. . Base THAC0: 12.
AC: 5 (Chain mail). Attacks: Cutlass (specialized - as scimitar) 2 APR, THAC0 10, 2d4+3 hp dmg. XP:
975.
Karbash Pinkerton and Darahnn Raighh are cruel slave overseers who once worked together driving slaves on
a plantation in Thay. They were forced to flee Thay under circumstances they never have explained. Hoogan
keeps them on duty as slave overseers because they know how to instill enough fear in those chained to the
benches to keep them rowing hard even though they are not allowed to whip the slaves regularly, as they would
like to. Hoogan does not want these men regularly among the rest of the crew.
Campaign Guide - Page 186
As slave overseers, Pinkerton and Raighh are entitled to a quadruple ration of rum, and they drink every drop of
it. If the PCs wish to incite a mutiny on the Iron Maiden, the easiest way to do so would be to slay the overseer
who is on duty during a drunken period and free the slaves. If the PCs send a thief off to do careful scouting, he
will discover that one of the ships holds contains 8 large crates with long swords which the slaves could use to
arm themselves. The best time for a mutiny is between 11 p.m. (23 hours) and 5 a.m. (5 hours), when only a
small crew of six sailors and one usually drunken overseer are on duty.
• 4 Sailors, Fighter, hm, Level 3, AL: E, HP: 3-30. Base THAC0: 18. AC: 5 (Chain mail). Attacks: Cutlass
1 APR, THAC0 18, 2d4 hp dmg, dagger THAC0 18, 1d4 hp dmg. XP: 65.
• 6 Sailors, Fighter, hm, Level 2, AL: E, HP: 2-20. Base THAC0: 19. AC: 5 (Chain mail). Attacks: Cutlass
1 APR, THAC0 19, 2d4 hp dmg, dagger THAC0 19, 1d4 hp dmg. XP: 35.
• 8 Sailors, Fighter, hm, Level 1, AL: E, HP: 1-10. Base THAC0: 20. AC: 5 (Chain mail). Attacks: Cutlass
1 APR, THAC0 20, 2d4 hp dmg, dagger THAC0 20, 1d4 hp dmg. XP: 35.
• 4 Cooks, hm, Level 0, AL: E, HP: 1-4. Base THAC0: 20. AC: 10. Attacks: Club 1 APR, THAC0 20, 1d4
hp dmg. XP: 15.
• 6 Slaves, (3 per shift) Fighter, hm, Level 3, AL: ALL, HP: 3-30. Base THAC0: 18. AC: 10. Attacks: Long
sword 1 APR, THAC0 18, 1d8 hp dmg. XP: 65.
• 8 Slaves, (4 per shift) Fighter, hm, Level 2, AL: ALL, HP: 2-20. Base THAC0: 19. AC: 10. Attacks: Long
sword 1 APR, THAC0 19, 1d8 hp dmg. XP: 35.
• 12 Sailors, (6 per shift) Fighter, hm, Level 1, AL: ALL, HP: 1-10. Base THAC0: 20. AC: 10. Attacks:
Long sword 1 APR, THAC0 20, 1d8 hp dmg. XP: 35.
• 14 Slaves, hm, Level 0, AL: E, HP: 1-4. Base THAC0: 20. AC: 10. Attacks: Long sword 1 APR, THAC0
20, 1d4 hp dmg. XP: 15.
TREASURE/CARGO: 8 crates each containing 30 long swords, value 15 gold pentars per sword; 20 barrels of
Scardale Malt Whisky, each barrel worth 150 gold pentars; 6 barrels of rum, each worth 110 gold pentars; 300
barrels of salted lamb, each worth 30 gold pentars, stolen temple treasures (DM's choice).
TREASURE/PERSONAL:
• Captain Binks – In his cabin is a chest with various jewels at a value of 5,000 gold pentars, along with
1,000 gold pentars in coin and 12 potions of extra healing. On his person, Binks carries 10 gold pentars,
8 silver hawks and 14 steel pennies.
• Jasper Hoogan – In his cabin Hoogan has a small chest with jewels valuing 1,000 gold pentars and 300
gold pentars in coin and 4 potions of extra healing. On his person Hoogan carroes 12 gold pentars, 6
silver hawks and 8 steel pennies.
• Other crew members – Each has 1d6 + 2 gold pentars, 1d2 – 1 electrums, 1d10 + 4 silver hawks and
1d10 + 6 steel pennies.
Campaign Guide - Page 187
King's Reach - Ilmater's Last Angel
Module: “Backlands”
• Riordall Haldwin (unofficial NPC) – LG(E) hm lvl 7 Priest, Angel of Ilmater (Cyric), HP: 32. Base
THAC0: 16. AC: 8. Attacks: Morning Star+1, THAC0 15, 2d4+1 hp dmg. Magic potions: 1 vial of
Healing, 2 vials of Extra Healing, 50 vials of Type I poison (save for fortitude against DC 20/vs. poison for
20 hp dmg or die in 1d4 rounds); Spells: 3/3/1/0/0/0/0. XP: 650. Riordall, who heads the new Angel of
Deliverance temple, is well aware that the PCs are en route, and he finds it positively humiliating that his
church has failed to help these poor souls. Riordall will do all he can to help the PCs find Ilmater's City of
Joy. He has two first level novices, a priest and priestess, willing to help him.
Kront Encounters
Module: “The Great Dale”
• True Druid Infallible Bödvar Bjarkissonur, human male, AL: NE, Druid (Herne) 19 (in truth Cleric
(Cyric) 19), Imperator of the Great Dale and Ashanath; Size M (5 ft., 3 in. tall); HP 76; AC 7; THAC0:
8; Weapon: Scimitar +4, THAC0 4, 1d6+6 hp dmg; Special abilities: Identify plants, animals and pure
water with perfect accuracy, Pass through overgrown areas without a trace, Knows languages of 13
woodland animals, Immune to charm spells cast by woodland creatures, Shapechange once daily. Druid
Spells Per Day: 10/10/9/9/6/4/2. XP-Value: 9,000.
• Narfing Lóptssonur, human male, AL: NE, Lvl 0, Burgomaster of Kront; Size M (6 ft., 0 in. tall); AC
10. HD 0; HP 4; Attack THAC0 20: Short Sword, 1d6 hp dmg. XP-Value: 15.
• Githlur Habardssonur, human male, AL: NE, Hunter of Herne Rgr 18, commander of the military
detachment; Size M (5 ft., 7 in./167 cm tall); HP 105; AC 4; THAC0 3, Attack Long Sword +5, THAC0 2,
dmg 1d8 + 9. Special abilities: Animal empathy, Hide in Shadows: 99%, Move Silently 99%. Ranger
Spells Per Day: 3/3/3, Castling Level 9. XP-Value: 8,000.
• Sniedla, human female, AL: CE, Diviner 17, Wearer of the Purple, head of the Kront detachment,
Cult of the Dragon; Size M (5 ft., 10 in. /175 cm tall); HP 59; THAC0 15; AC 5. Weapon: Dagger: 1d4
hp dmg; Wizard Spells Known (6/6/6/6/6/4/4/3/0, one daily divination). XP-Value: 7,000.
• Tarask, human male, AL: CE, Conjurer 14, Wearer of the Purple, Kront detachment, Cult of the
Dragon; Size M (6 ft., 0 in. tall); HP 59; AC 9; THAC0 16; Weapon: Dagger, 1d4 hp dmg; Wizard Spells
Known (6/6/6/5/5/3/2/0/0, one daily conjuration). XP-Value 4,000.
• Rafala, human female, AL: CE, Specialty priestess (Tiamat) 12, high priestess of the House of the
Undying Lady; Size M (5 ft., 10 in./175 cm tall); HP 87; AC 10; THAC0 14; Weapon: Long Sword, 1d8
hp dmg. Special abilities. + 4 Save normal or magical fire, Hold person 1x daily, Suggestion 1x daily, 3/2
APR, Breathe flame like Potion of Fire breath 1x daily. Divine Spells Per Day: 6/5/5/3/2/2/0.
• Giezar, human male, AL: N, Wizard 19; Size M (6 ft., 0 in./180 cm tall); HP 62; AC 9 THAC0 14;
Weapon: Dagger 1d4 hp dmg. Wizard Spells Known (5/5/5/5/5/3/3/3/1):
• Lunda, human female, AL: NE, Illusionist 14, Rogue 3 (covert Iron Throne agent); Size M (5 ft., 10
in./175 cm tall); HP 68; AC 7; THAC0 16; Weapon: Short Sword 1d6 hp dmg; Wizard Spells Known
(6/6/6/5/5/3/2/0/0)
• Rabardus, human male, AL: NG, Illusionist 12 (Harper agent), Size M (6 ft., 0 in. tall/180 cm); HP 40;
AC 9; THAC0 17; Weapon: Dagger 1d4 hp dmg; Wizard Spells Known (4/4/4/4/4/1/0/0/0):
• Tweevis Harnby, human male, AL: NE, Thief 16, head of Southern Dale Trading and covert head of
the Iron Throne in Kront; Size M (6 ft., 2 in./185 cm tall); HP 65; AC 6; THAC0 13; Weapon: Short
Sword 1d6 hp dmg; Special abilities: Pick Pockets 40%, Open Locks 35%, Find/Remove Traps 30%,
Move Silently 95%, Hide in Shadows 95%, Detect Noise 95%, Climb Walls 95%, Read Languages 95%.
Campaign Guide - Page 188
Llorkh - the Key NPCs
Module: “Backlands”
• Baern, Karsen,, hm, Strifeleader of Cyric, Priest lvl 10, HP: 57, AL: CE, AC: 5 Chain Mail. THAC0 11, 1
APR, Morning Star +3, 2d4+3/1d6+4 hp dmg, Spells: 6/6/4/4/2/0/0, XP-Value: 1,400.
• Darr, Kharad, hm, Ruinlord of Iyachtu Xvim, Priest lvl 13, HP: 64, AL: LE, AC 3 (Plate mail). THAC0 7, 1
APR, Morning Star +5, 2d4+5/1d6+6 hp dmg; 8/8/8/6/2/2/0, XP-Value: 3,000.
• Geildarr, Lord of Llorkh, hm, Zhentarim magic-user, non-specialized, lvl 7, HP: 18, AL: CE, AC: 10,
THAC0: 18, 1 APR, Dagger, 1d4/1d3 hp dmg; 4/3/2/1/0/0/0/0/0, XP-Value: 420.
This is a rather new coster in the North, founded by a group of reckless adventurers who've had good luck until
now. They take incredible chances. They're heading to Triboar. guarding a cargo of water clocks.
• Gaevert Surkh: HM F5, HP: 38, AC 6, THAC0 15, long sword D8+1 Dmg, 3/2 APR, Saves 11-13-12-13-
14.
• Liselotte Kampfwut, HF F5, HP 41, AC 5, THAC0 14, long sword D8+2 Dmg, 3/2 APR, Saves 11-13-12-
13-14.
• Kibbit Gudarn, HEF T7, HP 33, AC 6, THAC0 17, short sword, D6 Dmg, 1 APR, Saves: 12-12-11-15-13.
• Bebediah, hm, AL: CG, Invoker lvl 17; HP: 39; AC: 10; Str 10, Con 12, Dex 15, Int 17, Wis 11, Cha 10;
THAC0 15; 1 APR Dagger +3, 1d4+3 hp dmg; Magical items: large selection; Spells: 6/6/6/6/6/4/4/3/0,,
at least one of each level Invocation/Evocation. XP-Value: 7,000. Benediah Reep is a native of Ordulin
and perhaps the only Sembian with a tie to the throne. He is a personal friend and confidante of the
queen and serves the crown exclusively, being fully pledged to Impiltur's defense.
• Cormaeryl, Darren, hm, Fighter Level 4, AL: LE, HP: 31. Attributes: Strength 16, Dexterity 12,
Constitution 14, Intelligence 13, Wisdom 11, Charisma 12. . Base THAC0: 17. AC: 5 (Chain mail).
Attacks: Long sword THAC0 17, 1d6+1 hp dmg. XP: 120.
• Dendelraun the Seer, hm, AL: CG, Diviner (Sage) lvl 18; HP: 44; AC: 3 (Dexterity, Ring of Protection
+5); Str 10, Con 12, Dex 17, Int 17, Wis 12, Cha 10; THAC0 15; 1 APR Dagger +3, 1d4+3 hp dmg;
Magical items: large selection; Spells: 6/6/6/6/6/4/4/3/0, at least one of each level divination. XP-Value:
8,000. Dendelraun specializes in historical archives, scrying and detection. His service cost from 100
gold talers (for trivialities) upwards. Also see the Swimming With Orcus adventure hook above.
• Gurthan of Orcus, see the detailed description under New Unofficial NPCs.
• Hruun, Regazh, hm, AL: CN, Necromancer lvl 17; HP: 38; AC: 2 (Huellong of Thay – an invisible,
weightless magical shield that improves the armor class by 8); Str 12, Con 10, Dex 13, Int 17, Wis 10,
Cha 7; THAC0 15; 1 APR Dagger +3, 1d4+3 hp dmg; Magical items: large selection; Spells:
6/6/6/6/6/4/4/3/0, at least one of each level Necromancy. XP-Value: 8,000. Regazh Hruun is a refugee
Red Wizard from Thay whose presence is not 100% acceptable to many of the Lords of Imphras II,
however, he is an aide to the queen pledged to Impiltur's defense. Hruun serves only the crown and is
little known and seldom seen in Lyrabar.
Campaign Guide - Page 189
• Kyrlraun, Regent War Captain of Impiltur, hm, AL: LG, Paladin of Ilmater, lvl 23*; HP: 106; AC: 5
(various magical protections, with plate mail -5); Str 17, Con 16, Dex 15, Int 15, Wis 17, Cha 18; Base
THAC0 1, (double-handed) Sword of Imphras +5; THAC0 –4, 2 APR, dmg 1d10+1 hp dmg/3d6+1 hp
dmg; Heavy horse lance, 1d8+4 hp dmg/3d6+1 hp dmg; XP-Value: 12,000. (*In the Year of the Turret –
th
1360 DR – Kyrlraun was a 20 lvl paladin, according to FR9).
• Luthian, hm, AL: CG, Transmuter lvl 16; HP: 34; AC: 7 (Ring of Protection +3); Str 12, Con 13, Dex 11,
Int 18, Wis 14, Cha 15; THAC0 15; 1 APR Dagger +3, 1d4+3 hp dmg; Magical items: large selection;
Spells: 6/6/6/6/6/4/3/2/0, at least one of each level Alteration. XP-Value: 7,000. Luthian is a native of
Iriaebor in Sunset Vale. He came to know Queen Sambryl when she still was a princess wandering the
Realms, and he came to Impiltur at her call. He is a personal friend and confidante of the queen and
serves the crown exclusively, being pledged to Impiltur's defense.
• Morgorech, hm, AL: CE, Strifeleader (Priest) of Cyric, lvl 8; HP: 48; AC: 5 (Chain mail); Str 14, Con 11,
Dex 12, Int 11, Wis 17, Cha 8; Base THAC0 16; 1 APR Mace + 2, THAC0 14, 1d6+3/1d6+2 hp dmg;
Magical items: Ring of Human Influence; Spells: 5/5/4/3/0/0/0. XP-Value: 975.
• Nundbrar, hm, AL: NE, Thief, lvl 16; HP: 52; AC: 7 (Ring of Protection +3); Str 14, Con 14, Dex 17, Int
17, Wis 17, Cha 15; Base THAC0 13; 1 APR Short Sword + 5, THAC0 18, 1d6+5 hp dmg; Magical items:
Ring of Mind Shielding, Amulet of Life Protection, Thieves abilities: Pick Pockets 80%, Open Locks 80%,
Find/Remove Traps 80%, Move silently 95%, Hide in Shadows 95%, Climb Walls 90%, Read Languages
90%. XP-Value: 8,000.
• Pyrlbraun, hm, AL: LG, Holy High Justice (Priest) of Tyr, lvl 15; HP: 64; AC: 3 (Chain mail +2); Str 14,
Con 14, Dex 12, Int 15, Wis 18, Cha 10; Base THAC0 12; 1 APR Warhammer +3, THAC0 9, 1d4+4 hp
dmg; Magical items: Amulet of Detection, Ring of Truth, Rod of Absorption; Spells: 8/8/7/7/4/2/1. XP-
Value: 7,000.
• Reep, Egediah, hm, AL: CG, Conjurer lvl 16; HP: 37; AC: 5 (Ring of Protection +5); Str 9, Con 13, Dex
14, Int 18, Wis 13, Cha 9; THAC0 15; 1 APR Dagger +3, 1d4+3 hp dmg; Magical items: large selection;
Spells: 6/6/6/6/6/4/3/2/0, at least one of each level Conjuring/Summoning. XP-Value: 7,000. Egediah
Reep is a native of the High Dale west of the Dragon Reach. He is a personal friend and confidante of
the queen and serves the crown exclusively.
• Sambryl, Queen of Impiltur, hf, AL: CG, wizardess (non-specialized) lvl 20*; HP: 44; AC: -3 (various
magical protections); Str 9, Con 13, Dex 16, Int 18, Wis 16, Cha 15; THAC0 14; 1 APR Dagger 1d4 hp
dmg but usually unarmed; Magical items: Crown of Narfell, a lesser Scrying Stone of Myth Drannor and
countless more; Spells: 5/5/5/5/5/4/3/3/2. XP-Value: 12,000 – but if you cash the 90-year-old queen's
th
chips in, you're a dirty dog. (*In the Year of the Turret – 1360 DR – Sambryl was a 17 lvl mage,
according to FR6 and FR9).
• Shape-Changed Brown Bears (Elves), HD 5+5, AC 6, AL: N, HP 40,38, THAC0 15, Attacks 3: 2 Claws
1d6 hp dmg each, Bite 1d8 hp dmg, Special attack: hug; Special defenses: none, Magic resistance None,
Size: L (9 feet/270 cm). Morale: 8-10, XP-Value: 600.
• Elven Leader, Fighter lvl 9, em, AL:CG, AC:0 (elven chain +3, dex), HP: 76; Base THAC0: 12; 2 APR
long sword +3, THAC0: 7 (elven bonus, magic, specialized), 1d8+5 hp dmg; longbow: THAC0 7 (elven
bonus, magic), XP-Value: 1,400.
• 5 Elven Warriors, Fighters lvl 5, em/f, AL:CG, AC:2 (elven chain +1, dex), HP: 48,41,39,36,42; Base
THAC0: 16; 3/2 APR long sword, THAC0: 14 (elven bonus, specialized), 1d8+4 hp dmg; XP-Value: 270.
• 2 Elven Warrior Mages, Fighters lvl 5/Mages lvl 5, em/f, AL:CG, AC:2 (elven chain +1, dex), HP: 40,38;
Base THAC0: 16; 3/2 APR long sword, THAC0: 15 (elven bonus), 1d8+1 hp dmg; Spells 4-2-1, XP-Value:
600.
These elves are in the Encircling Wood because of the unusual amount of activity by outsiders in the vicinity of
Myth Drannor in recent days. They want to know what’s going on, are careful and are somewhat hostile at the
start, which will be alleviated fastest if an elf in the PC party does the talking. They will not attack unless
provoked or unless the PCs try to push past them without satisfying their demand for answers. If the PCs
murder this group of elven scouts, a considerably larger band should find the PCs within 1d4+1 days and give
them a bloody battle. Most of the elves in this group will be in the forest, hidden, and PC range weapons will hit
these hidden elves only with luck, in other words, with a natural 20 on 1d20. The elves in the foreground also
will disappear into the forest and elude the PCs within 1d4 rounds if pressed hard.
• Elven Leader, Fighter lvl 9, em, AL:CG, AC:0 (elven chain +3, dex), HP: 9d10; Base THAC0: 12; 2 APR
long sword +3, THAC0: 7 (elven bonus, magic, specialized), 1d8+5 hp dmg; XP-Value: 1,400.
• 2 Elven Warriors, Fighters lvl 5, em/f, AL:CG, AC:2 (elven chain +1, dex), HP: 5d10; Base THAC0: 16;
3/2 APR long sword, THAC0: 14 (elven bonus, specialized), 1d8+2 hp dmg; XP-Value: 270.
• 4 Hidden Elven Archers, Fighters lvl 4, em/f, AL:CG, AC:2 (elven chain + dex), HP:4d10; Base
THAC0:17; 2 APR Long bow with sheaf arrows, shooting at point blank range (50 feet/15m), THAC0: 12,
1d8 hp dmg. XP-Value: 175.
• Hidden Elven Mage, lvl 8, ef, AL:CG, AC:5 (magic, dex); HP: 8d4; THAC0:18, 2 APR, Dagger 1d4 hp
dmg. Spells: 4/3/3/2. Magic items: Ring of Protection +3, Potion of Dragon Control, Wand of Frost. XP-
Value: 2,000.
• Mosstreader, hem Lvl 9 Ranger, NG, AC 0 (chain mail, ring of protection +2, Dex 17), THAC0 11, 72 hp,
Str 18, Con 15, Dex 17, Int 12, Wis 14, Cha 9, long sword +2 (THAC0 8), dmg 1d8+4, 3/2 APR; dagger
(THAC0 10), dmg 1d4+2, 2 APR, long bow with flight arrow, (THAC0 10-12-15), dmg 1d8, 2 APR. Spells:
2-2-0-0, Hide in Shadows 61%, Move Silently 75%. Weight 130 lbs/60 kg, Height: 5' 4"/163cm, Hair:
Black, XP-Value 1,400.
Campaign Guide - Page 191
• Truebow, em Lvl 10 Fighter, NG, AC 1 (chain mail, Dex 18), THAC0 10, 83 hp, Str 18, Con 16, Dex 18,
Int 10, Wis 9, Cha 10, long sword +3 (THAC0 6), dmg 1d8+5, 2 APR; dagger (THAC0 9), dmg 1d4+2, 2
APR, long bow with flight arrow, (THAC0 9-11-14), dmg 1d8, 2 APR. Weight 120 lbs/56 kg, Height:
5' 2"/157 cm, Hair: Gold, VP-Value 1,400.
• Windstrider, em Lvl 9 Fighter, NG, AC 2 (chain mail, Dex 17), THAC0 11, 78 hp, Str 18, Con 14, Dex 17,
Int 11, Wis 10, Cha 14, long sword +1 (THAC0 8), dmg 1d8+3, 3/2 APR; dagger (THAC0 10), dmg
1d4+2, 2 APR, long bow with flight arrow, (THAC0 10-12-15), dmg 1d8, 2 APR. Weight 115 lbs/55 kg,
Height: 5' 1"/155 cm, Hair: Gold, XP-Value 975.
This is an encounter just outside of Myth Drannor with a middle level Red Wizard conjurer and his band of
mercenaries, thieves and fighters, from Thay. The wizard too is seeking Myth Drannor in hopes of finding
treasure there. His reaction to the party can be determined randomly with a dice throw or by you as DM based
upon the PCs’ reactions.
• Red Wizard Conjurer, lvl 5, hf, AL:CE, AC 9 (dex), HP 10, THAC0: 19, 1 APR, Dagger 1d4 hp dmg;
Magic items: Potion of Extra Healing, Scrolls – Hold Undead (2), Rod of Passage (8 charges). Spells:
5/3/2 (1 each lvl conjuration). XP-Value: 975.
• 3 Mercenary Fighters, lvl 3, hm, AL:NE, AC 5 (chain mail), HP: 3d10, THAC0:18, 1 APR, Long sword,
1d8 hp dmg; 2 APR, Long bow with sheaf arrows, range 50/100/170 yards/45/90/153m, THAC0 18/20/23,
1d8hp dmg; XP-Value: 65.
• 1 Mercenary Thief, lvl 4, hm, AL:LE, AC 6 (leather, dex), HP: 4d6. THAC0: 19, 1 APR, Long sword, 1d6
hp dmg; 1 APR Sling, range bullet 50/100/200 yards/45/90/180 m; stone: 40/80/160 yards/36/72/144m,
THAC0: 18/10/23, bullet 1d4+1 hp dmg, stone 1d4 hp dmg. Pick Pockets: 20%, Open Locks: 80%,
Find/Remove Traps: 65%, Move Silently: 15%; Hide in Shadows: 10%; Detect Noise: 15%; Climb Walls:
60%, Read Languages: 0%, Backstab: x2. XP-Value: 120.
• Aglaeroch - Pit Fiend, HD:13, HP:92, AL:LE, AC: -5, THAC0 7; 6 Attacks (18/00 Strength): 2 wing
buffets, 1d4+6 hp dmg; 2 claws, 1d6+6 hp dmg; bite 2d6+6 hp dmg; tail, 2d4 + 6 hp dmg; Special attacks:
magic, fear 20 feet/6m – save vs. wand at –3 or flee 1d10 rounds, poison bite – save or die in 1d4
rounds, tail constriction – 2d4+6 hp dmg/round; Special defenses: Regeneration 2 hp/round, hit by +3 or
better magical weapon; Magic resistance: 50%; Size L (12 feet/360 cm); Morale: 19-20; XP-Value:
57,500.
Additional spell abilities: Once per Round – Detect Magic, Detect Invisibility, Fireball, Hold Person,
Improved Invisibility, Polymorph Self, Produce Flame, Pyrotechnics, Wall of Fire. Once daily: Symbol of
Pain. Once yearly: Wish.
• Oluubarga and Belubaer - Gelugons, HD:11, HP: Oluubarga 84, Belubaer 72; AL:LE, AC: -3, THAC0 9;
4 Attacks (18/73 Strength): 2 claws, 1d4+4 hp dmg; mouth pincher bite 2d4+4 hp dmg; tail, 3d4 + 4 hp
dmg; Special attacks: magic, fear 10 feet/3m – save vs. wand or flee 1d6 rounds, tail freeze – save vs.
paralysis or numbed 1d6 rounds, or weapon: great spear 2d6+4 hp dmg and save vs. paralysis or slowed
2d4 rounds. Special defenses: Regeneration 1 hp/round, hit by +2 or better magical weapon; Magic
resistance: 50%; Size H (12 feet/360 cm); Morale: 12; XP-Value: 39,500.
Additional spell abilities: Always active: Detect Invisibility. Once per Round – Detect Magic, Fly,
Polymorph Self, Pyrotechnics.
Campaign Guide - Page 192
• Dlanchass, Glaungter and Faerlfeyd - Cornugons, HD:10, HP: Dlanchass 57, Glaungter 62 and
Faerlfeyd 71; AL:LE, AC: -2, THAC0 11; 4 Attacks (18/00 Strength): 2 claws, 1d4+6 hp dmg; bite 2d4+4
hp dmg; tail, 1d4 + 7 hp dmg, tail 1d3 hp dmg + 1 hp/round bleeding until treated, or barbed whip, 1d6+6
hp dmg and save vs. paralysis or stunned 1d4 rounds; Special attacks: magic, fear 5 feet/150cm – save
vs. wand or flee 1d6 rounds. Special defenses: Regeneration 1 hp/round, hit by +2 or better magical
weapon; Magic resistance: 50%; Size L (9 feet/270 cm); Morale: 13-14; XP-Value: 36,500.
Additional spell abilities: Three times daily: Lightning Bolt. Once daily: Wall of Fire. Once per Round –
Detect Magic, ESP, Produce Flame, Pyrotechnics.
• Hamatula, HD:7, HP: 7d8; AL:LE, AC: 1, THAC0 13; 3 Attacks: 2 claws, 2d4hp dmg; bite 3d4 hp dmg;
st
Special attacks: magic, hug 2d4 hp dmg/round, fear upon 1 hit – save vs. wand or flee 1d6 rounds.
Special defenses: +1 or better magical weapon; Magic resistance: 30%; Size M (7 feet/210 cm); Morale:
19-20; XP-Value: 23,000.
Additional spell abilities: Once per Round – Affect Normal Fires, Hold Person, Produce Flame,
Pyrotechnics.
• Barbazu, HD:6+6, HP: 6d8+6; AL:LE, AC: 3, THAC0 13; 1 Attack saw-toothed glaive 2d6 hp dmg or 3
Attacks: 2 claws, 1d2hp dmg; barbed beard 1d8 hp dmg; Special attacks: magic, battle frenzy, bleeding
glaive wounds, disease. Special defenses: +1 or better magical weapon; Magic resistance: 30%; Size M
(6 feet/180 cm); Morale: 11-12; XP-Value: 23,500.
Glaive wound continues to bleed for 2hp/round dmg until treated, bleeding damage cumulative. Barbed
beard hit has 25% chance of causing disease. Additional spell abilities: Once per Round – Affect Normal
Fires, Command, Fear (by touch), Produce Flame.
• Eryines, HD:6+6, HP: 6d8+6; AL:LE, AC: 2, THAC0: 13, Attacks: 1 weapon; Special attacks: charm, fear
– save vs. rods or flee 1d6 rounds, rope of entanglement. Special defenses: +1 or better magical
weapon; Magic resistance: 30%; Size M (6 feet/180 cm); Morale: 11-12; XP-Value: 29,500.
Charm any being within 60 feet/18m (if possible within mythal), save vs. spells at half real level – only one
person can be charmed at one time. Additional spell abilities: Once per Round – Detect Invisibility,
Invisibility, Locate Object, Polymorph Self, Produce Flame.
• Abishai, Red, HD:6+3, HP: 6d8+3; AL:LE, AC: 1, THAC0: 13; 3 Attacks: 2 claws 1d4 hp dmg, tail 1d4+1
hp dmg; Special attacks: Poison, dive. Special defenses: +1 or better magical weapon, regeneration;
Magic resistance: 30%; Size M (6 feet/180 cm); Morale: 11-12; XP-Value: 25,500.
• Abishai, Green, HD:5+2, HP: 5d8+2; AL:LE, AC: 3, THAC0: 15; 3 Attacks: 2 claws 1d4 hp dmg, tail
1d4+1 hp dmg; Special attacks: Poison, dive. Special defenses: +1 or better magical weapon,
regeneration; Magic resistance: 30%; Size L (7 feet/210 cm); Morale: 8-10; XP-Value: 23,500.
• Abishai, Black, HD:4+1, HP: 4d8+1; AL:LE, AC: 5, THAC0: 17; 3 Attacks: 2 claws 1d4 hp dmg, tail
1d4+1 hp dmg; Special attacks: Poison, dive. Special defenses: +1 or better magical weapon,
regeneration; Magic resistance: 30%; Size M (6 feet/180 cm); Morale: 8-10; XP-Value: 21,500.
Diving attack with both claws, THAC0 +2, double damage. Regeneration: 1 hp/round except dmg from
holy water, causes 2d4 hp/hit. Additional spell abilities: Once per Round – Change Self, Command,
Produce Flame, Pyrotechnics, Scare.
• Osyluth, HD: 5, HP: 4d8+1; AL:LE, AC: 3, THAC0: 15; 4 Attacks: 2 claws 1d4 hp dmg, bite 1d8 hp dmg,
tail 3d4 hp dmg; Special attacks: Fear – 5 feet/150cm save vs. rods or flee 1d6 rounds, poison tail, save
vs. poison at –3 or lose 1d4 hp Str 1d10 rounds. Special defenses: +1 or better magical weapon; Magic
resistance: 30%; Size L (9 feet/270 cm); Morale: 11-12; XP-Value: 24,000.
Additional spell abilities: Once per Round – Fly, Improved Phantasmal Force, Invisibility, Wall of Ice.
Campaign Guide - Page 193
• Spinagon, HD: 3+3, HP: 3d8+3; AL:LE, AC: 4, THAC0: 17; 3 Attacks: 2 claws 1d4 hp dmg, fork 1d6 hp
dmg; Special attacks: Flame spikes, 2/round fired as darts, 1d3 hp dmg + fire. Special defenses: Spell
abilities; Magic resistance: 15%; Size S (3 feet/90 cm); Morale: 8-10; XP-Value: 7,500.
Spell abilities: Once per Round – Affect Normal Fires, Change Self, Command, Produce Flame, Scare,
Stinking Cloud.
• Drandalar, (further described in the New NPCs section) Priest of Cyric, hm, Level 10, AL:CE, HP: 58.
Attributes: Strength 14, Dexterity 12, Constitution 13, Intelligence 12, Wisdom 15, Charisma 9. . Base
THAC0: 14. AC: 5. Attacks: Morning Star +3, THAC0 11, 2d4+3 hp dmg. Magic potions: 3 vials of Extra-
Healing; Scrolls: Animate Dead, Neutralize Poison, Protection from Fire; Magic items: Ring of Human
Influence, Rod of Resurrection (4 charges left). Spells: 5/5/4/3/2/0/0. XP-Value: 2,000.
• 2 Fighters, hm, lvl 8, AL:NE, HP:68, 59; Base THAC0 13; AC 5 (Chain mail); Attacks: Long sword
(specialized) 2 APR, THAC0 10, 1d8+4 hp dmg; Long bow with sheaf arrows, Range 50/100/170
yards/45/90/153m, THAC0 13/15/18, 1d8+1 hp dmg. XP-Value: 975.
• Emenlander, (further described in the New NPCs section) Transmuter Lvl 5 / Fighter Level 10, hm,
AL:N(E), HP: 82. Attributes: Strength 16, Dexterity 15, Constitution 13, Intelligence 15, Wisdom 10,
Charisma 7. . Base THAC0: 11. AC: 4 (Chain mail + Dex). Attacks: Long sword +3 (specialized) 2 APR,
THAC0 7, 1d8+6 hp dmg (magic weapon + strength + specialization); Knife: 3/2 APR THAC0 11, 1d3+1
hp dmg (strength), Long bow with sheaf arrows, THAC0 Ranges 50/100/170b yards/45/90/153m –
11/13/16, 1d8+1 hp dmg (strength). Magic potions: 2 vials of Extra-Healing; Scrolls: Hold Undead,
Neutralize Poison; Magic items: Wand of Enemy Detection (9 charges left). Spells: 5/3/2 (1 each group
Alteration school). XP: 8,000.
• 2 Fighters, hm, lvl 9, AL:NE, HP:69, 62; Base THAC0 12; AC 5 (Chain mail); Attacks: Long sword
(specialized) 2 APR, THAC0 9, 1d8+4 hp dmg; Long bow with sheaf arrows, Range 50/100/170
yards/45/90/153m, THAC0 12/14/17, 1d8+1 hp dmg. XP-Value: 1,400.
• 1 Thief, hm, lvl 11, AL:CE, HP: 43; Base THAC0 15; AC 5 (Leather); Attacks: Short sword 1 APR, 1d6 hp
dmg, dagger 1d4 hp dmg, Short bow with flight arrows, Range 50/100/150 yards/45/90/135m, THAC0
12/14/17, 1d6 hp dmg. Pick pockets: 50%, Open Locks: 95%, Find/remove traps: 95%, Move silently:
60%, Hide in Shadows: 60%, Detect Noise: 20%, Climb walls: 95%, Read languages: 15%. XP-Value:
2,000.
• Hbnaster (further described in the New NPCs section) Necromancer, hm, Level 6. AL:LE. HP: 18.
Attributes: Strength 8, Dexterity 16, Constitution 9, Intelligence 17, Wisdom 14, Charisma 14. Base
THAC0: 19. AC: 8 (dex). Attacks: 1 APR, THAC0 19, Dagger 1d4 hp dmg. Spells: 5/3/3 (1 each lvl
Necromancy school). Magic items: Potion of Dragon Control, Potion of Fire Resistance, Potion of
Undead Control, Scroll Hold Person (2), Blink, Hold Undead, Ring of Invisibility, Wand of Paralysis. XP:
2,000.
• 3 Fighters, hm, lvl 6, AL:NE, HP: 52, 43, 39; Base THAC0 15; AC 5 (Chain mail); Attacks: Long sword
(specialized) 3/2 APR, THAC0 12, 1d8+4 hp dmg; Long bow with sheaf arrows, Range 50/100/170
yards/45/90/153m, THAC0 15/17/20, 1d8+1 hp dmg. XP-Value: 420.
Campaign Guide - Page 194
• 1 Thief, hm, lvl 8, AL:CE, HP: 43; Base THAC0 17; AC 5 (Leather); Attacks: Short sword 1 APR, 1d6 hp
dmg, dagger 1d4 hp dmg, Short bow with flight arrows, Range 50/100/150 yards/45/90/135m, THAC0
15/17/20, 1d6 hp dmg. Pick pockets: 50%, Open Locks: 80%, Find/remove traps: 80%, Move silently:
50%, Hide in Shadows: 50%, Detect Noise: 20%, Climb walls: 85%, Read languages: 15%. XP-Value:
650.
• Blazing Bones (Undead), AL:CE, HD: 5+5, AC: 5, THAC0: 15. 2 Attacks: Fiery blow 1d4+2 hp dmg.
Special attacks: Hurl fire 20 feet/6m 1d6+3 hp dmg. Special defenses: Immune all fire & heat dmg and
charm, hold and sleep spells. Hit points from heat attack heal lost hot points and then permanently
augment hit points and also HD for each 8 hp. Half damage from edged or piercing weapons.
Weaknesses: Holy water does 4d4 hp dmg per vial, 2d4 hp dmg per splash. Turn as ghasts. Size: M (6
feet/180cm). Morale: 20. XP: 1,400.
Blazing bones are accidentally created undead, the remains of wizards and priests with contingency
magicks who were destroyed by fire while casting a spell or triggering an item. The blazing bones look
exactly like the burnbones from the Ruins of Zhentil Keep set but they are in truth much weaker,
possessing among other things none of Cyric’s power.
• Spectre (Undead), HD 7+3, AL: LE, HP: 10-59, AC: 2, THAC0: 13, Attacks: 1, blows 1d8hp dmg + 2
levels energy drain, Defenses: +1 or better magic weapon to hit, Size; M (Man-sized), Morale 15, XP-
Value: 3,000.
Spectres are powerless in daylight. They appear to be transparent human or elven forms, like ghosts.
They are immune to paralysis, sleep, charm and hold and to cold and poison attacks. Holy water causes
2d4hp dmg, and the spell Raise Dead annihilates a spectre if its saving throw vs. spells fails.
DROW PARTY
• Priestess of Llolth drf, Lvl 5, AL:CE, AC:3 (adamantine chain), Base THAC0: 18; Attacks: 1 APR, Mace
+2, THAC0: 16, 1d6+3 hp dmg; Spells: 3/3/1/0/0/0/0, Size M: 5 feet/150 cm. XP-Value: 650.
• Necromancer, drm, Lvl 4, AL:CE, AC:8, Base THAC0: 19; Attacks: 1 APR, Dagger, THAC0: 19, 1d4 hp
dmg; Spells: 4/3/0/0/0/0/0/0/0 (1 each necromancy), Size M: 5½ feet/165 cm. XP-Value: 420.
• 3 W, drm, Lvl 4, AL:CE, AC:5 (chain), Base THAC0: 17; Attacks: 3/2 APR, Long sword (specialized),
THAC0 14, 1d8+3 hp dmg, Size M: 5-5½ feet/150-165 cm. XP-Value: 420.
WATCHERS
• Baelnorn (Elven undead), HD 9+6, AL: LG/LN, AC: 0, THAC0: 11, Attacks: 1, Cold touch 1d10 or
Weapon; Special attacks: spells; Special defenses: +1 or better magic weapon to hit, Magic resistance:
50%, Size; M (5 feet+/150 cm+), Morale 20, XP-Value: 10,000.
Baelnorn cannot be turned within Myth Drannor. Three times daily with a duration of 5 turns each a
baelnorn can project an image of himself up to a mile in distance. The image also can cross the border
between material and ethereal planes, and it can communicate and cast spells, but it cannot carry
objects, turn undead, damage by touch, etc. The image can take damage at armor class 0, but the
baelnorn sustains only half of the taken damage. A baelnorn has the cold touch of a lich, inflicting 1d10
hp dmg and save vs. paralysis or the victim is paralyzed until the magic is dispelled. A baelnorn uses
th
spells as in life, with the average baelnorn having been a mage or cleric of 15 level. Spells:
Campaign Guide - Page 195
Average baelnorn mage, Lvl 15: 5/5/5/5/5/2/1/0/0
Average baelnorn cleric, Lvl 15: 6/6/6/6/4/2/1
SLAVE-GATHERING SLAVES
• 8 Bugbears, HD 3+1, AC 5, AL: CE, HP 3d8+1, THAC0 17, Attacks: 1, Blow 2d4 hp dmg or weapon,
Special attack: surprise +2 hp dmg; Special defenses: none, Magic resistance None, Size: L (7 feet/210
cm). Morale: 11-13, XP-Value: 120.
• Ralpur, (further described in the New NPCs section) Priest of Tiamat Lvl 6, hm, AL:CE, HP: 39.
Attributes: Strength 14, Dexterity 12, Constitution 13, Intelligence 10, Wisdom 14, Charisma 7. . Base
THAC0: 18. AC: 5 (Chain mail). Attacks: Morning Star +2, 1 APR, 2d4+2 hp dmg (magic weapon);
Magic potions: 2 vials of Extra-Healing; Scrolls: Flame Barrier; Spells: 4/3/2. XP: 975.
• 2 Fighters, hm, lvl 6, AL:NE, HP:49, 40; Base THAC0 15; AC 5 (Chain mail); Attacks: Long sword
(specialized) 3/2 APR, THAC0 12, 1d8+4 hp dmg; Long bow with sheaf arrows, Range 50/100/170
yards/45/90/153m, THAC0 15/17/20, 1d8+1 hp dmg. XP-Value: 420.
• 1 Thief, hm, lvl 8, AL:CE, HP: 45; Base THAC0 17; AC 5 (Leather); Attacks: Short sword 1 APR, 1d6 hp
dmg, dagger 1d4 hp dmg, Short bow with flight arrows, Range 50/100/150 yards/45/90/135m, THAC0
15/17/20, 1d6 hp dmg. Pick pockets: 50%, Open Locks: 80%, Find/remove traps: 80%, Move silently:
50%, Hide in Shadows: 50%, Detect Noise: 20%, Climb walls: 85%, Read languages: 15%. XP-Value:
650.
Nardet's Lair
Module: “Tale of 2 Liches”
• 4 Death Knights, HD 9d10, AC 0, AL: CE, HP 81, 62, 54, 57, THAC0 11, Attacks 1: Weapon with +3
bonus; Special attack: see description. Special defenses: see description. Magic resistance: 75% +
special, Move: 12, Size: M (6-7 feet/180-210cm). Morale: 17, XP-Value: 6,000. Weapons: 1) two-hander
+4, 2) two-hander +3, 3) two-hander +2, 4) two-hander +4. Weapon bonus is cumulative with base +3
bonus.
• Stone Golem (Greater), HD 14, AC 5, AL: N, HP 60, THAC0 7, Attacks Blow, 3d8 hp dmg. Special
attack: None; Special defenses: see description. Magic resistance: None, Size: L (9½ feet/285cm, weight
1 Ton). Morale: 19-20, XP-Value: 8,000.
• Ildur Arntar, (only official NPC with statistics) hm, F16, HP: 89, AL: NG, AC: 5 (Ring of Protection +3,
Dexterity), THAC0 5, 2 APR Hand axe THAC0 3, 1d6+5 hp dmg, 2 APR Long Sword +3, THAC0 0,
1d8+6 hp dmg, XP-Value 6,000.
• Wife Shaltana, (official NPC, statistics unofficial) hf, P6 Chauntea, HP: 36, AL: NG, AC: 8 (Dexterity),
THAC0: 18, 1 APR Club, THAC0 18, 1d6 hp dmg; Frying Pan, THAC0 18, 1d3 hp damage, Spells: 5-5-3-
0-0-0-0, XP-Value 270.
Campaign Guide - Page 196
• Daughter Lanandra (unofficial), hf, F3, HP: 20, AL: NG, AC: 9 (Dex), THAC0 18, 1 APR Club, Chair or
Frying Pan, THAC0 18, 1d6 hp dmg with club, 1d3 hp with a chair or frying pan; 1 APR short sword,
THAC0 18, 1d6 hp dmg, XP-Value 65.
• Daughter Mala (unofficial), hf, F2, HP: 13, AL: NG, AC: 9 (Dex), THAC0 19, 1 APR Club, Chair or Frying
Pan, THAC0 19, 1d6 hp dmg with club, 1d3 hp with a chair or frying pan; 1 APR short sword, THAC0 19,
1d6 hp dmg, XP-Value 35.
• Daughter Rilla (unofficial), NG, hf, P1 Chauntea, HP: 6, AL: NG, AC: 9 (Dexterity), THAC0: 20, 1 APR
Club, THAC0 20, 1d6 hp dmg; Frying Pan, THAC0 20, 1d3 hp damage, Spells: 3-0-0-0-0-0-0, XP-Value
15.
• Daughter Larenda (unofficial), Lvl 0, HP: 4, AL: NG, AC: 10, THAC0 20, 1 APR Club, Chair or Frying
Pan, THAC0 20, 1d6 hp dmg with club, 1d3 hp with a chair or frying pan; 1 APR short sword, THAC0 20,
1d6 hp dmg, XP-Value 7.
• Kelt (unofficial), halfling male, T17, HP: 60, AL: N, AC: 5 (Leather + Dex), THAC0 12, 1 APR Short Sword
+2, THAC0 10, 1d6+2 hp dmg, Read Languages 45%, all other thieves abilities 95%, Backstab +5, XP-
Value 7,000.
• Sinda (unofficial), hef, B14. HP: 58, AL: N, AC: 5 (Leather + Dex), THAC0 14, 1 APR Short Sword +1,
THAC0 13, 1d6+1 hp dmg, Read Languages 95%, Climb Walls 95%, Detect Noise 50%, Pick Pockets
40%, XP-Value 4,000.
• Darggh (unofficial), hm, F17, HP: 102, AL: CG, AC: 2 (Chain mail, Dexterity), THAC0 4, 2 APR Long
Sword +4 THAC0 0, 1d8+7 hp dmg, XP-Value 7,000.
• Hesta (unofficial), hf, CN, M12 (Transmuter), HP: 33, AC: 8 (Dex), THAC0 17 Dagger 1d4 hp dmg;
Spells: 5-5-5-5-5-2-0-0-0, one each level Alteration, XP-Value 2,000.
• Barscht (unofficial), hm, F16, HP: 86, AL: CN, AC: 3 (Chain Mail, Dexterity), THAC0 5, 2 APR Long
Sword +5, THAC0 0, 1d8+6 hp dmg, XP-Value 6,000.
• Ragga (unofficial), df, F12, HP: 81, AL: LN, AC: 5 (Chain mail), THAC0 9, 2 APR Battleaxe +3, THAC0 4,
1d8+5 hp dmg, XP-Value: 2,000.
Prograth's Darkenbeasts
Module: “Tale of 2 Liches”
• 7 Darkenbeasts (originally 4 mice, 2 rats, 1 black squirrel), HD 5+5, AC 4, AL: NE, HP 35, 33, 22, 40,
THAC0 15, Attacks 1 or 3: Fangs 3d4 hp dmg or fangs 3d4 hp dmg and 2 claws each 1d4 hp dmg; Move:
18, Special: THAC0 penalty of 1 in bright light; special attacks: none; special defenses: immune to mind
control, Magic resistance: 25%, Size: M (4-5 feet/120-150cm). Morale: 11-12, XP-Value: 975.
1. Kelemvor's Quarter
• Klarsa, hf, Doomguide of Kelemvor, priestess lvl 20, RN, 94 hp, Weapon: Mace of Lasting Death, THAC0
3, other weapons THAC0 6, AC: 2 (chain mail and Ring of Protection +3). STR 14, CON 16, DEX 14,
WIS 18, INT 12, CHA 9. Mace of Lasting Death: Mace +3, hit destroys automatically undead of vampire
or less, undead ghost or higher saves vs. death magic or is destroyed.
Campaign Guide - Page 197
• Hestell, , hm, Doomguide of Kelemvor, priest lvl 14, RN, 68 hp, Weapon: Mace+3, THAC0 9, other
weapons THAC0 12, AC: 3 (chain mail and Ring of Protection +2). STR 15, CON 16, DEX 12, WIS 18,
INT 11, CHA 11.
• Reetha, , hf, Doomguide of Kelemvor, priest lvl 12, RN, 61 hp, Weapon: Mace +2, THAC0 12, other
weapons THAC0 14, AC: 4 (chain mail and Ring of Protection +1). STR 11, CON 15, DEX 16, WIS 17,
INT 14, CHA 10.
• Xaneth, , hm, Doomguide of Kelemvor, lvl 10, RN, 54 hp, Weapon: Mace +1, THAC0 13, other weapons
THAC0 14, AC: 5 (chain mail). STR 14, CON 14, DEX 14, WIS 17, INT 11, CHA 13.
• Darbie, , hm, SP Doomguide of Kelemvor, lvl 10, RN, 51 hp, Weapon: Mace +1, THAC0 13, other
weapons THAC0 14, AC: 5 (chain mail). STR 15, CON 14, DEX 12, WIS 16, INT 12, CHA 11.
• Gamling, , hm, white necromancer lvl 17, RN, 51 hp, Weapon: Dagger, THAC0 17, AC: 6 (Ring of
Protection +3). STR 9, CON 12, DEX 16, WIS 12, INT 18, CHA 10. A white necromancer uses only
those necromantic powers geared toward destroying undead, and these as a necromancer one step
higher. He uses no spells to animate or use undead.
• Thurbal, , hm, fighter lvl 15, RN, 101 hp, Weapons: Bastard sword +4, THAC0 0, Warhammer +3 THAC0
1, AC: 2 (Plate mail). STR 18/82, CON 17, DEX 16, WIS 10, INT 8, CHA 6.
• Vark, , hm, fighter lvl 14, RN, 96 hp, Weapons: long sword +3, THAC0 2, battle axe +2 THAC0 3, AC: 2
(Plate mail). STR 18/41, CON 16, DEX 16, WIS 9, INT 9, CHA 10.
• Reilly, , hm, fighter lvl 14, RN, 94 hp, Weapons: long sword +3, THAC0 2, battle axe +3 THAC0 2, AC: 2
(Plate mail). STR 18/34, CON 14, DEX 17, WIS 7, INT 10, CHA 7.
2. Ilmater's Quarter
• Sir Harnell Penn, hm, paladin of Ilmater, lvl 19, RG, 126 hp, Weapon: Two-Hander +5, THAC0 -5, other
weapons THAC0 -1, AC: -3 (plate mail, magic, + shield). STR 18/88, CON 17, DEX 14, WIS 16, INT 11,
CHA 14.
• Lady Davitta Gitton, hf, paladin of Ilmater, lvl 17, RG, 112 hp, Weapon: Two-Hander +3, THAC0 -1,
other weapons THAC0 2, AC: 0 (plate mail + shield). STR 18/41, CON 16, DEX 13, WIS 16, INT 14,
CHA 14.
• Sir Tau tsi-Dang, hm, paladin of Ilmater, lvl 15, RG, 97 hp, Weapon: Two-Hander +1, THAC0 3, other
weapons THAC0 4, AC: 0 (plate mail + shield). STR 18/37, CON 16, DEX 14, WIS 15, INT 14, CHA 14.
• Conard, hm, Painbearer of Lathander, priest lvl 14, RG, 66 hp, Weapon: Morning Star +3, THAC0 9,
other weapons THAC0 12, AC: 5 (chain mail). STR 15, CON 14, DEX 15, WIS 18, INT 11, CHA 11.
• Sister Ralda, hf, monk of Ilmater, lvl 12, RG, 78 hp, Weapon: Mace +3, THAC0 11, other weapons
THAC0 14, AC: 1 (monk + DEX). STR 10, CON 13, DEX 18, WIS 16, INT 14, CHA 8.
• Brother Lindar, hm, monk of Ilmater, lvl 11, RG, 71 hp, Weapon: Mace +1, THAC0 13, other weapons
THAC0 14, AC: 3 (monk + DEX). STR 12, CON 13, DEX 17, WIS 16, INT 14, CHA 7.
• Sister Mariandl, hf, monk of Ilmater, lvl 10, RG, 71 hp, Weapon: Mace +1, THAC0 13, other weapons
THAC0 14, AC: 3 (monk + DEX). STR 12, CON 13, DEX 17, WIS 16, INT 14, CHA 7.
• Brother George, hm, monk of Ilmater, lvl 10, RG, 70 hp, Weapon: Mace, THAC0 14, other weapons
THAC0 14, AC: 3 (monk + DEX). STR 14, CON 13, DEX 16, WIS 16, INT 14, CHA 10.
Campaign Guide - Page 198
• Brother Neville, hm, monk of Ilmater, lvl 11, RG, 73 hp, Weapon: Mace, THAC0 14, other weapons
THAC0 14, AC: 4 (monk). STR 16, CON 13, DEX 16, WIS 16, INT 14, CHA 12.
3. Chauntea's Quarter
• Nartan, hm, archdruid of Chauntea, lvl 13, N, 76 hp, Weapon: Scimitar +3, THAC0 9, other weapons
THAC0 12, AC: 5 (leather + DEX). STR 11, CON 16, DEX 17, WIS 16, INT 11, CHA 15.
• Seppl, hm, druid of Chauntea, lvl 11, N, 64 hp, Weapon: Scimitar, THAC0 14, other weapons THAC0 14,
AC: 8 (leather). STR 12, CON 15, DEX 14, WIS 15, INT 13, CHA 15.
• Isaac, hm, druid of Chauntea, lvl 7, N, 41 hp, Weapon: Scimitar, THAC0 16, other weapons THAC0 16,
AC: 8 (leather). STR 13, CON 14, DEX 14, WIS 14, INT 15, CHA 15.
• Sister Meritta, hf, monk of Chauntea, lvl 0, N, 3 hp, non-combatant, in charge of the common house.
• Sister Liandra, hf, monk of Chauntea, lvl 0, N, 2 hp, non-combatant, in charge of the House of the
Bountiful Harvest.
• Brother Adam, hf, monk of Chauntea, lvl 0, N, 4 hp, non-combatant, in charge of farming.
Rostar's Trade
Module: “Silverymoon”
Rostar Dvall and his brother, Zarek, are herd sheep in Nesmé. Rostar and his hired men are heading to
Longsaddle and then south to Waterdeep with fine wool from Nesmé.
• Rostar Dvall, hm, F3, AC: 8 (Leather) THAC0 18, 26 hp, 2 APR Long Sword THAC0 18, dmg 1d8 hp; 2
APR Longbow THAC0 18, 1d6 hp dmg, XP-Value 65.
• Zarek Dvall, hm, F3, AC: 8 (Leather), THAC0 18, 24 hp, 2 APR Long Sword THAC0 18, dmg 1d8 hp; 2
APR Longbow THAC0 18, 1d6 hp dmg, XP-Value 65.
• "Thulli," (real name unknown), dm, T4, AC: 8 (Leather), THAC0 18, 14 hp, 1 APR Warhammer THAC0
18, dmg 1d8 hp; XP-Value 120.
• Githfindl, hem, Transmuter 3, AC: 9 (Dexterity), THAC0 20, 8 hp, 2 APR Dagger THAC0 20, dmg 1d4
hp; Spells: 3-2-0-0-0-0-0-0-0, 1 each level Alteration, XP-Value 65.
• Nella, hf, P3 (Lathander), THAC0 18, AC: 8 (Leather), 18 hp, 1 APR Morning Star THAC0 18, dmg 1d8
hp; Spells: 2-1-0-0-0-0-0, XP-Value 65.
• Kiell, hm, F2, AC: 8 (Leather) THAC0 19, 17 hp, 1 APR Long Sword THAC0 19, dmg 1d8 hp; 2 APR
Longbow THAC0 19, 1d6 hp dmg, XP-Value 35.
• Radatt, hm, F2, AC: 8 (Leather) THAC0 19, 14 hp, 1 APR Long Sword THAC0 19, dmg 1d8 hp; 2 APR
Longbow THAC0 19, 1d6 hp dmg, XP-Value 35.
Campaign Guide - Page 199
• Ganda, hef, F2, AC: 8 (Leather) THAC0 19, 18 hp, 1 APR Long Sword THAC0 18, dmg 1d8 hp; 2 APR
Longbow THAC0 18, 1d6 hp dmg, XP-Value 35.
• Merd, hem, F1, AC: 8 (Leather) THAC0 20, 8 hp, 1 APR Long Sword THAC0 20, dmg 1d8 hp; 2 APR
Longbow THAC0 20, 1d6 hp dmg, XP-Value 15.
• Yandar, hm, F1, AC: 8 (Leather) THAC0 20, 6 hp, 1 APR Long Sword THAC0 20, dmg 1d8 hp; 2 APR
Longbow THAC0 20, 1d6 hp dmg, XP-Value 15.
• Levitth, hm AL: CE, Goat's Head Priest of Orcus (really Cyric) lvl 8; HP: 38, AC: 5 chain mail; Str 13,
Con, 12, Dex 14, Int 9, Wis 15, Cha 8; THAC0 16; mace 1 APR 1d6+1/1d6 hp dmg; Spells: 5/4/3/2/0/0/0;
XP-Value: 2,000.
• Nythra, hf AL: CE, Goat's Head Priest of Orcus (really Cyric) lvl 6; HP: 29, AC: 5 chain mail; Str 11, Con,
13, Dex 13, Int 12, Wis 16, Cha 10; THAC0 18; mace 1 APR 1d6+1/1d6 hp dmg; Spells: 5/5/2/0/0/0/0;
XP-Value: 975.
• Derrenyn, hm AL: CE, Goat's Head Priest of Orcus (really Cyric) lvl 3; HP: 15, AC: 8 leather; Str 14, Con,
14, Dex 12, Int 8, Wis 14, Cha 7; THAC0 20; mace 1 APR 1d6+1/1d6 hp dmg; Spells: 3/0/0/0/0/0/0; XP-
Value: 120.
• Rongyar, hm AL: LE, (Assassin) thief lvl 12, mage lvl 3; HP: 52, AC: 3 (cloak + Dex); Str 16, Con, 13,
Dex 16, Int 15, Wis 9, Cha 14; THAC0 15; Garrote, only as backstab, THAC0 11; Dagger + 4, THAC0 11,
dmg 1d4+5/1d3+5; Spells: 2/1/0/0/0/0/0/0/0; enhanced ring of invisibility, wand of polymorphing (16
charges left – command word ali-kam-bay), wand of magic detection (18 charges left, command word
haseem-el-dunar), cloak of protection + 5; pick pockets 15%, open locks 95%, find/remove traps 95%,
move silently 95%, hide in shadows 95%, detect noise 55%, climb walls 95%, read languages 0%; XP-
Value: 13,000.
• Brevas Hurn, hm AL: NE thief lvl 10; HP: 42; AC: 8 (Dex); Str 14, Con 16, Dex 16, Int 10, Wis 11, Cha 9;
THAC0 16; 1 APR Club 1d4 hp dmg; pick pockets 95%, open locks 95%, find/remove traps 95%, move
silently 10%, hide in shadows 10%, detect noise 95%, climb walls 95%, read languages 0%; XP-Value:
1,400.
• Lithwindl, hfm AL: NE fighter lvl 9/thief lvl 12; HP: 103; AC: 1 (Dex + Chain); Str 17, Con 17, Dex 18, Int
12, Wis 9, Cha 9; THAC0 12; 2 APR Short Sword +3, THAC0 8, 1d6 + 4 hp dmg; pick pockets 85%, open
locks 95%, find/remove traps 95%, move silently 95%, hide in shadows 95%, detect noise 60%, climb
walls 95%, read languages 0%; Hat of Disguise; Pipes of Pain, Dust of Tracelessness (6), cloak of
displacement; XP-Value: 13,000.
• Midambryl, hf AL: NE thief lvl 8; HP: 32; AC: 7 (Dex); Str 13, Con 15, Dex 17, Int 10, Wis 10, Cha 12;
THAC0 17; 1 APR Dagger 1d4 hp dmg; pick pockets 60%, open locks 65%, find/remove traps 45%,
move silently 55%, hide in shadows 55%, detect noise 55%, climb walls 90%, read languages 0%; XP-
Value: 650.
• Laadan, hf AL: NE thief lvl 6; HP: 22; AC: 7 (Dex); Str 14, Con 14, Dex 17, Int 10, Wis 9, Cha 8; THAC0
18; 1 APR Dagger 1d4 hp dmg; pick pockets 60%, open locks 55%, find/remove traps 45%, move silently
45%, hide in shadows 45%, detect noise 45%, climb walls 70%, read languages 0%; XP-Value: 270.
• Rihgarth, hm AL: NE thief lvl 8; HP: 37; AC: 8 (Dex); Str 15, Con 14, Dex 16, Int 12, Wis 9, Cha 10;
THAC0 17; 1 APR Dagger 1d4 hp dmg; pick pockets 25%, open locks 20%, find/remove traps 65%,
move silently 80%, hide in shadows 70%, detect noise 55%, climb walls 90%, read languages 0%; XP-
Value: 650.
Campaign Guide - Page 200
• Xereb, hm AL: NE thief lvl 5; HP: 26; AC: 8 (Dex); Str 14, Con 13, Dex 16, Int 11, Wis 10, Cha 9; THAC0
18; 1 APR Dagger 1d4 hp dmg; pick pockets 25%, open locks 20%, find/remove traps 55%, move silently
60%, hide in shadows 60%, detect noise 50%, climb walls 90%, read languages 0%; XP-Value: 175.
• Karnos, hm AL: NE thief lvl 4; HP: 20; AC: 8 (Dex); Str 13, Con 14, Dex 16, Int 13, Wis 10, Cha 10;
THAC0 18; 1 APR Dagger 1d4 hp dmg; pick pockets 25%, open locks 20%, find/remove traps 50%,
move silently 55%, hide in shadows 55%, detect noise 50%, climb walls 90%, read languages 0%; XP-
Value: 120.
• Will Foxx (unofficial NPC) – LG(E) hm lvl 5 Priest, Angel of Ilmater (Cyric), HP: 21. Base THAC0: 18.
AC: 10. Attacks: Morning Star, THAC0 18, 2d4 hp dmg. Magic potions: 2 vials of Healing, 40 vials of
Type I poison (save for fortitude against DC 20/vs. poison for 20 hp dmg or die in 1d4 rounds); Spells:
3/3/1/0/0/0/0. XP: 420. Will is an especially strong and devout member of Ilmater's Angels and he will
not be the least bit hesitant to sacrifice his own life in his church's cause. Indeed, he has extolled the
wonders of Ilmater's City of Joy to such an extent that he yearns to be there himself, lending something of
st
a suicidal drive to him. He's been in Sendrin together with two novice 1 level Angels of Ilmater since
Nightal in the Year of the Unstrung Harp (1371 DR).
To date, his seemingly simple mission has been an abject failure. His church (in reality, the church of
Cyric) gave him a handsome sum of money and sent Will and the two novices off to Sendrin to buy the
abandoned temple to Waukeen there and convert it into a temple to Ilmater. The wealthy cattle rancher
Hiagord Filiakin owns the temple, believes Waukeen will return and has not the least intention of selling it.
On the contrary, he bought it to keep it for the day when Waukeen takes her seat again among the gods
of the Faerûnian pantheon.
Not only has Will failed in buying the closed temple, but his attempts to buy other buildings in Sendrin
also have been rejected, and neither he nor his novices have succeeded in winning a single convert.
What's more, because of overzealous evangelizing, he and his novices have been banned by Zynd
Cadojan (unofficial NPC – LN hm lvl 0) from entering the Blasted Wizard Inn.
The odds are stacked high against Will in Sendrin. The village is prosperous and is inclined in matters of
worship toward Gond and Chauntea, although most wish Waukeen would return, for they thank her for
the prosperity and good health that the folk of Sendrin enjoy. Sendrin offers little fertile ground for the
church of Ilmater, regardless of whether it is the true faith or the deluded angels who unwittingly serve
Cyric, the god of illusion and strife. Perseverance is unnecessary in Sendrin, and the locals, with an
average alignment near lawful neutral, are more interested in their own work and the profits and good life
they reap from them than in the trials, tribulations and sufferings of less fortunate folk elsewhere.
Will has searched in vain for poor souls he can help to arrive at the City of Joy, but his basically lawful
good alignment keep him from rationalizing to any great extent in such matters, and therefore he has
found no candidate for his merciful poisons to date. It should come as no surprise then that he is
absolutely delighted at the news that the PCs are on the way to Sendrin. Will commiserates with the PCs
and is fully horrified at the way they have been enslaved to the will of their evil sigylls. He is waiting with
open arms to offer them absolution.
• Wilawyn Thikath (unofficial NPC) – N gm lvl 10 Priest, Gondsman of Gond, HP: 21. Base THAC0: 14.
AC: 5(12). Attacks: 1/3 Arquebus, THAC0 14 to 50 yards/45m, THAC0 15 to 150 yards/135m, THAC0 19
to 210 yards/189m, dmg and hit rules special, see PHB. Magic potions: 2 vials of Healing, 6 vials of
Extra-Healing; Spells: 4/4/3/2/2/0/0. XP: 1,400.
Campaign Guide - Page 201
Wilawyn is an evangelist gnome priest from the isle of Lantan who settled in Sendrin after discovering
that milling operations have to come to a halt there in the winter when the millstream freezes. He and the
two Sendrin millers (grain mill and sawmill) are working on a project to power the millstone and the saws
with steam. The project still is not finished, although there have been two explosions, and Wilawyn has
been forced to let one of his four Raise Dead scrolls be used to restore the life of the grain miller.
Wilawayn's big project, however, is the Mechanical Man (see New Monsters). His mentor in Lantan gave
Wilawyn a copy of one of the church's rare magical treatises on the construction of the Mechanical Man.
From all that is known about these treatises, the knowledge apparently stems from Gond's own work in
building mechanized inquisitors for Cyric during the years of the Bane Death in Zhentil Keep.
The Mechanical Man, if it can be perfected, may one day become the Gond church's answer to the
necromantic priest spells Raise Dead and Resurrection, which are not available to specialty priests of
Gond. Using the knowledge from the treatise, a Gond priest can build tubes, rods, bolts and other
mechanical devices into a corpse that it not too badly rotted and reanimate it, drawing the soul of the
deceased person back into the mechanical body. To survive, the mechanical man need consume only
one quart of whale oil, usually intended for lamps, once monthly.
Sváfnir's Lair
Module: “Tale of 2 Liches”
• Red Dragon, Great Wyrm, HD 23d8, AC -14, AL: CE, HP 81, 62, 54, 57, THAC0 -7, Attacks 3 + special
– 2 claws 1d10 + 12 hp dmg, Bite 3d10 + 12 hp dmg Special attack: see description. Special defenses:
see description. Magic resistance: 65%, Move: 9, Fly 30, Jump 3, Size: G (170feet/51m, tail 180
feet/54m, wingspan 160 feet/48m). Morale: 17-18, XP-Value: 24,000.
Special: Detect all invisible objects and creatures within a radius equal to 120 feet/36m. Fear: Save vs.
petrification or flee in panic 4d6 rounds. Breath weapon once every 3 rounds 24d10 + 12 hp dmg, cone
90 bfeet/27m long, 5 feet/150cm wide at mouth, 30 feet/9m wide at base; Kick or wing buffet: Claw roll &
dmg + kicked 12d6 feet/4d6m back, dexterity check or fall. Tail slap: As double claw attack, save vs.
petrification at penalty of 12 or stunned 1d4 + 1 rounds. Spells: 222221 at lvl 24. Immune to fire.
Additional powers: Affect Normal Fires 3x daily, Pyrotechnics 3x daily, Heat Metal once daily, Suggestion
once daily, Hypnotism once daily, Detect Gems, Kind and Number three times daily in 100 foot/30m
radius.
• Barriltar Bhandraddon (LG hm lvl 19 Priest of Torm), who is both the High Priest of the Temple of
Torm's Coming (better known as the House of the Tantran Lion – see map location 38) and member of
the High Council. The faith of Torm in Tantras still is indulgent of other non-evil religions, a strong
tradition built upon Torm's own shame over the evil doings of his high priests in the Time of Troubles.
However, Bhandraddon is less indulgent than his church. He recognizes this facet of Torm's teachings
from the god's time as an avatar in Tantras, but he is inclined to think that that his church is
overemphasizing this facet and is slightly negligent in its emphasis of duty. Nonetheless, the temple itself
is run since after the Time of Troubles based upon democratic votes of all high priests and not just the
edict of the first high priest. To maintain his position, Barriltar knows it would be unwise to stress his own
opinions too strongly in this effect. He is in the conservative minority on the present High Council.
• Krenall Freudenstadt (unofficial NPC - LE(G) lvl 10 Angel of Ilmater (Cyric), an immigrant from Sembia,
recently purchased the old theater of the Dragon Reach Troupe in Tantras and is nearly finished with its
conversion into an Angels of Ilmater temple to Ilmater. This church has performed no killings yet, but
Freudenstadt and his four lower level priests are keeping an eye open for the PCs, whom they wish to
deliver from their suffering with painless poison, so that Ilmater can greet them in the City of Joy. Of his
four lower level priests, three are deluded Ilmatari and one is a Sembian priest of Cyric, disguised as an
angel and working undercover as an agent of Strifeleader Robald Hlind of Calaunt.
Campaign Guide - Page 202
• Elebaen Jerelidan (unofficial NPC – CE lvl 11 Priest, Strifeleader of Cyric ), see Northern Journey
Campaign Guide), the somewhat insane high strifeleader of the hidden temple of Cyric in the ruins of the
Dark Harvest inn in Tantras. High Strifeleader Robald Hlind in Calaunt, the first voice of Cyric's church in
the Vast and the Bloodstone Lands, sent Elebaen to Tantras to watch over the activities of the Angels of
Ilmater in the Vast from Tantras southward to Ravens Bluff and to build a small but elite band of
assassins to work directly for the church in Tantras.
Game Master: Statistics on other Tantras NPCs can be found in the accessories Forgotten Realms Adventures
by Jeff Grubb (TSR - 1990), which is available as an ESD download from SV Games, and City of Ravens Bluff
by Ed Greenwood (TSR - 1998), which can be downloaded free from WotC's website. See also the module
FRE2 Tantras by Ed Greenwood (TSR - 1990), available as well as an ESD download from SV Games.
• 30 Gnoll Warriors (6 on lvl 1, 6 on lvl 2, 18 on lvl 3), AL: CE, HD: 2, AC: 5, THAC0: 19, Attacks: 1 APR
Halberd 1d10 dmg, HP: 2-16, Move: 9, Size: L (7'6"/122 cm), XP-Value: 35.
• 10 Zhentish Warriors lvl 2 (on level 1), AL: LNC/GN, hm/f Fighter lvl 2, AC: 5, THAC0 19 Long Sword 1
APR dmg 1d8, HP: 2-20, Size M (5'6"-6'/168-183cm). XP-Value: 35.
• 6 Griffons (on level 1): AL: N, HD: 7, AC: 3, THAC0: 13, Attacks: 3, 2 Talons 1d4 hp dmg, Bite 2d8 hp
dmg. HP: 7-56. Move: 12, Flight 30. Size: L (9'/275 cm), XP-Value: 650.
• 4 Xvimist Priests, Names: Gardath, Lundar, Yurdd und Bethlu, (on level 2), AL: LE, hm Priest Xvim lvl
3, AC: 10, THAC0: 19, 1 APR no weapon, HP: 3-24, Size M: (5'6"-6"/168-183 cm). Spells 2-1. XP-Value:
120. Yurdd - like Murdoch - wants to be free. Gardath, Lundar and Bethlu believe Wallach is right and
they should be sacrificed. They will bare their throats willingly to the knife. They also will trick and
sabotage the PCs, but Yurdd knows their standpoint and will rat on them.
• 2 Zhentish Deserters, Rudar and Kippela, (on level 2), AL: NE, hm/hf, Fighter lvl 1, AC 10, THAC0 20,
1 APR no weapon, HP 1-10, Size: Rudar 6'/183 cm, Kippela 5'6"/168 cm. XP-Value: 15.
• Orc Leader: AL: LE, HD: 1, THAC0: 19, 1 APR, Dmg 1d8 (Long Sword), HP: 8; Save: 14-16-15-17-17,
Move 9, Size M (180 cm); XP: 35.
• 4 + 1d8 Orcs (5-12): AL: LE, HD: 1, THAC0: 19, 1 APR, Dmg 1d8 (Long Sword), HP: 8; Save: 14-16-15-
17-17, HP: 2, 8, 4, 4, 6, 3, 7, 5, 5, 7, 2, 4. Move 9, Size M (180 cm); XP: 15.
Renegade Zhentilar
• Leader, AL: xE, hm/f Fighter lvl 5, THAC0: 16, 1 APR, Dmg 1d8 (Long Sword), 2 APR Dmg 1d8 long
bow, HP: 38; Save: 11-13.12-13-14, , Move 12, Size M (170-180 cm); XP: 175.
• 3 + 1d4 Zhentilar (4-8): AL: xE, hm/f Fighter lvl 2, THAC0: 19, 1 APR, Dmg 1d8 (Long Sword), 2 APR
Dmg 1d8 long bow, HP: 16, 10, 18, 9, 13, 15, 11, 11; Save: 11-13.12-13-14, Move 12, Size M (170-180
cm); XP: 35.
Campaign Guide - Page 203
• Priest of Xvim, AL: LE, hm/f Priest lvl 2, THAC0: 20, 1 APR, Dmg 1d6 (Mace), HP: 12; Save: 10-14-13-
16-15, , Move 12, Size M (170-180 cm); XP: 65. Spells: Cure Light Wounds, Darkness.
• Priest of Cyric, AL: CE, hm/f Priest lvl 2, THAC0: 20, 1 APR, Dmg 1d6 (Mace), HP: 10; Save: 10-14-13-
16-15, , Move 12, Size M (170-180 cm); XP: 65. Spells: Cure Light Wounds, Cause Fear.
• Thane Gifar, HD 10, AC 6, AL: LE, HP 10d8, THAC0 11, Attacks 1: Age 1d4x10 years; Special attack:
Save vs. magic or age 10 years and flee in panic 2d6 turns – priests above lvl 6 immune, others above lvl
8 save at +2, Magic Jar attack within 60 yards/54m, victim killed by ghost is permanently dead. Special
defenses: Hit only by silver weapons (half damage) or magical weapons, affected only by spells from
creatures in an ethereal state. Magic resistance: none, Move: 9, Size: S (4 feet/120cm). Morale: 20, XP-
Value: 7,000.
• 6 Wraiths of Dwarven Ministers, HD 5+3, AC 4, AL: LE, HP 5d8+3, THAC0 15, Attacks 1: 1d6 dmg +
drains one energy lvl; Special attack: Energy drain. Special defenses: Hit only by silver or magical
weapons. Magic resistance: none, Move: 12, Size: S (4 feet/120cm). Morale: 20, XP-Value: 2000.
• Urgrath Hurddh, human male, AL: LE, Necromancer 22, Wearer of the Purple and Keeper of the
Secret Hoard, Kront cell of the Cult of the Dragon; Size M (5 ft., 6 in./165 cm tall); HP 42; AC 7;
THAC0 14; Weapon: Dagger, 1d4 hp dmg; Wizard Spells Known (6/6/6/6/6/6/5/5/4, one each daily
necromancy, illusion unavailable). 10th level Narfelli spells available: 2.
• Meltrika Dahndl, human female, AL:LE, Necromancer 15, Wearer of the Purple; Size M (5 ft., 7
in./167 cm tall); HP 32; AC 9, THAC0 16; Weapon: Dagger, 1d4 hp dmg; Wizard Spells Known
(6/6/6/6/6/3/2/0/0, one each daily necromancy, illusion unavailable).
• Nehgrath Huhndlûhn, human male, AL: LE, Necromancer 13, Wearer of the Purple; Size M (5 ft., 8
in./162 cm tall); HP: 30; AC 10; THAC0: 16; Weapon: Dagger, 1d4 hp dmg; Wizard Spells Known
(6/6/6/5/5/3/0/0/0, one each daily necromancy, illusion unavailable).
• Gülar Traggaths, human male, AL: NE, Conjurer 14; Wearer of the Purple; Size M (5 ft., 10 in./175
cm tall); HP: 31; AC 9, THAC0: 16; Weapon: Dagger, 1d4 hp dmg; Wizard Spells Known
(6/6/6/5/5/3/2/0/0, one each daily conjuration/summoning, greater divination unavailable)
• Tigana Dartth, human female, AL: CE, Illusionist 14; Size M (5 ft., 10 in./175 cm tall); HP: 32; AC 9;
THAC0 15; Weapon: Dagger, 1d4+2 hp dmg; Wizard Spells Known (6/6/6/5/5/3/2/0/0, one each daily
illusion, necromancy unavailable)
• Rágar Dartth, human male, AL: CE, illusionist 12; Size M (5 ft., 6 in./165 cm tall); HP: 28; AC 9;
THAC0 17; Weapon: Dagger, 1d4 hp dmg; Wizard Spells Known (5/5/5/5/5/1/0/0/0, one each daily
illusion, necromancy unavailable)
• Záhra Praszzh, human female, AL: LE, Specialty Priestess (Tiamat) 13; Size M (5 ft., 4 in./160 cm
tall); HP 62;; AC 9; THAC0 12; Weapon: Long Sword 1d8 dmg; Special abilities: Save +4 vs. all fire,
Wizard Spell Suggestion once daily, 2 APR; Breathe Flame once daily as Potion of Fire Breath. Turn or
command undead;: No; Spells - Major Spheres: All, Animal, Charm, Combat, Divination, Guardian, Law,
Necromantic, Protection, Time, Wards, Weather. Minor Spheres: Elemental, Healing, Summoning.
Spells Per Day: 8/8/7/5/2/2/0.
Campaign Guide - Page 204
• Nindelbrar, human male, AL: LE, Specialty Priest (Tiamat) 3. Size M (5 ft., 7 in./167 cm tall); HP 17;
AC 10; THAC0 20; Weapon: Long Sword 1d8 dmg; Special abilities: Save +4 vs. all fire, Wizard Spell
Suggestion once daily, 2 APR; Breathe Flame once daily as Potion of Fire Breath. Turn or command
undead;: No; Spells - Major Spheres: All, Animal, Charm, Combat, Divination, Guardian, Law,
Necromantic, Protection, Time, Wards, Weather. Minor Spheres: Elemental, Healing, Summoning.
Spells Per Day: 4/3/0/0/0/0/0.
• Duke Bródur Regardssonur, human male, AL:N, nominal ruler, Ftr 8. The duke usually is guarded by
the city watch and bears no arms, but he can acquit himself with a sword. Bródur is the only member of
the council of true native Dalesmen blood. The councilors in recent times have intentionally chosen
Turami descendants to sit in the duke's hall, to give Uthmere's oligarchy the appearance of being of old
Turami blood, although quite the opposite is true. Bródur is the heir of the Dalesmen family that
developed several of the prime vineyards north of Uthmere on the North Coast of Easting Reach. His
main focal points are the wine trade, trade in general and security. He opposes rampant corruption but
has little interest for the day-to-day minor corruption that is the motor of Uthmere's economy. However,
the duke is firmly convinced that corruption would destroy both the government and the local economy, if
it got out of hand. Although the duke is not of lawful alignment, he also believes in reliable if not all-
encompassing law enforcement, and he will move decidedly against any thief guild activity or other
organized form of crime. He has heard of the expansion attempts by Mask's church in Impiltur and has
outlawed the church in Uthmere, which has driven it underground rather than eliminating it. Bródur is not
aware of the extent to which the Iron Throne is active in Uthmere, although he has no doubt that the
Throne has agents in town. He does know that the Throne has been working hard to gain the upper hand
in trade in Impilturian Hlammach and Damaran Heliogabalus, and he would be inclined to work against
the Throne in Uthmere as well, were he more aware of it.
• Mendelumbrar , human male, AL:NE, council deputy, Thief 5. Mendelumbrar is the leading member
of the council, having the title of deputy, which means basically that he acts in the duke's stead, should
the duke be gone on a trip, incapacitated, etc., and he would be the acting duke until a new one is
elected, should Bródur die. Mendelumbrar is the heir of an old Impilturian Tumbrar family that has been
in Uthmere since Narfelli times. He also is the Iron Throne's key agent in the Freemen's part of the Great
Dale, subordinate only to the Throne leadership in New Sarshel. In that role, he passes all information
from the council's secret sessions on to agents from New Sarshel, and when issues of interest to the
Throne come before the council, Mendelumbrar attempts to subtly sway the other councilors in the
direction the Throne wishes. He has been a key figure in the council's resistance to Impilturian pressure
to place sanctions on trade with New Sarshel. Professionally, Mendelumbrar heads the Easting Reach
Trading Co., an old Uthmere company that buys, sells and ships merchandise and commodities. It has
become a front for the Iron Throne. Mendelumbrar lives in the Duke's Quarter.
• Barthelraun , human male, AL:LN, Lvl 0. Barthelraun is of Impilturian Tumbrar lineage. He owns,
operates and lives in the Sea House Inn in the Duke's Quarter. He owns considerable acreage in the
Easting Reach vineyards north of Uthmere and is a master vintner who produces some of Uthmere's
finest vintages. His winery is in the vineyards north of town, but his main cellar, where his best vintages
are aged, is beneath the inn. Barthelraun stands for law, order and the protection of Uthmere and the
Western Dale. He is a strong advocate of free, unrestricted trade and often is swayed by the Iron Throne
agent Mendelumbrar in council debates.
Campaign Guide - Page 205
• Wanda Tierney, human female, AL:N, Lvl 0. Wanda Tierney, a native of Damaran Heliogabalus, heads
the Uthmere branch of the Heliogabalus Cooperative of the Damaran Merchants League. She has
permanent quarters in the Sea House Inn in the Duke's Quarters. The Damaran Merchants League has
a near monopoly on all non-bloodstone trade out of the Damaran kingdom, and it has been infiltrated to a
certain degree by the Iron Throne, although the Throne does not control it. Wanda Tierney is not an
agent of the Throne, but she is a strong opponent of any restriction of free trade and supports
Mendelumbrar in opposing Impilturian desires for trade sanctions against New Sarshel. She is the first
representative of the Heliogabalus Cooperative to be elected to the secret council. She was nominated
for the position by Mendelumbrar.
• Kevin Finnegan, human male, AL:LG, Lvl 0. Finnegan heads Uthmere's branch office of the Royal
Damaran Bloodstone Trust, the company which represents the Damaran government in the sale of
bloodstone. Finnegan is a vociferous minority member of the council. He views New Sarshel as a center
of evil manipulations and does all within his power to keep Royal Damaran bloodstone from being sold to
buyers in the port town. He also is a strong but unsuccessful advocate of Impiltur's bids for sanctions
against New Sarshel. The royal Damaran bloodstone interests long have had a seat on the council.
Although Finnegan and his predecessors oppose Throne interests, Mendelumbrar is a strong advocate of
their participation in the council. Withdrawing Royal Damaran's council seat could lead to actions within
Damara that could severely restrict Throne activity in Heliogabalus.
• Xandalskyr, human male, AL:LG, Lvl 0. Xandalskyr, a native of Impilturian Hlammach, is the head of
the Hlammach-Uthmere Coster in Uthmere. This is a combined agency in the Great Dale that represents
both Hlammach Trading and Hlammach Shipping from Impiltur. Hlammach Shipping is a large coster
which controls 14 merchant ships and is in the process of building armored trade ships. Hlammach is a
joint venture of smaller and middle-sized merchants in Hlammach. The Iron Throne in Impiltur has its
fingers in both organizations but by no means controls either. Xandalskyr also is a member of the council
minority supporting trade sanctions against New Sarshel.
• Garth Tenest, human male, AL:NE (Detected as N), Ftr 11. Tenest is the owner of Great Dale
Coinage, a money changing, pawn shop and loan sharking operation in the Waterfront District. Tenest
migrated to the Great Dale from Chessenta in the Year of the Bright Blade (1347 DR), at about the same
time that Zhengyi was rising in Vaasa. In his homeland, Tenest was an avid worshipper of Malar and he
continues to serve the Beastlord in his new homeland. Tenest is a loyal follower and supporter of Harbet
Gall and uses his council position to spy for the Malarite lich. Others in Uthmere including other council
members are unaware of this affiliation. However, it is known that Tenest is an avid solo hunter. He
purportedly goes alone on the hunt once yearly in Rawlinswood. In truth, he takes part in the annual
Great Hunt in the Gallist settlement of Great Boar.
• Nargrid Hindolfsdóttir, human female, AL:N, Lvl 0. Hindolfsdóttir owns Easting Reach Textiles, a
company that collects cloth woven by Daleswomen in the cold season, selling them throughout the Inner
Sea region. She tends to be in the middle between the council's two factions. To date, she has
abstained in all votes pertaining to Impiltur's requests that Uthmere place trade sanctions against New
Sarshel.
• The three remaining councilors are left for the game master to identify, based upon the needs and
directions of the individual campaign.
• Nunumbryl, human female, AL:NE, Cleric (Mask) 4, Thief 6, Illusionist 3. Nunumbryl is the highest place
agent of the House of the Master's Shadow, the great temple to Mask in Telflamm, within the Great Dale.
That is a covert role, however. She is better known as owner and madame of the Sea Wave Inn and
Bordello on the waterfront of Uthmere. Her own services are reserved for the city's portmaster, Tilnyraun,
who is an excellent source of inside information on Uthmere and its businesses. Despite her rather
respectable position within Mask's church, Nunumbryl is not really satisfied with her assignment.
Campaign Guide - Page 206
The church in Telflamm has given Nunumbryl the okay to organize a thieves guild in Uthmere, which she
has done, but she feels that she is on the sidetrack, because she has orders not to interfere seriously
with the ducal government at this time. Her advancement in the church will depend, however, to a great
extent upon how well she can plan out and succeeding in conducting respectable plots and intrigues, and
she is more or less barred from doing that at present in Uthmere. She is fulfilling her assignment in the
city, gaining valuable information for the church, including many details of the Iron Throne's activities in
Uthmere, but not going over and above what is expected of her to advance. To really succeed in
Uthmere, she needs to learn who the secret councilors are, but neither she nor any of her ladies has had
a customer to date who has this information. The only bordello customer Nunumbryl handles personally
is Tilnyraun, but she would take on a different customer, if she thought that he or she had information on
the councilors' identities. At present, she spends most of her time during working hours in the tavern-
restaurant rather than in the bordello. Nunumbryl is frustrated, and that is a weakness and it can be an
advantage for PCs to explore. Nunumbryl is a native daughter of Uthmere who went off to Telflamm in
her youth seeking excitement, found it in the service of the House of the Master's Shadow there, the great
temple to Mask, and returned home in the Year of the Maidens (1361 DR) only because she was ordered
to.
• Tilnyraun, human male, AL:NE(N), Lvl 0, Portmaster of Uthmere. Tilnyraun is the city government
bureaucrat who controls the docks. He also has not only a wife but also an expensive, secret mistress,
Nunumbryl, the madame of the bordello that operates in the Salt Wave Inn, which she also owns. To
finance this affair, Tilnyraun accepts bribes and he passes information on to Nunumbryl. Unbeknown to
him, the source of the bribes is the duke's deputy councilor, Mendelumbrar. The purpose of the bribes is
to attain priority in docking for boats and ships whose names are passed to Tilnyraun. All these vessels
are in service to the Iron Throne, although Tilnyraun is unaware of that.
• Denny Narble, human female, AL:NG, fighter lvl 9. Publicly, Narble, a native of Berdusk, runs the
Uthmere Guard Service in the city's Waterfront District. Secretly, she also is the key agent of the Twilight
Hall branch of the Harpers in the Great Dale. Narble is a bit frustrated in her work, because there is much
that the Harpers could do in the Great Dale, but her resources are extremely limited. Nonetheless, she
attempts - with mixed success - to monitor what is going on in the Dale, and she also keeps her ears
open for any news of the Shadowdale branch of the Harpers in their activities in Vaasa and Damara,
where Twilight Hall is worried that they may be operating at cross purposes with the Berdusk branch.
With help from Harpers elsewhere, Narble does have considerable information over the Iron Throne's
infiltration of Uthmere. She does not, however, know who the duke's secret councilors are.
This band of orcs captures humans on the trail on the south edge of Neverwinter Wood between Neverwinter
and Conyberry.
• Orc Leader, 3 Orc Subchiefs, and 100 Orc Foot Soldiers, see the D&D Monster Manual.
• Zhentarim Wizardess. human female, AL: NE, transmuter lvl 5, AC: 13 (Dex), HP: 13, Abilities: Str 8,
Con 11, Dex 16, Int 18, Wis 10, Cha 8. Base Attack Bonus: +2. Attacks: Dagger, Attack Bonus +1, 1d4-1
dmg. Saves: +1/+4/+4. Spells: 5/5/4/3/0/0/0/0/0/0, one each alteration; Possessions: Dagger, Potion of
Healing, 16 Gold Taler, 3 Gold Harps, 1 Electrum Defender, 1 Electrum Soat, 2 Silver Dublees, 8 Silver
Wheels, 7 Copper Silbs, Spellbook. Challenge Rating 3.
Campaign Guide - Page 207
• Zhentarim Lieutenant: human male, AL: NE, fighter lvl 7, AC 18 (Dex + Chain mail), HP: 68, Abilities:
Str 18, Con 16, Dex 16, Int 10, Wis 12, Cha 12, Base Attack Bonus: +7/2; Attacks: Long sword, Attack
Bonus+11/+6, 1d8+4 dmg; Long bow: 100ft/30m Attack Bonus +10/+5, 200ft/60m, +8/+3, 300ft/90m
+6/+1, 1d8 dmg. Saves: +8/+5/+3. Possessions: 1 Tricrown, 8 Gold Taler, 2 Gold Harps, 1 Electrum
Defender, 12 Silver Wheels, 2 Silver Dublees, 4 Copper Donkeys. Challenge Rating 5.
• 2 Zhentarim Sergeants: human male and female, AL: NE, fighter lvl 5, AC 18 (Dex + Chain mail), HP:
26, 29, Abilities: Str 18, Con 16, Dex 16, Int 10, Wis 12, Cha 12, Base Attack Bonus +5, Attacks Long
sword, Attack Bonus +9, 1d8+4 hp dmg; Long bow, 100ft/30m Attack Bonus +8, 200ft/60m +6, 300ft/90m
+4, 1d8 hp dmg. Saves:+7/+4/+2. Challenge Rating 3.
• 5 Zhentarim Soldiers: human male and female, AL: NE, fighter lvl 3, AC 15 (Chain mail), HP: 25, 26,
23, 20, 18, Abilities: Str 16, Con 13, Dex 11, Int 8, Wis 9, Cha 9, Base Attack Bonus +3, Attacks Long
sword, Attack Bonus +6, 1d8+3 dmg; Long bow, 100ft/30m Attack Bonus +3, 200ft/60m +1, 300ft/90m -1,
1d8 dmg. Saves: +4/+2/+0. Possessions: 1 Gold Taler, 3 Silver Wheels, 1 Silver Dublee, 8 Copper
Donkeys. Challenge Rating 1.
Campaign Guide - Page 208
Two monsters in particular may be very irritating to have around in your campaign once you move on to a new
adventure: Our Realms draconians and dragon vampires. There is no need for either breed to survive at the
end of Northern Journey’s seventh and last module, Bloodstone. Both of these new monsters can and will have
a tremendous impact upon your Realms if they remain in significant numbers after the last page of “Northern
Journey” has been played.
The Realms draconians in Northern Journey are not the same draconians familiar to many of you from WotC’s
Dragonlance® campaign world. Those were produced magically from the eggs of good dragons. The
draconians in “Northern Journey” are the product of the magic of the goddess Tiamat, based on her studies into
the creation of darkenbeasts. Tiamat’s presence is necessary to keep these creatures alive on a continuing
basis. They are artificial and by no means permanent creations.
What will become of draconians if Tiamat’s controlling Avatar is destroyed? The answer is an open question –
one left to you as DM. Unlike official monsters, you can make them remain in or disappear from your version of
the Realms at will, without having to worry whether someone else will put them back there against your wishes.
The sage of Shadowdale, Elminster, will first take notice of draconians about the time your PC group is reaching
Loudwater or Llorkh in the Delimbyir Valley in Module No. 3, Backlands.
At that time, Elminster is said to have told a group of senior Harpers concerned about the presence of these
new monsters that he has attempted to look into the matter and has determined that these monsters are
magical transformations of normal creatures whose roots are found in the church of Tiamat, no doubt with the
aid of an avatar of the dragon queen. At this time, Elminster knew nothing of Sammaster or Kargmelchina, and
he had not yet determined the nature of the “black dragon men” who always accompanied draconians in the
shadows, but he said he was fairly certain that the destruction of whatever magical source was maintaining the
forms of the “dragon lizards,” as draconians had come to be called, also would result either in the simultaneous
destruction of the draconians, who depended upon this magic, or at a minimum, in a reversion to their true
natural forms.
The “black dragon men” are dragon vampires, again neither true dragons nor true vampires, but rather magical
creations of Tiamat’s avatar that are maintained by her magic and the life force in consumed blood. These
monsters are humans who have been spiritually enslaved by their creator as dragon vampires and given the
form of and control over bodies of magically slain dragons. It is doubtful that these creatures of magic can
survive if Sammaster and Kargmelchina are destroyed, and that is, after all, a prime goal of the adventurers in
“Northern Journey.”
BUTCHERFISH
HD: 1d2. HP1-2, THAC0 20 (automatic in a school), AC 10. Move (swimming) 36. Dmg alone: 1d6. A school
of 20 or more Butcherfish can strip a man to the bones in 1d3 rounds, no roll to hit necessary. Lamp and fuel oil
poisons Butcherfish (a little known fact.) Saves: 16-18-17-20-19, no save vs. poison for oil.
Campaign Guide - Page 209
DRACONIANS (Realms)
When Draconians are encountered by the PCs or anyone else through events in the game, they will fight to the
death. These creatures were based upon the draconians of Krynn from the original WotC Dragonlance
Adventures by Margaret Weis and Tracy Hickman. These new Realms draconians have entirely different
origins from Krynn draconians and they also look quite different. Krynn draconians are creatures in their own
right, bred from stolen dragon eggs.
These new Realms draconians were made by the magic of the goddess Tiamat from living ogres, trolls,
hobgoblins, orcs and goblins using magic similar to that called upon to create darkenbeasts. Tiamat in the
avatar form of Kargmelchina and the lich dragon Sammaster created the draconians. Furthermore, it appears
that these draconians can continue to exist only through Tiamat’s magic. It is not known whether these
creatures would be destroyed with the fall of Kargmelchina, revert living to their original forms or turn into yet
something else. The answer is to be found only in your own campaign. Thisquestion is left for individual DMs
to resolve.
DRACONIAN, GOBLIN (based upon Baaz): AC: 4, HD: 2, THAC0: 19, Attacks: 2 claws at 1d4 or 1 Weapon.
Size: S (4' tall). Morale: Elite (13), XP Value: 175. AL: LE. Intelligence: Average (8-10). Diet: Omnivore +
minerals. Move: 6, Run 15 (on all 4s, flapping wings), Glide 18, in Combat 6. Goblin draconians are
transformed goblins, and they retain the skin color of goblins, yellow through orange and deep red. When killed,
a goblin draconian turns to stone, possibly trapping the weapon that kills it for 1d4 rounds, until the draconian
dissolves into dust. EP: 120.
DRACONIAN, ORC (based upon Kapak): AC: 4, HD: 3, THAC0: 17, Attacks: 2 claws at 1d4 or 1 Weapon,
Special attack: poison. Size: M (6' tall). Morale: Elite (13), XP Value: 650. AL: LE. Intelligence: Average (8-
10). Diet: Carnivore. Move: 6, Run 15 (on all 4s, flapping wings), Glide 18, in Combat 6. Orc draconians are
transformed orcs, and they retain the hairy, gray skin of orcs. Orc draconians have a poisonous spittle that they
lick on their weapons. Victims bit by an orc draconian or hit by a poisoned weapon must save vs. poison or are
paralyzed 2d6 turns. When killed, an orc draconian dissolves into a 10-foot wide puddle of acid. All within the
pool suffer 1d8 dmg per round. Items in contact with the acid and carried by the orc draconian are dissolved.
70% of all orc draconians have the following abilities with the listed base chances: Move silently 15%, Hide in
Shadows 10%, Find/remove traps, 20%. EP: 650.
DRACONIAN, HOBGOBLIN (based on Bozak): AC: 2, HD: 4, THAC0: 17, Attacks: 2 claws at 1d4 or 1
Weapon. Size: M (6 1/2' tall). Morale: Elite (13), XP Value: 1,400. AL: LE. Intelligence: Highly (13-14). Diet:
Omnivore. Move: 6, Run 15 (on all 4s, flapping wings), Glide 18, in Combat 6, Flight 6 (1 Round). Hobgoblin
draconians are transformed hobgoblins, and they retain the skin color of hobgoblins, dark red or red orange with
blue or red snouts. Hobgoblin draconians cast spells like level 4 wizards and have a +2 bonus on all saving
throws. When killed, a hobgoblin draconian's flesh crumbles from its bones and turns into dust. In the next
round the bones explode, causing 1d6 dmg within 10 feet (no save), EP: 975.
DRACONIAN, OGRE (based on Sivak): AC: 1, HD: 6, THAC0: 15, Attacks: 2 claws at 1d6 dmg + tail at 2d6
dmg or 1 Weapon. Size: L (9+' tall). Morale: Elite (14), XP Value: 2,000. AL: CE. Intelligence: Highly (13-14).
Magic resistance: 20%. Diet: Omnivore. Move: 6, Run 15 (on all 4s, flapping wings), Glide 18, in Combat 6,
Flight (C) 24.. Ogre draconians are transformed ogres, and they retain the size and skin color of ogres, a dead
yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color -- or at
least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black.
Ogre draconians have long, greasy hair of blackish-blue to dull dark green. They emit a metallic odor. Ogre
draconians are shapechangers. When they kill a victim, they can take its form as long as they wish. When they
return to normal form they cannot shapechange again until they kill another victim. They have a bonus of 2 for
all saves and 20% magic resistance. When killed, an ogre draconian turns into the form of its slayer for 3 days,
then decomposes into black soot, EP: 1,400.
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DRACONIAN, TROLL (based on Aurak): AC: 2, HD: 8, THAC0: 13, Attacks: 2 claws at 1d8+2 dmg or 1
Weapon. Size: L (9+' tall). Morale: Champion (15), XP Value: 6,000. AL: CE. Intelligence: Exceptional (15-
16). Magic resistance: 30%. Diet: Omnivore, preferred - pearls and small gems. Move 15. Bonus on all saves:
+4. Troll draconians are transformed trolls, and they retain the size and skin color of trolls: Moss green, mottled
green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or
iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Troll draconians have the
regenerative abilities of trolls and also the spellcasting abilities of a level 5 wizard. At 0 hp the troll draconian
does not die but surrounds itself with green flames and enters a fighting frenzy at +2 to hit and dmg, all the while
regenerating, beginning with the third round after first being damaged. Anyone coming within 3 feet of the
flames must save vs. petrification or suffer 1d6 dmg. At -20 hp and after 6 rounds the troll draconian transforms
into a spinning ball of lightning for 3 rounds striking once per round for 2d6 dmg. Then it explodes, stunning all
within 10 feet for 1d4 rounds and 3d6 dmg. Items save for crushing blow. Troll draconians are kill crazy and
thrive on killing and causing pain, EP: 3,000.
In the Year of the Banner (1368 DR), through divine guidance, Gond imparted as much of the knowledge
behind the construction of the inquisitors as mortals could understand to a group of 12 high priests in Lantan.
Each then was able to write a single magical Treatise of the Mechanical Man, which contains the knowledge
that a Gondsman can use to reanimate a corpse mechanically and resurrect the spirit that had inhabited the
body in life.
Gond told his high priests to take this knowledge forth in the world, to improve it, so that it would replace the
Raise Dead and Resurrection spells used by other priests (from the necromantic sphere, which is not available
to Gondsmen), and to perfect it, so that physically and destructible mortal bodies one day might be replaced by
more durable and enduring Mechanical Men.
At present, this art still is at an early and primitive stage. Most attempts to create Mechanical Men fail,
dependent in varying degree upon the race of the corpse used and the degree to which the corpse has
decomposed. The chance of success diminishes by 5% per day for each day after physical rot begins to set in.
The base chances of success are:
Terms such as alive, dead and undead do not quite apply to Mechanical Men. Spiritually, they are completely
alive. Physically, they are completely dead mechanical machines. They also look like a combination of living
being and machine. The skin of a Mechanical Man quickly takes on a grey-white color, but the mechanical fluid
pump that has been built into the body does restore any rotted tissue. To remain functioning, a Mechanical Man
must consume 1 quart/liter of whale oil (lamp oil) per month. Mechanical Men have much different statistics
from living beings, and they also have certain advantages and disadvantages:
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Hit points: 80 fixed. No healing magic can be used on a Mechanical Man, nor will a Raise Dead or
Resurrection spell work upon him. However, a Mechanical Man can be repaired by a Gondsmen in possession
of a Treatise of the Mechanical Man. When the soul departs from a Mechanical Man who has dropped to 0 hit
points, it always can be retrieved through repairs by a Gondsman in possession of a Treatise.
Armor Class: Fixed at 2. The armor class can be raised by the use of armor, but this will seriously impair
dexterity. Dependent upon the type armor, the DM should decide which AC dexterity penalties are assessed.
THAC0: As in life with penalties for Dexterity and applicable bonuses for Strength.
Alignment: As in life.
Physical attacks: A mechanical man has, at the most, 1 attack per round. Most attack rates are at 50% what
they would have been in life.
Spell use: As in life, but with adjustments for spells that require a degree of dexterity that a Mechanical Man
may not have:
Immunities: Fully immune against poisons, illnesses, blindness, deafness, etc., including those effects that are
of a magical nature. Also immune against paralysis, petrification, non-acidic gas and non-alkaline gas, including
dragon breath and those effects of a magical nature.
Attributes: Strength 19, Constitution: 19, Dexterity 4, Intelligence and Wisdom as in life, Charisma at 2 lower
with strangers as in life, no penalty for friends and close acquaintances.
Weaknesses: External parts of iron can rust. In a normal rainstorm, a Mechanical Man must save every 4
hours against petrification or be rusted into an immobile position, being unable to move either arms or legs. In
salt water, he must save once per turn or suffer the same effect. When petrified by rust, a Mechanical Man can
speak, but he cannot move his limbs. The effect can be lifted by drinking a pint/half liter of whale oil.
Mechanical Men cannot swim, have no sense of smell or taste, and can eat and drink nothing but whale oil,
which flows through tubes to lubricate joints.
A Mechanical Man has no stomach. Mechanical Men also have no nervous system that detects heat, cold,
pain, etc. The lack of feeling in the fingers can have a detrimental effect on many kinds of action. In battle,
Mechanical Men often do not realize they have been wounded until they see the wound or notice that a part of
their machinery is not functioning correctly. Animals tend to shun and slightly fear Mechanical Men.
Movement: A Mechanical Man can ride a horse, if the horse does not throw him out of fear. He also can walk
with a base movement rate of 15, but this decreases with a drop in temperature as follows:
Degrees Fahrenheit: The movement rate drops to 14 at 28°F and continues to decrease by one point
for every additional drop of 6 degrees in temperature, until a movement rate of 0 is reached at –58°F.
At that point, the Mechanical Man is frozen into position. He is not however injured or damaged by the
cold itself. He can be revived quickly by being brought into a warmer temperature. The time during
which a Mechanical Man is frozen into position does not count toward the time between oilings.
Degrees Celsius: The movement rate drops to 14 at –3°C and continues to decrease by one point for
every additional drop of 3 degrees in temperature, until a movement rate of 0 is reached at –45°C. At
that point, the Mechanical Man is frozen into position. He is not however injured or damaged by the
cold itself. He can be revived quickly by being brought into a warmer temperature. The time during
which a Mechanical Man is frozen into position does not count toward the time between oilings.
Heat: At temperatures above 100°F/38°C, the Mechanical Man's need for whale oil increases by 50%. At
120°F/49°C, this need increases by 100%. At 130°F/55°C, the body begins to be desiccated and withers for
2d4 turns, until the Mechanical Man dies. The Mechanical Man senses neither heat nor pain but will notice that
his physical essence is drying up, in a manner of speaking.
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Appearance: Except for the flaccid skin color and the tendency to lose all hair within 1d4+1 months after the
transformation, the Mechanical Man looks much as he did in life. However, he does have surgical scars where
tissue was sown together and bolts are visible at all important points of the body. Once the mechanical man
attempts to walk or otherwise move, he also seems a bit awkward, although he is fast.
Although High Wraiths usually are described as creations of elven magic, ancient writings found within the ruins
of Myth Drannor suggest that the true origin of the damning magic used to create high wraiths may lie in the
ancient magic of Narfell or may even be found in the lost Netherese scrolls. Regardless of the origin,
damnation to existence as a high wraith was the worst punishment that the elves of ancient Cormanthyr used to
punish members of their own race who turned to evil and raised arms against their own folk.
A high wraith is an undead creature damned to nearly eternal existence who is unceasingly wracked by
torturous pain. However, a high wraith cannot by its nature go insane or find similar ease from its torture. It
cannot leave its lair, and even if it does find magical means to release it from this constraint, it cannot stand
daylight while in its own form. Daylight does no hit point damage to a high wraith, but it has absolutely no
tolerance for daylight and upon contact with it will retreat to its lair by the most direct means. No known barrier
can keep a high wraith from entering its lair. It simply alters temporarily to ethereal or other form and passes
through the barrier.
th
It took a powerful spell, perhaps of 10 level, to damn an elf to high wraithdom. Certain circumstances were
needed to complete the damnation. The spell apparently could be worked in its victim's absence, but it took
effect only after the victim's death. The spell could be worked only upon creatures of evil, because this evil was
a spell component, an important component that played a critical part in the transformation of the victim after
death.
The high wraith has 75% resistance against all magic with direct effects, but not against secondary effects. In
another words, there is a 75% chance that a fireball will not harm a high wraith, but it would suffer full damage
from magic that would cause a huge boulder to fall upon it and crush it. A high wraith also takes damage only
from magical weapons of +1 enchantment or better.
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It also is known that the spell had certain weaknesses. The same elements of the spell that prevented the
victim from going insane, to assure its continual torture through magical pain, also made it impossible to hinder
the concentration necessary to learn spells. As a result, magic-using victims could continue to learn and use
magic and even to grow in skill (i.e. level). Powerful high wraiths could also, with time, learn to draw the life
force from living victims and use this life force to improve their own lot. After drawing the life force from a victim,
the high wraith could exist without pain for one year. It also was freed of the constraint upon leaving its lair,
although this freedom was of limited use, because the wraith still could not tolerate daylight and therefore could
travel only limited distances from the lair in safety. Attempts by high wraiths to travel by night and conceal
themselves from daylight by day also met with little success. As soon as a traveling wraith was touched by
daylight, it was compelled to return immediately to its lair, regardless of the distance it already had traveled from
its lair.
In ancient Cormanthyr, elves condemned to damnation as high wraiths were subjected to the now lost spell,
taken to the dungeon or cairn which was to be their lair and slain there. A symbol showing a snowflake upon a
blue flame always was placed magically upon the entrances to such cairns and dungeons, to warn other elves
that a high wraith was within. It also was written that any elf who intentionally entered the lair of a high wraith
was condemned as well to this fate.
COMBAT: The first attack used by a high wraith against possible intruders into its lair is its aura of welcome.
This aura automatically generates feelings of welcome, good and sanctuary to all living persons within 50
feet/15m of the entry to the wraith's lair and continues within the lair. Only paladins and priests using priestly
magic against such effects are immune to the aura. Magicians' spells are not effective within it.
The second usual attack used by a high wraith usually is its sleep command. Usually, adventurers will find a
high wraith laying motionless in a prone position. Only from this position can it use its sleep command. Once it
sends out its telepathic command, all living persons within 30 feet/9m of the wraith must save vs. paralysis at a
penalty of 1 or fall immediately into a deep sleep from which they cannot be awakened by normal means.
A sleeping victim can be awakened only through magic, by the banning or destruction of the wraith or by being
physically removed from the high wraith's lair. A still-living victim also can awaken with a new savings throw vs.
paralysis every four hours, at a cumulative penalty of 1, until it fails its save at a level of 20. After that, the victim
has no additional savings throws.
The third usual attack of the high wraith, after successfully putting all possible victims to sleep, is combat with
any victims who still may be awake. The wraith can use all possible means of combat, including weapons at +5
dmg or spells, but it has no ability to drain energy levels, age or cause special injury through cold. The high
wraith has two attacks with a weapon. It can also deal two blows per round with its skeletal fists, for 1d4+5 hp
dmg per blow.
The high wraith has 75% resistance against all magic with direct effects, but not against magic with only
secondary effects. In another words, there is a 75% chance that a fireball will not harm a high wraith, but it
would suffer full damage from magic that would cause a huge boulder to fall upon it and crush it. A high wraith
also takes damage only from magical weapons of +1 enchantment or better. It also enjoys the same generally
spell immunity as most higher levels of undead.
All damage taken by a high wraith is relative, however. If a high wraith is reduced to 0 hit points, it simply
banned from its physical existence (and the pain torturing it) for a tenday and then reforms again in its lair with
full hit points (and full torture). A high wraith has therefore nothing to lose in combat and always will fight until it
has been reduced to zero hit points and is banned. PCs who ban a high wraith well may return to its lair later
and find the undead creature back in "full health" again.
• Transport it to a plane where it can't survive. This can be any plane other than the prime material or the
negative material. When a wraith is taken to the ethereal plane, for instance, it immediately ceases to exist.
• Destroy its cairn or dungeon, so that there is no room more for it to exist.
• Destroy it when it is in another form, particularly if it is using the body of a victim of a Magic Jar spell.
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After all combat has ended, the high wraith usually will begin drawing the life energy from its victims. It can deal
with only one victim at a time. The wraith draws one constitution point of life energy from the selected victim in
six turns (one hour), until the victim reaches zero points of constitution and dies. Only at this point dies the high
wraith gain the fill benefit of the withdrawn life energy.
During the process of withdrawing a victim's life energy, the high wraith must concentrate completely upon its
magical work. If the high wraith is interrupted during this process, to defend itself, for instance, it is unable to
use its sleep command and is somewhat confused. All of its sleeping victims will immediately awaken, including
the victim of life energy withdrawal, and the wraith will automatically lose the initiative in all rounds, conduct all
actions with a penalty of 2, save at a penalty of 2, have its magical resistance reduced to 50%. An awakened
victim of life withdrawal does not regain its lost constitution points. The loss is permanent. The same goes for
lost hit points caused by the loss of constitution.
HABITAT/SOCIETY: The high wraith exists alone in its lair and is not a part of any society, although the
symbol of a snowflake upon a blue flame that was emblazoned on the entry to each high wraith's cairn or
dungeon was a sign of horror and fear to the external elven society.
ECOLOGY: The wraith exists undead apart from the living world and is caged off from it within its lair. Its only
ecological effect is the occasional corpse of a living victim that it may produce.
MUSHROOMS, MOONWOOD
BROWN WIDOWMAKER
HD: 0. HP0, THAC0 n.a., AC 10. Dmg: None. This mushroom grows in rings 3 to 5 yards in diameter in grassy
open glades within the forest. The mushroom looks like a champignon but is a deep brown in color. The flavor
is similar to that of a forest champignon but stronger and with a hint of nuttiness. This is a wholesome and
nourishing mushroom, although it is widely believed in Faerûn that the brown widowmaker is extremely
poisonous, thus its name. Rangers and barbarians of the North scoff at these tales.
REDSTONE
HD: 0. HP0, THAC0 n.a., AC 10. Dmg: Highly toxic, 2% chance of a savings throw against poison, 98% chance
automatic death after consuming 1 gram or more. A victim who receives and makes a savings throw is
unconscious for 8 + d12 turns and incapacitated 1d6 days. The Redstone grows in deep, dark areas of the
Moonwood where no other vegetation survives. It survives only on forest floors that are composed mainly of
fallen pine needles. It is a red-capped mushroom up to five inches in diameter. It has a white stem and is white
and gilled under the cap. The Redstone and the Soft Redstone look almost identical, and the few people who
have survived eating Redstones say they taste almost identical. Two things differentiate them: The Redstone
is gilled, the Soft Redstone spongy, and the Redstone and Soft Redstone grow in entirely different locations.
SOFT REDSTONE
HD: 0. HP0, THAC0 n.a., AC 10. Dmg: None. This tasty and relatively nutritious mushroom (high primarily in
vitamin B) usually grows in large clusters along forest roads where there is at least some small amount of
sunshine. They have a rich flavor that some compare to potatoes, others to nuts. Soft Redstones and
Redstones look quite a bit alike (see the Redstone definition), but they are unrelated.
WHITE WHISTLER
HD: 0. HP0, THAC0 n.a., AC 10. Dmg: Rage-inducing and other. This is another mushroom that is found
frequently in the Moonwood and is dangerous, because it is often mistaken for the closely related yellow
whistler. Both whistlers are wiry, gilled mushrooms about two inches high at the most with caps between half an
inch and an inch and a half in diameter. The white whistler stimulates the heart to the point where it can
collapse, causing death. It also can induce a berserker-like rage. Both types of whistlers are found in shady
areas of the forest with some undergrowth, but the white whistler requires somewhat deeper shade than the
yellow.
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Most sages believe that the two varieties once were the same mushroom, and that the prolonged lack of
adequate sunshine slowly resulted in the White Whistler becoming toxic. In appearance the white whistler is
pale yellow, the yellow whistler golden yellow. In all other respects they look the same as the yellow whistler
and smell the same, but the White Whistler tastes stronger, having something of a cheesy edge to it. The
effects of the White Whistler depend on the amount consumed. If one eats a few mushrooms, there usually are
no noticeable effects and the mushrooms can be to a certain extent nourishing.
Up to 100 grams can be eaten without being fatal, however the eater must make a savings throw against
poison. If he makes the throw, he gains half an attack more per round and a bonus of 1 on THAC0 and damage
for 1d4 turns. At the end of this time, he functions normally for 1 turn and then is fatigued for the same number
of turns he was hyped up, losing half an attack per round and having a penalty of one on THAC0 and damage.
If he loses the save, the effects are the same but he also enters a full berserker rage during the time he is
hyped up. If one eats more than 100 grams of White Whistlers, he has a 75% chance of death without a save,
He has a 25% chance of having a saving throw. If he makes it, the effects are the same as for losing a save at
less than 100 grams.
If he loses the save he enters a berserker rage for 1d8 + 2 turns with a bonus of 2 on THAC0 and damage and
an extra attack per round. At the end of this time he functions normally for one round and then collapses,
making a second save vs. poison. If he makes the throw he is unconscious and incapacitated for twice the
amount of time he was hyped. If he misses the save, he dies within 3d4 turns, unless otherwise saved from
death. Barbarians know what these mushrooms do and sometimes intentionally eat small quantities of them
just before a battle.
YELLOW WHISTLER
HD: 0. HP0, THAC0 n.a., AC 10. Dmg: none. This is not only is considered the best tasting mushroom in the
North - it is one of the great gourmet delicacies - but also a highly nutritional variety. Because of the similarity to
the White Whistler and the chaos that can result when a guest in an inn unknowingly eats White Whistlers, it is
illegal to bring Yellow or White Whistlers into most cities of the North or to serve Yellow Whistlers in inns.
These mushrooms are known only in the North for the most part, although some gourmets in lands as distant as
Amn and Calimport have been known to pay prices as high as 100 platinum suns for a pound of dried Yellow
Whistlers. Enterprising adventurers who manage to smuggle Yellow Whistlers into the cities where they are
forbidden can get as much as 100 gold dragons a pound, if the mushrooms are delivered within a day of cutting.
Dried Yellow Whistlers bring within the North up to 50 dragons per pound, but most cities have stiff prison
sentences for people caught dealing in Whistlers. Neither the white nor the yellow Whistler whistles. The origin
of the name is forgotten.
MYTHAL GOLEM
HD: 16, AC 4, HP: 70; AL:N; THAC0 5, Attacks 1: Cuff 1d4 or Blow 3d10 hp dmg; Special attacks: Spell turning,
magic release, weapon damage; Special defenses: Spell turning, hit only by magical weapons +1 and higher,
damages attacking weapon; Move: See below; Morale: 20; Size: L (7 feet/210 cm); XP-Value: 13,000.
Mythal golems were created of a black, magical, glasslike substance in Myth Drannor in the days of the city’s
glory. The secret behind their creation seems to be lost. These golems were created to bar entrance to areas,
with the duty of issuing a warning cuff (1d4 hp dmg) to an offender attempting to enter a forbidden area,
followed by a full blow (3d10 hp dmg) if the offender persists. The golem continues to deliver one blow per
round until the offender is out of its reach.
The golem can move only from the position in which it is stationed to the position it is guarding. It never follows
a fleeing offender. When any damaging spell is used upon the golem, it takes half of the damage and returns
half of the spell’s power to the caster and all within half of the area of effect, centered upon the position of its
caster. When a spell or magical weapon succeeds in damaging the golem, a chip of the golem’s black,
glasslike surface will break off and blue sparks will fly briefly from the chipped area, freeing a part of the magic
empowering the golem.
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This spark bounces from one creature to another within 2 yards/180 cm of the golem for 3d6 hp lightning
damage or half damage for a successful save vs. magic. If the magic weapon that made the attack is a piercing
or cutting weapon, it will sustain 2d4 points of damage per blow. A magical weapon has 10 points per plus
point. For each 10 points lost, it loses one plus bonus permanently. The weapon can be reduced from plus to
minus points as well, if damaged severely enough.
Regardless of the loss of plus points, the weapon retains its remaining magical properties and its intelligence, if
any. It is merely permanently damaged as a weapon. All damage to the golem is permanent and cannot be
repaired. The golem fights at full capacity until it reaches 0 hit points, at which time it immediately becomes
nothing more than a motionless black statue.
Each mythal golem has its own magical word of command. Anyone who knows this word can change the
golem’s instructions. Most mythal golems are ordered to let persons pass who can speak predefined telepathic
passwords or who bear certain invisible magical marks.
SPIDER, FOREST
AC: 4, THAC0: 15, TP 30, APR: 1 Bite 1d8 + Poison, RW Poison –2 or 1d8TP dmg and unconscious 2d6
rounds. Web breaks in 1 round for Str 18, if bound in web 1d4+1 rounds to free at STR 18, AC 10; XP-Value:
975.
TREE, EVIL
The origins of these evil creatures is uncertain. It is said that they were evil elven cohorts of the mages in the
two towers of the southwestern Moonwood and were damned to their current fate during the destruction of their
masters, but sages scoff at this contention, saying they are simply old, evil trees surviving from a time when
trees were "something more than the are today." Such trees are rotten and empty inside.
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They can emit high-pitched, inaudible tones - their "song" in common language - that can hypnotize a victim and
draw it to the tree. A victim who is awake and hears this "song" must save vs. magic with a bonus of 3 or he is
hypnotized and drawn to the tree.
A sleeping victim, however, saves at a penalty of three, and a tree usually sings when it senses sleeping
victims. Only one member of a group will be hypnotized, to be selected randomly by the DM. When a PC is
drawn to a tree, the tree will open, draw the PC inside and close again. From this point the PC is slowly
subjected to 1 hp crushing damage every 3 rounds.
After the PC dies, the tree consumes the body. Such trees have a fundamental understanding of spoken
words. Some trees will react to threats of fire by releasing victims, others not. An evil tree cannot resist
commands of treants, druids of level 5 or high and rangers of level 7 and higher.
VAMPIRE DRAGON
Vampire Dragons are quite different from traditional vampires. They are new beings created by the
Kargmelchina avatar of the goddess Tiamat and her consort, the lich dragon Sammaster. They are artificial,
magical beings kept in existence by the continued flow of magic from Tiamat and the renewed life force in
human and dragon blood they drink.
All vampire dragons are transformed humans who can assume the shape of magically slain dragons.
Sammaster and Kargmelchina devised the magic that creates a vampire using a combination of the secrets
necessary to ascend to lichdom and to create darkenbeasts.
It is a natural tendency for DMs and players alike to want to draw comparisons at first between human vampires
and liches on the one hand and vampire dragons and dracoliches on the other, however such comparisons
usually will lead you only to confusion rather than to useful gaming information. The process by which human
vampires, human liches and dracoliches come to be are quite different from those used by Tiamat and
Sammaster to produce vampire dragons. A human lich is a more powerful undead than a human vampire and
can command and control vampires. Dependent upon its hit die level as a dragon, a vampire dragon can be
more powerful than a dracolich, and it also stands a certain chance of being able to subjugate and control a
dracolich. On the other hand, a vampire dragon is a slave itself, with no free will of its own, bound to carry out
the orders of its creators, Sammaster and Kargmelchina.
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A vampire dragon magically switches between one of three forms:
Certain beneficial and harmful characteristics are valid for a vampire dragon in all three forms:
• Its hit dice and hit points remain those which were valid in its dragon life.
• It can always be determined by infravision and by magic to be undead, regardless of other physical
appearances.
• It always has the ability of a Charm Person spell against humans and dragons, but not against humanoids,
such as elves, dwarves etc. A human victim saves against magic with a penalty of 4. A dragon or dracolich
victim saves with a penalty or bonus equal to the difference in hit dice.
• When the Charm Person ability is successfully used against a dragon or dracolich, it achieves complete
command and control. There are no time limits for this effect upon dragons or dracoliches. The victim
remains under control until released or destroyed.
• It always is immune to Sleep, Charm, and Hold spells or any other spells that control or command. This
includes the charming magic of dragons.
• It is always immune to poisons, paralysis and other magic that has to do with functions of physical life and
also all cold-based, heat-based, electrical-based and gas-based magic. This immunity includes all forms of
dragon breath.
• It cannot learn extra spells, but it can commit the content of spells to memory and learn these from memory
rather than using spellbooks. It can cast spells without a material component, unless the component is an
integral element of the spell.
• Unlike true vampires, a dragon vampire always casts a shadow and is reflected in a mirror, and it has no
ability to move in silence.
• It is incapable of taking bat, wolf, dog or gaseous forms. If it can use the necessary spells, the vampire can
create the illusion of having these forms.
• It cannot summon wolves, bats or other creatures other than Realms draconians under its command.
• It cannot summon other beings in need, but it can send a telepathic help call to its creator, who may react to
this call as he or she wishes.
• It can mentally command all Realms draconians and maintain complete control over them, communicating
telepathically.
• It has no spider climb ability.
• It cannot create new vampire dragons.
• It is not affected by garlic.
• It can cross running water.
• It can enter any building without an invitation.
• It has no access to the thoughts of its dragon ego, which has been slain, but is in full possession of its
human spirit.
• It is not required to rest in its native soil.
• It is always destroyed at 0 hit points. A destroyed vampire dragon remains in the form it used at the time of
its destruction.
• Wooden stakes through the heart of a dragon vampire cause devastating damage but are no special means
of destruction.
• Damage from lack of blood consumption is the cumulative damage of all three forms.
• Damage from lack of blood consumption on a day in which the dragon vampire has used more than one
form is calculated upon the basis of the form taken with the highest blood demand.
• If it consumes no blood for a tenday, it suffers the loss of 10 hit points. These cannot be restored by normal
means but are regained at the rate of 1 point per succeeding tenday with adequate blood consumption
(regardless of form), after the dragon vampire has regained all blood lost during the tenday. In other words,
it requires 100 days with proper feeding to regain all 10 lost points. Damage in each form is calculated at
the rate of 1 hit point per day, if the vampire dragon fails to feed in mixed forms for a tenday.
• It can change form three times daily. It cannot use spells, fight, negotiate or conduct any other transactions
during a transformation, and it also cannot stop a transformation once it has begun.
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Certain beneficial and harmful characteristics are valid for a vampire dragon in human form:
• In addition to the beneficial and harmful characteristics listed for all three forms above, it has only the
abilities it had in its human life.
• Its weapon proficiencies and restrictions and its armor class are as in human life, but its THAC0 is the same
as in its dragon existence.
• It has no need to sleep or rest, as long as it remains in human form.
• It has no magic resistance per se.
• It does not like sunlight, but it is not damaged by it.
• It has no fangs.
• It needs 0.4 pints/0.2 cl of human blood for each day in human form. For each day in human form, without
adequate blood consumption, the vampire dragon temporarily loses one hit point, regained only by
consumption of sufficient blood to replenish the loss for that day.
• If it consumes no blood for a tenday, it suffers the loss of 10 hit points. These cannot be restored by normal
means but are regained at the rate of 1 point per succeeding tenday with adequate blood consumption
(regardless of form), after the dragon vampire has regained all four pints/both liters lost during the tenday.
In other words, if the dragon vampire is in human form, it requires 100 days with proper feeding to regain all
10 lost points. Damage in human form is calculated at the rate of 1 hit point per day, if the vampire dragon
fails to feed in mixed forms for a tenday.
• It can be turned as a lich with a penalty of 3 on the priest’s turning roll. In other words, the priest requires
his normal roll for a lich +3. It cannot be damaged by holy water, holy symbols etc.
• It requires 2 rounds to transform into hybrid form and 2 turns to transform into dragon form. In a
transformation into hybrid form, armor class shifts after the first round. In a transformation into dragon form,
armor class shifts after the first turn.
Certain beneficial and harmful characteristics are valid for a vampire dragon in hybrid human and
dragon form:
• It has an armor class of 2 and is a specialist in a sword of choice, fighting with its THAC0 from dragon life
and its crushing blow strength bonus.
• In addition to the beneficial and harmful characteristics listed for all three forms above, it has the crushing
blow strength of a human vampire, the ability to fly at a movement rate of 36’ and the ability to regenerate
damage at the rate of 3 hp per round (excluding damage from lack of blood consumption).
• Its touch causes the drain of 1 energy level. Each HD of energy drained can be used by the vampire
dragon as the equivalent of one day’s blood consumption.
• It must sleep for 6 uninterrupted hours in darkness, for every 18 hours it spends in hybrid form. A lack of
this sleep is equivalent to one day’s lack of blood consumption. A sleeping vampire dragon is difficult to
awaken, unlike a sleeping dragon.
• It does not like sunlight, and is damaged by exposure to direct sunlight at the rate of 10 hp dmg per round of
exposure. In full, direct sunlight, it is unable to use spells, but it can use its inherent powers of teleportation
and invisibility. Filtered sunlight causes 5 hp dmg per round and prohibits the use of spells higher than level
3. Daylight in shade, under an overcast sky, etc., with no direct exposure to the sun, causes no loss of hit
points, but as long as there is daylight in the sky, the vampire dragon loses its crushing blow strength and
has only the physical ability it normally would have in human form.
• It has fangs and black, dragonlike wings on its back, each 5 feet/150cm in wingspan.
• It needs 1 pint/0.5 cl of human or dragon blood for each day in hybrid form. For each day in hybrid form
without adequate blood consumption, the vampire dragon temporarily loses one hit point, regained only by
consumption of sufficient blood to replenish the loss for that day.
• In addition to flying, the vampire dragon gains the ability Spider Climb when in hybrid form.
• It can turn invisible, as with the spell, three times daily. An invisible vampire dragon is immune to all sorts of
detection by dragons.
• It has the permanent effect of a Blink spell.
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• It can immediately teleport without error at will once daily to its lair in Castle Dragonblood, if the lair is
without daylight and if the lair is free of magic that would bar the vampire dragon’s entry or of open
holy/unholy water of or holy/unholy symbols of priests who can turn undead. If the vampire dragon attempts
to use this teleport ability and is foiled by a blocked lair, it cannot repeat the attempt again on the same day.
The teleport ability is cancelled by magical blockage of teleportation (such as that of the mythal in Myth
Drannor), magical shells etc.
• It can be turned as a lich with a penalty of two on the priest’s turning roll. In other words, the priest requires
his normal roll for a lich +2.
• It suffers 1d6+1 hp dmg per blow or contact from the holy/unholy symbol of or from holy/unholy water
consecrated by any priest who can turn undead. This is not valid for priests who can command but cannot
turn undead.
• It requires 2 rounds to transform into human form and 1 turn to transform into dragon form. In a
transformation into hybrid form, armor class shifts after the first round. In a transformation into dragon form,
armor class shifts after the fifth round.
Certain beneficial and harmful characteristics are valid for a vampire dragon in dragon form:
• It has all of the breath weapon and combat abilities of its dragon life, unchanged, but no dragon magic,
including the magical ability of some dragons to change form. Whatever magic it commands is a result of
its human abilities.
• In addition to the beneficial and harmful characteristics listed for all three forms above, it has the ability to
regenerate damage at the rate of 3 hp per round (excluding damage from lack of blood consumption).
• Its touch causes the drain of 1 HD energy level from living dragons, but this ability does not extent to
dracoliches or other undead dragons. Each HD of energy drained can be used by the vampire dragon as
the equivalent of one day’s blood consumption.
• It must sleep for 6 uninterrupted hours in darkness, for every 18 hours it spends in hybrid form. A lack of
this sleep is equivalent to one day’s lack of blood consumption. A sleeping vampire dragon is difficult to
awaken, unlike a sleeping dragon.
• It is a creature of the darkness. It cannot stand direct sunlight and is damaged severely by it for a loss of 2
of its total hit points per round of exposure and is incapable of doing anything other than fleeing the sun.
After a third round in sunlight, the vampire dragon is irreversibly destroyed. Filtered sunlight leads to the
same result except that the destruction lasts six rounds instead of three.. Daylight in shade, under an
overcast sky, etc., with no direct exposure to the sun, causes no loss of hit points, but as long as there is
daylight in the sky, the vampire dragon can do little effectively but travel. It fights by daylight with a THAC0
penalty of six and cannot use its breath weapon.
• It has dragon fangs but in all other respects looks like a living dragon.
• It needs 2 gallons/8 liters of dragon blood for each day in dragon form. For each day in dragon form without
adequate blood consumption, the vampire dragon temporarily loses one hit point, regained only by
consumption of sufficient blood to replenish the loss for that day.
• It can immediately teleport without error at will once daily to its lair in Castle Dragonblood, if the lair is
without daylight and if the lair is free of magic that would bar the vampire dragon’s entry or of open
holy/unholy water of or holy/unholy symbols of priests who can turn undead. If the vampire dragon attempts
to use this teleport ability and is foiled by a blocked lair, it cannot repeat the attempt again on the same day.
The teleport ability is cancelled by magical blockage of teleportation (such as that of the mythal in Myth
Drannor), magical shells etc. This ability cannot be used if the vampire dragon is in dragon form in direct or
filtered sunlight.
• It can be turned as a lich with a penalty of one on the priest’s turning roll. In other words, the priest requires
his normal roll for a lich +1.
• It suffers 1d6+1 hp dmg per blow or contact from the holy/unholy symbol of or from holy/unholy water
consecrated by any priest who can turn undead. This is not valid for priests who can command but cannot
turn undead.
• It requires 2 turns to transform into human form and 2 rounds to transform into hybrid form. In a
transformation into hybrid form, armor class shifts after the first round. In a transformation into human form,
armor class shifts after the first turn.
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Combat: When engaging in combat in human form, vampire dragons must rely almost entirely upon the abilities
they had in their human existence. When engaging in combat in dragon form, the vampire dragon can call upon
all of its non-spell abilities from dragon life. In hybrid form, they have a strength aptitude of 18/76, receiving a
bonus of +2 to hit and +4 to damage. The vampire’s crushing blows inflict 1d6+4 hp dmg as well as possible
energy drain.
Unlike other undead creatures, vampire dragons do not exist simultaneously in both the positive material and
negative material planes, but they must rely upon negative energy being drawn through Tiamat’s magic from the
negative plane. This negative essence gives the vampire dragon its limited ability to drain energy in hybrid and
dragon forms. Non-magical weapons and magical weapons of less than +1 enchantment pass through vampire
dragons without harming them.
Habitat/Society: Vampire dragons are the magical creations of Sammaster and Kargmelchina, and all vampire
dragons lair with their masters in Castle Dragonblood above Starcatcher Mountain over Damara. When
traveling, dragon vampires seek temporary lairs in caves or ruined castles where they can escape daylight.
Vampire dragons are required to do considerable strategic planning when under way. Traveling vampire
dragons normally are found in the company of a patrol of Realms draconians which it commands. A traveling
vampire dragon usually has the mission of destroying anti-Tiamatist members of the Cult of the Dragon, to
cement Tiamat’s base of power within the cult. But vampire dragons also are assigned to command the warrior
legions and ghosts of former adventurers guarding the way to Castle Dragonblood.
All vampire dragons are under an overriding command from Kargmelchina/Tiamat to survive at all costs. They
will quickly sacrifice any Realms draconians under their command, if that is necessary to assure their own
survival, and they will abort a mission and use their ability to teleport once daily back to Castle Dragonblood as
well, if that is necessary to survive. This makes a vampire dragon extremely difficult to destroy outside of Castle
Dragonblood.
The strength and weakness of a vampire dragon are found within Tiamat in her Kargmelchina avatar and in the
lich dragon Sammaster as well as in the vampire dragons’ need to consume blood, the latter as explained
above. Each day shortly after sunset and the fall of absolute darkness, a vampire dragon must enter a state of
meditative stasis to draw new magical power from Tiamat.
If it fails to do this, it is reduced to its human form for the following day and cannot transform into hybrid or
dragon form during that day, nor can it teleport back to Castle Dragonblood. If a vampire dragon is cut off from
th
Tiamat’s magic for a tenday, it is automatically destroyed after the fall of absolute darkness on the 11 day.
Based upon events that may be going on elsewhere in each DM’s Realms, it is conceivable that a certain group
of vampire dragons in some location suddenly expires. Tiamat is a lesser power who has been only briefly a
member of the Realms pantheon, and she is stretching her limited power dangerously and thinly, in an attempt
to cement her place within the Realms pantheon as quickly as possible. Along with the Dark Lady and the
Chromatic Dragon, also known as the Undying Queen, Kargmelchina is Tiamat’s third known avatar in the
Realms (s. Powers and Pantheons).
As a goddess, Tiamat is to be found in her lair upon Avernus on the plane of Baator. The church of Iyachtu
Xvim has plans to attempt to destroy the Dark Lady and Chromatic Dragon avatars, and Xvim’s High Tyrannar
Fzoul Chembryl in Zhentil Keep believes the PC group in “Northern Journey” is destined to destroy whatever
manifestation of Tiamat may stand behind the red sigylls.
One can well imagine that attacks against avatars on other fronts could lead Tiamat to temporarily divert a part
of her attention, and therefore also a part of her magic, away from the Kargmelchina avatar. This could then
lead to the sudden weakening or destruction of vampire dragons working for Kargmelchina and Sammaster. It
also is thinkable that Iyachtu Xvim – whose avatar has not been seen – might take advantage of attacks upon
Tiamat’s avatars to enter Avernus and to personally attempt to destroy the Dragon Queen!
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Tiamat has spread her strength thinly, opening many weaknesses to her arch enemy Xvim. If she succeeds,
she well may surpass the Godson of Bane in the hierarchy of the Faerûnian pantheon. If she fails, it is
conceivable that Xvim and his church can deal her such severe blows as to reduce her again to a demipower or
even to destroy her completely, just as Tiamat did to Gilgeam!
Ecology: The vampire dragon has no place in the natural world of living creatures upon Faerûn. It is a magical
being of great power designed solely to carry out the wills of Tiamat/Kargmelchina and Sammaster.
WATERLINGØRMR
HD 18, THAC0: 3, AC: Stomach 2, Hide -10. Attacks: 1 - Hit bites for 3d8dmg or swallow whole at THAC0 7.
Special attack: Breath weapon, scalding steam 12d8 dmg every 3d4 rounds after diving, Special defense: Full
dmg from fire, otherwise only magic weapons +2 or better. Spells: none. Dragon fear aura: none. Magic
resistance: 75%. Saves: 3-5-4-4-6. EP: 17,000.
The waterlingørmr is a river monster that belongs to the wyvern family. Lingørmr is an old name for the wyvern.
WIRYBUSH
HD: 1, TP Special, AC: 6 (springy branches), 8 (weak root system). THAC0: automatic within 8 inches. Normal
attacks: none. Special attacks: 2d4 branches move out quickly and can entwine limbs. Once entwined, the
thorns penetrate into the skin and cause pain but 0 hp dmg, however, the thorns begin injecting a tranquilizing
poison into the victim, who must save vs. poison at a penalty of 2 or fall totally unconscious within 4d4 rounds.
Once the victim is unconscious, the bush starts feeding on blood and body fluids, causing a permanent loss of 1
Point constitution per turn until the victim dies. The points are lost at the beginning, not the end of each turn. In
other words, in the first round after falling unconscious, the victim loses the first point of constitution. A wirybush
has 16 + 4d4 branches. Each branch can be cut off with a successful hit, but the wirybush dies only when all
branches have been severed, including those holding victims. Connecting sweeps of the blade at the base of
the bush, where the weak surface root system enters the soil, kill the bush with 8 hp dmg, however, death sets
in only after 3d4 rounds. These bushes travel in packs of 6d20 plants with a movement rate of 3. Their favorite
attack mode is to slip into a campsite from the perimeters and take victims by surprise. Usually sleeping victims
are attacked, and then the plants thoroughly ring the camp, overwhelming the watch as well. XP-Value 65.
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* Level limit 12
This class is not a character class officially defined in WotC's rules for AD&D or the Realms. Statistics are
based upon the systems used in Faiths and Avatars and in Powers and Pantheons. Level progression values
are based upon the tables in the AD&D Dungeon Master's Guide.
Assassin monks of Iyachtu Xvim are clergy who combine some of the talents of fighters, thieves and specialty
priests into a single class. Although assassin monks are devout worshippers of Xvim, they are more talented as
fighters than as clergy, and they are by no means authlims (s. WotC's Faiths and Avatars). These monks vary
considerably from the general monk subclass defined in Faiths and Avatars, and they use their own rather slow
level progression table (see below). All assassin monks of Iyachtu Xvim are of lawful evil alignment. Their
goals are to carry out assassination missions given them by the Xvimist church and to further the worship of
Xvim among assassins and murderers, a part of Fzoul Chembryl's strategy intended to eventually steal the
portfolio of murder Cyric inherited from Bhaal and to bring it to Xvim.
The training of Xvimist assassin monks began during the Year of the Gauntlet (1369 DR) under highly secret
conditions in the Citadel of the Raven. As priests of Xvim, assassin monks are no less devoted to the Xvimist
goals of death, destruction, oppression and cruelty than Xvim's authlims, but with assassin monks, bringing
death is the foremost goal. The highest deaths an assassin monk can cause are those of other priests,
particularly the Strifeleaders of Cyric, and of political enemies whose deaths benefit the Xvimist church.
Because the training of assassin monks is concentrated primarily upon non-ecclesiastical matters, assassin
monks have access to far fewer priest spells than the official monks of other deities (as defined in Faiths and
th
Avatars), and regardless of their wisdom level, they can learn no spells higher than the 4 level. They can learn
the same number of spells in levels 1 to 4 as priests of the same experience level, but they receive no bonus
spells for high wisdom values. Assassin monks are trained to rely upon their physical skills to perform their
work, not upon spells. They learn spells only to protect themselves, to heal or cure themselves or to gain
information vital to their mission. They also have no bonuses for the number of spells they can learned based
upon wisdom. On the other hand, they have higher fighting talents than is the case for most priests, and they
also have certain talents of the thieves' class. Assassin monks cannot learn the Xvimist spells Mace of Xvim
(2) and Reaving Blades (4) as described in Faiths and Avatars: The only spells assassin monks can learn are:
• The assassin monk does everything possible to conceal his ties to Iyachtu Xvim. He always attempts to
set up others to look guilty for his own deeds, when at all possible the churches of Cyric or Tiamat, or
the Cult of the Dragon.
• An assassin monk never admits that he is an assassin monk, even if it costs him his life.
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• If an assassin monk has a contract to fill, he tries to do it as efficiently and as quietly as possible. He
kills cleanly and quickly. His goal is to kill his mark and nothing else. Only in this manner can he honor
Xvim, his profession and himself. He remains upon the trail of a mark until his contract is fulfilled or until
the monk dies trying to fulfill the contract.
• When an assassin monk defends himself, and when it causes no serious problems for his cover, he will
attempt to kill his enemy with as much pain as possible, because he owes Xvim a regular tribute of
suffering. In such cases, his preferred weapon is the Mace of the Green Eyes (see the section Magic
Items), if he has one.
• An assassin monk never kills innocent persons without a contract or other good cause. Through
unnecessary killing he increases the danger of losing his own cover. The power of Xvim is within him,
and he has no right to bring himself, as a vessel of this power, into unnecessary danger.
• It is important for an assassin monk to carry out contracts frequently, also to kill enemies. Only when
Xvim has assassins of high achievement in his following does he stand a chance of taking over Cyric’s
portfolio of assassination. And only when his followers spread pain, does Xvim stand a chance of
growing in godly power.
• An assassin monk uses his spell powers to serve and preserve himself. This does not mean that he
never uses spells to help others, but when he does so, it is only to serve his own purposes. He can for
instance use spells to heal other members of his PC group, but he does so only because their presence
is helping him to reach his own goals. The monk has little respect for combat spells. He is proud
instead of his physical combat abilities.
SPELLS:
Level 1:
Combine (PHB), Courage (ToM), Cure Light Wounds (PHB), Detect Poison (PHB), Detect Snares and Pits
(PHB), Endure Cold/Endure Heat (PHB), Know Direction (ToM), Morale (ToM),. Pass Without Trace (PHB).
Level 2:
Chant (PHB), Emotion Perception (ToM), Find Traps (PHB), Nap (ToM), Resist Fire/ResistCold (PHB),
Obscurement (PHB), Silence 15' Radius (PHB), Slow Poison (PHB), Speak with Animals (PHB);
Level 3:
Dispel Magic (PHB), Emotion Control (ToM), Feign Death (PHB), Know Customs (ToM), Locate Object (PHB),
Moment Reading (ToM), Negative Plane Protection (PHB), Prayer (PHB), Protection From Fire (PHB), Strength
of One (ToM), Water Breathing (PHB)
Level 4:
Body Clock (ToM), Circle of Privacy (ToM), Cure Serious Wounds (PHB), Detect Lie (PHB), Divination (PHB),
Fortify (ToM), Free Action (PHB), Neutralize Poison (PHB), Reflecting Pool (PHB), Spell Immunity (PHB),
Tongues (PHB)
COMBAT VALUE:
Assassin monks use the strength, damage and constitution bonuses of a fighter of equal level.
HIT DICE:
th
Assassin monks roll 1d8 for hit dice, like a priest. Starting with the 10 level they automatically gain two hit
points per level and no longer roll for new hit points with this level.
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UNARMED COMBAT:
The first weapons an assassin monk learns to use are his hands and feet. A monk of the first level can do 1d2
hp damage with a successful blow with his hand and 1d4 hp damage with a successful kick. This damage is
increased by one hit point for every level above the first level, to a maximum bonus of 10 hit points per blow.
Additional bonuses for high strength also are valid. All assassin monks can make two hand attacks per round.
The remaining number of attacks per round are found in the table below.
Unarmed combat has a special effect when the opponent is wearing heavier armor, such as plate armor,
banded mail or scale mail. A successful blow may cause the opponent to lose his or her balance and fall, being
vulnerable to attack on the ground for 1d2 rounds. To determine whether the opponent is knocked down, have
the opponent check for dexterity minus the rolled damage. If the assassin monk rolls a natural 20, the DM may
rule that plate, banded or scale mail has been so badly bent as to hamper the opponent's movements, costing
him initiative and/or reducing the available number of attacks pro round. A natural 20 can break through lighter
armor.
ARMED COMBAT:
The last weapon proficiency is an unrestricted weapon of choice from the list in the Player's Handbook. The
allowed weapons for the first eight levels are:
Melee weapons: Dagger, dirk, knife, footman's mace, morning star, quarterstaff, scourge, long or short sword.
Range weapons: Blowgun, dagger, dirk, knife long or short bow, crossbow, dart, hand crossbow, , sling.
If the assassin monk is using a melee weapon with proficiency and he makes no attacks with hands or feet with
the same time, he uses the APR table in the Player's Handbook for a fighter with weapon specialization.
ARMOR CLASS:
Assassin monks of Iyachtu Xvim wear no armor, but they are trained to evade damage in such a way as to give
them an effective armor class. However, because no actual armor is being used, this effective armor class is
invalid whenever the assassin monk finds himself in a situation where evasion or dodging is impossible. In this
case, the assassin monk has a base armor class of 10.
Campaign Guide - Page 226
This also is valid when the assassin monk is unaware he/she is being attacked and therefore makes no attempt
to evade or dodge the attack, or when he/she for whatever reason chooses not to evade or dodge the attack. In
all situations where evasion is possible, the assassin monk has the following base armor class, modified by any
available bonus for dexterity:
THIEVING ABILITIES:
The assassin monk of first level starts with the following thieving abilities plus 15 percentage points that he/she
can assign as wished, as long as no more than 8 of the 15 points are assigned to a single category. The
assassin monk receives an additional 15 percentage points for each new level as a monk, and these can be
distributed according to the same rule. The bonuses for dexterity in the Player's Handbook also are valid. No
ability may have a rating higher than 95%.
Open Locks Find/Remove Traps Move Silently Hide in Shadows Climb Walls
5% 5% 15% 15% 60%
Assassin monks use the same backstabbing values as a thief of the same level.
NON-WEAPON PROFICIENCIES:
Assassin monks like priests start with 4 points for non-weapon proficiencies and gain a new point for every
three new levels. Because of their ability crossovers, assassin monks may choose proficiencies without penalty
from the tables for priests, thieves and fighters (but not the table for mages). In addition, a first level assassin
monk must choose the reading/writing proficiency for common and has the following additional proficiencies
automatically at no point cost: Modern language of choice, reading/writing for the same language and tracking.
These proficiencies already are gained in the training needed to become an assassin monk. At levels 4, 7 and
11 the assassin monk automatically gains proficiencies in modern languages and reading/writing for a language
of choice with which he has had sufficient contact through experience to have learned the language.
ALIGNMENT TRANSFORMATION:
Assassin monks are trained to understand and adapt themselves to each of the nine basic alignments. When
an assassin monk adapts to a certain alignment, he is, in fact, temporarily of that alignment. Magical spells and
magical items created by wizards that are designed to detect disguised alignments have absolutely no ability to
detect an adapted alignment, because it is, in fact, the true alignment of the monk at the moment.
The same is in part true for priest spells and magical priest items used in alignment detection. Priests of levels
9 and lower cannot detect anything strange about an adapted alignment. Priests of level 10 and higher using
spells to detect alignment have a 50% chance of sensing that the results of their spell are not correct, but they
still will detect only the adapted alignment. These rules apply as well for magical or priestly attempts to detect
good, evil, etc.
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The ability of an assassin monk to control both his thoughts and his physiological functions makes it difficult as
well to detect a monk’s lie. Priests and mages of level 6 or lower have only a 50% chance of success.
A paladin’s ability to detect evil is a gift from the god he worships and is not affected by alignment adaptations.
Iyachtu Xvim is powerless to interfere with abilities bestowed directly by other gods. A paladin is able to sense
the true good or evil of a creature within 60 feet/18m. For this reason an the section Magic Items)assassin
monk will do his best to avoid paladins. However, a paladin has no special powers to detect lies.
ALTER-EGO:
Each assassin monk invents an alter-ego for himself, sometimes several of them, although this is considered
risky. Usually, the monk goes through life adopting the identity of his alter-ego and slips out of this role only
when he has a contract to perform.
An alter-ego has nothing to do with a false name or identity. As a rule, a monk usually invents an alter-ego that
seems to explain all that someone else can see or determine about him. The alter-ego will also explain to those
who know him (including fellow party members, if the monk is a PC), why he has combat, spell and thieves
abilities of a certain degree. If he possesses a Mace of the Green Eyes (see the section Magic Items), he often
will tell a tale of how he gained it (not necessarily true), claiming that it is cursed, and he is unable to separate
himself from the weapon, although he hates it.
Many assassin monks adopt an alter ego as a general cleric who primarily worships Mask, the god of thieves.
This gives the monk the freedom to emanate a mildly evil alignment without usually coming into serious difficulty
because of it. Clerics of Mask usually are tolerated.
SAVING THROWS:
Assassin monks save with the best level between priests and fighters of the same level.
MAGICAL ITEMS:
Assassin monks can use all general magical items and those for the priest, thief and fighter classes. Magical
items for mages, rangers and bards may not be used.
The assassin monks of Iyachtu Xvim are a deeply covert branch of the Xvimist church, which makes every
conceivable effort to fully conceal the existence of the assassin monks. No assassin monk ever wears robes
which would identify his or her affiliation, nor does he or she bear any holy symbols or other items which might
link the monk to the church of Xvim or to the Zhentarim, and the assassin monks are trained to guard these
secrets with their life. Assassin monks do however often bear stolen or counterfeit tokens from other
organizations, to create the false assumption that other powers are responsible for the assassinations they
attempt or carry out.
Assassin monks of Iyachtu Xvim can neither turn nor command undead, but they can use all magical items that
can turn and/or command undead, as long as the use of these items is not strictly limited to mages, bards or
rangers.
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LEVEL PROGRESSION:
Because of their wide abilities and the intense and varied training necessary to develop them, assassin monks
progress much more slowly to additional levels than members of conventional character classes. An assassin
monk also is required to master a new weapon for each character class from 1 to 9, and this weapon can be
mastered only through training and usage or intense practice and usage. If the events of an adventure prevent
an assassin monk from having sufficient time to master a new weapon or the assassin monk posses no such
weapon, he/she cannot advance to his/her new class until the weapon is in his/her possession and has been
mastered,
DRUID, MUCKLESTONES
3rd Edition Note: This new character class is replaced by the multi-class Druid/Fighter combination as described in the PHB.
The Mucklestones Druids are a WotC creation as a name. Their location appears as a name on the map of
Lethyr Forest in the out-of-print accessory FR9 The Bloodstone Lands. The Northern Journey definition of the
Mucklestones Druids is completely unofficial. The Mucklestones Druids of Lethyr Forest in the Great Dale are
recommended for use only as NPCs.
The Mucklestones Druids are not a conclave of druids at all but rather a druid-led troop of guerilla druids,
rangers, warriors and even rogues that has been warring for centuries against the Malarite Hunters of Herne in
the Great Dale.
The organization itself is described later in this campaign guide, in Part III, Section 1, Organizations and
Religions, D. The Mucklestones Druids. In this section we deal only with the definition of the druids who are a
part of this organization. The band's current leader, L'arana Lunwinsdóttir, is a half-elven druidess of Rillifane.
Usually only humans and half elves are Mucklestones Druids, but it is conceivable that full elves also could
become Mucklestones Druids, if they were present in Lethyr Forest. The Mucklestones Druids are found only in
Lethyr Forest and not in Rawlinswood. Haspar Eriksbrodir, the Great Druid of Lethyr Forest, is the founder and
nominal leader of the militant Mucklestones Druids; but their commander, Lunwinsdóttir, leads them in practice.
Campaign Guide - Page 229
Righan Eikensson, the Great Druid of Rawlinswood, recognizes the Mucklestones Druids, but he believes that
the tenets of druidism are diluted by Mucklestones Druidism and he rejects such druidism within his forest, a
point in which he is in disagreement with a number of his followers.
Mucklestones Druids are druids and fighters, and they divide their experience points between the two classes
evenly. They must live within the armor and weapons class restrictions of druids, and they also have the level
restrictions in their druidic class of other druids. The Mucklestones Druids are neutrally-aligned, as are all other
druids, but they are extremely militant and dangerous. Their basic position is that as long as Harbet Gall and
his followers continue to exist in the Great Dale, no one but the Mucklestones Druids and the rangers who work
with them have any business being in Lethyr Forest, and anyone else found there is automatically deemed to be
the enemy.
Residents of the Great Dale are well aware of this viewpoint and will quickly warn travelers not to enter more
than a mile or two within the wood, if they value their lives. The Mucklestones Druids do allow the Dalesmen to
use this perimeter of the wood. However, if they find intruders anywhere else within the wood, they will be
captured, if the druids assess the strength of the intruders as being low enough to make this possible with no
losses of their own. If the intruders look too dangerous for the druids. the druids will shoot first and ask
questions later. The rangers who work with the Mucklestones Druids deal in the same manner.
Druids and rangers who disagree with this policy have left Lethyr Forest and gone on to Rawlinswood, mostly
because they realize that Silvanus and Mielikki have not withdrawn their support from the Mucklestones faction,
and they are not interested in beginning religious schisms or squabbles among the druids and rangers
themselves, being in solid agreement that Harbet Gall and his minions are the more deserving targets of their
attention. It is said that the Mucklestones Druids have successfully entered ancient ruins of the vanished forest
elves and fallen Narfell, where they have found items of power that they use against the Malarite Gall and his
minions.
The True Druids of Herne are special druids of Malar the Beastlord in his manifestation as Herne the Hunter,
defined by Harbet Gall, lich priest of Malar in the Great Dale, who serves Malar under the name Herne.
With very few exceptions, the True Druids of Herne fall completely under the description of a genuine druid. As
such, they use the weapons and armor restrictions (leather helmets accepted) of a druid, not of a Malar priest.
They also do not wear the ceremonial robes of a Malar priest as described in Faiths and Avatars, but rather
wear leather helmets with small racks of deer antlers in battle or when in the forests. The ceremonial robe is a
stag's pelt with stag's head, including antlers as its headpiece.
The granted powers of a Hunter of Herne differ from those of a druid in the following respects:
• He can learn the languages of wild animals in the same matter a druid learns the languages of a woodland
creature.
• A True Druid of Herne is not immune to charm spells, as is a real druid, but he can command undead,
unlike a real druid.
•
th
With the 7 level, he gains the ability to shapechange into a reptile, bird or mammal, but the shape
assumed always is that of a predominant form of local hunters' prey in the area involved.
• The True Druid has access to all special spells of Malar defined in Faiths and Avatars.
Campaign Guide - Page 230
DWARVEN RUNECUTTER (Runestainer)
3rd Edition Note: This is offered as a non-official prestige class based in part upon the Loremaster, as defined in the DMG. It is
recommended that this class be reserved for NPCs.
Every DM has, of course, the right to bring a runecutter PC into his campaign, if that's what the campaign
needs, but we envision the dwarven runecutter as a pure NPC class, and a very rare one at that. Nonetheless,
we will provide a statistical framework for this class below, to help you develop a functioning picture of the
runecutter who shaped and stained the runes that other dwarves may be bearing in your adventure.
Please remember, however, that a runecutter is only minimally trained to defend himself, having lower combat
abilities than the average dwarf. His life is devoted to the search for knowledge and understanding of the
foundations of Toril and the universe in which it exists, as well of his art of gaining access to the powers within
these foundations through their inscription in stained runes. He does not normally cut and stain runes for his
own use, but rather for the use of the leaders, warriors and merchants of his clan.
A runecutter gains levels, like any other character class, but his levels have no impact upon his combat abilities.
Like most dwarves, a runecutter learns in his or her youth the fundamentals of using a battleaxe or a hammer,
but he or she wields it as a 1 HD monster, also having corresponding values for THAC0, savings throws and the
like, as well as a fighter's bonuses for strength and constitution. His or her class as a runecutter includes no
improvement of the values that count during hostile encounters.
A runecutter can defend himself or herself with armor of all kinds but the freedom of movement he or she needs
to cut and stain runes properly makes the wearing of armor during such work difficult and may risk inaccurate
carving, so it is not worn while working.
The primary attributes of a runecutter are intelligence and wisdom. The minimum attribute values for a
runecutter are intelligence 12, wisdom 12 and dexterity 12. The following table shows the minimum intelligence
levels required for each of the four levels of runestones:
Sending: Runestones of this level also are lesser, high or great runic staves, but the runecutter can cut the
runes in the walls of his chamber or elsewhere, include the radical sæma in his stave and then, with
concentration, send its effects to another place. Only runecutters of level 25 and higher and with intelligence 18
or higher and wisdom 16 or higher can learn to cut sæma successfully. (*) Some runecutters with intelligence
17 and wisdom 15 or higher have learned to use bura to construct staves of lesser magic that can be sent, but
this is rare.
The attribute wisdom can increase the number of radicals a runecutter can learn and the number of staves he or
she can learn to fashion with each radical learned. The values in the following table should be added to the
minimums listed for levels.
NOTE: For higher level runecasters, the maximum values also are dependent upon the information to which
the runecaster has access. He or she well may have the statistical ability to learn more radicals, for instance,
than there is information at hand to actually learn. A runecaster who has spent his or her life in deep dwarven
halls, for instance, never will be able to learn the sun or tree radicals (uugh or vudd), regardless of talent or
level.
RACIAL LIMITATIONS: It is generally and wrongly believed by the few who know at all that dwarven runes
exist, that runecutting is an art that is inherent in the dwarven race and can be learned only by the Stout Folk.
This is not quite true, as proven by the fact that the great red dragon Grafvitnir and the lich Kargmelchina have
mastered runecutting as well. However, it is quite probable that such exceptions are exceedingly rare in the
history of Faerûn, and that any non-dwarf who seeks to learn runecutting must at least share in great depth the
understanding a dwarven runecutter has of the powers in his or her own environment. One can hardly
recommend that dwarven PCs should be made runecutters; a non-dwarven PC runecutter would no doubt be
unthinkable.
The Swamplord of Talona, an unofficial character class, is in most respects an evil ranger, quite similar to the
official ranger described in the Player's Handbook. However, the Swamplord is not a protector of good but
rather a protector and harvester of the plant and animal sources that yield poison or carry disease in the
swamp. They are known to be active only in the Trader's Bay area of Impiltur. A Swamplord usually tends to
focus upon intruders as his primary prey, but he also hunts animal and monster prey that may damage the
sources of illness and poison that are sought by the priestesses and priests he serves. A Swamplord working in
the area of the temple he serves often also hunts to provide food not only for himself but also for his priestesses
and priests. Unlike a ranger, a Swamplord must always maintain an evil alignment. In most other respects, the
rules and spell classes for a ranger apply.
Campaign Guide - Page 233
5. Magic Items
CANDLE OF POSITIVIZATION:
This is a plain, white magical candle 20 inches/50 cm long and 2 inches/5 cm thick. It can be lighted and
extinguished at will. The candle will burn for a total of 40 hours before it is fully consumed by flame. If the
burning candle is placed in a closed room no larger than 40 by 40 feet/12 x 12m, it will bar all undead from
entering. The candle cannot be ignited in the immediate presence (within 30 feet/9m) or within sight of undead.
XP-Value: 500.
Campaign Guide - Page 234
CRUTCH OF ST. PANNAS:
See Holy Relics under II.1.A Ilmater and his Church by Jeffrey David Bray
DIMENSIONAL POUCH:
This item is the work of combined research by Zhentarim mages in the Citadel of the Raven. It is a somewhat
tricky item for other mages to deal with, but at the same time, only moderately difficult to make, because it is
formed through the interweaving of lower and middle level spells including magic heretofore known only in Thay
and in Shou Lung. The pouches are of various sizes but most are relatively small. They are designed to carry
parchments containing magical knowledge or magical items. Such pouches are an extension of the
dimensional magic used to make Portable Holes. However, a dimensional pouch is invisible and protected
against magical detection. To find a magical pouch, a mage first must dispel the magic that hides its magical
aura. The invisibility then must be detected and dispelled. Only at that point can the dimensional magic be
dispelled, bringing the pouch and its contents back from the astral plane. Because the essence of the pouch
itself shifts to the astral plane, it ways nothing and cannot be detected by physical examination. Dimensional
pouches are transported by attaching them to items on the prime material plane that are being transported. XP-
Value: 4,000.
DRAGON RUNE:
This magical item results from the use of a spell that was developed within the Cult of the Dragon. The rune is
activated as soon as its name is spoken. Once activated, the rune finds a young, chromatic dragon (level 3)
that could be native to the environment, in a forest, for example, a green dragon. The dragon will be 3d4+3
years old. The rune is triggered as soon as a creature other than the activator of the rune approaches within 20
feet/6m of the rune.
At that point, the bonded dragon is automatically teleported to a point in the sky 200 yards/180m above the
person who triggered the rune. The bonded dragon is compelled to attack and fight the triggering being for
1d4+3 rounds, at which time it is released from the magic and returned to the place from which it is teleported.
Anyone who knows the name of the rune can activate or deactivate it by saying the name of the rune.
Once the rune has been triggered, it disappears permanently. A successful Dispel Magic spell also can
deactivate the rune, but it will be reactivated as soon as the name of the rune is spoken, even if this occurs
accidentally. Once an activated rune is more than 20 feet/6m away from the activator, it again will be triggered.
XP-Value (only if deactivated, kept, triggered and used successfully): 2,500.
It also has no effect against spells delivered by touch. Unlike a conventional Ring of Spell Turning, however. it
is effective against area magic not concentrated directly upon the ring wearer, as long as the ring wearer is
within the area affected by the spell. The ring also has no effect against divine spells, only against magic spells.
The ring cannot differentiate between beneficial magic and destructive magic. When a spell is turned, it is
turned completely, together with all side effects. A turned area spell defines its area in relation to the caster just
as the area would have been in relation to the ring wearer if it had not been turned.
Campaign Guide - Page 235
Victims in the area of effect of the turned spell have the same saving throws etc. as victims within the intended
area of effect would have had. Elven Rings of Spell Turning area 100% effective, and no throws are needed to
determine backlash effects, as with a conventional ring. The effects when the caster and the target both wear
rings of spell turning are wild mages surges determined by the table in Tome of Magic. If a victim must be
chosen, it is the caster with a roll of 1-50 on 1d100 and the victim with a roll of 51-100. The ring is effective at
all times when it is being worn. It deflects all spells used upon it within a single round but remains dormant then
th st st
for nine rounds, functioning again in the 11 , 21 , 31 etc. rounds. XP-Value: 4,000.
The master stone had great scrying abilities. It gave the emperor the ability to see events in the Narfelli Empire,
but what it showed was confusing. Sometimes it showed scenes of the past. Sometimes it showed things that
actually were happening. Sometimes it showed events that might occur in the future, based upon all of the
threads of fate that were being woven at the time. However, the stone did not make clear if it was showing the
past, the present or the future.
An emperor of high intelligence and wisdom might be able to ascertain what these threads were and react to
prevent or hasten what ever was being shown, but this was a power few Narfelli rulers mastered. However, it's
scrying was 100% accurate within 50 feet/15 m of a lesser emperor's stone. A being within the scryed area was
not necessarily aware that he or she was being watched.
The master stone had the ability to send compelling commands to users of the nine lesser stones, commands
they would have great difficulty resisting. It also could send the emperor's thoughts to the user of a lesser stone
and present the thoughts of the user - involuntarily - to the emperor. The emperor could use the master stone
to transmit magic to users of the other nine. In other words, the emperor could give the user of another stone a
spell that he or she had not prepared and might not even know or ordinarily be able to use, but he or she would
be able to use the transmitted version.
Finally, the emperor could use the master stone at will to call upon and use the individual powers of the other
nine, regardless how far removed from Heligonius they were.
The nine lesser stones had common properties of communication. The user of each stone, once he or she had
learned to control or steer it, could attempt to communicate with the user of any other stone. It was the nature
of these stones that they were open unless a user specifically closed a stone.
An open stone shows the person using it to the user of any of the other stones who wishes to see the user of
the specific stone in question, if that person is illuminated. A person using a stone without knowing how to
control and steer it well may see users of other stones at random. A person well versed in the use of a stone
also can communicate verbally with the user of another stone, and with magic, telepathic exchanges also are
possible.
One who understands the stones also can close his or her stone, which bars such outside communication
between it and other lesser stones. However, the lesser stones cannot be closed to the master stone.
No living being in the Forgotten Realms knows all of the information presented here, although all of the following
information except the status and current location of the stones could be found by someone who did intensive
research on this subject for 30 + 10d10 days in the Royal Impilturian Library in Lyrabar.
Campaign Guide - Page 236
Master Stone - The stone still is intact and lies buried today deep beneath the location of the lost Narfelli capital
of Heligonius. No one knows today precisely where Heligonius stood, only that it was in the North Country west
of the Endless Wastes, some 60 miles/100 km north of Mulptan in modern day Rashemen, not far from the
Narfelli-Raumathari border.
Kaidûn - This stone was and still is in Tower Ithfell south of the Narfelli Fortress Vordric-Dun in western Impiltur,
however, it was magically hidden by the occupant Narfelli magi before they returned East in the last days of the
Narfelli-Raumathari war. You'll find more details on Tower Ithfell in Book 2 of Impiltur, the fifth segment of
Northern Journey.
At the top of Tower Ithfell, the privileged few who go there can find the Chamber of the Four Thrones. In the
center of this chamber, is a huge circular bed of magically burning coals surrounded by four thrones. These
coals have burned since the days when the Narfelli mages occupied the tower. And they burn on today,
although no Impilturian mage has yet fathomed their secret.
Strange as it may seem, these coals are nothing but a raveled illusion. Because the Impilturian magi who
visited the tower knew nothing of the raveling and unraveling of spells (see the section New Spells here in the
Campaign Guide), they never got past the illusion. There is no fire in the tower. Where the fire seems to be
there really is a black crystalline globe about 2 feet/60 cm, in diameter, mounted in a wooden framework. This
is Kaidûn.
There is no means by which anyone will see or physically perceive the stone without first unraveling the illusory
magic that shields it. Because no one has done that to date, the Emperor's Stone remains undiscovered.
Kaidûn is among the borders stones, which were the most powerful of the lesser stones. A mage who can
control it completely can use it to see anything anywhere in the Vast, Impiltur, parts of modern Damara and
even areas of the Sea of Fallen Stars. It also can fire a destructive magic bolt similar to a laser beam that can
strike anything in range of sight and do 10d20 hp of explosive damage to it. One must remember that the tower
stands high, and many targets that are within line of sight are quite distant, regardless of whether they can be
seen on any given day.
Ruhtûhn - This stone was in the fortified Narfelli city of Handalin, which was on the west side of the inflow to
Lake Ashane where today's road from N'Jast to Nathond crosses the inflow. The stone was totally destroyed in
the final conflagration between Raumathar and Narfell. It had the ability to create massive illusiuons out of
raveled magic, illusions for example of hosts up to 500,000 men strong.
Multarûhn - This was border stone in the Narfelli fortress tower at Luminyng, which was about 40 miles/65 km
north of the road between Immilmar and Mulptan in Rashemen. The stone's properties were identical to those
of Kaidûn. Both Luminyng and the stone were totally destroyed in the final devastation of Raumathar and
Narfell.
Negârhn - This stone was in the possession of the great wizard K'Ahlob in Dun Tharos in the modern day Great
Dale. He hid it in his abandoned dungeon level transmutation laboratory, where it remains intact today. The
Nentyarch has not found it, because the passage to the laboratory caved in, although the laboratory itself still is
intact. K'Ahlob hid it to prevent the emperor in Heligonius from contacting him.
The current location of the stone is at point No. 3 on the map Dun Tharos- Dungeon System, in The Great Dale,
part 6 of Northern Journey. It is a crystalline globe six inches in diameter that is constantly filled with moving,
luminescent green smoke when not in use. This stone can scry any location within old Auldgloam, which
includes Rawlinswood, the Trade Route and Lethyr Forest in the Great Dale. It also can teleport up to 1,000
human-sized creatures daily to any destination known to the user. Weight - 20 lbs./10 kg.
Campaign Guide - Page 237
Bunlûhn - This stone was made for and used by the great Narfelli conjurer Turgarth, who had the overall
responsibility for summoning the devils that Narfell sent against the Raumathari. The sphere is 12 inches in
diameter and stands in a small wooden frame. It is made of black opal.
The main property of Bunlûhn is its ability to open a thread to Baator in the Nine Hells which substantially
facilitates the summoning and binding of devils (baatezu). However, Bunlûhn also has unusual scrying
properties. A user who understands Bunlûhn and who knows how to control and steer it can scry anywhere
within 500 miles/800 km of its own location and find all devils and demons (tanar'ri) who are within the range.
Bunlûhn currently is in the possession of the lich Harbet Gall in Nighthawk Tower in the eastern Great Dale. His
tower stands on the site of Turgarth's Vežpeklo Tower. Gall has found the Emperor's Stone in remnants of
Vežpeklo's dungeons. However, the lich has only the most rudimentary understanding of the stone and can do
little with it.
Mendalâhrn - This is another border stone. It was used in the Narfelli outpost of Kront on Lake Ashane. The
stone's properties are identical to those of Kaidûn. When Kront was destroyed in the final conflagration
between Narfell and Raumathar, Mendalâhrn landed undamaged in Lake Ashane about 100 yards/m east of the
sea dike, where it remains unfound today. The stone, despite is light pink and transparent in color. Despite its
unusual weight, it is only 6 inches/15 cm in diameter.
Undalûhn - This stone served the obliterated Narfelli Fortress Nardanos, which stood on the site where the
Gallists later built Tower Threespires. Fortress Nardanos was a center of experimentation in the creation of
undead, and Undalûhn is believed to have been a mighty instrument used by epic necromancers to create new
and bizarre types of undead.
In truth, the Narfelli necromancers worked together in groups with Undalûhn, working high level spells to raise
the dead and animate them in bizarre and mighty forms. Whether all of these undead were destroyed in the
final Narfelli-Raumathari conflagration is unknown.
This Emperor's Stone now is in the hands of Urgrath Hurddh, the epic necromancer who serves Harbet Gall as
head of the Kront Cell of the Dragon Cult in Tower Threespires. To date, Hurddh has learned almost nothing
about Undalûhn's powers. However, it is certain that if he masters the stone one day, the undead he is raising
will be mightier than the skeletons he now animates.
Gorndûhn - In Narfelli times, Fortress Clymph was a base for some of the more powerful enchanters of the
empire. In this case, the focus was upon mass hypnotization of Raumathari warriors. Documents in the Royal
Impilturian Library in Lyrabar report that the transmuters in Fortress Clymph were assisted by illusionists, and
that their joint research was directed combining enchantments with illusion to instill fear in the foe.
There is no information in Lyrabar on the degree of success these magi may have attained. Gorndûhn
concentrated magical power that assisted in the implementation of such combined magicks.
Gorndûhn also is made of black opal. The sphere is 4 inches/10 cm in diameter. It waits to be found in the ruin
of one of the Narfelli towers of old Fortress Clymph, which is buried on the grounds of the newer Fortress
Clymph built by the Gallists in the eastern Great Dale.
Xarbadûhn was stored in a cache in Lyrabar with other Narfelli magical items and moved after Queen Sambryl
took the throne into the magical treasure vaults in the dungeons beneath her Tower Pureheart. It remains there
today, although no one is aware of it.
The stone, is light green and transparent in color. It is only 8 inches/20 cm in diameter.
HAMMER OF DIONYSUS:
See Holy Relics under II.1.A Ilmater and his Church by Jeffrey David Bray
KEY OF PANDEMONIUM:
This key was created by the Burnbones Xarth Kistar under the direct guidance of Cyric. It is a large black key,
about 6 inches (15 cm) long and 2 inches (5 cm) high, and it is made out of a black, glassy substance unknown
in Faerûn that comes from the Plane of Pandemonium. The holder of the key can use it to create a one-way
gate from the prime material plane to the Plane of Pandemonium with a volume of 20,000 cubic feet (1,458
cubic meter).
If the key is used in this manner from a plane other than prime material or Pandemonium, there is a 50%
chance that it will open a gate to the plane of origin and a 50% chance that it will open a gate to a random
plane. If the key is used in this manner on the plane of Pandemonium, it will open a gate to a random plane
other than Pandemonium or the plane of origin. The possessor of the key also can use it to permanently close
a gate that the key has created. This key will disintegrate after it has been used a total of 20 times. When and
if the PCs in this adventure find the key, it will have been used only once. XP-Value: 2,000.
This weapon functions basically as a normal +2 mace (+2 to hit, +2 to damage), but each time the first
successful hit is rolled, the target must save vs. magic or suffer the damage inflicted by a ray that emanates
from the green jewels. A target must save only once per encounter. If his savings throw succeeds, he suffers
only half damage of a normal nature from the jewels. The rays emanate from the jewels cause 1d4 magical
burn damage per jewel. With each successful hit, two jewels succeed in causing burns. If the target does not
make its savings throw, the pain of these burns is so intense that the target automatically loses initiative in each
round and has a THAC0 and armor class penalty of 1. The wounds from the jewels do not heal automatically.
Campaign Guide - Page 239
In fact, the burn wounds will remain with the victim for the remainder of his or her life, always causing the same
pain, unless the wounds are healed by a cleric. Even then, the wounds resist the effects of all healing potions
th
and of divine healing spells below the 6 level spell Heal. By each use of a potion or each application of a
divine spell, the victim must again making a savings throw against magic. If he succeeds, he receives 50% of
the normal benefit of the potion or spell, if not, only 25%. XP-Value: 2000.
MACE OF DESTRUCTION:
This weapon is carried mainly by clerics of Iyachtu Xvim. It is a normal heavy mace and normally has no
distinctive markings to identify its magical power. However, the mace is highly destructive. Upon its first
successful hit against any opponent, the victim must save for fortitude against DC 15 or die. Persons killed by
the magic of a Mace of Destruction can be resurrected.
MASK OF NOBANION:
The demipower Nobanion is described in WotC's Powers and Pantheons
This interesting magical item is as good as unknown to most human sages in the Realms outside of the Vilhon
Reach, although it plays a role in some elven legends and also those of certain wemic tribes in the North and
the Vilhon Reach. The mask apparently has been given into the caretaking of the moon elves of the
Moonwood. Loremaster Elaith Waterstill of Everdusk Hall in Silverymoon tells that the mask came into being in
Weathercote Wood in the North, now on the edge of the great desert Anauroch, a century or so after the fall of
Netheril, when evil Netherese refugees who had come into the following of Malar, the Beastlord took up the hunt
of wemics who roamed the wood and the plains east of Dekanter and who worshipped Nobanion.
According to Elaith, the only information on the origin of the mask can be found in tales told by wemics, which
are recorded in Silverymoon's Vault of the Sages. These legends relate that the high cleric of Nobanion among
the wemics had transformed himself into a mighty lion before a decisive battle against the Malarites in
Weathercote Wood. Nobanion's high cleric and the high cleric of Malar – transformed into a sabre-toothed tiger
- engaged each other in single combat and killed one another. The battle continued on after their deaths, but
the two bodies lay behind the Malarite lines and were out of the wemics' reach.
As an act of retribution, the Malarites began desecrating and mutilating the lion corpse of Nobanion's fallen high
cleric. At that point, according to Elaith, a roar sounded from within the wood, and then a huge lion three times
the size of a normal lion marched toward the desecrators, bellowing a second roar, which struck them dead.
The great lion then gently touched its right paw to the dead high cleric's head, and the body disappeared,
except for its face, which was transformed into the mask of a lion's face.
By this time, the remaining Malarites had fled in terror into the woods. The great beast then strode over to the
highest of Nobanion's surviving wemic clerics and, carrying the mask in its maw, offered it to the cleric, who
accepted it. Without farther ado, the great lion marched into the wood and disappeared. The wemic cleric
donned the mask that had been given to him and was then transformed himself into a great lion, and he led the
surviving wemics into the wood and beyond then into the Malarite settlements on the desert's edge, where they
destroyed all of the remaining Netherese Malarites.
According to Elaith, the mask then slowly wandered onward by means unknown into the Moonwood, where the
moon elves too were being plagued by human hunters of Malar, who were destroyed to the man after the mask
came to the elves and was used by their clerics. At that time, Elaith claims, the moon elves – who were
followers of Yathaghera rather than Nobanion – were given the task of guarding the mask. Elaith says its
location usually is unknown, but he is convinced that the mask is contained within the Moonwood, and it departs
only when the need is great to put down Malar's minions.
Campaign Guide - Page 240
That has happened many times in history, according to Elaith, most recently in the Vilhon Reach during the
Time of Troubles, when the avatars of Malar and Nobanion confronted each other in the battle known as the
Roar of the Shadows in Guthmere Forest (see Powers and Pantheons). A high druid who marched with
Nobanion against Malar reportedly used the mask, according to Elaith. For gaming purposes, the Mask of
Nobanion has the ability to turn any person sympathizing with the goals of Nobanion and other nature gods into
a Great Lion of Nobanion in combat against the minions of Malar, and he or she retains this form as long as
desired, so long as combat continues.
At other times, such a person can wear the mask in combat and issue once per turn a Roar of the Lion (See the
spell of the same name under Nobanion's entry in Powers and Pantheons. If you do not have access to this
book, you can adapt the magic spell Shout.).
In such cases, the mask adapts itself to the size of the wearer's face. NOTE: The mask always returns to
L’unat tal Andal (s. Module No. 2 Moonwood) after its mission is completed. XP-Value: Per transformation
into a Great Lion: 5,000.
GREAT LION OF NOBANION – HD 30, HP: 240; AL: N, AC: -3, THAC0: 2, Attacks: 3 Bite 10d10 hp dmg, 2
claws 10d4 hp dmg each; Special attacks: Roar of the King at will, rear claws 10d6 hp dmg each, Special
defenses: Surprised only on a throw of 1, hit only by magic weapons +2 or better; Magic resistance: 50%, Size
H, 18 feet/5.4m, Move 24; XP-Value: 20,000. A Great Lion can issue a selective Roar of the King once per turn.
This roar is not heard by the Great Lion's allies, but rather only by its enemies. It also can leap as far as 90
feet/27m. If a Great Lion hits with both forepaws, it rakes with its rear claws doing 10d6 hp dmg each.
RING OF XRANDULUS:
Xrandulus was a mighty morkoth mage who laired with a warrior tribe just beyond the shallows in the Sea of
Fallen Stars south of Lyrabar, approximately between Us Tarc and Us Torn. It is rumored in Serôs that
Xrandulus was one of those rare morkoth mages who eventually succeeded in ascending to lichdom, but if this
is true, it is unknown where his lich lairs today.
The powerful ring Xrandulus enchanted was an experiment that failed, and in the end, Xrandulus discarded the
ring. This magical object is an ordinarily-looking, plain band of pure gold. It bears no runes or other inscription,
and one must assume that when it came into the possession of Xrandulus, it was a normal ring without
enchantment.
Any surface human, elf or half-elf mage or cleric who wears the magical ring forms gills and can easily breathe
underwater after being submerged for one round. The ring-wearer also can swim underwater at a movement
rate of 15'. And he/she can see for a distance of 120 feet/36m, day or night.
Within one round after leaving the water, the gills vanish again. The ring also will shield the wearer from cold
while he or she remains beneath the waves. It is capable of sensing whether the wearer has a connection with
the weave of magic, but it also reacts positively to divine magic. It does not function when no magic is sensed
within its wearer.
This is all that a wearer will perceive of the ring, but it has more subtle abilities as well. It was designed to allure
human and elven magic users into the depths and to eventually transform them into morkoth mages who, under
the ring's influence, would be totally subservient to Xrandulus.
With use, the wearer has an ever harder time leaving the water. After making use of the ring 1d10 + 10 times,
the wearer must overcome the urge to remain underwater, in order to ascend again. He or she can make such
an attempt once daily with a successful save vs. magic and a cumulative penalty of 1 per day after the first day.
The metamorphosis into a morkoth will begin irreversibly after 1d4 + 3 continual days in the water. Once the
metamorphosis begins, the creature's gills become permanent, it loses its ability to breathe air and it will resist
all attempts to be returned to the surface. The metamorphosis takes another 1d6 + 4 days before the victim
becomes a full morkoth. Xrandulus deemed his experimental ring a failure because the victims who were lured
by it to him, while transforming successfully into morkoth, also completely lost their access to the weave.
Campaign Guide - Page 241
SATCHEL OF ST. BELDARR:
See Holy Relics under II.1.A Ilmater and his Church by Jeffrey David Bray
As soon as it is used, the tails widen to a diameter of about 1 inch/2.5 cm and small, dragonlike heads
materialize at the end of each scourge tail. The heads are blue, red, green, black and white in color. The
scourge hits with a bonus of three. If a successful hit is scored, 1d3 hp scourging damage automatically results.
With 1d6 it is then determined which heads cause special damage. If the result is 6, there is no additional
damage beyond the original 1d4 caused by the scourge. Values between 1 and 5 indicate the number of heads
that strike successfully, always in the following sequence. Each head does 1d4 hp additional dmg except for
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the 5 , the green head.
Seven in number are the Scrying Stones of Myth Drannor – together a master stone and six lesser stones
bound to it.
All seven appear as polished stones the size of a crystal ball. The six lesser stones appear to be identical, but
the master stone shows a blue glow if Detect Magic is cast upon it. The lesser stones show instead a white
glow. The lesser stones originally stood upon long lost stands bearing the symbols of the gods Mystra, Oghma,
Garl Glittergold, Denier, Dugmaren Brightmantle and Corellon Larethian.
To use the scrying stones to their fullest ability, one person must be attuned to the master stone, enabling all to
function together. Without attunement, the stones function only as individual crystal balls. But a person who is
attuned to the master stone then can attune the other six. After being attuned, the stones can be taken
elsewhere to be used.
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The requirement that the master stone be attuned to a specific user who then attunes the remaining stones has
been viewed as an unavoidable weakness, for all attempts to circumvent attunement always have failed. When
the master stone must be attuned to a new user, the lesser stones also must be gathered together to complete
the process again. Attuned, the seven stones function as crystal balls with the magical ability clairaudience.
Other abilities also are gained with attunement.
• After attunement, a person at the location of one stone can view the location of another stone, even when
no one is present where it stands and the chance of location is at the level personally well known (see the
description on the miscellaneous magical item crystal ball in the AD&D Dungeon Master's Guide).
• If one draws an imaginary connecting between the locations of the lesser stones, the area included within
this line and an additional diameter of 10 miles/15 km can be scryed with the chance of location at the level
well informed of, regardless of whether the viewer ever has visited the scryed location.
•
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The master stone allows spells to be cast through it as a projected image (see the description of the 6
level spell project image in the AD&D Player's Handbook), and it can open a magic tunnel for one month per
stone between the locations of the lesser stones.
• If desired, all seven stones can simultaneously contact each other, if this process is maintained by the user
of the master stone. This requires that the user hold the master stone and concentrate to open the links
between the stones. Normally, at least two persons must be at the location of the master stone, one who
concentrates upon maintaining the line of communication and another who communicates.
• The scrying stones can bypass all mythal restrictions relating to scrying, such is their power.
The scrying stones provide an excellent means to view what is happening inside of a kingdom when they are
kept near the borders. Their scrying can of course be blocked by the usual magical means, but the chance of
detecting scrying by the stones is only half as high as for other magical items of scrying, and the user is entitled
to a savings throw against magic to avoid detection.
The scrying stones have secret powers and limitations that were known to only a few gold elves of the plotting
Ealoeth clan: Clan members' domiciles could not be scryed with the stones. Any attempt to do so automatically
alerted the target of the scrying, who could cause false images to be returned to the scryer, if he was a true
member of the Ealoeth clan. Non-clan members with Ealoeth blood also were protected against scrying but
they could not return false images. The clan high magi or archmage also could cast spells back through a
lesser stone to the other stones.
After the laying of the mythal, an undertaking among the races of Myth Drannor was begun to devise a means
to establish simultaneous contact among the far-flung settlements of Cormanthyr when needed. Dwarven
craftsmen obtained the finest blue granite and roughly shaped the spheres, gnome gemcutters polished them
flawlessly, humans cast the spells to imbue them with their powers and elven high magi performed a ceremony
that connected them in a web of art to bind their use together.
After gnomes were allowed into the City of Song, members of each of the races gathered to create a work
intended to be a monument to the harmonious relationship between the races, to exemplify the ideal of Myth
Drannor. Years of debate raged before the scrying stones were decided upon. Each race then was to play the
part for which it was best suited in the crafting process. Many years passed before the stones were completed.
The Onaglym dwarves were the first of their race to volunteer their services. Dwarves were always among the
first to volunteer. They also had fashioned many weapons and much armor for the elves in gratitude for being
permitted to work with them.
The Onaglym was a dwarven gemcutters guild that later also employed gnomes who were even more skilled
than the dwarves. The Speculum, a Guild of Wizards, was chosen to do most of the enchanting, and the
master stone was to be kept in the guildhouse. This concession was granted because the Speculum agreed to
pay for all the costs of fashioning the scrying stones.
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The possessor of the master stone would be Waelythinar Obryn, a loyal armathor, to guarantee that the stone
would not selfishly be used by the mages of the Speculum for their own gain. Clerics of Scholars' Hope also
were involved in the enchantment of the stones, working spells to prevent the stones from be used against the
folk of Cormanthyr.
The Ealoeth Clan of gold elves long had resented the presence of the "rabble" in Myth Drannor, and it was
involved at the time in many dealings that would have led to the its downfall if these dealings had been
discovered. Ever the skillful manipulators of all races, the Ealoeth counseled that things should proceed slowly
in the development of the scrying stones. The clan argued that only the very best work would truly stand as a
symbol of this wonderful cooperation, and to rush it would mar this value.
Meanwhile, the clan attempted to have Yrthaethra, the arch-wizardess who was heir, to be named as one of the
high magi to supervise the project, in order that she might taint the scrying stones in the clan's favor, and in this,
the succeeded. Yrthaethra was appointed as a high mage, and she did indeed work the secret magics that
prevented the scrying of the clan and its holdings, while also allowing her to cast spells through any of the
stones.
She also had planned to enchant the stones so that any Ealoeth user would be able to mentally control any
other user of a scrying stone, but events forced the speeding of the creation process, and she was unable to
achieve this goal in the end.
In the Year of the Cold Clashes (331 DR), orcs of Vastar attacked the eastern holdings of Cormanthyr. This
surprise attack made those who dreamed of using the scrying stones wish to see them at last finished. Four
years later, in the Year of the Seven Stones (335 DR), the scrying stones were unveiled in a grand ceremony,
and after being attuned, they were sent out to the reaches of Cormanthyr. For 300 years, the scrying stones
functioned as they were intended to, and they helped stave off several humanoid and draconic incursions into
Cormanthyr. The stones were seen as a pinnacle of cooperation and a huge success. The alterations by
Yrthaethra never were detected in the days of Myth Drannor.
In the Year of the Black Crystal (660 DR), a lesser mage of Clan Ealoeth, Lannadelthar Ealoeth, tried to kill a
rival named Jaonos Hawksong by sending a deadly spell through a scrying stone in Semberholme. It was not
known who had spoken the spell, and it did not work as Lannadelthar had desired, because he was neither an
archmage nor a high mage, but the discovery that a spell could be cast through one lesser stone to another
caused much anxiety among the high magi and the Coronal's advisors.
All the stones were recalled to Myth Drannor and the Speculum for more study, to determine if there were any
other unknown effects possible. Clan Ealoeth arranged for Lannadelthar to accompany the stone back to the
city. Along the way, a band of drow, commissioned by his own clan, attacked and captured the young mage
and dragged him away screaming.
The guard was unable to save him, but it did manage to protect the scrying stone and the other members of the
retinue despite furious attacks. When the stone had reached Myth Drannor, Yrthaethra Ealoeth asked for a
period of mourning for her cousin, before the high magi began their investigation. During the time of mourning,
Coronal Eltargrim passed to Arvandor, causing another delay in the examination.
Clan Ealoeth had arranged to have its foolish scion Lannadelthar enslaved by the drow in retribution for his
disruption of the clan's plans for the Scrying Stones. Yrthaethra had intended to steal a stone and then wait
until she knew the other six were being used by enemies of her family before casting deadly spells through
them.
The family also wanted to use the stone that would be in its possession to eavesdrop on other noble houses.
All these plans were for naught due to Lannadelthar's impulsiveness and his inability to steal the stone. Clan
Ealoeth never was implicated in the mysterious wild magic; it was assumed to be a random effect. Yrthaethra
managed to cover the clan's tracks before the investigation began. But her plans did not come to fruition.
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During the upheaval of Eltargrim's passing, the stones were kept in extradimensional spaces the Speculum
maintained, to keep any faction from gaining possession of one or more stones during the political
maneuvering. The mages of the Speculum never succeeded in determining what caused the spell to travel
through the lesser stones to Semberholme, so it was decided that the stones were too dangerous to continue
using. When the Army of Darkness descend upon the fringes of Cormanthyr, the scrying stones still were in the
vaults of the Speculum.
For safekeeping, they were kept in Myth Drannor throughout the war. Nycaloths had been trying to capture
items of elven magics and the stones were deemed too valuable despite their apparent fault to risk losing, so
when Myth Drannor fell, they were still locked away. When the Speculum was destroyed in the Battle of Stars
Shining, the scrying stones were thought to be forever lost. In reality, they were thrown from the
extradimensional vault into the cellars of the ruins to languish there for two and half centuries.
In the Year of the Wondrous Sea (863 DR), the fang dragon Gallinsizzorophillan took the scrying stones from a
dark naga who had found them in the ruins. The nagas had been sent by a phaerimm that was trapped by the
mythal to scour the ruins for magic. After eating the nagas, Gallinsizzorophillan added the scrying stones to his
expanding horde, despite later threats by the phaerimm. He enjoyed the baubles for many years until the
coming of a wizardess from the fledgling Kingdom of Impiltur in the Year of the Shared Sorrows(1124 DR).
Ilmara, a princess of Impiltur, had wandered through many parts of the Realms before duty required her to
return home. She had been as far as Waterdeep and was returning through the Dales when the desire to visit
the ruins of the City of Beauty overcame her good sense. An accomplished mage, she joined with a group of
adventurers from Ordulin called the Moondale Dandies. The group of four men and two women were bored
children of wealthy Sembian merchants who liked to poke around elven ruins in the Dales and in Sembia. They
regaled Ilmara with tales of lost Myth Drannor, until she agreed to join them.
The adventurers used magic to avoid the elves of the forest, and they finally reached the edge of the mythal.
The afternoon air was still, which disturbed them, but they continued their wanderings, in awe of the ruined
splendor, picking up baubles and artifacts that simply lay on the ground. They were about to return when a
flight of gargoyles descended upon them at the same time as a rust monster, which was attracted to the
warriors' armor and weapons.
Within minutes, all of the group but Ilmara and a rogue named Veran were dead. The two ran through the ruins
until they found a seemingly safe refuge where they hoped to recuperate and make a plan to escape the ruined
city. It seemed to them that all of Myth Drannor had suddenly come alive with monsters. Ilmara used one of her
last spells to shield the herself and Veran from detection.
Through the night, the weird glow illuminating the buildings was offset by bestial screams of creatures in the
ruins. When morning came, Ilmara and Veran made a break for it and were immediately chased by perytons
and ghouls.
They ran closer to the center of the city towards a large ruined building where the pursuit ended. But before
they could congratulate themselves on their luck, they came face to face with Gallinsizzorophillan.
Ilmara bade the dragon to forgive their intrusion in its lair. Amused that the mammals had not attacked or run
as they tended to do, he impulsively decided to invite them in as guests. In exchange for their hospitality, he
asked that they provide tales and tell of current events to "earn" their stay. Ilmara was well-read and told tales
and sung songs that were taught to her by clerics of Milil, Denier and Oghma when she was tutored as a
youngster. Insizzor was so enraptured by her repertoire that he failed to notice Veran's theft of many baubles,
which the rogue placed in his magical sack.
Among other things, Veran had loaded the scrying stones into the portable hole, because they looked
interesting and he thought they could be sold piecemeal. At some point, Insizzor began to notice that some
things were missing and sprang at the rogue. Veran, with the portable hole in his hand, was quick enough to
dodge the dragon's first attack. Veran grabbed Ilmara's hand, and the two began to run. Veran stumbled on
some rubble, but just as Ilmara pulled him backed to his feet, Insizzor reached them.
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In one bite, the fang dragon devoured all of Veran up to his elbow. Terrified, Ilmara ran with the speed her
magical boots lent her, clasping the rogue's hand. Finally, she escaped the city, realizing only then that she still
held Veran's hand, and the hand still was tightly clasped about the portable hole.
With her magic, Ilmara quickly made her way home, having had enough of death. Upon her return to Impiltur,
she discovered the scrying stones in Veran's portable hole, but only long research revealed to her what the
stones were and what powers they had. After winning her way into Soargar's magically sealed tower in
Ilmwatch, which had been entered only by Imphras I since Soargar's death, Ilmara claimed the tower as her
own and chose it as the resting place of the master stone.
She then began the process of attunement, and after succeeding, she sent the other stones to locations around
Impiltur, making it possible for the Lords of Imphras II to communicate more reliably and hold a better watch
upon the realm. Although Ilmara and her son Imphras II long have been dead, the Scrying Stones of Myth
Drannor, along with the Crown of Narfell, remain among the most important and valuable possessions of today's
Kingdom of Impiltur. The master stone remains in Ilmara's Tower in Ilmwatch, where it is controlled by the
mighty archmage Daerthnur, a migrant from Turmish who now heads the Wand of Impiltur, a paramilitary
organization of battle wizards second only to the War Wizards of Cormyr in Faerûn.
The lesser stones are in Queen Sambryl's tower in Lyrabar, with Speaker Lu'lielul T'lilil of the green elves in the
Grey Forest, with Thane Gopur in the great hall of the Toho Mines in the Earthfast Mountains, with War Captain
Haelimbrar's Wizard Gelbun in Tower Ithfell near Laviguer and with the battle wizards of War Captains Imbraun
and Soargilm in the coastal city of Dilpur. The sixth stone was kept for many years in Sarshel, but with the city's
decline, it has been removed and its present location remains secret, although it is said by many that this stone
was taken by Haelimbrar with the blessings of the queen to King Elect Gareth Dragonsbane of Damara. XP-
Value: 50,000.
SHADOW SHIELD:
This is a rare magical invention of the great temple of Mask, the House of the Master's Shadow in Telflamm.
The temple has succeeded in creating only six such shields to date. When a Shadow Shield is not being worn,
it looks like ordinary chain mail armor. When it is being worn, it is invisible except in shadows, where it tends to
look like chain mail made out of wisps of smoke. The shield improves its wearers armor class by seven. XP-
Value: 5,000.
SIGYLLS OF CONTAGION:
Such sigylls are the product of ancient dvergr runes of binding. The only known creators of such magic are the
Kargmelchina avatar of the goddess Tiamat together with the dragon vampire facet of Sammaster.
The sigylls are placed on the victim by magical dvergr runes that have been cut and stained into an object. The
runes also function if they are invisible. As soon as the victim comes within 30 feet/9m of the runes his or her
will is bound automatically without a savings throw. That does not mean that victims are helplessly bound to the
will of the sigylls' maker.
Resistance grows with strength and experience and above all with the determination to resist. The necessary
throws for resisting the sigylls at different stages of the Northern Journey adventure are described at different
sections of the adventure itself. The original dvergr runes of binding attempt to force the victim to carry out a
mental command from the binder. Kargmelchina and Sammaster layered the basic dwarven runes with others
to cause the sigylls to appear visibly on the victims' arms.
The sigylls in Northern Journey hold a rune of transmutation (Istahvar), four runes conveying a spell of lich
destruction invented by Azimer of Myth Drannor (Gwath, Kistar, Azimer and Gall), and a dvergr rune of
beckoning (Castle Dragonblood). These runes are invisible and concealed within the symbols of their intended
victims' on the bearers' arms. Once such a rune comes within 20 feet/6m of its victim, it looses its magic, and
both the rune and its companion symbol disappear from the sigylls, regardless of whether the rune's magic has
been effective.
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The sixth symbol is that of Castle Dragonblood, where Kargmelchina and Sammaster lair, and it contains the
dwarven rune of beckoning, which calls the victims to them. Only the dragon vampire Szarkh Gortth has been
taught how to spread the runes which create Sigylls of Contagion, in the service of Kargmelchina and
Sammaster. Each time Gortth lays a trap for new PCs (to replace those who usually have died), he cuts the
invisible dwarven runes at the site of enchantment and also leaves Coins of Binding (see the description of the
magic spell) at the scene.
SNOWBALL:
This magical invention of the mages in the Windsong school of magic in Myth Drannor was used to combat fire-
breathing foes. The white ball, three inches/7.5cm in diameter, must be thrown. Upon impact, it creates a field
of arctic cold within a radius of 100 feet/30m of the point of impact. The ball's magic has a duration of 1d2+1
rounds. During this time, all fire-breathing creatures within the radius are unable to use their breath weapon
and must save vs. paralysis or are paralyzed for the duration of the magical effect. The ball also causes 3d6 hp
cold dmg per round, half dmg for a successful save vs. breath weapon. Fire-breathing creatures who normally
are immune to cold damage are not immune to the effects of the Snowball, if they are living creatures. A
snowball causes no damage to undead, but it will prevent undead fire-breathing beings from using their breath
weapon. A snowball has no effect upon the person or creature who throws it. XP-Value: 3000.
STAFF OF FERTILITY:
This powerful staff is given to druids and clerics who worship Chauntea and can be used only by clerics and
druids of Chauntea, Silvanus, Mielikki, Eldath, Shiallia, Lathander, Selûne and Lurue. A staff can hold up to 100
charges and can be recharged by a cleric or druid of Chauntea of level 9 or higher. When a blessing is said by
a staff bearer over a seeding, the germination rate will increase by 10%. If the blessing is said by the staff
bearer over a new planting, the plant's chances of survival increase by 10%.
When the staff bearer blesses growing cops in mid-summer, the yield at harvest time will increase by 10%, or if
used on crops where quality rather than quantity is important, the quality increases by 10%. If, for instance,
wine grapes are blessed, the natural sugar content will have increased by 10% by harvest time. A blessing at
harvest time will increase the length of time the crop can be stored by 10%. A still more important ability of the
staff is the cleansing of non-magically contaminated soils. Clerics or druids of Chauntea could, for example,
restore the salted soil of abandoned Sessrendale with a Staff of Fertility. When the staff is used together with a
prayer, it can "heal" a contaminated area of 1,000 by 1,000 feet/300 x 300m per expended charge. XP-Value:
5,000.
TAERTH OF TARTH:
Barad was a necromancer of considerable power who rose to lichdom and entered the negative plane more
than a century ago, reputedly living since then in a mansion built of skulls that he called Tarth somewhere on
the negative plane. In the Bloodstone Lands where Barad was born, Taerth is an old word for majestic gate or
portal, and Tarth is the word for an unfortified castle.
Although Barad's Taerth is a single object, it exists in two separate instances, one on the prime material plane
and one in the Tarth on the negative plane. In the early years after the Time of Troubles, Kistar, then still a
Banelich, traveled to the negative plane and destroyed Barad in a necromantic battle. Afterward, he also took
possession of the Tarth, where he stores the Wand of Orcus.
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The Taerth also is in his possession, and he is able to travel back and forth between the crypts and the Tarth
through the Taerth. To pass through the Taerth, one must recite the power word Gareszh Hvrann! Foolishly,
Kistar, in an insane period, magically etched this power word into the surface of the Taerth. Anyone who
attempts to pass in either direction through the Taerth is blasted by negative energy over a distance of 1d4+2
yards/meters for 1d4hp dmg per meter. The victim also must save vs. death magic or be drained of one
experience level of energy. XP-Value: 5,000 (but only if actually transported to a useful location!)
These rings are invisible and are worn upon a toe, not upon a finger. They have an 80% chance of avoiding
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discovery through magical detection or detection of invisibility if the mage or cleric is of 12 level or lower.
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When magical tests are applied by a cleric or mage of 12 level or lower, the ring confirms all statements made
by the wearer as true and confirms the claimed alignment of the wearer. Another effect it has is to falsify
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scrying efforts by mages or clerics of 12 level or lower. An attempt to scry upon the wearer will being
statements to the ears of the scryer that are completely false and different from those actually being said.
The scryer also will see lip movements that match the words he thinks he hears. The surroundings of the ring
wearer also are totally fasified, and attempts to determine the location of the wearer show a location 60 + 3d20
miles / 100 + 5d20 km distant from the true location. The direction of deception is determined by 1d8: 1 – N, 2 –
NE, 3 – E, 4 – SE, 5 – S, 6 – SW, 7 – W, 8 – NW. XP-Value: 5,000.
TOME OF FACETS:
Only two of these ancient Narfelli items are known to exist yet. One is in the possession of the lich Harbet Gall
in Nighthawk Tower in the Great Dale. If you are using In the Land of the Lich Lords, the optional eighth part of
Northern Journey, and if you are using the Sammaster option, then he will have the second tome. Otherwise,
you may place or hide it anywhere you wish.
This tome contains highly arcane secrets useable only by a demilich, although a lich already can began
studying it before ascending to demilichdom. It takes several years for a demilich to gain the level of ability
needed to apply the tome's secrets successfully.
In the first stage of his work, the demilich can divide his or her soul or spirit into two facets. Each facet remains
spiritually and mentally linked to the other facet, but each facet can operate separately from the other and exists
on an independent level. The tome teaches a demilich how he or she with time can form as many as 12
different facets.
A facet can remain immaterial and wander the planes, or it can reform new physical shapes and occupy each of
them on its own plane. Furthermore, the central consciousness of the demilich can decide what proportion of its
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full strength resides in which facet. For instance, a 35 level demilich could maintain two facets, one with the
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abilities of a 10 level wizard and the second with the abilities of a 25 level epic wizard. When a demilich no
longer needs its facets, it can reunite itself in its original central consciousness and dispense with any or all
unneeded facets.
In using the tome to create facets, the demilich substantially increases his or her vulnerability. If a facet is
destroyed, that portion of the demilich residing in the facet also is irrevocably destroyed. The demilich can
regain his or her lost powers only through time and experience. If all facets are destroyed, the demilich's skull
and its phylactery will crumble to dust. The demilich itself is thereby destroyed.
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WARD OF ORCUS:
These deadly magical items appear to have some of the magic contained in the great artifact the Wand of
Orcus, which is described in the artifacts section. The words are glowing human skulls that have been
enchanted with the evilest death magic. They radiate strong evil and will be detected immediately by a paladin
or by any creature using magic to detect evil. They protect only that person who knows the secret word that
controls them. Any other mortal passing within 10 feet/3m of a ward must save vs. death magic or die
immediately. Any other mortal touching a Ward of Orcus must save vs. death magic at a penalty of two or die
immediately. Those who dies must save gain vs. death magic or immediately be turned into an undead ghost.
XP-Value: 10,000.
WEAPONS OF LEARNING:
1. REAPER'S SCYTHE: This weapon looks like a normal farmer's scythe, 6 feet (180 cm) tall, with a curved
mowing blade 30 inches (75 cm) long. The basic statistics for this weapon are:
Speed Damage
Weight Size Type Factor S-M L
6 lb./2.75kg L S 8 1d6 1d4+1
This weapon of learning was created by a common smith in Melvaunt on the Moonsea, who intended it for no
purpose other than the cutting of hay. It was purchased in Melvaunt in the Year of the Tankard (1370 DR) by an
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aged 20 level Doomguide of Kelemvor named Karaktikus, who endowed it with the magic of Kelemvor.
For many years, Karaktikus had been an evil cleric of Myrkul who continued on in Kelemvor's service as a
convert after the Time of Troubles. He left the way of evil to tread the paths of justice after experiencing
enlightening visions from Kelemvor. After finding the "true way," Karaktikus was given the mission in a second
vision from Kelemvor to create the Reaper's Scythe, and in this vision Karaktikus also was shown how to endow
the weapon with magic.
In a third vision, the PC party bearing the red sigylls was revealed to Karaktikus, and he was told to deliver the
Reaper's Scythe as his last service before joining Kelemvor in the City of the Dead. Karaktikus is more than
130 years old, and is more than ready to complete his life and go to Kelemvor for judgment.
The Reaper's Scythe normally manifests its magic only in the presence of undead, but it also will intelligently
seek out its bearer. When the scythe first is presented by its bearer - in this adventure by Karaktikus to the PCs
- it will wait to be chosen by a PC. If none chooses the weapon, it will choose a bearer, who will begin to feel an
overwhelming desire to devote a part of his or her life to dispatching undead. Along with this reaction, the
chosen PC feels an equally strong desire to wield the scythe. Once the PC takes the scythe into his or her
hand, he automatically gains a proficiency with the weapon. All classes except for mages can use the scythe,
regardless of other weapon limitations. Clerics and specialty clerics of Cyric, Talona and Velsharoon are
unaffected by the desire to possess the scythe and are unable to activate its powers. They will find the weapon
repulsive. Mages of all classes also are unaffected by the desire to possess the scythe and are unable to
activate its powers.
The abilities of the scythe at any particular time are determined with help of the official AD&D tables for turning
undead. Upon a successful hit, the scythe can destroy 4d6 undead per encounter that a cleric of its "level"
would be able to turn. In other words, at the start, the scythe is "Level 1." The wielder rolls 1d20, destroying
skeletons with 10 or better, zombies with 13 or better, ghouls or 2 HD undead with 16 or better, shadows or 4
HD undead with 19 or better and wights or 5 HD undead with 20.
Destruction occurs automatically after a successful throw to hit. Once the maximum number of undead per
encounter has been destroyed, the scythe continues to function against undead as a magic weapon dealing
normal damage, regardless of whether the type of undead normally would be damaged by a scythe. The scythe
also works under circumstances where undead would be immune to being turned, such as in the Battle of
Bones.
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As a weapon of learning, the scythe gains "levels" through successful experience. For each 50 HD of destroyed
undead, the scythe gains a new level in the turning table, from levels 1-4. After that, the scythe gains levels 5-8
for each 100 HD in undead destroyed, levels 9-13 for each 200 HD undead destroyed and level 14+ after
another 400 HD in undead are destroyed.
During the time the scythe is able to destroy undead automatically, it also protects its user against special
damage from undead it can destroy, such as aging, energy drain, etc. This immunity begins only after the
wielder rolls to see which undead he or she can destroy in the encounter.
Non-use diminishes the power of the scythe. For every month (three tendays) in which the scythe destroys no
undead, it loses one "level," never going below level one. If the scythe is used by a cleric of Kelemvor, it
automatically functions at the cleric's level rather than its own level, regardless of whether it has been used.
If combat continues after the magical destructive powers for the encounter have been exhausted, the scythe
hits and damages as a normal weapon (see statistics above) but continues to qualify as a magical weapon and
can hit undead that can be hit only with magical weapons, but it has no pluses to hit or damage. In combat
against other creatures, the scythe continues to qualify as a magic weapon and can damage monsters that can
be hit only with magic weapons, but it has no pluses to hit or damage. XP Value: 3000.
2. HONOR SWORD OF BAERGIL: This weapon is the product of the war god Tempus and two non-human
gods, Corellon Larethian of the elves and Moradin of the dwarves. The exact history behind the forging of this
weapon remains cloudy, as with most facts involving gods (in other words, the DM is free to add whatever
additional details to this history that he wishes). There are fragments of legends recorded among dwarves and
elves that give a hint to an old injustice that is said to have once occurred at the hands of these gods and their
followers, along with the human god Tempus.
Allegedly these events occurred in a time when the human empire of Netheril, the elven nation of Eaerlann and
the dwarven kingdom of Delzoun all still flourished, perhaps some 800 to 1000 years before the Standing Stone
was erected and Dale Reckoning began. It also is said to have been a time when the contest between Tempus
and Garagos (s. WotC's Powers and Pantheons) had not yet been decided. In these days, it is believed that
both elves and dwarves were masters of a forgotten type of magic that drew its power from nature - sun, moon,
stars, blood and the very earth of Toril - rather than from the weave used by modern magicians.
In these days, the tales claim, Netherese bands of followers of Targus - as they called Garagos - made forays
into the dwarven and elven empires of the North and did considerable damage to sacred sites there. Tempus,
however, was overly eager to drive Targus from the prime plane and to assert himself as the true god of battle
in Faerûn.
The then young god hounded not only his own clerics but through his high cleric Athal, he also hounded the
dwarves and elves to mount a crusade against the human lands known today as the Land of the Lich Lords east
of the Delimbyir, with the goal of destroying the human settlers completely.
The main element that set off the great battle that came were attempts by Agranthalodar, the emperor of the
Netherese lich lords, to gain the rune magic of the dwarves. While Agranthalodar, his subordinates and clerics
of Orcus and Targus began pondering how best to gain the secrets of dwarven runes, the Lord of Battles,
Tempus, had at last found in the distant south of Faerûn a High Battleguard named Athal who would avenge
him for Netheril's abandonment of his cause some 600 years earlier, in allowing Agranthalodar to leave the
Netherese mainland together with the core of Targus' Netherese church.
Tempus was a younger god in those times, one who was abhorred by the useless carnage and destruction left
in the wake of battle by armies who worshipped Targus, the elder of the two gods. The teaching of Tempus and
his Battleguards insisted that warriors acquit themselves honorably and act responsibly in battle. Where
berserking and an indiscriminating swath of blood were the ideal of Targus' hordes, Tempus insisted that his
followers ponder the consequences of their violence before waging war. (For more information on Tempus and
Targus as Garagos, see Faiths & Avatars by Julia Martin with Eric L. Boyd, TSR - 1996, and Powers &
Pantheons by Eric L. Boyd, TSR - 1997. The manifestation of Garagos as Targus is described in Netheril-
Empire of Magic by slade with Jim Butler, TSR - 1996, available as a free download.)
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With divine guidance from Tempus, the High Battleguard Athal mustered an army of more than 2,000 in the
deep South, and what later would be called the Crusade of Athal marched northward, gathering still more
warriors along the way, determined to eradicate the bloodreaving heathen in the Western March of Netheril, a
land of which Athal and his followers knew nothing, nor had they an inkling of the great magical might and the
undead that would await them there.
In Spring of the year -1629 DR, Athal, now leading nearly 3,000 trained clerics and warriors who worshipped
Tempus, reached the confluence of the Delimbyir and the Loagrann, explored the area and settled the remains
of an abandoned elven city on the Delimbyir rapids, where modern Loudwater stands today.
However, the crusade stopped there, with Athal wisely waiting, until the Eaerlanni moon elves of Sharrven in the
High Forest and the dwarves of Ammarindar were ready to consent to an attack against Agranthalodar's empire.
The humans named their settlement Athal’s Ford.
The first event in what later became known as the Time of Treachery occurred late in the year -1622 DR, when
Agranthalodar's servants invaded smaller outlying halls of the Ammarindar's Runeaxe Clan in the greater halls
of Kheldizh, seeking items of rune magic. Among the dwarves who fell was Torsten, son and heir of Runeaxe
clan Axelord Alaghar.
In the following year, -1620 DR, dwarven King Connar III in Splendarrmorrn ordered master runecutters
throughout the kingdom to protect all entries to the various halls of Ammarindar with destructive runes of the
highest power. For many years, the master runes did indeed block invaders from the Netherese Western
March, but these very defeats served only to whet Agranthalodar's appetite for the strange and mysterious
secrets behind the dvergr runes.
In the year -1612 DR in the Western March, goat's head clerics of Orcus received a vision from their demon god
of the undead. It showed them a magical orb that Orcus wished them to build, together with the arcanist
necromancers of the Western March. They shared this vision with Agranthalodar, who perceived that the goals
of this vision and his own goals were one and the same, therefore, he invited the high clerics of Orcus in his
domain into his palace in Thars Thuras to begin building the Thorned Orb of Orcus, a work of magic that could
evolve into an artifact of inestimable power.
It was said that the orb, if completed, would have had the power to convert unwilling prisoners into undead who
would unhesitatingly obey every command of Agranthalodar. At that time, Agranthalodar barked orders in
Thars Thuras to his necromancers and goat's head Queen Cleric Ruja, saying that their followers should obtain
the secrets of dwarven rune magic, regardless of what success might cost them.
Their eyes then shifted from the doings of Faerûn to the monumental task Orcus had given them, and from that
time on for many decades to come, the voices of both Agranthalodar and Kralova Ruja remained unheard in all
of Faerûn, for they were locked in their keeps or traveling by gate back and forth to one another, completely
occupied with the fashioning of Orcus’ orb,
The wizards and goat’s head clerics of the emperor and the queen-high cleric spread across the Greypeaks,
seeking a means with which to invade the halls of Ammarindar, but each foray ended in disastrous failure and
heavy losses for the Netherese. Nonetheless, the Fair Folk and the Stout Folk who neighbored on the Western
March became increasingly concerned with the dark threat rising in the East and all the moreso as its arcanists
began summoning hordes of orcs from the north into their kingdoms.
In -1596 DR, a power greedy spellsinger and archmage of Eaerlann named Luculdar convinced the Tragic King
of the Green Forest, Nalus T’ar, that the elves’ only hope of countering the great magical might growing in the
Western March was within the framework of Luculdar’s own experiments to combine the powers of spellsong
with the more aggressive magic that elven wizards had learned from humans ages earlier.
Nalus T’ar was reluctant to bless what he thought was a matter most unwise, but he also thought that Eaerlann
would have little chance of surviving a war with Thars Thuras and the other human kingdoms of the East, and
so he prayed to Corellon Larethian for guidance, and he was relieved in the belief that he had received an
answer, for in his thoughts it was whispered to him that Luculdar’s course followed the path of wisdom, for the
elven folk itself was of the weave and bound by its nature to use the weave in whatever manner be needed.
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Similar thoughts were being debated in the High Halls of Ammarindar, where the high clerics of Moradin argued
that the day soon would come when human mages would breach the dwarven halls, spelling the end of the
kingdom, if more mighty magical defenses could not be realized.
The high cleric of Moradin at that time, Dilping, argued to King Connar III that the master runecutters of
Ammarindar had been lax in their duty, that they had worked separately and in secret with only their own selfish
magical interests at heart, rather than giving all of themselves to fulfill the goal Moradin had set for them, to
defend Ammarindar.
Dilping and his subordinate high clerics argued to the king that Moradin himself had sent guidance to them,
showing them that the master runecutters should work together, combining their abilities to create great runes,
which would tear the very foundations of Faerûn from beneath the feet of the evil kings of the Western March.
King Connar III ordered that this thing be done.
In -1592 DR, things reached their boiling point. The arcanists and warriors of the Western March began making
repeated attempts to penetrate Kheldizh, Narthing and even the northern halls of royal Targenrudh, making it
difficult for dwarves of the Runeaxe and Coalfire clans as well as those in the northern halls of the royal
Goldhammer Clan to safely walk the surface of the mountains above their halls. Humans who encountered
dwarves in these regions were bent upon immediately killing any dwarves they encountered or else taking them
prisoner.
At the same times, spies of the Western March heard tales of wooden rune tables in the hands of some elves
beneath the eaves of the High Forest, and several mad, suicidal commando forays from the Western March
began attempting foolish covert attacks, in the hope they might win clues to the secrets of runic magic in an
elven settlement.
For some three and a half decades, the high Battleguard of Tempus, Athal, had waited patiently in Athal’s Ford,
always faithful to his agreement of -1626 DR, to not advance upstream in the Delimbyir Vale beyond the Shining
Falls. In the years that had passed, his host had grown slowly from a troop of the southern warriors who had
followed him into an army of his follower’s sons.
As -1592 DR drew to an end, Athal received counsel from Tempus, that the dawn before the battle had come,
and that the bloodthirsty heathens of Targus soon would be theirs on the honor field of battle. In truth, Tempus
believed the opportunity was coming to forever destroy Targus, and he was bent on pushing man, dwarf and elf
into the Western March to achieve this goal.
With his guidance, Athal traveled again to Connar III in Splendarrmorrn and to Nalus T’ar, the Tragic King of the
Green Forest, pledging to continue to stay his own hand as long as the two kings wished, but also pledging both
elf and dwarf his full support and the might of his army, should they ever decide to end the wrongdoings being
done against them by the Netherese.
Athal’s words were both friendly and fair, but within them was the flame of Tempus, which enkindled ever more
the fiery wrath of elf and dwarf, who had come under increasing attack from the army of the East. The last
straw came in late summer of the Year -1592 DR, when divination by an arcanist of the Western March found a
major passage within the Halls of Kheldizh in northeastern Ammarindar that ran only a few yards/meters
beneath the surface.
With a larger expeditionary force than ever before, a band of high arcanists, goat’s head clerics and
Bloodreavers of Targus used powerful magic to cause an explosion that opened the passage to the surface.
The invaders then marched into outer Kheldizh, slaying nearly 150 dwarves, before most of their own number
had fallen. The only survivors of the force from the Western March were the arcanists who managed to teleport
themselves away, without gaining rune magic.
Athal was the first outside of Ammarindar to learn of the attack and the losses of the dwarves, and he wasted no
time in informing the elven king in fair but fiery words what had befallen the folk of Kheldizh. After long
consultations, Nalus T’ar reluctantly agreed that it was time to wage war against the Western March, and even
more reluctantly agreed that Athal probably was correct in his contention that the enemy must be utterly
destroyed before the power of its magic grew to such extent that it would be beyond defeat.
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Athal thought he was exaggerating slightly in emphasizing the dangers posed by the Western March to the
elven and dwarven kingdoms. In reality, he had come quite close to the truth, because Agranthalodar and
Queen Ruja had at last succeeded in completing the mighty artifact known as the Thorned Orb of Orcus, and
both were looking for a battlefield upon which to test it. Only the season stood in their way, for the cold and
snow of winter was approaching.
So it came to be that the four armies along with their clerics and mages began preparing for a fateful day that all
knew would come, a day in which both sides were confident of victory. Athal and the elven and dwarven kings
were convinced that their combined magic was mightier than that of the Netherese foe, and Agranthalodar and
Ruja were just as certain that the Thorned Orb of Orcus would turn the enemy immediately into a host of
undead slaves. They believed there would be no battle at all. Needless to say, nothing turned out as anyone
had expected.
Spring came early in the Year of -1591 DR, and before Alturiak had ended, the armies of Athal, Sharrven and
Ammarindar had begun their march into the Greypeaks, toward the High Gap, which the dwarves called
Horindon Lhar. Had he not been arrogant in his confidence in the Thorned Orb of Orcus and had sought
instead to attack the approaching foe in ambush, Agranthalodar might have seized victory on that day, for the
artifact he and the goat’s head queen had fashioned was indeed able to do all he had believed of it.
However, Agranthalodar never considered the possibility of defeat. From the beginning, it was his plan to stand
open with Ruja, the goat's head cleric queen, upon Horindon Lhar (the High Gap), and when the foe unleashed
what he believed to be its puny magic, he would simply send the orb’s wave of undeath over the enemy.
Thus it was, that the armies of Athal, Nalus T’ar and Connar III marched unhindered to Horindon Lhar, and thus
it was that Agranthalodar and Ruja did nothing until the clerics of Tempus began chanting their prayers, the
great spellsingers of Sharrven began their songs and the warriors of Ammarindar held high the runestones their
masters had cut for them. Only then did they release the power of the orb upon the foe.
Never before in the history of Faerûn had magic in such quantity and power been released simultaneously. The
song of the elven singers set all of the living in Agranthalodar’s host in a bizarre, jittery dance, one that would
have led to a nervous degeneration and death, had they remained alive but a bit longer.
The dwarven runes caused a mighty eruption of the volcano Loghmorndin, burying forever most of the halls of
Kheldizh and much of the high plain of Horindon Lhar in lava. The molten rock poured and buried the halls of
goat's head lich queen Ruja's Castle and several other Netherese castles as well as the dwarven dungeons
beneath them. Today yet, the High Pass, as Horindon Lhar now is called, and its environs are nothing more
than an unoccupied plain of fertile volcanic soil, with no structure or ruin or gate to the depths anywhere upon it.
As Loghmorndin erupted, a manifestation of Tempus appeared riding the victory horse Veiros on the side of
Athal and the allied dwarven and elven hosts, and Athal's warriors led the triple charge on the strangely dancing
mages and warriors of Agranthalodar. However, before the three armies could reach Agranthalodar's host, the
Thorned orb’s wave of undeath rolled over the Netherese and then the hosts of the three western armies. The
manifestation of Tempus raised its arm in defense and then vanished.
There were no witnesses for the remaining events that day. Agranthalodar, Ruja and a few of their arcanists
had escaped through teleportation, back to Agranthalodar's castle in Thuras. A few of the dwarven warriors and
elven spellsingers likewise managed to magically whisk themselves home before being destroyed. For those
who remained, there was only death and undeath.
Most members of the four armies were forever destroyed by the lava of Loghmorndin but those who escaped it
sought high ground, where they waited, undead, for the call of the master of the Thorned Orb of Orcus.
Much more happened on that day, unseen by all eyes, dead or undead. The great weave of magic was torn
and sundered in many ways, and then it began to reshape itself, but the shape it took was new. Perhaps none
other than the goddess Mystryl could perceive of this thing, but she at least could see that the weave had been
greatly wounded and would be long in healing.
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Fingers of an unknown power - a power beyond and above the goddess of magic - gestured loosely, and the
orb’s wave of undeath continued onward, exceeding its own power, stretching to each last corner of the lands of
the remaining eight lich lords. And within moments of the battle’s sudden and strange ending, every living
human within the eight kingdoms had passed from life to eternal undeath.
The mighty fingers made new gestures, reaching deep into the abyss, into the abode of the demon god of the
undead Orcus, who had trespassed beyond the bounds of his domain into the realm of the mortal pantheons. A
field of positive energy surrounded the lair of Orcus, cutting him off for nearly 3,000 years from the world of
humans, elves and dwarves and imprisoning him in his own lair.
In that same moment, the Thorned Orb of Orcus turned into a strange but almost useless contraption in the
castle of Agranthalodar in Thars Thuras. Lich Queen Ruja and all other goat’s head liches of Orcus crumbled to
dust, and the goat's head clerics elsewhere in the Realms lost their divine powers. A few millennia would go by,
before the name Orcus would cross the tongues of Faerûnians again.
In another place on another plane, two trembling gods, fearing for their own continued existence, stood before
Ao and were punished for being unfaithful to their own natures. Ao had given unto Tempus the portfolio of just
and honorable war as a means to acquit conflicts. In using his high cleric Athal to drive the elves and dwarves
into a war of mighty magic against the Western March, Tempus had betrayed himself, for it was his to settle
disputes with the sword, not with the tools of the weave.
Ao found Garagos (Targus) guilty of being untrue to himself for opening a gate to the demon god of the undead,
Orcus, and for allying himself with necromancers. The pursuit of bloody battle was his responsibility, Ao said,
and Garagos dishonored himself greatly in resorting to necromancy to seek revenge against Tempus.
As punishment, at first known only to the two gods, Ao damned them to battle one another repeatedly,
unendingly, in duels that always would end with one god slaying another, until the fateful Day of Restitution
arrived in a distant future. At that time, Ao said, the reigning god of war again would have an opportunity to deal
with Moradin and Corellon Larethian and attempt to convince them to win from their folk a contribution that
would help end another great threat to Toril from another wayward god.
Only through such cooperation before the Day of Restitution, Ao said, would man, elf and dwarf again have a
chance to heal the weave, and only then would one of the two gods of war have a chance to eternally slay or
subjugate the other. Much time passed, before Ao's damnation became known to any but the two condemned
gods.
No sooner had Ao left the damned to their fates and punishment than it already had become clear to Tempus
that it would be his lot to bring the events together needed for the Day of Restitution, for Garagos delighted in
the thought of forever being able to battle against Tempus, regardless of who won each round, and he had little
interest in ending the eternal cycle of deific bloodletting to which Ao had condemned him.
Old tales say that the Day of Restitution will come at a time when humans, elves and dwarves alike are
threatened with extinction through dragons. At that time, the tales claim, it is up to Tempus or Garagos to take
the first step, having his church commission the dwarves to forge a sword of great power.
Moradin, the tales say, then will see to it that the powers of the elements, moon, and stars and the dwarven soul
are forged into the sword's metal. And Corellon will guide his folk in the fashioning of a magic jewel of
starshine, which the elven god too will invest with the powers of nature, sun, moon, and stars and the elven
soul. It is told that such a stone - the Star Jewel - is in the possession of the royal family upon Evermeet.
It is impossible to say to what extent these old tales may be true. But it is known that the high cleric of Tempus,
Battleguard General Ambrose, Abbot of the Abbey of the Sword in Battledale, commissioned the dwarves of
Citadel Adbar in the Year of the Serpent (1359 DR) to forge a mighty sword. This was indeed done, and the
sword was turned over to Ambrose in the Year of the Turret (1360 DR). The abbot supposedly consecrated it,
endowing it with powerful magic. Ambrose has refused to give any information on this subject, this refusal
extending as well to members of his own abbey.
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He has said only that this blade is to be known as the Honor Sword of Baergil, named after the old warrior from
Battledale who died after he successfully called upon Tempus for aid in the battle against the 7,000-man
Zhentish Sword of the South in Mistledale during the Time of Troubles (see Ed Greenwood's novel All Shadows
Fled, TSR - 1995).
The Sword of Baergil is a magic two-hander that can be lifted only by a cleric of Tempus or a qualified fighter
who is a dedicated worshipper of Tempus. At the start, the sword is a normal magic two-hander with a bonus of
+3. The special ability of the sword as a weapon of learning is to win knowledge of enemy gods. The sword will
seek out the religion that is behind the threat of the destruction of Faerûn by dragons and attempt to direct its
bearer and his companions toward the source of this threat.
As the knowledge of the enemy increases, the degree of plus-bonus the sword has in combat against this
enemy increases, reaching a maximum of +7. The sword also has a special power against avatars of gods,
should it come into combat with these. The sword endows its bearer with at least the same armor class,
savings throws and magic resistance against attacks from the avatar, as the avatar itself has. This power will
make itself known only when the bearer finds himself in combat with an avatar.
It should be noted that the sword's powers are equal in combat against magic of the weave and magic of the
ancient natural type, because the sword itself was ensorcelled with both types of magic. This mixing of magics
causes some random side effects which can work to the advantage as well as the disadvantage of the bearer.
These effects are until now unknown to Abbott Amrose, his paladin, the elves who brought the moonstone or
the dwarves who forged the sword. Among those effects are:
• Scrying spells will find only confusion within 100 feet (30 m) of the sword. This confusion will easily be
mistaken for a field of wild magic. However, once the scryer understands that this confusion follows the
bearer of the sword, he or she can locate the sword bearer by simply identifying the confusion.
• No kind of detection spells - i.e. detection of magic, lies, good, evil, undead, alignment, etc. - will work within
30 feet (9 m) of the sword. A magician who uses such magic will suffer a severe headache that will fade
away in 1d4 turns.
• Teleportation spells that affect creatures or objects within 30 feet (9 m) of the sword have a 50 % chance of
going totally awry. The goal which the teleported person or object reaches in case of a failure is left to the
DM's discretion.
• If the sword enters a dead magic area, there is a 25% chance the weave will be mended, a 25% chance the
area will be turned into a wild magic area, and a 50% chance that the sword will become magically dormant
until it leaves the area.
• If the sword enters a wild magic area, there is a 25% chance the weave will be mended, a 25% chance the
area will be turned into a dead magic area, and a 50% chance that the sword will become magically dormant
until it leaves the area.
The sword itself does have certain detection properties, and it relays its discoveries to the bearer telepathically.
These effects become apparent only after the bearer has been using the sword for 3 months (9 tendays or
rides). They are:
• It detects the presence of invisible beings, but does not make them visible.
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The current whereabouts of this sword are unknown. It is known that the sword last was in the possession of a
cleric of Tempus serving as a war cleric of the Purple Dragons of Cormyr in Scardale, but this cleric
disappeared during the time that the plague broke out in Scardale, all trace of it the sword ends there. XP
Value: 5000.
3. WEAPON OF METAMORPHIC VIGILANCE: This weapon was forged by the dwarven master smith Ragul
Stonefist from High Haspur above the Dragon Coast in the Vast. The smith had been rescued from an orc
attack in the Year of the Weeping Moon (1339 DR) by a paladin of Helm, Sir Klavet, from the Noble Hand
temple in Tsurlagol, and he promised to repay the deed when the paladin was in need. That time came in the
Year of the Moonfall (1344 DR), when the high cleric of the temple, High Watchful Weaponmaster Ellym
Catsjaw Thourin, received a vision from Helm, commanding him to fashion a new, magical weapon of the first
defense, to guard against a new danger that the Vigilant One sensed would spread in the future over Faerûn.
To create this weapon, Helm said that Thourin must begin with a dwarven weapon of the highest quality. Thus
it was that Thourin turned to Sir Klavet and bid him to ask his dwarven friend to forge the base weapon.
Stonefist forged a silver warhammer of legendary quality and gave it to Klavet, who in turn presented it to the
high cleric.
Thourin endowed it with the magic given him by Helm, and the warhammer underwent an astounding
metamorphosis. It immediately transformed from a silver hammer into a translucent, glowing object in blue, that
constantly changed itself from a warhammer into a mace, a morning star and several types of axes and swords
and then back into a hammer again.
This also is the appearance the weapon has when it has been discovered after being without a living owner for
three rides (30 days) or more. The weapon floats in the air, translucent blue and glowing, constantly changing
its form. Most spectators who attempt to touch the weapon find that it has no physical essence, and their hands
merely pass through it.
If a paladin, crusader, monk, specialty cleric of Helm is among the viewers, the weapon will be tangible only to
him or her. Otherwise it also can be touched by any cleric, paladin, qualified fighter or ranger of non-evil, lawful
alignment.
As soon as one of these persons touches the weapon, it ceases to glow and takes the form of the weapon of its
holder's highest proficiency, being a dazzling silver color throughout. After this, the weapon remains solid and
also can be touched by other persons, but they cannot apply its bonuses or other benefits. At the start, the
weapon is a simple +2 magical weapon.
However, the weapon develops an instinctive understanding of the true goal of its bearer's mission, even when
the bearer himself or herself is unaware of the true goal. In every subsequent encounter with this true enemy,
the sword will pass on small amounts of information about this enemy to the bearer. After the weapon has killed
or incapacitated true enemies in a combined value of 50 levels or HD, it turns into a +3 weapon in combat
against this enemy, and the bearer wins an armor class bonus of -1 and a savings throw bonus of 1 against this
enemy.
Thereafter, additional pluses and bonuses of 1 will accrue for each 100 levels or HD of true enemies killed or
incapacitated by the weapon, until maximum bonuses of 6 to hit and damage and 4 for armor class and savings
throws have been reached. The weapon continues to be a +2 weapon against other enemies, except if the
bearer is a cleric or paladin of Helm. In this case the bonuses apply against all enemies.
The weapons also functions with an extra bonus of 1 to hit and damage against clerics of Garagos, Mask, Shar
and Talos. If the weapon goes out of the possession of its wielder for more than 30 days, it again assumes its
translucent blue metamorphic form, until a new owner claims it.
Campaign Guide - Page 256
If the weapon is lost by its wielder and is found by another person who would be qualified to touch it in
metamorphosis before the 30 days have ended, it retains its form until the 30 days have ended, when it goes
into metamorphosis, but it loses its plus points, except against clerics of Garagos, Mask, Shar and Talos. It
continues however to qualify as a magic weapon useable against monsters who can be damaged only by magic
weapons.
Clerics of Garagos, Mask, Shar and Talos can never touch the weapon. It has no physical essence for them,
and they find the sight of it repulsive. Other persons who would not be qualified to touch the weapon when it is
in metamorphosis are capable of touching it when it is in possession of its rightful bearer.
Sir Klavet died in a battle against a Zhentarim spying party near Sevenecho in the Year of the Bridle (1349 DR),
and the Weapon of Metamorphic Vigilance felt at the time into the hands of Fzoul Chembryl and other high
clerics of Bane. Bane’s church succeeded in corrupting the weapon’s magic in the Year of the Crown (1351
DR), before the Time of Troubles, diminishing its powers but also making it useable to bearers of all alignments.
The Zhentarim then saw to it that the Weapon of Metamorphic Vigilance came into the hands of Lord Lashan of
Scardale, who used it as a sword. Lashan – with quiet Zhentarim support – attempted to conquer all of the
Dalelands but was defeated in the Battle of Mistledale in the Year of the Worm (1356 DR).
After that, Lashan fled to Myth Drannor with hopes of finding great magic with which to continue his war.
Instead, he found the insane lich Azimer, former schoolmaster of one of Myth Drannor’s schools of wizardry,
who destroyed Lashan.
The sword then fell into Azimer’s hands, where it remained at the time that “Northern Journey” begins. Although
Azimer is insane, he remains quite capable in his work with magic. At the time he came into possession of the
Weapon of Metamorphic Vigilance, Azimer was deeply involved with experiments in using the magic of the
mythal to change the effects of divine magic upon objects within his collection. He detected the magic of Bane
with the Weapon of Metamorphic Vigilance and believes he has purged it of this influence and restored it to its
original state. For years, the weapon again has the initial appearance of a warhammer. XP Value: 4000.
WEEPING BANDAGES:
See Holy Relics under II.1.A Ilmater and his Church by Jeffrey David Bray
6. Artifacts
CROWN OF NARFELL:
By Dr. Jeffrey David Bray
Module "Impiltur"
This band of platinum has five peaks set with five of the largest bloodstones ever taken from the Galena
Mountains. At times, these gems will glow with their own internal light.
Constant Powers: The wearer is never surprised. He notices a tingling sensation whenever more than 100
enemies of the realm enter from outside its borders.
Invoked Powers: The wearer can use any spell level 1 to 6 from the school of divination as if he were a mage
of 25th level. The wearer does not need to be a spellcaster to use this power. The ability functions only within
the geographical borders of Narfell: Impiltur, Thesk, Narfell, Ashanath and the Great Dale and its forests. All of
this area is considered well studied for spell purposes.
Major Power: The crown can act as a triple strength Rod of Rulership once monthly.
Curses/Limitations: The crown can not be taken out the geographical area described above. Any attempt
either to remove the crown or to use its abilities beyond these borders requires the possessor to save v. spells
or be feebleminded. The crown cannot be used to do anything unrelated to maintaining the realm. It would for
instance not be possible to scry for treasure, but one could find a dragon that was a threat to a village in Thesk.
This artifact is regional. The Lords of Imphras II know of these limitations, because a disembodied voice
explained the crown's limits to Imphras II. The spirit of the mage Kiriagoth dwells in the crown. Kiriagoth's spirit
feels badly for those who have suffered due to the actions of his fellow mages, and he wishes to atone by aiding
the fledgling realm of Impiltur.
DEADSLAYER SWORD:
Module "The Great Dale"
The Deadslayer is a minor artifact created by the church of Targus (now better known as Garagos) in ancient
Netheril, with help from Netherese arcanists who supported the battle god's church. It was created at a time
when there was a protracted feud between Netherese arcanist necromancers on the one side and the
Bloodreavers of Targus on the other. The sword is charged with intense levels of positive energy that do
intense damage to undead and other negative creatures.
Deadslayer came into the hands of the clergy of Tempus during the conflict between the churches of Targus
and Tempus. At some later no longer known time, the sword fell into the hands of the church of Helm, whose
clerics knew only the sword's name and vaguely that it had power against undead. It was stored for several
centuries unused among the treasures of the Noble Hand temple in Tsurlagol, where it remained until late in the
Year of the Labyrinth (1003 DR).
At that time it was given into the care of Sir Tebbet Ringgh, a paladin of Helm affiliated with the Noble Hand
temple, who rode with Deadslayer into the Great Dale to hunt the green dracolich Nestamanur. Sir Tebbet slew
the dracolich but died himself in the battle, which took place on the plain of Narfell just north of Rawlinswood.
Sir Tebbet's followers buried the paladin along with his possessions including Deadslayer in a mound at the
battle site on the Narfelli plain. The mound is known as Tebbet's Cairn and is considered a refuge for those
who must enter the Nar lands. The Nar tribes are superstitious about the site and will not come within 5
miles/8km of it. Deadslayer is believed to still lie among Sir Tebbet's bones within the cairn.
Campaign Guide - Page 258
Constant Powers: The sword is charged with positive energy. It inflicts quadruple damage against all undead
and other creatures of the negative plane. An undead who is destroyed by Deadslayer cannot be restored. A
lich or dracolich destroyed by Deadslayer also is destroyed, leaving its phylactery vacant. The lich spirit is not
able to occupy a new host. To a certain extent, Deadslayer also can communicate telepathically with its bearer.
Invoked Power: Four times daily, the bearer of the sword can concentrate his or her thoughts upon the
undead target he or she is seeking and learn the precise location of the target.
Major Power: With thought alone, the bearer can cause a berserker rage in the undead or negative target. It
lasts a total of 1d10 + 10 rounds.
Curses/Limitations: When the Deadslayer Sword successfully strikes its target for the first time, the bearer
must make a saving throw for will or enter a berserker rage for 1d10 + 10 rounds.
The icon is a Netherese artifact of the church of Tyche, before her division into Tymora and Beshaba, the work
of high clerics of the goddess of luck together with adventuring Netherese arcanists. The church began creating
the artifact after several of its priests fell in a series with dragons coming from the Eastern Forest.
The icon is a small mithral statuette of a dragon with fear in its eyes. It stands a mere 8 inches/20 cm high. It
came into the hands of the clergy of Helm at some later no longer known time. The tale of how the Watchful
Ones gained the artifact as well as specific knowledge of its uses and powers are lost, unknown also to Helms'
clerics and paladins.
Because so little was known about the icon, and because the magic items of Tyche were believed to contain
somewhat equal proportions of good and bad luck, it was stored for several centuries unused among the
treasures of the Noble Hand temple in Tsurlagol, where it remained until late in the Year of the Labyrinth (1003
DR).
At that time it was given into the care of Sir Tebbet Ringgh, a paladin of Helm affiliated with the Noble Hand
temple, who rode with the icon into the Great Dale to hunt the green dracolich Nestamanur. Sir Tebbet slew the
dracolich but died himself in the battle, which took place on the plain of Narfell just north of Rawlinswood.
Sir Tebbet's followers buried the paladin along with his possessions including the icon in a mound at the battle
site on the Narfelli plain. The mound is known as Tebbet's Cairn and is considered a refuge for those who must
enter the Nar lands. The Nar tribes are superstitious about the site and will not come within 5 miles/8km of it.
The icon is believed to still lie among Sir Tebbet's bones within the cairn.
Constant Powers: The icon creates an overwhelming sense of fear in a dragon that comes within 50
miles/80km of it. And functions equally well on living, dead and undead dragons including the mightiest
dracoliches. The target dragon can resist the fear created by the icon only if it succeeds in a saving throw for
will with against DC 40. To a certain extent, the icon also can communicate telepathically with its bearer.
Invoked Power: Three times daily, the bearer of the icon can concentrate his or her thoughts upon the dragon
he or she is seeking and cause 6d8 hp wound damage.
Major Power: With thought alone, the bearer can cause a confusing frenzy once daily in an already frightened
dragon that causes a penalty of 3 on armor class, attack bonus, non-breath damage and saving throws. The
frenzy lasts a total of 1d10 + 10 rounds.
Campaign Guide - Page 259
Curses/Limitations: When the bearer engages in a mortal battle with the target dragon and the point is
reached where the dragon is near defeat (10% or less of its original hit points), the icon bearer must accept
Tyche's allotment of luck. Both the bearer and the dragon throw a luck check of 1d20. Both have a bonus
equal to the number of hit points they have remaining. Luck strikes immediately as a result of this check. The
winner immediately deals the loser of the check a fatal blow or fatal dragon breath which reduces the loser to 0
hp. In the event of a tie, 1d20 is thrown a second time. With a result of 0-9, the opponents have bad luck, and
each brings the other to 0 hp. With a result of 11-20, both have good luck, and the battle continues as it had,
without an allotment of luck.
It is uncertain whether Tyche's allotment of luck still is an active element within the artifact. It maybe that this
power vanished with the split of Tyche, or it may also be that the icon - based on the luck check - draws either
from Tymora in the case of good luck and Beshaba in the case of bad luck. There is no recorded usage of the
icon since before the time that Tyche was divided into Tymora and Beshaba. However, the icon existed for
many centuries in the hands of bearers about whom nothing is known today.
K'AHLOB'S TRANSMOGRIFIER:
Based Upon the Invention of Dr. Jeffrey David Bray
Module "The Great Dale"
The transmogrifier is currently in possession of the Nentyarch (s. NPC section). It looks like a copper lantern
with four crystal lens, one set on each side. The lantern-like part is set into a collar of lead etched with runes
and symbols. It is attached to a silvery tripod with marble tips at the base. A wooden handle connects to the lid
on top of the lantern part. The entire artifact is a mere 4 feet/120 cm high. It was created by K'Ahlob of ancient
Narfell during his empire's war against Raumathar and saw use as heavy artillery until close to the end.
In creating the transmogrifier, K'Ahlob employed ancient magic rites of his folk that are lost to modern day
wizards and sorcerers. Many human and other lives were sacrificed to build the transmogrifier, and their souls
and spirits were bound into the artifact, bringing into being an even greater spirit of the combined souls and
spirits, a fact even K'Ahlob was unaware of.
The spirit within the transmogrifier is absolutely neutral in nature, although mortals interpret many of its deeds to
be evil. The spirit also is totally devoted to magic and interaction with the Weave. Its pattern of thinking is very
remote from the thoughts of mortals and is difficult to compare with human thinking. The artifact views the
transmogrification of mortals as an absolutely neutral deed that serves the magic of the Weave. It sees no
more evil in such a deed than a human farmer does when bringing his livestock to slaughter.
The evil K'Ahlob became ever more influenced by the spirit within the transmogrifier, and his alignment shifted
from evil to absolute neutrality. As a result, he began to dislike using his creation upon the Raumathari or even
to serve the evil Narfelli emperor. (For more information, see the sixth segment of Northern Journey, The Great
Dale).
He retreated to his keep, Dun Tharos, where he attempted to sever all ties with mankind, seeing the rise of
civilization as the root of all evil. However, archmagi in the service of the Narfelli emperor besieged K'Ahlob 's
Dun Tharos, in an attempt to win the artifact back for the emperor.
When the emperor's archmagi finally broke through K'Ahlob's defenses and were closing in, he activated the
transmogrifier for a last and fatal time. He changed the besiegers into treants and bound them to guard the
keep from human disturbance. However, at the same time, the conflagration that was destroying Narfell and
Raumathar unleashed its final torrent of magic. The backlash of these events caused K'Ahlob's soul to be
absorbed into the artifact in the wake of his passing.
Since that time, K'Ahlob's assimilated spirit is the most dominant element of the spirit within the transmogrifier.
This is not to say that the spirit within the transmogrifier is K'Ahlob's spirit. On the contrary, it transcends the
individual identities of the spirits it has assimilated. However, the spirit within the transmogrifier dies possess
also of K'Ahlob's knowledge and memory.
Campaign Guide - Page 260
Constant powers: The transmogrifier radiates protection from scrying, possession and extra-planar creatures
with 100 feet/30m.
Invoked powers: The artifact can mass polymorph other creatures within 100 yards/90m. It can overcome
spell resistance. The number of creatures affected and the savings throw for fortitude depend upon the quantity
and quality of the gemstones used to power the artifact. The transmogrifier takes all memories and knowledge
from its victim as well as 5% of the soul or spirit. The remainder of the soul or spirit is transmogrified into that of
the new being.
One creature can be affected per 25 gold pieces in gems used. Savings throw modifiers, based upon gems
used, are: 1-50gp, normal save; 51-100gp, -1; 101-500gp, normal save; 501-1000, -2; 1001-5000, -3; 5001+, -
4. A normal save is against Difficulty Class 20.
Curses/Penalties: Every use drains 1 hp, which can be restored only through magical means.
Artifact possession: The user's alignment shifts to true neutral, and he retreats from the contact with other
humans and demi-humans. In its first stages, it draws the user into enlightened neutrality, first and foremost
leading him or her to an appreciation of the balance in nature and then of the balance within the Weave. In the
latter stages, it draws the user into the Weave itself, making him or her into an ultimate servant of magic.
During the final stage, the transmogrifier assimilates the full soul or spirit of the user into the spirit within the
transmogrifier, and the user dies physically. The artifact then waits until a new potential user appears who the
spirit within the transmogrifier believes will suit its needs.
Suggested Means of Destruction: Cause the transmogrifier to attempt to transform a creature into the same
creature, e.g., human to human. This doubtless will have adverse effects upon the current user as well, if he or
she has used the transmogrifier long enough to come under its spiritual influence. The effects of a Feeblemind
spell are, at the least, likely.
This artifact created by the power of the faith St. Sollars' the Twice-Martyred and a is manifestation of Ilmater's
power. The current location is unknown (campaign use is a DM's option). The manacles are of iron with three
chain links attached to each cuff. They are unremarkable in any other way. They radiate good and magic if
tested. To use any of the powers, both must be possessed and worn by the user.
Constant Powers: Immunity from pain, healing at double the normal rate, immunity from normal diseases.. All
wounds are -1 hp damage to a minimum of 1 hp.
Minor powers: When a situation arises where these powers can be used, the wearer will become aware of
them: Cure Serious Wounds and Cure Disease once daily. The wearer can relieve the pain of any 10 beings
once daily and remove fear or fatigue in a being three times daily.
Major Powers: The possessor can halt the spread of any single plague within a 20/mile-30km- radius once
monthly. The wearer can use Raise Dead upon any good being that is not a cleric or paladin of Ilmater once a
year. The user can perform mass healing that acts as a Cure Light Wounds on any number of good beings
within a 100-yard/90m-radius once weekly. The possessor also can use a Holy Word or Banishment spell upon
any extraplanar evil creature without knowing the true name of the being once every decade.
Artifact Possession: Every 3 uses of minor powers causes the possessor to become one step closer to lawful
good in alignment. When this alignment is attained, the person is converted automatically to the worship of
Ilmater. The use of a major power causes this shift to occur after each use. There also is a physical price for
every use of a major power. At first, the user loses all hair. Then the user begins to weep blood for 1 turn after
any power use.
Campaign Guide - Page 261
The third use of a major power causes the appendages of the possessor to become twisted, the rate of
movement is halved and dexterity is reduced by 4. This progression cannot be halted when the manacles are
worn. Only a greater power can reverse this process. Once at the end point, the possessor becomes the
epitome of Ilmater's ethos. In the end, the only thing that matters is to be martyred in the service of Ilmater. If
the possessor is indeed martyred while wearing the manacles, an avatar of Ilmater will appear and recover the
possessor and the manacles and disappear.
The Stone of the Elf King has the ability to delude the minds of outsiders who attempt the area its owner wished
protected.
Constant Powers: The elf king's stone constantly projects an undispellable illusion that shows the border of
the protected area being near, but regardless of what one does, the protected area remains a bit removed;
somehow, one never can quite reach it.
Invoked powers: If a trespasser's magic is strong enough to break the illusory power, the stone will summon
one Leshay per level or hit die of the intruder to dispatch the intruder with all due haste. (The Leshay is
described in the D&D 3E Epic Level Handbook.)
Curses/Penalties: If the stone is held by a creature without elven blood, that creature will be dispatched
immediately, without a save and without the stone, to an unknown point on the astral plane.
The Taluth is a glowing, purple globe about a foot/30 cm in diameter that shows strange runes to the observer
who has read and understood the Libram of Rågzh Dúrkhuh, a powerful magic book that was destroyed by her
Most Fatal Horror Rigdra Darnasch, a high cleric in Huddl’s Landing in Impiltur’s Swamplands who also
possesses the Taluth.
The Taluth was made by Toxonthraxus, a primitive power similar to Tyranthraxus of the Pool of Radiance series
of Realms novels, who finally was banished from the Realms by adventurers in the module FRC2 Curse of the
Azure Bonds (1989). The fate of Toxonthraxus is unknown, but it is believed that he was a primal power of
disease and poison who existed long before Talona, the goddess of the same portfolios.
For an unknown but doubtlessly long period of time, the Taluth was hidden in the Abyss, in the possession of
Orcus, the vanquished abyssal lord of the undead. Orcus gave the Taluth into the possession of his servant,
the lich Zhengyi the Witch King, who ruled over Vaasa and parts of Damara for several years, and Zhengyi,
unable to tap its magic, gave it to his servant, the Talontar Rigdra Darnasch. To fully tap and use the Taluth’s
powers, one not only must read and understand the Libram of Rågzh Dúrkhuh, which Rigdra Darnasch now has
destroyed, but also have an intelligence of 25.
Because of this, it is unlikely that anyone will master the Taluth in the foreseeable future. Rigdra destroyed the
only known copy of the libram, and she has an Intelligence of 12, seriously limiting her access to the Taluth’s
secrets, although she does gain formidable power from it.
Constant Powers (2): The wearer knows how to brew all mundane poisons and antidotes and can fathom the
secrets of brewing magical poisons. Rigdra has mastered the secrets of mundane poisons and antidotes but is
making only slow progress with magical poisons. The user also loses the need for food, drink or sleep.
Campaign Guide - Page 262
Invoked Power: Six times daily, the user of the Taluth can with mere thought infect a victim with a fatal
disease. There is no savings throw. Rigdra’s use of this power is limited. She can infect a victim with a serious
disease once daily.
Major Power: With thought alone, the user can cause plague once daily within a 50-mile/80 km radius of the
Taluth. Rigdra at present can cause a wave of flu within 20 miles/35 km once monthly.
Curses/Limitations: Users of the Taluth who have not mastered it become enslaved by it. For each year of
use, they are compelled to attempt to steer the Taluth for an additional 30 minutes daily. When the user
reaches the point of non-stop use, he or she is absorbed into the Taluth, becoming a part of it and vanishing.
Rigdra received the Taluth 16 years ago and now is compelled to use it 8 hours daily, which she does at night.
WAND OF ORCUS
Modules: "Backlands" and "Bloodstone"
st
DM: The Wand of Orcus is an official item created by WotC for 1 Edition AD&D. There was no official
nd
update for 2 Edition AD&D. The following definition is the unofficial work of the Projects Group 1370,
st
based in part upon the official 1 Edition definition and the update D&D 3E definition in Scott Greene's
online Creature Catalog at ([Link] You are of course free to use the official
1st Edition definition of the wand from WotC or to further define its current powers yourself, if you wish.
The most recent official mention of the wand is in Demihuman Deities, which says the wand was taken
by the drow goddess Kiaransalee, who thought she had hidden it where no one would find it.
This powerful item originally was described officially in WotC's H1-H4 Bloodstone Modules. The wand belonged
to Orcus, then god of the undead in the Abyss. Twelve years ago Sir Gareth Dragonsbane of Damara and his
companions traveled into the abyss, captured the wand and used it to destroy an avatar of Tiamat in the Year of
the Serpent (1359 DR). In the Tale of 2 Liches module of Northern Journey adventure, the wand is unofficially
in the hands of Xarth Kistar, a burnbones of Cyric in the dungeons beneath the ruins of the northern part of
Zhentil Keep.
It had been believed that the wand was destroyed in the killing of Tiamat's avatar in the Year of the Serpent,
however Bahamut, the great platinum dragon, told Sir Gareth and his companions that both the wand and
Tiamat would return to existence, although it would take centuries, for the greater powers never really can be
destroyed.
As we know now, these events went by much more quickly than Bahamut had anticipated. In little more than a
decade, Tiamat's avatars were again active in the Realms (see WotC's Powers and Pantheons) and Orcus was
not destroyed but merely driven from the Abyss, to be slain by the drow goddess Kiaransalee and to return
again as the undead god Tenebrous.
After slaying Orcus, Kiaransalee (officially) hid the wand where she thought no one would ever find it. But
during his planar wanderings in the time before he went mad (Year of the Banner - 1368 DR), Cyric (unofficially)
found that hiding place and the restored wand.
As far as knowledge that PCs can obtain from sages is concerned, it is unknown if Cyric did anything with the
wand before turning it over to his high cleric, Xeno Mirrormane in Zhentil Keep, after Manshoon had departed to
the Citadel of the Raven in the Year of the Staff (1366 DR). It is also unknown whether Cyric or Mirrormane
created the magical shielding case that prevents direct physical contact with the wand. However, it had been
Mirrormane's assignment to safeguard the fragments of the artifact in the Hall of Relics within the Black Altar in
Zhentil Keep.
How the wand came into the hands of Xarth Kistar is unknown. As far as knowledge that PCs can obtain from
sages is concerned, it also is uncertain whether the wand still retains the powers it had in the days of Orcus or
whether it has been changed. It is known that Orcus used the power of the wand to create an anti-magic shell
over his city in the abyss and to empower bone cannons there, and old literature claims that touching the wand
usually is fatal to mortals.
Campaign Guide - Page 263
It also is believed that in Orcus' time the wand reeked of evil and was highly repugnant to paladins and clerics of
good alignment, when it was in their presence, and that it could turn such persons automatically, forcing them to
remain at distance. Other persons are said to be easily turned to utter evil in short order, if they retain the wand
in their possession.
Kistar keeps the wand on the negative plane, using its power to animate 5d20 + 100 undead nightly in the north
bank ruins of Zhentil Keep. What other powers the wand may contain are unknown, as far as the PCs ability to
gain knowledge is concerned.
If the PCs retrieve it, which they by all means should do if you plan to run an encounter with Kargmelchina as an
avatar of Tiamat, because the wand must later destroy the avatar, they will find a black, evil wand of obsidian, 2
feet/60 cm long, tipped with a humanoid skull and stored inside of a glasslike case made out of an unknown
substance. How Kistar opened the case is unknown, but the Sword of Baergil (see Section II.3 Magic Items,
Weapons of Learning, above) will slowly come to understand the wand for what it is.
It will communicate to its bearer what the wand is and then slowly determine that it must be subjected to magical
ice and fire in the presence of the wand's bearer(s), before he/she/they find the means to open it and yield it
against the avatar without saving. This will not be possible until Module No. 7 Bloodstone.
Constant powers: The wand draws negative energy from the negative plane and can instantly kill or turn a
target or a person who willingly takes it in hand into an undead being. A target must be touched by the wand
with a successful roll to hit. If the target is a living mortal of non-evil alignment, he/she must save vs. death
magic at a penalty of 4 or die immediately.
If the being's savings throw fails by 8 or more, he/she is turned into an undead, under the same rules as for a
mortal of evil alignment. Living mortal targets of evil alignment must save vs. death magic at a penalty of 6 or
else instantly be turned into an undead of one of the following types most closely approximating in hit dice the
experience level and class of the target: Skeleton, Zombie, Shadow, Wight, Wraith, Spectre, Ghost, Skeleton
Warrior or Death Knight. The wand does not create ghouls, ghasts, mummies or vampires.
If the target is a mage or a cleric whose deity supports liches, the victim also may be turned into a lich. If an
undead is struck by the wand, it automatically will be elevated to the next most powerful level listed above. The
wand also is capable of destroying an avatar. This is a secondary, unintended effect of the wand that stems
from its direct drawing of negative energy from the negative plane.
Avatars cannot be turned into undead, but an avatar must make a save vs. death magic without penalty to
survive being hit by the wand. If an avatar is destroyed by the wand, it vanishes in a burst of positive energy
that causes 10d10 hp dmg within a radius of 300 feet/90m. Buildings, objects etc. also must save vs.
disintegration. The wand, even when cased, is highly repugnant to paladins and clerics of good alignment. It
turns such persons automatically, forcing them to remain at a distance of at least 180 feet/54m.
If the wand is cased, such persons still cannot voluntarily come within 5 feet/150 cm of it. This also makes it
difficult to attack paladins or good-aligned clerics with the wand, because it tends to drive them off. If a paladin
or good-aligned cleric wishes to engage in combat with the wielder of the wand or to help or heal a bearer of the
wand, he/she must save vs. death magic to overcome this repulsion. The wand also has the following inherent
powers:
• Can use summon monsters or summon nature’s ally to summon undead of equal HD.
Campaign Guide - Page 264
Invoked powers: A mage who willingly uses this evil wand can create an anti-magic shell with a radius of 30
feet/9m per mage level. If the mage understands weaponry (proficiencies or dual class or multi-class mage-
fighter) he can use the wand to create bone cannons, as Orcus did, but this function can be invoked only if
he/she has this understanding and an adequate supply of bone. Mages and clerics can use the wand to raise
corpses of mortals as undead. The corpse can escape this effect with a successful save vs. death magic,
otherwise it will be turned into an undead corresponding to the listing under constant powers. The wand can
raise 5d20 + 100 undead daily in the hands of an experienced mage or evil cleric.
Curses/Penalties: For each willing use of the wand, the user must save vs. death magic without penalty at the
beginning or instantly be turned into an undead under the guidelines listed for constant powers. The success
chances for saving decrease with repeated use of the wand. With the third usage, a savings throw penalty of 1
th th
takes effect, followed by a penalty of 2 with the 6 usage, 3 with the 9 usage, etc. In addition, the wielder of
the Wand suffers the following side effects (these did not apply to Orcus and do not apply to any creature with
more than 40 HD):
• Death stench in a 10-foot radius around wielder (no real harm, other than stinking).
• Each time a power is used, wielder must make a Will save (DC 20) or gain 1 negative level. There is no
DC to remove the negative level. Negative levels automatically vanish at the rate of one per day when the
wielder gets rid of the Wand.
Special Abilities of Orcus: In the hands of Orcus, the wand also could do the following. It is unknown if
mortals can activate these powers and, if so, how they go about it. (This issue is left to the DM's discretion).
• Speak with Dead (Su): Orcus could, at will, speak with dead (as the spell of the name).
• Summon Demons (Sp): Three times per day, Orcus could automatically summon one balor, 1d3
nalfeshnees, or 1d4 mariliths.
• Summon Undead (Sp): As their prince, Orcus could three times per daily automatically summon 4d8
skeletons or zombies, 3d6 ghouls, ghasts, or shadows, 2d4 wights, spectres, or wraiths.
• Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
• Telepathy (Su): Orcus could communicate telepathically with any creature within 100 feet/30 m that has
a language.
Artifact possession: The possession and willing use of the wand immediately and irrevocably shifts the
second aspect of the users' alignment to evil, i.e. lawful evil, neutral evil or chaotic evil. This effect does not
occur as long as the possessor is merely transporting the wand in its case.
Suggested Means of Destruction: The only probable means to truly destroy the Wand of Orcus would be to
bring it into contact with an artifact of positive energy of greater or equal power, which no doubt would cause the
destruction of both artifacts. The side effects of such a double destruction between energy of the two planes is
unforeseeable, but it no doubt would be tremendous and far-reaching in consequence.
Original description: As originally described in the H-modules, the touch of the wand, when wielded by Orcus
himself would kill a mortal automatically, with no saving throw. If the wand was wielded by a mortal, the victim
received a saving throw vs. death. The artifact also had four minor benign powers, two major benign artifact
powers, two minor malevolent effects, one major malevolent effect and one side effect. These powers and
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effects were to be chosen by the DM from the Artifacts and Relics Power/Effect tables in the 1 Edition AD&D
Dungeon Master’s Guide.
Orcus: The following definition was provided by Eric L. Boyd on the Realms Mailing List at WotC’s Oracle in
June 1998: “The only demon lord known to be worshiped in the Realms, specifically the Bloodstone Lands. His
cult has suffered great reverses of late, and he has undergone a metamorphosis of sorts.”
Campaign Guide - Page 265
WAND OF PROHIBITION
Module "Tale of 2 Liches"
This powerful wand was found in the ruins of ancient Netheril. It now is in possession of a haunt named Ingthra
high in a tower in the ruins of a long forgotten castle tower known as the Fortress of Gellin in the Armridge
Mountains on the western border of Sossal. The PCs may reach this tower through a magical gate if the
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explore the Dungeon of Pain, which is found beneath the ruins of Myth Drannor in the 4 NJ module, "Tale of 2
Liches."
In Netheril, the wand doubtless was looked upon as a highly powerful magic item rather than as an artifact, but
by modern standards, it would be considered an artifact. The wand can temporarily or permanently negate all
magic within a 50-foot/15m radius and turn the area into a magic dead zone. There are some claims by sages
regarding the use of such wands, and it is said that they are extremely dangerous within mythals, which are
claimed to be able to destroy the wands as well, but with devastating effects within the radius effected by the
wand.
Constant power: The wand temporarily negates all magic (including the bearer's) within a radius of 50
feet/15m in all directions and temporarily turns this area into a magic dead zone with all pertinent consequences
for magic users. All magic items (including some artifacts – DM's choice) within the area of effect temporarily
lose their magical powers. No external magic can enter the affected area, but this restriction does not affect
external physical results of external magic.
For example, if a mage outside of the area uses magic to fell a tree, the wand does not prevent the tree from
falling into the magic dead zone. There are some strange side effects of this constant power that have not yet
been discovered by mages in wild magic areas and magic dead zones. If the wand is brought into a wild magic
area, the wild magic table is used, as always, but if the result is between 00-19 or 72-99 on 1d100, the wild
magic area is "healed" and the weave is restored to its normal state. It is quite possible that adventurers who
cause this effect will not notice it, but immediately after it occurs, all magic will function normally.
If the wand is brought into a magic dead zone, the DM also checks with 1d100. There is then a 38% chance
(00-37) that the area will be turned into a wild magic zone, partially restoring the weave in the area. It is indeed
possible, dependent upon the dice checks, that a mage who enters a magic dead zone turns it into a wild magic
area, leaves, and reenters the area, thereby restoring the weave and the zone to their normal status.
Invoked Power: When the appropriate command word is spoken by mage (other classes including magic-
using bards cannot invoke this power), the wand creates a permanent magic dead area which is otherwise the
same as the temporary magic dead area described under constant power. In this case, all magic items (but not
artifacts) within the area of effect permanently lose their magical powers.
Some artifacts may however become temporarily inoperative (DM's choice). No external magic can enter the
affected area, by this restriction does not affect external physical results of external magic. For example, if a
mage outside of the area uses magic to fell a tree, the wand does not prevent the tree from falling into the
magic dead zone.
A strange side effect of this wand, still unknown to most sages, occurs if one attempts to use it within a wild
magic zone. The DM must check on the official wild magic tables. A result of 00-19 will turn the wand
immediately into another type of wand, to be determined by dice throws with the tables for random magical
items in the Dungeon Master's Guide.
Curses/Penalties: Each time a mage uses the wand's invoked power, he/she automatically loses 15,000
experience points as a mage, and there is a non-cumulative 5% chance that the user permanently loses his/her
ability to ever learn or use magic again.
The standard loss of experience points should be tallied secretly by the DM, and the player should be informed
of the lost points only when a reduction in experience level results. The DM should not, of course, tell the player
what the cause of the loss of a level is.
Campaign Guide - Page 266
This penalty does not prevent the bearer from gaining new experience points or levels, but it does retard and
sometimes reverse his/her advancement. A mage who loses all magical ability permanently and who has
reached level 5 or higher as a mage can immediately convert 10% of his experience points as a mage into
experience points as a fighter, but he/she will have proficiencies at first only in the weapons with which he/she
has proficiencies as a mage.
New weapon proficiencies can be learned, but genuine steps must be undertaken to gain these proficiencies.
The ex-mage can use allow magical items allowed for fighters, and he/she can learn other classes, however
such an ex-mage who chooses to become a bard cannot learn magic spells as a bard or use magic items not
allowed for fighters or rogues. The effects of the wand do not pertain to members of the cleric class, paladins or
rangers, and ex-mages can learn these classes without penalty.
Artifact possession: A magic user or bard who bears this wand will lose 5,000 experience points as a mage
or bard for each tenday that he/she bears the wand. This loss should be tallied secretly by the DM, and the
player should be informed of the lost points only when a reduction in experience level results. The DM should
not, of course, tell the player what the cause of the loss of a level is. This penalty does not prevent the bearer
from gaining new experience points or levels, but it does retard and sometimes reverse his/her advancement.
Suggested means of destruction: (For DMs only). There is a 25% chance that the mere presence of such a
wand within a mythal will cause it to disintegrate with a blast of energy that causes 10d10 hp dmg, no savings
throw, within a 50-foot/15m radius of the wand in all directions. Objects within the blast area must make a
savings throw vs. disintegration or be destroyed or damaged to the point of uselessness.
All magical items (but not artifacts) that succeed in this savings throw must save vs. magic or permanently lose
their magical abilities. After the blast, there is a 40% chance (0-39 on 1d100) that the affected area becomes a
permanent magic dead zone, a 40% chance that it becomes a wild magic zone (40-79 on 1d100) and a 20%
chance that the magical status remains what it was before the blast (80-99 on 1d100). An attempt by a mage to
use the wand's invoked power inside an area that already is a magic dead zone will case the same effect, but
only when attempted by a mage, because members of other classes are unable to use the invoked power.
Campaign Guide - Page 267
7. New Spells
Game Master's Note:
Xarth Kistar (NPC in Part 4 - Tale of 2 Liches) has no spellbooks. Therefore, it is rather inconceivable that
anyone else will ever learn the spells that are of his own creation. However, for the encounter with Kistar, the
game master must know how to use these spells correctly. For that reason, they're listed here.
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In the high days of fallen Narfell and Raumathar, 10 level spells were common in those areas. Northern
Journey does not deal with Raumathari magic to any great extent, although some NJ game masters well may
wish to add it to their campaigns.
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Once the PCs reach Impiltur, however, ancient Narfelli spells and magic items of the now forbidden 10 level
did manage to survive the mutual devastation of Narfell and Raumathar. You as the game master may wish to
make some spells and objects of ancient Narfell finable in your campaign. Within the NJ context, there is
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defined Narfelli magic, including forbidden 10 level magic, with the persons and at the locations listed below.
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If your PCs can gain access to such magic, we urge you to apply the rules for 10 level magic defined in the
accessory Secrets of the Magister by Ed Greenwood (WotC - 2000), scheduled to be available in 2003 as an
ESD download product from SV Games ([Link]
In most campaigns, then, it will be virtually impossible for the PCs to obtain any Narfelli magic, and it will be
even more likely that they are unable to use it. Some spells have been developed upon the epic level and can
be learned and used only by epic level character of suitable levels themselves. Narfelli spells and inventions of
specific characters are identified as such.
When a wizard casts this spell, he must name the magical effect he is trying to dispel and the pertinent
school(s) of magic he is countering. A priest does not need to name the sphere or type of magic; that is a part
of the divine knowledge inherent in his magic. The spell has a chance to neutralize or negate the specified
magic of a spell or a spell-like effect (including magical runes, device effects and innate abilities) from creatures
or objects.
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The magic of potions also can be dispelled. Potions in this case are treated as though they were spells of 12
level mages. The magic of items such as scrolls, rings, wands, rods, staffs, miscellaneous items, weapons,
shields, armor, etc., can be rendered ineffective for 1d4 rounds. Artifacts and relics are not subject to this spell;
however, some of their spell-like effects may be, at the DM's discretion. The spell also can be used to disrupt
the casting of the named magic of the named school in the area of effect at the instant the spell is cast.
A wizard or priest with the revised non-weapon proficiency Spellcraft (see below) can determine the name of a
spell of a type of magic in which he or she has the Spellcraft proficiency and its school with a successful
proficiency check. In other words, a human mage or priest can use his proficiency to determine the name and
school(s) of a conventional spell, but this ability will not work for elven high magic or dwarven rune magic,
unless he has proficiencies in these arts. Priests cannot use this ability against wizards' magic and wizards
cannot use this ability against priests' spells without additional proficiencies. A wizard or priest with the
Spellcraft proficiency also has an additional bonus of 1 toward success with the spell, if it is used against like
magic.
The caster can always dispel his own magic. The chance to dispel magic of another wizard or priest depends
on the difference in level between the magical effect and the caster, as determined by a throw of 1d20. The
caster of Unweave Magic always has a bonus to his throw of 1 of he is a priest and 3 if he is a wizard, except
when attempting to interrupt the casting of a spell. Wizards have the higher bonus because they must identify
the school of the goal magic. The caster adds his level as a mage plus bonuses to his result with 1d20, and the
DM throws 1d20 for the original caster, adding his level (or 12 for magical potions and items). The two results
are compared. If the results are equal or the caster's result is higher, the spell succeeds. Otherwise it has no
effect.
Spellcraft – revised proficiency: Although this proficiency does not grant the character any spellcasting
powers, it does give or her him familiarity with the different forms and rites of spellcasting of a certain type or of
runecutting. An additional proficiency point is required for each additional type of magic the PC understands.
Among the types are priest spells, wizard spells, elven high magic, dwarven runecutting, etc. If the PC
observes and overhears someone who is casting a spell or cutting a rune of a type in which he or she has a
proficiency, or if he or she examines the material components used for a spell of that type, the PC can attempt
to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard
specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since
the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an
advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would
otherwise have no visible effect. Points in this proficiency should be awarded only when the PC can justify
gaining the knowledge through experience.
Campaign Guide - Page 269
4th Level Spell
Kistar's Boneburn (Necromancy)
Class: Magi
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 2
Area of effect: One human or humanoid
Saving Throw: Neg./Special
With this spell, Kistar can set a victim aflame, so that the victim temporarily looks like a green burnbones of
Cyric. The victim must be touched, which also causes normal heat damage for a burnbones. The victim then
burns in a green flame for 1d6hp dmg per round, until he makes a savings throw vs. spells, which causes the
fire to go out. Fire protection magic and other forms of magic that can extinguish magical fires are effective
against this spell. This magical fire actually is a form of negative energy, which also begins robbing the victim
after he/she has fallen below 50% of the original hit points of one experience level in each round in which the
victim fails an additional savings throw vs. death magic.
With this spell, Kistar replaces an area the size of the area of the effect with a trap of space displaced from the
negative plane. The ensorcelled area appears to be the same as its surroundings, although it reveals a clear
aura of necromancy when a Detect Magic spell or similar methods are used. A victim who falls into the trap
must make a dexterity check and a savings throw vs. death magic. The fall causes 1hp dmg with a successful
dexterity check and 3d4hp dmg with a failed check. The pocket of negative plane within the trap robs the victim
of one experience level, if the victims does not make his/her savings throw. The pocket continues to exist after
being set off until the victim and foreign material are removed from it. It then vanishes in the following round,
returning to the negative plane, and the material that originally was on this location returns to its original position
from the negative plane. Note: If another creature or object enters this area during the round it which it
vanishes, he, she or it is transported with the pocket to the negative plane.
This is an evil necromantic spell that reverses the energy of the victim when he/she fails his savings throw
against death magic. If the savings throw succeeds, the spell has no effect. The wizard must touch the victim,
which also causes normal heat damage for a burnbones, to realize the results of this spell. Upon touch and
completion of the spell, the victim is immediately turned into a ghoul, but one with the same attributes, armor
class, THAC0, hit points etc. as in life. The new ghoul will have the same weapon proficiencies etc. as in life but
will not be able to use magic spells or to read scrolls. The ghoul stands immediately under the command of its
creator mage and will awaken into unlife with avaricious hunger.
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take
any physical actions, even speech. The subject can, however, execute purely mental actions. A winged
creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown. The saving throw is
valid in the first round only for epic level characters. All lower level characters are held without a save in the
initial round.
Campaign Guide - Page 271
9th Level Spells
Advanced Maze (Conjuration)
Class: Magi
Range: Immediate
Components: V,S
Duration: Special
Casting Time: 1 Round
Area of effect: All creatures within 10 feet/3 m of trigger point.
Saving Throw: None
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With the following exceptions, this dweomer is identical to the 8 level wizards' spell Maze in the AD&D Players
Handbook. The advanced maze spell is a delayed spell that is placed upon an object or a location. It is
triggered automatically when a living, intelligent being comes within 10 feet/3 m of the point where the spell has
been placed. The wizard or sorcerer has the ability to except named beings from triggering the spell. The spell
affects all target beings within 10 feet/3 m of the trigger point.
This is an ancient and evil spell that was lost to Faerûn for many years, and it would indeed have been better
had it stayed so. The spell places an enchantment upon a coin that forces anyone within range of it to go to
destinations chosen by the caster. At first, the victim is unable to resist the compulsion, regardless of his or her
level.
The spell Dispel Magic can destroy the magic within a coin, but it cannot lift the effect of the magic upon one
who already has been infected by a coin. However, the victim does develop a growing ability to resist the
binding that has been placed upon him or her, which is described in special savings methods listed at various
points in the Northern Journey adventure.
Each time Szarkh Gortth lays a trap for new PCs (to replace those who usually have died), he cuts the invisible
runes of the Sigylls of Contagion (see the description of the sigylls) at the site of the enchantment and also
leaves Coins of Binding at the scene.
Campaign Guide - Page 272
Create Lich Facet (Necromancy)
Classes: Magi, Priests
Range: Immediate
Components: V,S, M
Duration: Permanent
Casting Time: 1d10 + 30 days
Area of effect: One lich and one phylactery
Saving Throw: Special
This is an ancient Imaskari spell long lost to the Realms. With it, a lich or demilich can create a duplicate of its
phylactery and a clone of its physical essence. The spell does not increase the spiritual essence of the lich, but
it does allow the lich to divide its spiritual essence between its original form and phylactery and the new
duplicates, which together form a facet of the lich. Each facet can summon the lich's full spiritual and physical
powers, as long as both are not using these powers simultaneously. Where one or more facets and/or the
original lich act simultaneously, the original lich controls the amount of power vested in each form.
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Example - A lich has a cumulative total of 66 hit points, armor class of 0 and spell abilities of a 12 level wizard.
The original vests 80% of its spiritual essence in itself and 20% in its sole facet:
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1. The original has 53 hit points, armor class 2 and the spell abilities of a 10 level wizard.
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2, The facet has 13 hit points, armor class 8 and the spell abilities of a 2 level wizard.
The destruction of either phylactery automatically leads to the permanent deanimation of the bound physical
form, which becomes simply dead rather than undead. The destruction of a phylactery has no direct effect upon
surviving phylacteries or forms, although the total spiritual essence will be thereby weakened to the percentage
of the essence that was destroyed, and the lich may be incapacitated if too little of its spiritual essence survives.
If the original is destroyed, the oldest facet becomes the new original.
A damaged lich usually regains essence through a recuperative trance. When entranced, the original and/or all
remaining facets are entranced. A lich cannot leave the entrancement once it has begun, and it will remain
entranced until its spiritual has been fully restored.
A lich that loses 51 to 75% of its spiritual essence must save vs. death magic, or it will enter a recuperative
trance that lasts one month for every lost percent of spiritual essence. If the lich loses more than 75% of its
physical essence, it automatically enters the recuperative trance without a save. A lich with less than 75% loss
also can voluntarily enter a recuperative trance. The trance will restore lost essence to a single phylactery at
any given time and then resume with other phylacteries in the order of their age. If a lich loses essence and
does not enter a recuperative trance, it regains lost essence at the rate of 1% per year.
When the physical essence of a lich or facet is destroyed, it continues to retain the same share of spiritual
essence it had when its physical form was destroyed. Surviving forms and facets have no access to this
physical essence until the phylactery succeeds in possessing a new physical body.
The spell creates a totally closed but invisible protective shell that goes outward from the point of the casting.
The cage or shell extends above and below the earth to a height and depth of 150 feet/45 m and protects an
area of 425 square feet or 350 square meters per level of the caster as wizard. All living beings who come
within 10 feet/3 m of the protective shell must save vs. magic with a penalty of 3 or they are repulsed and
cannot pass through the shell for a period of 1d10 + 10 rounds. After that time, they may make a new attempt
with a new saving throw.
The dweomer shield makes it impossible without a successful save vs. magic to detect any magic within the
protected object.
The character can either target a single creature or let the spell affect a group. If Major Power Word, Kill is
targeted at a single creature, that creature dies if it has 200 or fewer hit points.
If Major Power Word, Kill, kill is cast as an area spell, it kills creatures in a 15-foot-radius sphere. It kills
creatures that have 50 or fewer hit points, and only up to a total of 400 hit points of such creatures. The spell
affects creatures with the lowest hit point totals first until the next creature would put the total over the limit of
400. (Creatures with negative hit points count as having 0 hit points.)
Campaign Guide - Page 274
Mental Door (Conjuration)
Classes: Magi, Priests
Range: Immediate
Components: V, S
Duration: Permanent
Casting Time: 1 Round
Area of effect: 10 cubic yards/7.5 cubic meters per caster level.
Saving Throw: None
This powerful spell allows the caster to designate beings who may access it. At the moment the character with
access comes into contact with the stone, metal, wood, structure or other object where the Mental Door has
been established, he or she becomes momentarily ethereal, along with his or her equipment, and enters a place
the Ethereal Plane, which overlaps the normal, physical, Material Plane. The character then merges
instantaneously on the other side, leaving the Ethereal Plane and returning to the Material Plane, as though he
or she had passed through a physical door.
The practitioner of this spell can observe raveled magic und fully understand the manner in which it was
raveled. The spell gives him or her no ability to unravel the magic, only to understand how it was raveled.
To succeed, the caster must roll 1d20 + his or her level as a caster (no limit). He or she succeeds of the
modified dice roll is equal to or greater than the level of the original caster plus 10. If the caster of Perceive
Ravel misses this check by 1 to 10 points, he or she simply fails to understand how the spells were raveled.
However, if he or she misses the check by more than 10 points, he or she misunderstands how the spells were
raveled.
This spell gives the caster the ability to ravel one spell inside of another. Raveled spells cannot merely be
dispelled or unwoven. Raveled spells must be unraveled before they can be made harmless. The process of
raveling begins with one spell at the core of a group of at least two spells. The central or core spell is cast
normally and does not ravel any other spells, although it can be raveled itself.
If a second spell is cast, the spell Ravel Magic can be cast upon it. Upon success, the second spell then will
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ravel the first spell, and both spells become immune to being dispelled, unwoven or even invalidated by a 9
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level Mordenkainen's Disjunction until they are magically unraveled (see the spell Unravel Magic). The 1 level
spell Identifyalso ineffective in conjunction with raveled spells. After a mage has raveled one spell within
another, he or she then can ravel both on a third spell, all three in a fourth spell, etc,
Campaign Guide - Page 275
To succeed at raveling a spell, the wizard must make an intelligence check. If the check fails, the two spells
remain unraveled, and no further raveling attempts may be made with these instances of the two spells or with
any other spells already raveled within them. However, successful ravelings remain in effect.
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As an example, the wizard Mustafa could cast the 7 level spell Delayed Blast Fireball at a particular location.
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He then could cast the 1 level spell Phantasmal Force upon the location and disguise the spot as a red rose.
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Next, he could cast the 10 level spell Ravel Magic upon his Phantasmal Force. If he is successful, the location
of the Delayed Blast Fireball now looks like a red rose, and neither spell can be dispelled or unwoven.
Finally, the wizard could cast the spell Dim Dweomer upon the site and then use Ravel Magic to ravel the spells
Delayed Blast Fireball and Phantasmal Force into Dweomer Shield. If he succeeds, one sees only the red rose
and is completely unable to detect any magic whatsoever upon the location of the Delayed Blast Fireball that
appears to be a red rose.
With this spell, the caster can summon a known object or an animate living being at a known location out of the
depths, from the heights, etc., undamaged and unchanged to his or her location without error. This is in some
senses an advanced version of the spell Teleport Without Error, except that it draws the subject of the spell to
the caster rather than sending it away from him or her.
The Narfelli used this spell primarily to retrieve buried objects or those that were lost underwater. However, if
used in a timely manner, the spell also could retrieve sunken or buried beings. The spell always brings the
being or object to the caster in precisely the condition it was in where it was buried, sunken, etc. If a being is
retrieved from a location where it was injured or dead, it arrives at the caster injured or dead.
This spell negates the spell Ravel Magic. It must be used anew for each level of magic that has been raveled.
The Difficulty Class is the level of the original caster + 10. If the level of the caster is unknown to the game
master, the default difficulty class is 30.
This spell can cause some interesting secondary effects. If an occupant of the building uses a spell or makes a
weapon attack during the instant in which the building is upon the astral plane, the missile or thrown weapon
appears to vanish. In reality, the weapon becomes lost on the astral plane. If an attacker or a part of his or her
body should somehow enter within the area normally occupied by the building when it is on the astral plane, his
or her body or body part will automatically be transmuted into a part of the building in the next instant. This
means the loss of appendages, limbs or perhaps even life. There is no saving throw.
The spell can be dispelled by a wizard or sorcerer of a high enough level. According to K'Ahlob's journals, the
Narfelli gained this spell as booty from a slain Raumathari war wizard. K'Ahlob's research led him to believe
that the Raumathari found this spell in Imaskari ruins.
Like War Shield, this powerful Narfell spell usually was used to protect structures or other similar objects. An
invisible barrier surrounds the protected object, which becomes is impervious to most external magical effects,
including spells, spell-like abilities, and supernatural abilities. It has no negative effect upon the use of magic
within its own confines.
Golems and other magical constructs, elementals, outsiders, and corporeal undead are not held back by a
Wizard Shield, although they would be by a War Shield. However, the Wizard Shield suppresses their
supernatural, spell-like, and spell abilities.
The spell can be dispelled by a wizard or sorcerer of a high enough level. According to K'Ahlob's journals, the
Narfelli gained this spell as booty from a slain Raumathari war wizard. K'Ahlob's research led him to believe
that the Raumathari found this spell in Imaskari ruins.
Campaign Guide - Page 277
The Finnish Ilmater was female, not male. She was the spirit called the water mother. A teal's egg fell from her
lap, creating the world. From her was born also the legendary Finnish bard spirit Väinämöinen.
Note: Most of this history of Ilmater and his church is not a product of the Projects Group 1370. It was produced by Dr. Bray as a mini-
project for the former Forgotten Realms Projects Mailing List of MPGN and is used here non-exclusively with his permission. Northern
Journey DMs should however view this as the recognized documentation of Ilmater and his church for the Northern Journey adventure.
This history plays a secondary role in Module No. 3 Backlands and a critical role in Modules No. 6 and 7, The Great Dale and Bloodstone.
- Projects Group 1370
The Church of Ilmater is fractious, which is surprising with its lawful and good nature. Ilmatari influence is
strongest in southwestern Faerûn (Tethyr, Calimshan) and in the Bloodstone Lands of Damara, Impiltur and the
Great Dale.
There are two main divisions among Ilmatari worshipers. The first is Orthodox and Traditional. The second is
the division of Issaqari (First Among Equals) and Trinitarians (Equal Among the First). There are many fringe
groups such as the Flagellants, the Scourgers, the Penitents, and the Stoics. Each group has different goals
and doctrine, separate holy days and symbolism, but all are still devout Ilmater worshippers.
A worshipper can be classified according to any of the main axes as well as being part of the splinter groups.
Important clergy and church leaders are not members of the splinter sects. In fact, most go out of their way to
expunge these radicals from Ilmater's faithful. They tend to follow the teachings as outlined in Faiths and
Avatars more closely than many of the lower clerics, and have the least radical leanings on either axis.
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The Orthodox Ilmatari generally are from the southwestern part of Faerûn. They place a high importance on the
veneration of martyrs and saints of the faith. The religion is highly organized and structured with elaborate rites
and rituals. Every cloister, temple, abbey or compound has a patron saint that receives a high level of
veneration and each complex has a different Most Important Holy Day based on the Patron.
They still have holy days in common (with equal emphasis otherwise) with their brethren at other temples, and
even with the Traditionalists. Much of the Orthodox rite has descended from thousands of years of worship in
areas that have extended a welcome to Ilmater's teachings. Orthodox Ilmatari do not welcome Traditionalists
into their temples and consider them heretics. They often try to arrest known traditionalists and convert them
back to the only true way.
Traditionalists tend to be found in the Bloodstone region. Although they acknowledge the importance of saints,
they tend to focus their worship on Ilmater with only a nod to his saints. They believe that one should strive to
live as those that have been beatified, but not be worshipped instead of Ilmater.
The only saints' days they worship are All Saints, St. Sollars, and St. Dionysus. Most worship sites don't have
patron saints or use symbols as identification of the orders they belong to. This rule is not hard and fast
because they believe that rules should guide, not bind. They are annoyed by the attempts of the Orthodox
Ilmatari, but harbor no lasting resentment (which infuriates the Orthodox even more). To the Traditionalist, this
is another thing to persevere over to attain communion with Ilmater.
Another bone of contention has to do with the relationship of Ilmater to the other powers, specifically Tyr and
Torm. Ilmater, Tyr, and Torm form the Triad, in which Ilmater and Torm serve Tyr. Ilmatari have a very different
outlook on the interpretation of service and the triad's interpower relationship. Most worshippers tend to take
the service of Ilmater to Tyr literally, i.e., Ilmater is a servant of Tyr in the overriding concern of law and good.
Ilmater serves to promote the lawful good alignment and its ideals through this service.
There are two large sects that have a variant perspective that vexes many moderates in the church and clergy.
The Issaqari and Trinitarians have found a foothold among the faithful and are preaching their version of
Ilmater's service, much to the dismay of the organized church. The hierarchical clergy that count themselves
among these believers do not advertise this due to the prejudicial treatment afforded by the church leaders.
The Issaqari (First Among Equals) consider Ilmater to be the preeminent power in the Triad. They claim that not
only is he the oldest power, he is the most wise and powerful. Ilmater guides Tyr and is like an older brother to
Torm. They believe that a triangle is the most stable geometric form and that the triad was formed to increase
the power of law and good.
Their teachings are such that they believe Ilmater in his wisdom went to the others to form the Triad. It took
much time and effort, but the others eventually saw the way it should be. This is from an obscure text called the
Strengthening of Ties penned some time during the Time of Troubles by a monk of Ilmater in Calimshan.
This unknown monk supposedly wrote this after having a long discussion with the avatar of Ilmater. Even the
title itself supports their claim with ties alluding to his one-time symbol, the rack. They work to undermine the
influence and plots of other Ilmatari who don't see things their way as well as Tyrists and Tormites. While not
resorting to violence, they cause much trouble among supposed allies.
The Trinitarians (Equal Among the First) consider Ilmater to be on equal footing with Tyr, not subservient. They
also view Torm as an equal, thus having support among Tormites that have similar views. They don't support
any dogma with Tyr situated above Ilmater in the Triad. They claim that it isn't possible to have a stable triangle
with one point being unbalanced in terms of power.
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Therefore, the say, it stands to reason that all three powers are equal and that Tyrists have attempted to take
over their faith. They must persevere against these misguided oppressors. The major effect is that joint
undertakings are often delayed among the triad's churches and a level of mistrust has developed in some
areas.
It is only the radicals of these four factions that cause the most trouble. Most worshippers tend to lean one way
or another, but have no strong feelings that reflect in visible manifestations of faith. Mostly, these are political
views with implications for the clergy, their relationship with each other, and their relationship with followers of
Tyr and Torm. If one axis would be tilted strongly one way or another by means of support among worshippers,
the whole doctrine of the church on Faerûn would be altered.
Different sects also reflect the differing emphasis followers of Ilmater put on his portfolio:
• Flagellants believe that Ilmater is best communed with when one is suffering. They whip themselves and
each other willingly to gain a closer understanding of their god. They exhort people to suffer for their sins
and for the world to be saved from evil. They still heal, treat and care for others but make no attempt to
alleviate pain. In fact, their cures tend to be very painful (but effective). Flagellants still use the bloodied
rack as a symbol.
• Scourgers are a deluded bunch of Ilmatari worshippers who do not receive spells from Ilmater. They wish
to extend suffering, martyrdom, and perseverance to others as well as themselves. It is thought that evil
gods provide spells to Scourgers to undermine Ilmater. They are rare due to the extreme hostility they face
from true Ilmatari, nobles and people mistreated by them.
• Penitents stress the perseverance portion of Ilmater's portfolio. They see that life is something to be
overcome rather than lived. They deny themselves all comforts, whether they are spiritual, physical, or
mental. Usually they can be found in hairshirts or chain mail with no padding. Ilmater to them is a stern god
that strives against softness. They use no symbols other than the standard holy symbol.
• Stoics look to the physical to find communion with Ilmater. They stress physical fitness and health as the
gateway to Ilmater's kingdom. They never ride, only eat and drink enough to stay healthy. They give their
wealth to others and deny themselves. Although the most moderate and popular of the sects, they still are
considered near heretical in their single-minded devotion to endurance rather than the balance for which a
more complete Ilmatari strives.
• Nameless Sect – A small and vexing sect is one without a name that seeks to ally themselves with the
church of Loviatar. Loviatar is an enemy of Ilmater. Both powers don't know how to handle this
relationship. As long as the believers don't cross over to Loviatar, they receive their spells. Both churches,
on the other hand, seek to eradicate these blasphemers in ways fitting to their respective religious beliefs.
• Angels of Ilmater – This is a corrupted, mercy-killing version of the Ilmatari church developed by Erskine
Fincher. Without being aware of it, this faction is, in fact, cut off from Ilmater and secretly receives its spells
from Cyric. The Angels are dealt with in a separate section.
History
Ilmater's worship is ancient on Toril. His is one of the most widely respected faiths. The dogma and doctrine
are conducive to widespread support from all classes of people in all walks of life. Everyone experiences
setbacks and illness, and Ilmater offers succor. Whether Ilmater arose native to Toril or was an import is lost to
time. It is theorized that he is an import brought independently and concurrently to two different areas of
Faerûn.
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It is thought that Ilmater is the Faerûnian version of a power called Issek from a distant crystal sphere. This is
supported by a number of facts. First, his pre-Time of Troubles symbol is a bloodstained rack. This is very
similar to Issek's symbol. Secondly, in ancient elven texts found in Spirit Soaring Cathedral, it is mentioned that
the elves who warred against Calim often heard the human chattel call out to Al Assaq Matar in Alzhedo
Antiqua.
This is roughly translated to be The One Who Eases Our Burden. It was unknown to the elves what this meant.
Third, the Imaskari mention in surviving texts that a group of slaves captured from a distant world seemed to
spend much time praying to Issek Ilmater.
They tortured these slaves to determine that Issek Ilmater was a pitiful ruined god named Issek and Ilmater was
a title meaning broken or crying in their tongue. This knowledge caused much mirth to the Imaskari and they
enjoyed giving these slaves reasons to call upon him.
His worship became popular among the surviving Raumathari who fled to the northwest, but he had few if any
clerics. The common Nar worshipped Ilmater, because he promised relief from the oppression of the
magocracy that ruled Narfell. It was this group that helped Ilmater rise to prominence in the Bloodstone Lands.
The mutual destruction of Raumathar and Narfell provided fertile ground for Ilmater to increase his influence in
this area. The Netherese rulers also did not pay much attention to the gods, but the common groundlings
began to hear about and worship Ilmater from connections to the south and east. The fall of Netheril saw the
rise of Ilmater worship in the North and Heartlands as many people struggled through the era of darkness that
followed.
It is known that Ilmater was worshipped in Calimshan during the First Age. Much of the time, his worshippers
were persecuted by various Shoon emperors. It wasn't until Amahl Shoon V declared clerics of Ilmater to be
protected that the faith cemented its power in the southwest. Ilmater received another burst of faithful during
and after the Time of Troubles.
It was then that many people across Faerûn again suffered and looked for aid. Ilmater was one of the few
avatars to attempt to help mortals rather than to worry about his own condition. He also changed his symbol
from the rack to the bound white hands after his reinstatement.
The imagery switch was favorable to many potential worshippers who didn't understand or appreciate the
connection to the rack. He also allied himself more fully into the triad. This confederation with the other lawful
good powers brought Ilmater further status and visibility.
Saints
The Ilmatari faith venerates saints, unlike most other Faerûnian religions. There are hundreds of Ilmatari saints,
but only three have become familiar beyond the church and its theologians. St. Sollars and St. Dionysus were
responsible for the continued stability of the church of Ilmater from its earliest days, while St. Selimbrar was one
of the church's great heroes in the time of the Narfelli empire.
St. Sollars first appeared in historical texts in the Shoon Imperium dating after the fall of Netheril. It was
mentioned in the Codex Spirita that Sollars was a worshipper of Ilmater and that he had wandered through
Faerûn before arriving in the southwest. It is written he was not a native of Faerûn, and his appearance
suggested this. He was bald and pale, going sunburned without complaint under the hot sun. Sollars preached
that Ilmater had given him a vision of this world before his death on another distant world. His symbol is a
yellow rose.
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Sollars claimed that Ilmater had restored him to life without anyone else's supplication. His martyrdom occurred
at the hands of a king, as punishment for aiding the lower classes and slaves. Sollars was a noble who
forewent his station after receiving a vision and revelation.
He was to help the poor and suffering of the land even though such aid was punishable by death on the rack.
When brought before the king for his sentence, he begged that the king put him to death in some other manner
since he was unworthy of dying on his god's symbol of faith. The king gleefully fulfilled his wish by torturing him
on the rack, but not killing him, then hanging him until he was half-dead and at last drawing and quartering him.
Sollars ran afoul of Bhaelros (an official WotC alias for Talos the Destroyer), who viewed Ilmater as a deific
intruder in his rightful domain. He wanted to crush Ilmater by crushing his favored servant. He sent his three
most powerful servants to capture and break Sollars. Sollars not only survived the physical punishment but the
mental anguish as well.
He died a second martyr's death on the rack in the Temple of Divine Truth in Calimport, however, the date of his
death is uncertain. The confusion is due in part to the fact that the Ilmatari did not keep accurate records then,
and that the ensuing riot over the manifestation of Ilmater's avatar wreaked much havoc on the city.
It is also believed by Candlekeep scholars that this event occurred simultaneously and coincidentally with
another major catastrophe that rocked Calimport. After this setback, Bhaelros decided to ignore the Ilmatari
and focus his efforts elsewhere. (see the Myth of St. Sollars by Brother Jarvis for more details on these events.)
St. Dionysus was a force in the Bloodstone Lands about 500 to 600 years ago. He was the opposite of the
standard Ilmatari, being both forceful and martial. Dionysus gathered and organized the Ilmatari of Easting
Reach, the Vast, the Great Dale and the lands around Lake Ashane. He was born a peasant near the city-state
of Lyrabar in the first kingdom of Impiltur.
In time, Dionysus joined the militia and served well for nearly a decade. His military experiences made him
respect the power of nobility and learning. These would be important later in his illustrious life. While searching
for an escaped slaver, he entered an overgrown shrine in the foothills of the Earthspur Mountains.
Here, he was given visions of Ilmater's glory and immediately was consecrated by the Broken God as one of his
clerics. Dionysus found a poorly handwritten account of Ilmater's dogma that he kept ever after. This ancient
text is called Dionysus' Chapbook, although Dionysus did not actually pen it himself.
After resigning his commission, he proselytized to the peoples of the Impilturian city-states and beyond into the
Unapproachable East. Quickly, he rose to prominence and developed a devout following that he organized into
walled and defended cloisters, unlike the other faithful of Ilmater. While still caring for the downtrodden and
sick, his followers also could defend themselves against those who wished to harm their charges and
themselves.
It was one thing to die a martyr's death; it was another to be slain for herb lore and coppers or by wild beasts.
Dionysus also stressed reading and writing among his flock, preaching that the passing on of dogma or lore
orally, as was often the case, was not adequate to give the faith its necessary pillars.
Dionysus formed a loose alliance with the clerics of Deneir in Impiltur and was often permitted to visit the secret
Masters Library beneath Iron Dragon Mountain in the Earthfasts. At the Council of Keltar in the Year of the
Alarmed Merchants (828 DR), Dionysus brought forth his ideas of defense and literacy to the Faerûnian church.
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Since this time, the Ilmatari have kept accurate records and have learned medicinal lore. They teach reading,
writing, and weapons training as a rule now rather than as an exception.
Dionysus was still a soldier at heart. He stressed that the Ilmatari owed fealty to their rightful lords as long as
the nobles fulfilled their obligations to their folk. He argued that the Ilmatari should be spiritual aids and
advisors, helping rulers to make the right decisions. The Ilmatari paladin Lords of Imphras II govern Impiltur to
this date, and King Gareth of Damara also is an Ilmatari paladin.
Followers of Dionysus founded the Monastery of the Yellow Rose high in the Earthspur Mountains in the Year of
the Yellow Rose (1236 DR), fulfilling one of the saint's own long unrealized goals. After defeating powerful
servants of Auril who had stolen a globe from Ulutiu's Necklace, Dionysus was given a sign by Ilmater.
As a result of the vision, Dionysus told his followers a monastery one day should be built in the Bloodstone
Lands and be dedicated to St. Sollars, the man who embodied Ilmater's teachings most fully on Faerûn. Here,
Dionysus said, the monks should specialize in genealogical studies. Dionysus thought that such a place of
learning, politically isolated, would keep the true histories of men's lives uncorrupted by outside influences. This
was due in part to his fascination with nobility and in part to his wish to maintain stable ruling structures by
taking the conflict out of succession processes.
The tale of Dionysus' death is still retold in Impilturian legends. In the Year of the Wondrous Sea (863 DR), a
small island in the middle of Easting Reach. The first explorers who went to the island never returned, but
nothing else of note occurred for a season. When a tower appeared overnight on the island, Impiltur began to
worry.
Still, nothing happened. A group of Thayan Red Wizards then hired Impilturian servants to explore the
mysterious island. Only two of the servants returned; all of the others, they said, had perished in magical traps
or at the hands of extraplanar and undead horrors. The two survivors fled when a bloated monstrosity hurling
black bolts of lightning attacked the Red Wizards. The two snatched a bloodstone-encrusted crown off a
waterlogged seat cushion and fled.
Within days, lacedons, zombies, and skeletons began to come from the sea and attack Impilturian coastal
settlements. Water elementals destroyed ships sailing upon Easting Reach. The rulers of all the cities received
a message on tattooed human skin. The message simply read, Return What is Mine. It was signed Sevanoq,
Master of the Tower Aquiarum, Archmage of the Circle of Narfell.
The populace named this threat the Water Demon. Searches were conducted for the two survivors of the island
expedition and the bloodstone crown they had stolen. The men's bodies were in an alley in Sarshel, but there
was no trace of the bloodstone crown.
When creatures from beyond began to attack, the rulers called upon Dionysus to aid them. He mustered a
formidable force of warriors and clerics to deal with the menaces that were attacking every day. The clerics
were effective in countering the summoned elementals and lower-planar beasts.
The force landed on the island and fought through waves of undead and charmed pirates to the base of the
tower itself. Sevanoq and another lich appeared to do battle with Dionysus. For an hour, Dionysus sustained
grievous wounds as he dealt punishment to the physical forms of the liches. Dionysus knew he was dying. He
called upon Ilmater to protect the people he had failed. At the same time, the other lich brought its magic to
bear as Dionysus' last hammer blow hit Sevanoq.
Those coming to the aid of the dying patriarch heard Sevanoq gasp part of a word, Zen! before Sevanoq
dissolved into a foul puddle. The other lich vanished leaving the survivors to collect their dead and dying.
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Dionysus told his men to leave him where he lay. He said that he had more tasks to accomplish, tasks only he
could perform. As their ships sailed westward, a localized earthquake rocked the island, causing Sevanoq's
tower to collapse. The island itself then began to sink below the waves.
The departing ships saw a flock of white doves appear and circle the site, as a stream of white light struck the
water. A planetar that wept yellow roses alit on the water for a moment, then left skyward. Those witnessing
the events felt their weariness vanish and their wounds to be less painful. Since that day, many have searched
for the remains of the Tower Aquiarum but to no avail. To this day, Impilturian parents use the tale of the water
demon to bring unruly children in line.
Dionysus' death technically was not a martyr's death, but he did sacrifice himself to ensure the destruction of a
great evil. His work in life and his valiant death sowed the seeds of light and good in this region.
After the fall of Impiltur's first kingdom, Dionysus' example served as the catalyst for the proclamation of
Impiltur's second kingdom as a stable regime in a chaotic and dangerous area of Faerûn. Damara too has been
freed from the yoke of Zhengyi the Witch King and again is under the sway of Ilmater and his faithful. The
Ilmatari paladin King Gareth Dragonsbane rules and guides the land.
St. Sollars' symbol is the yellow rose. All church manuscripts of his faction include an illuminated yellow rose
next to his name. All church sites dedicated to him use the yellow rose in their motifs. Also, yellow rose bushes
are commonly planted at all Ilmatari sites.
St. Dionysus was very fond of the poppies that grew in the fields of the Great Dale and Impiltur, and after his
death the red poppy became the flower associated with him. Since poppy juice can be used as a pain reliever,
this is a good choice for an Ilmatari saint.
NOTE: St. Selimbrar is an invention of the Projects Group 1370 and not a part of Dr. Bray's project.
St. Selimbrar was a paladin serving the Ilmatari temple in the Narfelli capital of Heligonius. He was a ranking
general of the Narfelli army and a hero in many of its battles against the devastating magic of the Raumathari
battle sorcerers. In the Year of the Wrongful Martyrs (-188 DR), Sir Selimbrar was ordered to lead his regiments
to put down an uprising of serfs from the Great Dale who had been forced to work in the Narfelli farm belt near
Milthius.
Both the ruins of this Narfelli agricultural center and the once fertile fields that surrounded it long have been
buried beneath the barren wastelands of today's North Country, having vanished after the fall of Narfell and
Raumathar. Narfelli parchments safeguarded in the queen's library in Impilturian Lyrabar say that Sir Selimbrar
was convicted of treason and for his refusal was sentenced to die, together with more than 80 serfs who
survived another commander's putdown of their rebellion.
According to the Narfelli text, Sir Selimbrar and the serfs were stripped naked and whipped as they were forced
to carry wooden crosses to a temple hill dedicated to Talona above Milthius, where death sentences were
executed as sacrifices, to placate the goddess of disease and poison. When the death march reached the
hilltop, the arms and legs of all of the condemned were broken and they were bound with ropes to the crosses
they had borne, beginning the slow and agonizing death of crucifixion.
The Narfelli parchments say the condemned had been upon their crosses for less than an hour, and none had
died yet, when a huge gold dragon flew in from the south and came to the hilltop. From the dragon's back
stepped an emaciated man dressed in tattered rags whose body was covered by fresh wounds and the ancient
scars of many whippings.
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The man pointed to the Narfelli legion and said, "A curse be upon you, but of your own making, and the curse
you shall suffer shall also bring the fall of your degenerate land!" With these words, the Narfelli soldiers had
been bound motionless to the place where each stood. The ancient man then gestured with his right hand, and
Selimbrar and the serfs were freed of their ropes, and their broken bones were healed. They descended from
their crosses whole men again.
At this point, the Narfelli accounts in Lyrabar and the teachings of the Ilmatari church begin to differ. After that,
the Narfelli text claims, Sir Selimbrar mounted the gold dragon's back in shining armor, flew upward upon the
wyrm, and directed it to swoop down upon Milthius. The gold dragon attacked the city time and again with its
fiery breath weapon until nothing remained but soot and ash.
Sir Selimbrar then directed the dragon toward the fertile fields of Milthius where the serfs had been ordered to
work, and the golden wyrm bathed the fields time and again with its breath of weakening gas, according to the
Narfelli parchments. After that, the fields lay fallow, and no seed would germinate in them nor would the least
blade of grass take root within them, according to the Narfelli records.
The church of Ilmater claims that its painbearers were present at the mass crucifixion, bore witness to what
transpired that day and passed the tale faithfully on within the church, where it is repeated correctly to this date.
According to the Ilmatari, the Narfelli soldiers indeed were held motionless by the gestures of the old man, who
they claim was none other than the avatar of the Broken God himself.
When St. Selimbrar, as they name him, stepped from the cross, he walked directly to the gold dragon and
mounted it, then flew with the dragon southward. The avatar gestured to the freed serfs to follow, and they did
so, miraculously marching through the sky behind St. Selimbrar and his wyrm. After the serfs, Ilmater's avatar
followed.
Only after all had disappeared were the Narfelli soldiers freed from the magic that had held them. At first,
nothing occurred to them. But in the days afterwards, the first time any of the soldiers drew his sword, he
immediately broke out with the laughing plague, according to Ilmatari accounts, which led most of the warriors
at the crucifixion of St. Selimbrar to refuse to ever draw steel again.
The Ilmatari deny that St. Selimbrar and his dragon did anything to destroy Milthius - an action that would have
taken many innocent lives - or that he contaminated the farmland of Milthius, for it would be against the tenets
of Ilmater to cause massive death, suffering or starvation.
The Ilmatari say that there indeed was plague in Milthius in the Year of the Wrongful Martyrs (-188 DR), and that
the plague and famine caused the city's fall, not fire. They also acknowledge that the fields of Milthius went
barren in that year, but they speculate that these things were the poisonous breath of Talona, who felt that her
temple hill was desecrated through the abortive sacrificial crucifixions in her honor that the Narfelli failed to
execute there.
Whatever the case may be, the Ilmatari claim that St. Selimbrar and the 80 serfs that he freed in Milthius
continue to serve the Broken God and have indeed have done so seven times since the Miracle of Milthius, as
they call it.
The most recent event, they say, was the appearance of an armored knight atop a golden dragon, blasting a
battle call upon a silver horn and followed by 80 marching men in serfs' clothing who were armed only with
scythes during the Second Battle of Bezentil in the Great Dale in the Year of the Roaring Horn (1288 DR).
According to many who witnessed that battle, the knight and his gold dragon defeated the dracolich
Nargustrandir in a mighty aerial battle over the eastern Dale, while the serfs, seemingly unstoppable, mowed
down archmagi and warriors of the Cult of the Dragon and many other evildoers. Neither the knight nor the
serfs are said to have uttered a single syllable on that day.
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After completing their mission, the knight and his dragon flew southward, and the serfs simply marched upward
into the southern sky, disappearing over the horizon behind them. The painbearers of Ilmater are certain that
this was an appearance of St. Selimbrar and the freed serfs of Milthius, and few sages in the Realms doubt
them.
Affiliated Orders
The Companions of the Noble Heart is an order of paladins that operates out of Cormyr, Sembia and the
lands around the Dragonmere. The Companions use the red rose as their symbol to show their devotion. All
their individual devices contain a red rose somewhere. The rose represents heart blood that the Companions
are willing to shed for their beliefs. The order is more political than martial, but it does see action defending
Ilmatari and their homelands.
The Holy Warriors of Suffering are an active force in the North. These paladins often guard pilgrims and
caravans traveling through the wild lands. They demand no recompense for their services beyond a bit of food
and an audience for their tales of Ilmater's glory. The bitter winters stretch one's endurance and increase
suffering that the Holy Warriors willingly embrace, as one of Ilmater's faith should. They have small chapter
houses in every major town in the North where they can exchange information with their brethren and have their
deeds and tales recorded for posterity. They use the purple crocus to symbolize the end of a winter of suffering
and the hope of spring and beyond.
The Order of the Golden Cup is based in the Bloodstone Lands. These paladins are usually of noble birth and
look upon their responsibilities to the commoners as sacred duties. It is this order from which King Gareth
Dragonsbane of Damara and most Lords of Imphras II in Impiltur come. The yellow daffodil is a symbol
representing a golden cup, but the order uses the golden cup in its heraldry, either as the only symbol or part of
the family device.
The Order of the Lambent Rose has for its symbol its eponym. This order is very evangelical and, some
Ilmatari think, mercenary. It offers service for just causes throughout Faerûn in exchange for various favors.
The favor could be anything from simply supplying food and basic medicinal supplies, to building monasteries or
even conversion. The order tends to operate in areas with little or no other Ilmatari presence.
The Disciples of St. Sollars the Twice-Martyred are headquartered in the Monastery of the Yellow Rose and
strive to maintain separation from everyday life. They treat anyone who reaches their cloisters, but usually
make no effort to leave their holds unless there is great need. Such sites include the Nether, the Alimir, the
Cloudpeaks and the Spine of the World Mountains. There are also compounds on the Pirate Isles, the Korinn
Archipelago and the Nelanther.
The Followers of the Unhindered Path are a loose confederation of wandering healers who treat any and all.
They are well received in many hamlets and slums across Faerûn. They started out of the House of the Broken
God in the Year of the Blood Rose (1100 DR), but have broken all official ties. They use a broken crutch and
sunflowers as symbols. The broken crutch symbolizes their duty as traveling healers. Sunflowers are often
associated with roadsides in many areas of Faerûn, and many villages grow them for the seeds and oil. The
Followers of the Unhindered Path are welcome in any Ilmatari site, but they rarely stay longer than the time it
takes to pass on medical lore and replenish medicines and supplies.
The Disciples of St. Morgan the Taciturn are considered by many mainstream Ilmatari to be slightly crazed,
but admired. They look to die a martyr's death as their eponymous symbol did. St. Morgan wandered the
Moonsea region 250 years ago. He demonstrated his faith by action, not words. He spent much of his life
preaching against the Moonsea tyrants and helped free hundreds of indentured servants, slaves, and prisoners
from Mulmaster, Zhentil Keep, and Melvaunt.
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St. Morgan died for his faith without ever uttering a word during his lengthy torture at the hands of priestesses of
Loviatar in Mulmaster. This is another sore point between these two faiths. The Disciples tend to operate in
lands and cities where goodly faiths are unwelcome and/or actively persecuted. While putting themselves in
harm's way, they do not act rashly to bring about their own deaths. They do not, for instance, spit on Lord
Orgauth of Zhentil Keep, just so he will have them killed.
Sisters of St. Jasper of the Rocks are a rarity in the Ilmatari religion. They are exclusively female. St. Jasper
was a cleric that saved many women and babies from death during childbirth. Most of these women are
descendants of those whom St. Jasper saved. They have formed a (mainly) hereditary sisterhood that
concerns itself more with easing female suffering than general suffering. The Sisters believe that females share
an even greater burden of the world's suffering since it is females who bring life into the world. A blue lily is
used as the symbol of their sect.
The Order of the Golden Maple * is a branch of the Ilmatari church that began growing out of the Order of the
Lambent Rose in the Year of the Bright Blade (1347 DR). The order shares many of the goals of the Order of
the Lambent Rose but focuses almost completely on providing services to armies that are fighting against
oppression. The group was first active in the civil war in Tethyr, known as the 10 Days of Eleint, but most of the
clerics and monks in the order fell in that war. The survivors fled Tethyr, claiming to have heard Ilmater's call to
Damara, to aid in the front against Zhengyi the Witch King. Although relatively few in number, the clerics and
monks of the Order of the Golden Maple won fame and praise in the war against Zhengyi and as a result, also a
respectable number of followers. In the Year of the Turret (1360 DR), the order began buildings its first and
only monastery on the outskirts of Dunfee on the border between Impiltur and Damara. Many members of the
order serve as war clerics with the armies of the two countries. The order's symbol is an autumn maple leaf in
shades of red, orange and yellow.
* The Order of the Golden Maple is not a part of the creations of Dr. Bray, but rather the work of the Northern Journey Project
Group.
Holy Relics
There are a number of relics and artifacts of Ilmater's faith. Most are heavily weighted to law and good and are
associated with a particular saint. The following list is not nearly inclusive, just some of the more remarkable
items. The House of the Broken God alone has nearly 300 items of faith.
St. Dionysus' Chapbook - This relic is a small prayer book that has become more powerful over the centuries
since St. Dionysus found it. The chapbook originally was a poorly hand-written account of an unknown
Painbearer. St. Dionysus imbued it with many protective magics, and his faith turned it into an item of some
power. It is immune to fire, water damage, and insects that eat paper. It radiates good, healing, and abjuration
magic. It allows its possessor, if good-aligned, to cast all healing magics at maximum efficacy. Evil clerics
cannot benefit from this item. It can also be used to cast Bless, Endure Elements*, Aid or Sanctuary up to three
times/day at 12th level. Any attempt to destroy this item immediately summons an einherjar to take it. It is
currently at the Monastery of the Yellow Rose.
Hammer of Dionysus - Dionysus' war hammer is a Hammer of Disruption +3 with a lawful good alignment. It is
lost, believed to be in or near the ruins of the Tower Aquiarum, which have not been found.
Golden Cup of St. Ra'az - St. Ra'az lived and died in the Dalelands some 200 years ago. He perished at the
hands of drow in Spiderhaunt Wood. The cup came from a ruined abbey in Sessrendale before Ra'az liberated
it from a dark naga who had claimed it. It radiates good and necromantic magics.
Campaign Guide - Page 287
It is thought that Ilmater poured out a liquid into the cup from a jug of his for an unknown servant. Divinations
indicate that it is located in an abandoned drow lookout tower in Spiderhaunt. The Golden Cup has the ability to
cure insanity and disease, or neutralize poison in a person who drinks holy water from it. A good being can only
benefit from the cup once for each power. Non-Ilmatari neutral beings can benefit once every tenday. Evil
beings cannot touch the cup without suffering 2d6 hp damage per touch per round of contact. The Order of the
Golden Cup has sent many of its members on searches for this holiest (to them) of relics. Many fall before they
even reach Spiderhaunt. It's thought that someone or something knows of their quests and actively hunts down
the questors.
Satchel of St. Beldarr - St. Beldarr was a follower of the Unhindered Path roaming the Western Heartlands
throughout his long and hardy life. He was born nearly 1,000 years ago in the Duchy of Indoria of the Talfiric
peoples. He spent much time curing the plagues that seemed to always sweep up from the hot, southern lands.
A story of the church claims that an avatar of Talona appeared before him and challenged him to a
causing/curing duel.
For a tenday, she would create a virulent disease, and he would find a cure from his immense stores of
medicines and knowledge. Finally she won, mainly because he was so fatigued that he couldn't think clearly
anymore. Still, Talona was so impressed with Beldarr's skill and determination that she banished her last
plague and left him unmolested. Beldarr searched what is now the Wood of Sharp Teeth for new sources of
medicines and catalogued all his findings.
He died at the age of 110 after he walked three days and nights to reach a town (present-day Iriaebor) with a
cure for a plague called Orc Killer. He caught pneumonia and died after he had used all his spells and
medicines to halt the ravages. His belongings were sent to The House of the Broken God, including his empty
satchel. The satchel was found to be a Bag of Holding with additional abilities.
In the hands of an Ilmater worshipper, it senses what is desired and that item will be found on top. It also
produces a cure to any disease once daily if a prayer to Ilmater is said over it. It also has one application of
Keoghtom's Ointment per week, available only to an Ilmatari. It includes a notebook of St. Beldarr's discoveries
and observations that has 456 pages bound in oxen hide.
The notebook can be removed from the satchel, but it always returns after 24 hours elapse. The satchel is kept
in the reliquary of Keltar's temple and is used only sparingly so that it always is available for dire emergencies.
Scourge of St. Morgan - The scourge was used on St. Morgan during his lengthy torture by Loviatar's
priestesses. It was spirited out by a daring Ilmatari worshipper after the priestesses tired of their game. It was
said that the harder they struck, the more Morgan seemed to be comforted. The item has the ability to ease
pain and suffering in any lawful good being through its touch (the person doesn't have to be scourged!), and to
banish all fatigue and weariness.
The possessor is immune to any debilitating effects of pain and spells that cause pain. The possessor is also
immune to spells and effects causing fatigue. There is no need to sleep or rest, but every day a save is made
nd
with an increasing -1 penalty for fortitude (AD&D 2 Edition: vs. death magic) to avoid falling into a coma for a
number or hours equal to 20 minus the user's constitution score plus the number of days without rest. This also
occurs if the wielder puts the scourge down or puts it away, no longer holding it in his hand. Evil beings cannot
benefit in any way from this item.
If the scourge is used as a weapon, the wielder is shocked for 6d6 hp damage, with a saving throw for will
nd
(AD&D 2 Edition: vs. spells) for half damage. There is no total protection against its damage; the source of its
power is divine. The lost hit points are transferred to the being struck, and the victim also is released
immediately from any bindings, including magical ones. The scourge is in the Abbey of St. Morgan the Taciturn
near Elventree.
Campaign Guide - Page 288
The Weeping Bandages - These are a gruesome relic of Ilmater. They appear to be a set of used and
bloodied bandages that are still damp. These items were taken from an unknown martyr slain by a follower of
Garagos in Westgate. The Ilmatari had arrived to help stop the Inner Sea plague in the Year of the Dreamwebs
(1323 DR). A Garagos-driven madman swept through town in a slaying frenzy. The Ilmatari stepped in front of
him as he chased people through the streets.
The madman struck the cleric nearly 100 times, but the cleric neither cried out nor collapsed from his wounds.
The madman spent himself trying to slay the cleric and was killed by the city watch. The cleric cut what was left
of his robes into bandages and went about curing the plague-ridden. When he and others were finished, the
plague was under control. The cleric then fell over dead from exsanguination and his body was recovered by
other Ilmatari in Westgate. The bandages that had been removed for preparing the body formed the shape of a
man and began to weep blood.
They were declared to be a relic of the church and were found to have holy powers. The bandages radiate
good, alteration, and healing magics. When applied to a wound, they stop bleeding no matter what its cause
was. The bandages also heal wounds at a rate of 5 hp/day and prevent all wounds upon which they are applied
from becoming infected or reopening.
However, the bandages constantly weep blood when being used and can be used on only one being at a time.
The charisma of a person using the Weeping Bandages drops to 3 for duration of the bandages' use. Note that
creatures drawn by blood do not disturb the user. This item is in the House of Ilmater in Westgate.
The Crutch of St. Pannas - This simple wooden crutch was the walking aid of St. Pannas of Luskan. He lived
nearly two centuries ago and was born with crippled right leg. As he grew, he was tormented for his handicap.
He cursed the gods for allowing him to be born and organized a criminal gang, targeting clerics and their
possessions.
Upon one occasion, his gang accosted a cleric of Ilmater heading to the Ten Towns. The cleric had nothing of
value, so the thugs beat him and took him to their master. Pannas taunted the Ilmatari cleric asking him what
he could do. The cleric, who took his beating and abuse calmly, stated that Pannas' own folly had brought
about a lifetime of disability. The cleric kicked out the crutch and showed Pannas that Ilmater allows people to
endure their suffering. To the surprise of all, Pannas still could stand and the crippled leg held. Pannas sent
away the thugs and had a long talk with the cleric.
Afterward, Pannas ventured to a remote abbey in the Nether Mountains for a pilgrimage. When he left, he was
a cleric of the Crying God. He carried his crutch with him at all times to help remind him that Ilmater provides a
way to endure, but the individual must use this help on his own. Pannas lived many years, wandering the
North, and he died peacefully in his sleep in Yartar. He sponsored many pilgrimages to allow the sick and
injured a chance to benefit from the out-of-the-way cloisters and abbeys of Ilmater.
He was a founding member of the Order of the Lambent Rose. Upon his death, Pannas bequeathed all of his
possessions to The Abbey of Winter's Endurance in the Nether Mountains. The crutch, which has a number of
powers, is a relic on display there. It allows a crippled person to move with its help, even if both legs are
destroyed or paralyzed. The crutch radiates permanent Sanctuary and Protection from Evil. Once per year, it
can give a person of Ilmater's faith the ability Commune or True Seeing.
Rites
The Ilmatari religion has no major calendar holy days. It does have special saint's days devoted to the patrons
of a specific abbey, etc. This is much more prevalent in the South than in the North. There also are a series of
rites common to all Ilmatari, whether Orthodox or Traditional.
Campaign Guide - Page 289
The Turning - This rite is mentioned in WotC's Faiths and Avatars. It is essentially a deathbed conversion
attempt.
The Passing - This ritual is celebrated at the death of a devout Ilmatari follower, whether lay worshipper or
cleric. It is a solemn chanting service that commends the passage of the departed soul to Ilmater's embrace.
No Ilmatari cleric who receives this rite can be brought back to life on Faerûn, unless Ilmater himself sends him
back. Most clerics take this as a vow during their adornment ritual. They choose to forego all attempts to be
brought back to life, should clerics of other faiths attempt to do so. Lay worshippers decide on their own
whether to undergo this rite. Most devout followers of Ilmater do choose The Passing. It is celebrated at the
first dusk after death.
The Welcoming - This ceremony is a blessing upon all infants who are helped into the world by Ilmatari.
Folklore says that to have an Ilmatari preside over childbirth is a sign that the child will be healthy. Many people
of all classes attempt to see that a cleric is present for more tangible reasons such as skill and medicines. The
ceremony includes the spells Bless and Protection from Evil, when possible. This ceremony was created by St.
Jasper of the Rocks.
The Binding - There are two types of binding rites, sacred and holy. Sacred Binding occurs when two Ilmatari
clerics marry. Holy Binding is for any other pairing of worshippers who marry in the church. The only difference
between the types is that Sacred Binding allows the survivor of a pair to unerringly find the body of the spouse if
one dies separated from the other and in Ilmater's graces.
In the dark times after the Fall of Netheril and the Rise of the Inner Sea Nations, the common folk suffered
immensely. Their outcries and pleas reached the god Ilmater, who desired no dominion or control of anyone or
anything. To work his will, Ilmater sent his most trusted and faithful servant, Sollars, to Faerûn. Sollars was the
epitome of Ilmater's teachings. In fact, he had been martyred for Ilmater's cause in a far off sphere, but in a sign
from Ilmater, he was raised again to life, to show that suffering and death were not more powerful than
perseverance, belief and compassion.
Sollars' work among the peasants and the poor attracted little notice from most powers. One power, however,
took offense at this interloper and decided to end the Ilmater's influence in new areas before it could take root.
Talos the Destroyer sent three servants to deal with Sollars. They trapped him in an almshouse in Calimport
and took him to mountaintop temple dedicated to Talos. Here, for an entire year, the servants tortured and
tormented Sollars.
They chained Sollars in manacles of unbreakable iron and conducted horrifying tortures and punishments. The
three tried to break his will and make him doubt or renounce his god. But Sollars did none of these things; his
faith was strong.
The first servant took Sollars to the fledgling northern Inner Sea lands and showed him terrified peasants
stalked by wild creatures. Sollars wept blood at the sight, but he was chained and could do nothing to prevent
it. He prayed that civilization would come and ease the suffering of these poor souls, and asked that their
suffering fall upon him instead.
Ilmater manifested his will by causing the chains to glow. Sollars heard the voice of his beloved god in his mind
telling him that what he hoped for would come to pass in the fullness of years. In frustration, the first servant of
Talos broke Sollars' joints.
Campaign Guide - Page 290
The second servant took Sollars to Chondath where a plague was ravaging the Vilhon Reach. The servant
gloated, saying that suffering is in vain, because in the end, death would claim all. Sollars wept again; he
prayed aloud that these people no longer would suffer and that he would endure their misery. Again, Ilmater
manifested himself in a glowing of the chains. Ilmater caused the plague to be halted. In fury, the second
servant spewed a virulent disease at Sollars, one which wracked his body with open sores and caused his hair
to fall out.
The third servant took Sollars to the Savage North where many survivors of the fall of Netheril eked out an
existence in the face of numerous orc attacks. The servant showed Sollars an orc city filled with human slaves
who were forced to work under the lash for these cruel masters. The servant said that pain and suffering were
the lot of man.
None could escape this agony. Sollars wept and prayed again. He asked that the pain and hurt be upon his
shoulders for him to endure in their stead. Again, the chains glowed and the slaves were relieved of all pain
and wounds. The now hale captives rose against their erstwhile masters and threw off their chains. The third
servant scourged Sollars to the bone in rage.
Since Sollars was unwavering in his faith, the servants decided to sacrifice him upon the altar to Talos. They
chained Sollars to the altar and began to perform their dark rites. In front of gathered masses, they proclaimed
Sollars a heretic and death to be his lot.
Sollars cried aloud, Although you sacrifice my body to Talos, my soul belongs to Ilmater! With that
pronouncement, Sollars willed himself to die. The servants of Talos were sorely vexed and decided to set his
body up for the crows. As they reached for Sollars, the manacles on his wrists began to glow and the glow
coalesced into an avatar of Ilmater.
In front of the gathered masses, Ilmater declared, This man has given his life a second time in my service. He
shall be first among my servants on Toril, St. Sollars the Twice Martyred. Know that all goodly folk who suffer,
endure and persevere have my blessing and can be relieved of all suffering beyond this life.
With a word, Ilmater banished the servants of Talos. He retrieved Sollars body and vanished. The masses saw
the empty altar and believed the words of Ilmater. As a riot broke out, a convert made away with the chains and
manacles that had secured Sollars to the altar. It is said that these holy relics are hidden away to appear when
need for them arises.
References:
Ed Greenwood
Note: This description of the Angels of Ilmater is not a product of the Projects Group 1370. It was produced by Mr. Fincher as a mini-
project for the Forgotten Realms Projects Mailing List in Internet and is used here non-exclusively with his permission. Northern Journey
DMs should however view Mr. Fincher's description as the official documentation of the Angels of Ilmater for the Northern Journey
adventure. This history plays a critical role in Modules No. 5 Impiltur. Our adaptation of Mr. Fincher's work involves only the addition of the
information below relating to the conflict between the churches of Cyric and Iyachtu Xvim.
- Projects Group 1370
3E Note: Under the original Dungeons & Dragons 3E rules together with the online FR Survival Kit, certain
difficulties arise in creating clerics like the Angels of Ilmater, who believe they are serving a certain god, in this
case Ilmater, but actually receive their spells from another deity, in this case Cyric.
Should the NPC cleric use the domains of Ilmater or Cyric? We recommend that you use the option of having
Cyric give these clerics the same domains as are available from Ilmater. Cyric is after all a deity of trickery and
illusion, and he should be able to do this. This is the method we have used in our NPC descriptions. We feel
the idea that a cleric who thinks he is serving Ilmater would not suddenly question why he is gaining spells from
Cyric's domains of chaos, destruction, evil and trickery. However, if you trouble with this solution, feel free to
substitute these domains for those recommended.
History: The Angels of Ilmater are known to the public as a heretical branch of the Church of Ilmater. This
branch was founded very recently by a cleric of Ilmater named Evyntodh during the Scardale plague. Over the
course of several months, Evyntodh had grown more and more despondent over the inability of the church to
halt the suffering in Scardale. He had been working long hours each day trying to ease the suffering of those
doomed to die by the magical plague. He began to be troubled by doubts about Ilmater's power to ease the
suffering in the world.
Then one night, after going for two days without sleep, while trying to cure a small girl of the disease, he sat in
his room brooding. The little girl had died in his arms just two hours before. She had suffered terribly from the
illness, but on the moment of her death he had seen a look of peace come over her. Suddenly, there appeared
before Evyntodh a vision of a shining city on a hill by a placid river. The people of the city were filled with joy,
they never suffered from thirst, hunger, or disease. All of the thousands of hurts that plague mankind had been
eliminated from their lives. Evyntodh stared at the vision in helpless wonder, how could such a place be
possible?
At that moment, he beheld an image of Ilmater. The god spoke to him, and told him that this city was his
answer to the suffering of life. When people die he leads them to this City of Joy where they never have to
suffer again. Ilmater told Evyntodh that by trying to save the little girl, he had only prolonged her agony. A
cleric of Ilmater should not simply try to ease the suffering in the world, he should help people to escape it. He
should help them to leave the world and journey with Ilmater to the place that he has prepared for them. He
gave Evyntodh a new mission, to spread the good news throughout the Realms that Ilmater had provided for an
end to suffering through death. He charged him to search for methods of ending life without causing suffering,
and to journey through the land helping those whose sufferings had become too great to find peace.
Evyntodh left Scardale and drew other clerics to his teachings, forming the Angels of Death. They researched
many poisons and at last found a lethal variety that could bring on a sudden and painless death. They
administer this poison to people who suffer from terminal illnesses.
This practice has caused them to be excommunicated from the Church of Ilmater. Evyntodh was martyred in
Sembia when he was accused of murder and hanged for his role in the suicide of a noted merchant in Selgaunt.
Campaign Guide - Page 292
Although out of favor with the official Church, and often with local governments, they have many followers
among the people. They are revered by those whose loved ones they have helped to end a long period of
suffering through painless death. Their story of the City of Joy where Ilmater will erase all suffering has found
wide-spread appeal among the commoners.
Secret History: Unknown to the clerical members of the Angels of Ilmater, and the public at large, it was not
Ilmater who appeared to Evyntodh in Scardale. It was The Mad God, Cyric. Evyntodh's mental state had
deteriorated with his prolonged exposure to the suffering in Scardale. His faith in Ilmater had been faltering for
several weeks leading up to his vision. After the death of the little girl, Cyric appeared to him in the likeness of
Ilmater and seduced him with his tale of ending suffering for those who choose to die. Evyntodh was beguiled
into accepting the idea that death was preferable to suffering.
Cyric wasn't content with just this perversion of the Ilmatari faith. Over time he was able to convince Evyntodh
that all of those who live are suffering. Every life taken lessens the suffering in the world. To kill a person is to
free them from pain. Whereas at first, Evyntodh would only help those who wished to die end their lives, he
soon began to take the lives of those who were not ready to die. The merchant in Selgaunt whose life he took
was one such case.
After Evyntodh's execution, the Angels of Mercy were able to obscure the facts of the case by spreading lies
about what had happened. They claimed that Evyntodh had been the victim of a conspiracy between the
Sembian government and the official Church of Ilmater; that they claimed that the Church had paid the
government to arrest and execute Evyntodh. They also spread the rumor that the family of the dead merchant
engineered Evyntodh's death, because the merchant had left all his wealth to the cleric.
Those who rise to high positions in the sect are emotionally unstable and suffer from delusions. They are well-
suited to being manipulated by Cyric. Their current leader is a woman named Hermine (NE hf P9), a pale,
heavy-set Cormyrean from Tilverton. Originally a cleric of the true Church of Ilmater she was dismissed when it
was discovered that she was making people ill on purpose just so she could take care of them. Once she
embraced the schismatic Angels of Ilmater, she rose quickly through their ranks.
Dogma: Publicly, the Angels of Ilmater preach the desirability of ending the suffering of those with terminal
illnesses. This is the central tenet of their faith, and the one which is presented first to novices in the religion.
Those who rise through the clerics' ranks eventually are presented with the corollary to this principle. All life
involves suffering, therefore, every life that is ended decreases the suffering in the world. Novices are
conditioned to accept this tenet, and clerics who balk at any hint of cold-blooded murder are either isolated and
held back in the ranks or eliminated.
Those who accept the hidden tenet of the sect do not kill overtly, and they never kill for personal gain. The
killings are often carried out under the guise of euthanasia in cases where the dying person is either incapable
of speaking for himself, or circumstances are such that people can be convinced that he asked for the clerics'
assistance. Murders are also carried out on those without terminal illnesses. In those cases, though, the victim
is chosen completely at random.
Poison is the most often used means of killing. The clerics seek to accomplish the death as painlessly as
possible.
The clerics always believe that in killing people they are following the will of Ilmater by sending people to the
City of Joy, and ending their suffering in this world. They are not above killing children because the younger a
person is when he dies, the less suffering he will endure. So far no cleric of the sect has been implicated in a
clear-cut case of murder. Several have been executed in countries where euthanasia is a crime, but these are
counted as martyrs for the cause.
Campaign Guide - Page 293
Foes: The true Church of Ilmater is an implacable foe of the Angels of Ilmater. Evyntodh has been labeled a
false prophet and investigators have been hired to discover who is granting spells to the heretic clerics.
At first the Church of Kelemvor spoke out in favor of the heretics. Death, they said, is not something to be
feared, and it is not the worst thing that can happen to a person. There are extreme cases where it is better to
chose death than to go on living. Recently, though, the Kelemvorites have begun to suspect that something
more sinister is going on in the schismatic sect. They have distanced themselves from the Angels of Ilmater,
and begun their own investigation to see what lies at the heart of their teachings.
The Church of Cyric is not only using the schism to isolate the Church of Ilmater from other good-aligned
churches. Above all, Cyric is using this corruption of the Ilmatari to combat the attempts of the Church of
Iyachtu Xvim to take the portfolio of murder from Cyric. Cyric apparently believes it is essential to his long range
success that he completely destroy the true Church of Ilmater, and his clerics – both the Angels of Ilmater and
Cyric's own church - are attempting to succeed in this.
Secretly, they are spreading rumors that the Angels are being persecuted by the mother Church. Their agents
have accused the Church of Ilmater of burning the heretics at the stake, and they've even produced charred
bodies as evidence. Every time an Angel of Ilmater is executed for euthanasia, other Angels and Cyricists
spread the rumor that the Church of Ilmater was behind it.
Other churches have chosen to stay out of the dispute, so far, but it is beginning to put a strain on relations
between the Church of Ilmater and some of their long-time allies.
Campaign Guide - Page 294
A. The North
Waterdeep
Copper Nib Silver Shard
Electrum Moon Gold Dragon
Platinum Sun
Also:
Toal - 2 GP value, only in Waterdeep
Harbor Moon, 50 GP in Waterdeep, 2 GP elsewhere
Luruar
Most coins are minted in Citadel Adbar and in Mithral Hall. Coins from Citadel Adbar show the Dethek Rune a
(A). Coins from Mithral Hall show the Dethek Rune m (M). The Half Moon, traditional in Silverymoon, also is
minted now in the dwarven halls of Luruar. All coins bear the
symbol of a unicorn and the name Luruar in common and Dethek (luruar). Only the largest currency unit,
the iron bar, is minted elsewhere, in Mirabar.
The member states and cities of Luruar are Citadel Adbar, Citadel Felbarr, Deadsnows, Everlund., Jalanthar,
Mithral Hall, Quaervarr, Silverymoon, Sundabar.
Luskan
Copper Darb* Silver Stengk*
Electrum: none Gold Zard*
Platinum: none
Scornubel
Wheel (Copper)* Silver Moon*
Electrum: None Gold Sun*
Platinum: None
Sunset Vale
† Minted in Iriaebor ‡ Minted in Berdusk
Silb (Copper) † Dublee (Silver) †
Spade (Electrum)‡ Harp (Gold) ‡
Platinum (None)
Dales
Daggerdale, Featherdale, Scardale: Accept and use money from Cormyr, Sembia and Zhent money, the
latter at 70% of face value in Daggerdale and 80% face value in Featherdale and Scardale..
Archendale, Battledale, Deepingdale, Harrowdale, Mistledale, Shadowdale, Tasseldale: Accept and use
money from Cormyr and Sembia.
Dragon Coast
Local money minted in Westgate, money from Cormyr and Sembia accepted at full face value
Harbor Mark (Copper)* Pinto (Silver)*
Electrum: None Mastar (Gold)*
Platinum: None
Campaign Guide - Page 296
Hillsfar
Darg (Copper)* Schekel (Silver)*
Electrum: None Feather (Gold)*
Platinum: None, instead trade bars
Melvaunt
Oar (Copper)* Wave (Silver)*
Electrum: None Hatter (Gold)*
Platinum: None, instead trade bars
Mulmaster
Knife (Copper)* Dagger (Silver)*
Electrum: None Sword (Gold)*
Platinum: None, instead trade bars
Phlan
Phlan mints no coins but accepts coinage from Hillsfar, Melvaunt and Mulmaster at face value and Zhent
coinage at 85% of face value.
Sembia
Through caravans and trading, Sembit money is becoming more widespread in the Realms. Stell pennies often
are refused.
Voonlar
Voonlar mints no coins but accepts coinage from Hillsfar, Cormyr, Melvaunt and Sembia at face value and
Zhent coinage at 80% of face value.
D. Zhentarim areas
Zhent coins come from three different time periods, and coins from all three periods are in circulation. Coins
from the first two periods often are less than pure in content and therefore are accepted at only 80 to 90% of
their face value in areas not under Zhent control or strong Zhent influence. The Zhentarim mint in Zhentil Keep
was destroyed in the Year of the Banner (1368 DR). Early in the Year of the Gauntlet (1369 DR) two new but
smaller mints were opened in the Citadel of the Raven and Darkhold. Coins of the first period show the symbol
of Bane and are called Hands. They also show the strong influence the church of Bane once had within the
Zhentarim. After the fall of Bane, at the end as many of these Hands as possible were gathered, melted in the
mint at Zhentil Keep and minted anew with the symbol of Cyric.
Campaign Guide - Page 297
These coins were officially called Dark Suns, although in common usage they simply were called Suns. After
the destruction of Zhentil Keep, the Zhentarim came under the absolute control of Manshoon and Sememmon,
and the influences of churches in general waned greatly among the Zhentarim. In this era, the Zhentarim
decided to make their coins both neutral in appearance and "respectable." As a result, coins from the Citadel of
the Raven and Darkhold are 100% pure and of full value. This is slowly becoming recognized in the Realms,
and new Zhent coins become ever more acceptable in trade. There still are many Suns in circulation, but
Hands have become rare.
Period 1 - Until the end of the Year of Shadows (1358 DR), Mint Zhentil Keep:
Period 2 - Year of Shadows (1358 DR) until the Year of the Banner (1368 DR),
Mint Zhentil Keep:
Period 3 - Since the Year of the Gauntlet (1369 DR), Mints in the Citadel of the Raven
and Darkhold:
E. The Vast
Calaunt
Almost any recognized coinage is accepted, but at 70-80% face value. Only coins from Impiltur. Procampur,
Raven's Bluff, Sembia and Tantras are accepted at full face value.
Other cities
Usually only coins from Impiltur. Procampur, Raven's Bluff, Sembia and Tantras are accepted.
Campaign Guide - Page 298
F. The Near East
Ashanath, Great Dale
Bloodstone bars and coins from Impiltur are in general circulation. Sembian coins and coins from Telflamm and
Thesk also are accepted in New Sarshel and Ethdale.
Damara
Bloodstone bars are worth 10 Impiltur Marks each. Impiltur coinage is accepted at full face value everywhere.
Impiltur
Coins from Procampur, Raven's Bluff and Tantras are generally accepted at full value. Many coastal merchants also will accept coins from
the Vilhon Reach, Telflamm and Thesk.
Vaasa
Most of Vaasa is unpopulated by civilized creatures. The few areas that are populated house persons who
accept the same coinage and bloodstone bars as in Damara.
Rashemen
Axe (Copper)* Iron Rod (as silver)*
Electrum: None Gold: None
Platinum: None
Campaign Guide - Page 299
Telflamm
Groschen (Copper)* Heller (Silver)*
Electrum: None Crown (Gold)*
Platinum: None
Thay
Red Skull (Copper)* Silver Skull*
Grey Skull: Electrum* Gold Skull*
High Skull (also called a Zulkir): Platinum*
Thesk
Thesk does not mints coins at present, but old Theskan coins still are accepted as well as those from Impiltur,
Rashemen and Thay. Old coinage:
Mulhorand
Copper: None Rule (Silver) ‡
Electrum: None Pharoah (Gold) ‡
Platinum: None
Conversions:
6 Rules = 1 Pharaoh
1 Rule = 4 standard silver Pieces
1 Pharaoh = 4 standard gold pieces
I. Vilhon Reach
Askanal, Sespech, the Shining Plains, Threskel and the
Free Cities of Hlondeth, Lachom, Nimpeth, Reth and Surkh
Mint no coins but accept coins from Chondath, Turmish, Impiltur, Sembia and the Dragon Coast.
Chondath
Sarff (Copper) Drachnar (Silver)*
Electrum: None Ragma (Gold)*
Platinum: None
Turmish
The coins of Sembia and the Dragon Coast also are in wide usage in Turmish
J. The South
Amn
Fandar (Copper) Taran (Silver)
Centaur and Decime (Electrum) Dantar (Gold)
Roldon and Pearl: Platinum
Calimshan
The city states of Calimshan mint their own coins, which are generally accepted everywhere in Calimshan and Calimport.
Lapaliiya
Copper: None Dove (Silver)*
Electrum: None Grape (Gold)*
Platinum: None
Tethyr
Donsar, slang Lash (Copper) Paxar, slang Blade (Silver)
Corlar, slang King (Electrum) Aenar, slang Queen (Gold)
Daublar, slang Cup (Platinum)
Halruua
Coins from Dambrath and Durpar are widely used
Luiren
Mints no coins. Coinage from Dambrath, Durpar and Halruua are used.
Campaign Guide - Page 302
Ulgarth
The silver vellim of Durpar also circulates widely in Ulgarth
Doegan
Penny (Copper) Oré (Silver)*
Electrum: None Randd (Gold)*
Platinum: None
Edenvale
Centimm (Copper) Decimm (Silver)*
Electrum: None Centul (Gold)*
Platinum: None
Konigheim
Pfinng (Copper) Heller (Silver)*
Electrum: None Krone (Gold)*
Thaler (Platinum)*
Lantan
Knave (Copper)* Tinker (Silver)*
Apprentice (Electrum)* Journeyman (Gold)*
Master (Platinum)*
Moonshae Islands
Penny (Copper)* Farthing (Silver)*
Shilling (Electrum)* Pound (Gold)*
Guinea (Platinum)*
Campaign Guide - Page 304
-8100 DR:
2
Deep Shanatar reaches the peak of its glory .
-7600 DR:
2
Founding of Sharrven in the southern High Forest.
-7500 DR:
The dwarven realm of Sarphil is established, eventually reaching like a five-spiked star from north of the
1 and 2
Moonsea southeastward into the Earthspur Mountains.
-6400 DR:
2
Elves come to the aid of the dwarves of Sarphil on the battlefields of the Vast.
-5960 DR:
2
High Shanatar rises to Faerûn's surface.
-5350 DR:
2
The last great domain of the giants falls to the dwarves of Shanatar in the Battle of Karlyn's Vale.
-5215 DR:
2
Shanatar establishes the colony of Oghrann in the area of the Tun Plain.
-4974 DR:
2
The realm of Haunghdannar is established.
-4819 DR:
2
The dwarven realm of Gharragaur rises.
-4420 DR:
2
The dwarven realm of Besilmer is established in the North.
-4400DR:
2
Drow and duergar attack and destroy Sarphil and the Elven Court of Cormanthyr.
-4160 DR:
2
Fall of the dwarven nation of Besilmer.
-4100 DR:
Founding of the dwarven nation of Ammarindar, northeast of present day Loudwater, in the Greypeak
2, 5
Mountains east of the Delimbyir.
-3859 DR:
4
Founding of the nation of Netheril.
-3845 DR;
4
First contact between the elves of Eaerlann and the humans of Netheril.
-3770 DR:
Possible fall of the dwarven nation of Oghrann. This date is listed in the timeline of Cormanthyr: Empire of the
Elves, by Steven E. Schend (TSR Arcane Age - 1998), but it is contradicted by Ed Greenwood in the earlier FR
11 Dwarves Deep (TSR 1990), in which he states that the dwarves of Ammarindar fled to Oghrann when their
2, 5
nation fell in the Year of the Curse (882 DR), some 4,600 years later.
-3727 DR:
4
Netherese scouts begin to search for the dwarven nations of the North.
-3611 DR:
2
The dwarven realm of Gharragaur falls.
-3533 DR:
The Nether Scrolls are found in the ruins of Aryvandaar. As a result, humans soon begin to veer from the path
2
of magic taught them by the elves and seek greater power by drawing their magic directly from the Weave.
Campaign Guide - Page 306
-3520 DR:
2
Elves of the North begin aiding gnomes enslaved in Netheril, teaching them the magic of illusion.
-3458 DR:
4
Netherese scouts make contact with the dwarves of Delzoun.
-3389 DR:
2
The realm of Haunghdannar falls.
-3381 DR:
Netherese mages carrying two of the Nether Scrolls are killed along with the rest of their patrol by treants during
an excursion into the High Forest. there are rumors that these scrolls were being taken to the elves of
6
Eaerlann. The whereabouts of the scrolls are unknown.
-3315 DR:
4
Birth of the legendary Netherese arcanist Ioulaum.
-3176 DR:
Prince Garloth, later known as the Arcanist Necromancer Agranthalodar, is born the first son of King Étain in
1
Castle Pescheour.
-3142 DR:
King Étain bypasses Prince Garloth and names his second son Alain as successor to the throne in Castle
1
Pescheour.
-3126 DR:
1
King Étain leaves the throne of Castle Pescheour and is succeeded by King Alain.
-3112 DR:
King Alain orders his necromancer brother Garloth to cease practicing the black arts in Castle Pescheour.
Garloth, enraged, leaves the castle and flees into Mislivdomû, fallen kingdom in the land now known as the
Ride. He quickly ascends to the rule of the Mislivbuh, who believe him to be an incarnation of the supreme god,
1
Hran the Hunter.
-3108 DR:
The legendary Netherese arcanist Ioulaum leads sweeping attacks throughout what will become central
4
Netheril, destroying large numbers of orcs.
-2995 DR:
Agranthalodar (Prince Garloth) and Mislivbuh Warlock-Warrior Nrad sign a peace treaty and forge an alliance.
Agranthalodar then leads his followers through the Eastern Forest (today in part the Border Forest and in part
Anauroch) into what will become the Basin Lake area of southeastern Netheril. Agranthalodar forms an alliance
with the Netherese Lichlord but is forced to yield to the demands of the great Netherese arcanist Ioulaum.
Afterwards, he builds his castle, Hrad Nekrolog (fortress of Necromancy) and his capital city of Nekromesto
1
(City of Undeath) on Basin Lake.
-2993 DR:
The Netherese arcanist Ioulaum creates the first enclave or floating city, which bears his name. A key
motivation for establishing the enclave Ioulaum was his desire to keep close watch on the activities of the
4
necromancer Agranthalodar in the Basin Lake area.
Campaign Guide - Page 307
-2974 DR:
Netherese arcanists hired by Agranthalodar travel into the abyss and are given the artifact the Jewel of the
Abyss by Orcus, demon god of the undead. Upon their return, they deliver the jewel to Agranthalodar, who
places it within the Mythallar that Ioulaum had laid upon the Mislivbuh settlement. The jewel begins to dispel
1
the compelled justice of the Jewel of the North within the sphere of influence of every Mythallar within Netheril.
-2966 DR:
4
The Netherese rogues' village of Dagger's Point is settled on the western edge of the Eastern Forest.
-2919 DR:
2
The Ironstar dwarven realm rises.
-2888 DR:
4
The Netherese woodsmen's village of Coniferia is settled within the Eastern Forest.
-2770 DR:
2
The elven realm of Sharrven falls, but parts of Sharrven linger on.
-2758 DR:
4
The Mines of Dekanter are discovered.
-2682 DR:
Agranthalodar and his followers move into the Greypeak Mountains and establish the West March of Netheril.
Agranthalodar appoints himself Tschizar (emperor) of the West March and Kral (king) of Thars Thuras. He also
1
appoints eight of his top followers as kings of other provinces of the march.
-2681 DR:
Netherese mobs destroy Agranthalodar's abandoned capital of Nekromesto and his castle Hrad Nekrolog. The
Lichlord at the same time vanishes from his castle in the Eastern Forest and secretly establishes a new castle of
1
the undead to the north, in the Eastern Forest between Coniferia and the future site of Yeoman's Loft.
-2600 DR:
The dwarves of Shanatar are driven back underground, and humans conquer High Shanatar. Drow begin
2, 4
building the Twisted Tower where Shadowdale now stands.
-2550 DR:
24
Ulutiu dies. The Great Glacier forms.
-2488 DR:
The Imaskari kingdom of Raurin is destroyed in magical war. The great red wyrm Grafvitnir flees the destruction
1, 10
and flies northward.
-2473 DR:
Grafvitnir begins his magical sleep in a cave in the Great Glacier that later becomes a part of the Galena
4
Mountains of Vaasa.
-2393 DR:
1
Keraptis descends into the roots of Loghmorndin in search of druidic secrets of immortality.
-2387 DR:
1
After an uprising, Netheril frees its gnome slaves.
Campaign Guide - Page 308
-2071 DR:
Kralova Braszha nadh Gramml, monarch of Liu Ljöslalthhl, dies of poison and is succeeded by Kral Paradth ma
1
Dusz.
-2070 DR:
The necromancer Hrab (Count) Rughan nazh Tarrh of Girzh nad Tabem kills his brother, Kral Sergeju nazh
Tarrh. Kralova Birida ghu Luakh of Sal Dweadh magically curses Hrab Rughan, dooming him to existence as a
1
vampire.
-2068 DR:
Kralova Braszha nadh Gramml, arcanist transmuter monarch of the kingdom of Liu Ljöslalthhl, south of the High
Gap, dies of poison in her sleep. She is succeeded by Kral Paradth ma Dusz, a subordinate of Agranthalodar
and an arcanist necromancer.
-2064 DR:
Kral Riahhm nuzh Toldor of Greagh gho Lanthlan, an arcanist invoker, dies when a magical experiment goes
mysteriously awry. He is succeeded by the arcanist necromancer Kral Zan Zoltix boi Ransz, a puppet of
Agranthalodar.
-2061 DR:
Two more kings fall in a battle over disputed borderlands in which they slay one another. The fallen are Kral
Wreaggh unzh Groddot of Xin yi Däborhh, a high cleric of Orcus, and Kral Rumauldur ningh Derss of Kilhh yi
Tobanhn, a high cleric of Targus. They are succeeded by two arcanist necromancer followers of Agranthalodar,
Kralova Alanthha ha Moraoghh in Xin yi Däborhh and Kral Vahrhissian fol Qquaghg in Kilhh yi Tobanhn.
-1900 DR:
2
Delzoun builds Citadel Felbarr. All of Shanatar except its deepest halls fall. First humans believed to have
1
settled the coasts of modern Impiltur.
-1728 DR:
Agranthalodar, lich emperor of the Western March, returns in the form of Prince Garloth to Castle Pescheour
and pretends to be repentant. His brother King Alain accepts this false repentance and allows Garloth back into
the castle. Garloth uses his magic to turn the king raving mad and to turn the rest of his family and the other
1
residents of the castle into fearsome monsters.
-1658 DR:
1, 2
The Mines of Dekanter begin to fail and are gradually shut down.
-1655 DR:
4
The Mines of Dekanter begin being used as a testing ground for dangerous Netherese spells.
-1629 DR:
1
The Crusade of Athal reaches the Loudwater area.
-1627 DR:
Ever more humans arrive in Athal's Ford, leading the dwarves of royal Targenrudh in Ammarindar and the elves
1
of Sharrven to go onto a state of high alert.
-1626 DR:
Athal and peaceful delegation of clerics and warriors from Athal's Ford parleys with dwarves and elves. Athal
1
agrees not to march farther northward without further negotiations.
-1622 DR:
Servants of Kral Paratdh ma Dusz, king of Liu Ljöslalthhl, invade smaller outlying halls of the Runeaxe Clan in
1
Kheldizh in Ammarindar.
Campaign Guide - Page 309
-1621 DR:
A large band of raiders from Ljöslalthhl, led by arcanists and clerics of Targus, invade parts of northeastern
1
Ammarindar that belong to the Halls of Kheldizh and the Runeaxe Clan. The invaders are turned back.
-1620 DR:
Ammarindar's King Connar III in Splendarrmorrn orders master runecutters throughout the kingdom to protect
1
all entries to the various halls of Ammarindar with destructive runes of the highest power.
-1612 DR:
The high goat's head clerics of Orcus in the Western March receive a vision from their deity of a magical
1
Thorned Orb of Orcus artifact that Orcus wishes to be built.
-1596 DR:
The elven archmage and spellsinger Luculdar convinces Nalus-T'ar, the tragic King of the Green Forest, to
1
reluctantly approve experiments to combine the abilities of human magic with the high power of spellsong.
-1595 DR:
King Connar III of Ammarindar agrees to the plea of the clerics of Moradin and orders the master runecutters to
work together to cut and stain great runes of war for use against the Western March in event of war. Connar's
son, Axelord Dvulin, protests and flees horrified back to his hall of Nupung, where he and his leaders decide to
1
secede from Ammarindar and seal off their halls. The royal Goldhammer Clan is divided.
-1592 DR:
Unsuccessful attacks of the Western March against Ammarindar reach an all-time high, with outer halls of
1
Kheldizh at last breached.
-1591 DR:
The Battle of Horindon Lhar - called Thorklhar by the dwarves - takes place. The four armies destroy each
other. Loghmorndin erupts explosively. Kheldizh buried in lava. Hrad Hildarhh li Eighaggh and Hrad Liu
Ljöslalthhl destroyed by lava. Weave of magic is ruptured. All living in Western March become undead and are
magically locked within their own borders. Spellsong becomes lost to the elves and begins to fade from elven
knowledge. Dwarves lose access to the elements of the Weave that empower rune magic, and knowledge of
runecutting begins to fade from most dwarven clans. Ao bars Orcus from Toril and dooms Tempus and Targus
1
to years of battle with one another.
-1076 DR:
10
Orcgate opens in what now is a part of Thay. Orcgate wars begin in following year.
-1069 DR:
10
Orcs driven from the South.
-923 DR:
Netherese enclave becomes stranded near Easting Reach and builds first settlement of Narfell near site of
1
current day Uthmere.
-782 DR:
1
Drought hits Thesk and the Great Dale. War between hunters and druids begins in the Great Dale.
-780 DR:
1
Drought ends in Thesk and the Great Dale.
-766 DR:
1
Narfell establishes the settlement of Sarshel in Impiltur.
-731 DR:
1
Narfell establishes the settlement of Lyrabar in Impiltur.
Recent Years
1368 DR - Year of the Banner:
General: Velsharoon, god of the undead, liches, necromancers and necromancy ascends from lichdom to
13
godhood as a demipower in the Faerûnian pantheon. His ascension is assisted by Talos. The church of
9
Tiamat begins attempting to assert itself in the Cult of the Dragon. One hidden facet of Sammaster secretly
leaves Castle Dragonblood atop Suncatcher Mountain and hides in his old cave of lichdom above Shadow
1
Gap.
Backlands: The village of Rolling Hills is established, to combat the increasing activity of undead at the Battle
1
of Bones and Hill of lost souls.
Cold Lands: Lords of Imphras II invite clerics of Gond to build a temple in the Impilturian port city of Sarshel.
1
Gnome Society of the Golden Wheel opens in Guidodale in the Great Dale.
Lich Lands: Velsharoon's former mistress in Thay, the lich Ferranifer, becomes his high cleric and moves her
school of necromancy to Greagh gho Lanthlan, forming Skull City there and also delving into heretofore lost
dungeon areas of Nugelar, one of the halls of fallen Ammarindar. In Mistress Ferranifer's possession are the
1
Bone of Negation and the Unholy Phylactery.
15
Moonsea: The northern part of Zhentil Keep is destroyed.
North: The cambion Kaanyr Vhok, the annis Tanta Hagara and the Blue Bear barbarians conquer Hellgate
3
Keep.
Cold Lands: Xvimists under Fzoul Chembryl set up a hideout beneath the ruins of Garyl's Cove on Trader's
1
Bay in Impiltur.
17
Dalelands: Randal Morn recaptures Dagger Falls.
15
Moonsea: Knights of Myth Drannor attempt to destroy the bridges being rebuilt by gnomes in Zhentil Keep.
North: Zhentarim take control of the shepherds' village of Orlbar, under the castle of the vampire Count
1,
Rughan. Xvimist clerics arrive in Llorkh. Shortly thereafter, the Cyricist Strifeleaders in Llorkh are murdered.
16
Later in the year, two Harpers and the Mistmaster succeed in destroying Hellgate Keep, Tanta Hagara and
most of the Blue Bear barbarian tribe. The Scourged Legions of Hellgate Keep occupy parts of eastern High
Forest, Nether Mountains, Dire Wood and fallen halls of Ammarindar under the leadership of the Marquis
3
Cambion Kaanyr Vhok.
Dalelands: The lich Gwath, disguised as the mage Gwannet, presents seemingly official papers to high-
1
ranking members of the Iron Throne, claiming to be Randal Morn's special ambassador.
Great Dale: Influenced by Untheric followers of Tiamat, some cells of the Dragon Cult begin dissenting from
the cult's orthodox eschewing of religion and advocate the worship of the Dragon Queen within the church.
Arch-necromancer Urgrath Hurddh of the Kront Cell of the cult brings word of the Tiamatist faction to Harbet
Gall in Nighthawk Tower, who adopts the Tiamatist faith and the new teachings of Sammaster that he had
1
plotted against 90 years earlier as the official position of the Kront cell.
3, 15
North: Treants led by Turlang seal Hellgate Dell. Kaanyr Vhok establishes the halls of Targenrudh in fallen
dwarven Ammarindar as his base. His Scourged Legions begin spreading through tunnels into other ruins of
1
Ammarindar. Gaard, a mage of the Many-Starred Cloak in Neverwinter is murdered. Someone else takes his
place and commissions a nearly penniless group of adventurers to take a group of possibly magical blue stones
to Lady Alustriel in Silverymoon for examination. Under way, the group finds the lost dwarven halls of Khiezar
Dalan, now occupied by Drow. In the process, they also see a vision of Grafvitnir, ordering the adventurers to
win his revenge from Sammaster. The adventurers are rewarded by Alustriel with a year each of prestigious
1
training in Silverymoon.
Sembia, Vast: The schismatic Angels of Ilmater become openly active in Sembia and the Vast. Drow begin
1
raiding the green elves of the Grey Forest in Impiltur. Myrkyssa Jelan and her horde of giants and goblinoids
23
attack Ravens Bluff from the Vast and threaten Tantras.
Cold Lands: Without combat, the Impilturian navy turns back four Sembian warships attempting to sail to New
Sarshel. Impiltur informs Sembia that Easting Reach is closed to the Sembian navy. Construction of new
1
Sarshel Sails shipyard and wharf in Impilturian Sarshel is completed.
Dalelands: Tyran the Outlaw Prince recaptures Teshwave. Randal Morn disappears in Dagger Falls. Shortly
thereafter, Zhents from Teshwave capture Dagger Falls. The Flaming Tower and the Temple in the Sky are
destroyed. Three caravans en route to Impilturian Lyrabar from Tsurlagol in the Vast disappear south of the
1
Grey Forest. Drow attacks are suspected.
Great Dale: After Tiamat's entry into the Faerûnian pantheon, Harbet Gall is accepted by the Dragon Queen as
a cleric. Kargmelchina travels to Nighthawk Tower, meets with Gall and they forge an alliance. The Dragon
Cult cell of Kront in Tower Threespires becomes a formal part of the Tiamatist faction, and Kargmelchina
1
decides to dispatch vampire dragons to the Great Dale. These are destroyed, however, by the Nentyarch.
Lich Lands: Alu-Fiend Aliisza, consort, advisor and commander of the personal guard of Kaanyr Vhok, leads
an expedition of tanarukka into the Lich Lands and is stopped in Xin yi Däborhh. She remains there to engage
in negotiations with the lich lords that continue without result into the present.
Moonsea: Cyric turns his lich cleric Xarth Kistar beneath Zhentil Keep into a burnbones. In an uprising, the
Zhent puppets in Voonlar and renegade Zhent soldiers supporting them are killed. Covert Zhentarim agents
1
remain in Voonlar, undetected.
Campaign Guide - Page 332
North: The adventurers who traveled from Neverwinter to Silverymoon a year earlier awaken with strange red
sigylls with six symbols on their arms that draw them irresistibly northwards. Alustriel believes the symbols are
those of the persons trying to control the adventurers. The first symbol belongs to the mage Ssessibil Istahvar
of the Lonely Tower, but when the party finds him, his symbol disappears, and he claims to know nothing of
them. He identifies the other symbols. The party confronts three of these figures, the lich Gwath, who is
destroyed by the sigylls, the burnbones Xarth Kistar beneath Zhentil Keep, who is destroyed in battle,
eliminating his symbol, and Azimer in Myth Drannor, who is unaffected when his symbol disappears. Randal
1
Morn is rescued and regains Dagger Falls.
Cold Lands: Senwan Regdresk, No. 2 in the criminal Impilturian family, dies of poison in Eel Bayou, and his
cousin, the family doge, Zekin Regdresk, is assassinated in Bay Town. Sarshel Sails in Impilturian Sarshel
1
begins building its first warship.
1
Lich Lands: Alu-Fiend Aliisza continues her negotiations with the Lich Lords in Xin yi Däborhh.
Footnotes:
1
An invention of the Vintyri Project
2
Cormanthyr: Empire of the Elves by Steven E. Schend and Kevin Melka (TSR - 1998)*
3
Hellgate Keep by Steven E. Schend (TSR - 1998)**
4
Winds of Netheril from Netheril - Empire of Magic by slade with Jim Butler (TSR - 1996)*
5
FR11 Dwarves Deep by Ed Greenwood (TSR - 1990)**
6
Netheril seminar, GenCon 1996
7
Forgotten Realms 2nd Edition boxed set, Running the Realms by Ed Greenwood and Jeff Grubb (TSR - 1993)**
8
The Athalantan Campaign by Ed Greenwood, Dragon magazine No. 248 (April 1996).***
9
Cult of the Dragon by Dale Donovan (TSR - 1998).*
10
FR10 Old Empires by Scott Bennie (TSR - 1990).**
11
FR6 Dreams of the Red Wizards by Steve Perrin (TSR - 1988).**
12
FR9 Bloodstone Lands by R.A. Salvatore (TSR - 1989).**
13
Powers & Pantheons by Eric L. Boyd (TSR - 1997).
14
H2 The Bloodstone Mines by Douglas Niles and Michael Dobson (TSR - 1988).**
15
Ruins of Zhentil Keep by Kelvin Melka (TSR - 1996).**
16
The North by slade (TSR - 1996).*
17
Volo's Guide to the Dalelands by Ed Greenwood (TSR - 1995).*
18
The Azure Bonds Novel by Jeff Grubb and Kate Novak (TSR - 1988).
19
Demihuman Deities by Eric L. Boyd (TSR - 1998).
20
The Dalelands by L. Richard Baker III (TSR - 1994)**
21
Cormyr, a Novel by Ed Greenwood and Jeff Grubb (TSR - 1998)
22
Sea of Fallen Stars by Steven E. Schend (TSR - 1999)
23
City of Ravens Bluff by Ed Greenwood (TSR - 1999)*
24
FR14 The Great Glacier by Rick Swan (TSR - 1994)**
25
The Horde boxed set, David Zeb Cook, (TSR - 1990)*
26
Original grey-boxed FR set by Ed Greenwood (TSR - 1987)**
27
The Vilhon Reach by Jim Butler (TSR - 1995)*
28
Prayers from the Faithful (TSR - 1997)**
29
Spellbound by Anthony Pryor (TSR - 1995)**
30
Information provided to the projects group by Ed Greenwood (1998-2001)
V. Weather Tables
Temperatures should be decreased and snow levels increased in the
mountains. Daylight time is not used.
Hammer (1)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Hammer 1 Clear, calm, High -10°F/-23°C, low -14°F/-26°C, snow cover 43 inches/107.5
SR: 8.11 SS: 4.28 cm
Hammer 2 Partly cloudy, calm, High 20°F/-7°C, low 16°F/-9, snow cover 42 inches/105 cm
SR: 8.11 SS: 4.29 °
Hammer 3 Cloudy, calm, high 18°F/-8°C, low 13°F/-11°C, snow cover 41 inches/102.5 cm
SR: 8.11 SS: 4.31
Hammer 4 Cloudy, wind N 5 mph/ 8 kmh, high 10°F/-12°C, low 8°F/-13°C, snow cover 40
SR: 8.10 SS: 4.32 inches/100 cm
Hammer 5 Overcast, wind N 10 mph/8 kmh, high 6°F/-14°C, low 0°F/-18°C, snow cover 39
SR: 8.10 SS: 4.33 inches/97.5 cm
Hammer 6 Partly cloudy, calm, high 3°F/-16°C, low -4°F/-20°C, snow cover 39 inches/97.5
SR: 8.10 SS: 4.34 cm
Hammer 7 Partly cloudy, calm, high 0°F/-18°C, low -7°F/-22°C, snow cover 38 inches/95
SR: 8.10 SS: 4.35 cm
Hammer 8 Clear, calm, high -3°F/-19°C, low -10°F/-23°C, snow cover 38 inches/95 cm
SR: 8.09 SS: 4.36
Hammer 9 Clear, calm, high -7°F/-22°C, low -13°F/-25°C, snow cover 37 inches/92.5 cm
SR: 8.09 SS: 4.38
Hammer 10 Clear, calm, high -10°F/-23°C, low -16°F/-27°C, snow cover 37 inches/92.5 cm
SR: 8.08 SS: 4.39
Hammer 11 Clear, calm, high -14°F/-26°C, low -20°F/-29°C, snow cover 36 inches/90 cm
SR: 8.08 SS: 4.40
Hammer 12 Partly cloudy, wind N 15 mph/24 kmh, high -18°F/-28°C, low -24°F/-31°C, snow
SR: 8.07 SS: 4.42 cover 36 inches/90 cm
Hammer 13 Partly cloudy, wind N 20 mph/36 kmh, high -22°F/-30°C, low -30°F/-34°C, snow
SR: 8.07 SS: 4.43 cover 36 inches/90 cm
Hammer 14 Partly cloudy, wind N 16 mph/26 kmh, high -26°F/-32°C, low -34°F/-37°C, snow
SR: 8.06 SS: 4.44 cover 16 inches/40 cm
Hammer 15 Cloudy, north breeze, High -20°F/-29°C, low -24°F/-31°C, snow cover 35
SR: 8.05 SS: 4.46 inches/87.5 cm
Hammer 16 Cloudy, north breeze, High -17°F/-27°C, low -20°F/-29°C, snow cover 35
SR: 8.05 SS: 4.47 inches/87.5 cm
Hammer 17 Cloudy, north breeze, High -14°F/-26°C, low -18°F/-28°C, snow cover 34
SR: 8.04 SS: 4.49 inches/85 cm
Hammer 18 Overcast, wind N 5 mph/8kmh, High -10°F/-23°C, low -14°F/-26°C, snow cover
SR: 8.03 SS: 4.50 34 inches/85 cm
Hammer 19 Snow, wind N 12 mph/19 kmh, High -6°F/-21°C, low -10°F/-23°C, snow cover
SR: 8.02 SS: 4.52 36 inches/90 cm
Hammer 20 Heavy snow, wind N 20 mph/36 kmh, High -2°F/-19°C, low --3°F/-19°C, snow
SR: 8.01 SS: 4.53 cover 42 inches/105 cm
Hammer 21 Heavy snow, wind N 12 mph/19 kmh, High 0°F/-18°C, low -1°F/-18°C, snow
SR: 8.00 SS: 4.55 cover 46 inches/115 cm
Hammer 22 Snow, wind N 10 mph/16 kmh, High 4°F/-16°C, low 0°F/-18°C, snow cover 48
SR: 7.59 SS: 4.56 inches/120 cm
Hammer 23 Light snow, wind N 5 mph/8 kmh, High 8°F/-13°C, low 4°F/-16°C, snow cover
SR: 7.58 SS: 4.58 49 inches/122.5 cm
Campaign Guide - Page 334
Hammer (1)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Hammer 24 Cloudy, calm, High 10°F/-12°C, low 6°F/-14°C, snow cover 48 inches/120 cm
SR: 7.57 SS: 4.59
Hammer 25 Partly cloudy, calm, High 13°F/-11°C, low 8°F/-13°C, snow cover 47
SR: 7.56 SS: 5.01 inches/117.5 cm
Hammer 26 Clear, calm, High 16°F/-9°C, low 0°F/-18°C, snow cover 46 inches/115 cm
SR: 7.55 SS: 5.03
Hammer 27 Clear, calm, High 22°F/-6°C, low 16°F/-9°C, snow cover 45 inches/112.5 cm
SR: 7.54 SS: 5.04
Hammer 28 Clear, calm, High 27°F/-3°C, low 24°F/-4°C, snow cover 44 inches/110 cm
SR: 7.53 SS: 5,06
Hammer 29 Clear, calm, High 32°F/0°C, low 29°F/-2°C, snow cover 43 inches/107.5 cm
SR: 7.51 SS: 5.07
Hammer 30 Clear, calm, High 34°F/2°C, low -30°F/-1°C, snow cover 43 inches/107.5 cm
SR: 7.50 SS: 5.09
Alturiak (2)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Alturiak 1 Clear, calm, High 34°F/2°C, low -30°F/-1°C, snow cover 42 inches/105 cm
SR: 7.48 SS: 5.12
Alturiak 2 Partly cloudy, calm, High 35°F/2°C, low 31°F/-1, snow cover 40 inches/100 cm
SR: 7.45 SS: 5.14 °
Alturiak 3 Cloudy, calm, high 36°F/2°C, low 32°F/0°C, snow cover 38 inches/95 cm
SR: 7.43 SS: 5.16
Alturiak 4 Cloudy, wind N 5 mph/ 8 kmh, high 35°F/2°C, low 32°F/0°C, snow cover 36
SR: 7.42 SS: 5.17 inches/90 cm
Alturiak 5 Overcast, wind N 10 mph/8 kmh, high 36°F/2°C, low 32°F/0°C, snow cover 34
SR: 7.40 SS: 5.19 inches/85 cm
Alturiak 6 Partly cloudy, calm, high 36°F/2°C, low 32°F/0°C, snow cover 32 inches/80 cm
SR: 7.39 SS: 5.21
Alturiak 7 Partly cloudy, calm, high 38°F/3°C, low 33°F/-22°C, snow cover 30 inches/75
SR: 7.37 SS: 5.22 cm
Alturiak 8 Clear, calm, high 39°F/4°C, low 33°F/1°C, snow cover 28 inches/70 cm
SR: 7.35 SS: 5.24
Alturiak 9 Clear, calm, high 37°F/5°C, low 32°F/0°C, snow cover 26 inches/65 cm
SR: 7.34 SS: 5.26
Alturiak 10 Clear, calm, high 35°F/2°C, low 30°F/-1°C, snow cover 24 inches/60 cm
SR: 7.32 SS: 5.27
Alturiak 11 Clear, calm, high 34°F/1°C, low 29°F/-2°C, snow cover 23 inches/57.5 cm
SR: 7.31 SS: 5.29
Alturiak 12 Partly cloudy, wind N 15 mph/24 kmh, high 33°F/1°C, low 29°F/-2°C, snow
SR: 7.30 SS: 5.31 cover 22 inches/55 cm
Alturiak 13 Partly cloudy, wind N 20 mph/36 kmh, high 32°F/0°C, low 30°F/-1°C, snow
SR: 7.29 SS: 5.32 cover 21 inches/52.5 cm
Alturiak 14 Partly cloudy, wind N 16 mph/26 kmh, high 31°F/-1°C, low -29°F/-2°C, snow
SR: 7.27 SS: 5.34 cover 20 inches/50 cm
Alturiak 15 Cloudy, north breeze, High 33°F/1°C, low 30°F/-1°C, snow cover 19
SR: 7.25 SS: 5.36 inches/47.5 cm
Alturiak 16 Cloudy, north breeze, High 34°F/1°C, low 30°F/-1°C, snow cover 18 inches/45
SR: 7.23 SS: 5.37 cm
Campaign Guide - Page 335
Alturiak (2)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Alturiak 17 Cloudy, north breeze, High 33°F/1°C, low 31°F/-1°C, snow cover 17
SR: 7.22 SS: 5.39 inches/42.5 cm
Alturiak 18 Overcast, wind N 5 mph/8 kmh, High 34°F/2°C, low 32°F/0°C, snow cover 14
SR: 7.20 SS: 5.41 inches/35 cm
Alturiak 19 Rain, wind N 12 mph/19 kmh, High 36°F/2°C, low 33°F/1°C, snow cover 12
SR: 7.18 SS: 5.42 inches/30 cm
Alturiak 20 Rain and snow, wind N 20 mph/36 kmh, High 33°F/1°C, low 30°F/-2°C, snow
SR: 7.16 SS: 5.44 cover 14 inches/35 cm
Alturiak 21 Heavy snow, wind N 12 mph/19 kmh, High 30°F/-1°C, low 29°F/-2°C, snow
SR: 7.14 SS: 5.46 cover 18 inches/45 cm
Alturiak 22 Snow, wind N 10 mph/16 kmh, High 29°F/-1°C, low 27°F/-3°C, snow cover 21
SR: 7.12 SS: 5.47 inches/52.5 cm
Alturiak 23 Light snow, wind N 5 mph/8 kmh, High 28°F/-2°C, low 25°F/-4°C, snow cover
SR: 7.11 SS: 5.49 22 inches/55 cm
Alturiak 24 Cloudy, calm, High 27°F/-3°C, low 25°F/-4°C, snow cover 21 inches/52.5 cm
SR: 7.09 SS: 5.50
Alturiak 25 Partly cloudy, calm, High 29°F/-2°C, low 27°F/-3°C, snow cover 20 inches/50
SR: 7.07 SS: 5.52 cm
Alturiak 26 Clear, calm, High 31°F/-1°C, low 29°F/-2°C, snow cover 19 inches/47.5 cm
SR: 7.05 SS: 5.54
Alturiak 27 Clear, calm, High 32°F/0°C, low 30°F/-1°C, snow cover 18 inches/45 cm
SR: 7.03 SS: 5.55
Alturiak 28 Clear, calm, High 32°F/0°C, low 28°F/-2°C, snow cover 17 inches/42.5 cm
SR: 7.01 SS: 5.57
Alturiak 29 Clear, calm, High 32°F/0°C, low 29°F/-2°C, snow cover 15 inches/37.5 cm
SR: 6.59 SS: 5.59
Alturiak 30 Clear, calm, High 34°F/2°C, low -30°F/-1°C, snow cover 13 inches/32.5 cm
SR: 6.57 SS: 6.00
Ches (3)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Ches 1 Clear, calm, High 34°F/2°C, low -30°F/-1°C, snow cover 12 inches/30 cm
SR: 6.55 SS: 6.02
Ches 2 Clear, calm, High 35°F/2°C, low -30°F/-1°C, snow cover 11 inches/27.5 cm °
SR: 6.53 SS: 6.03
Ches 3 Cloudy, calm, high 36°F/2°C, low 32°F/0°C, snow cover 10 inches/25 cm
SR: 6.51 SS: 6.05
Ches 4 Cloudy, wind N 5 mph/ 8 kmh, high 35°F/2°C, low 32°F/0°C, snow cover 9
SR: 6.49 SS: 6.06 inches/22.5 cm
Ches 5 Overcast, wind N 10 mph/8 kmh, high 33°F/1°C, low 30°F/-1°C, snow cover 8
SR: 6.47 SS: 6.08 inches/20 cm
Ches 6 Snow, wind 15 mph/24 kmh, high 32°F/0°C, low 30°F/-1°C, snow cover 12
SR: 6.45 SS: 6.10 inches/30 cm
Ches 7 Snow, north breeze, high 34°F/1°C, low 30°F/0°C, snow cover 15 inches/37.5
SR: 6.43 SS: 6.11 cm
Ches 8 Snow, north breeze, high 33°F/1°C, low 30°F/0°C, snow cover 18 inches/45 cm
SR: 6.41 SS: 6.13
Ches 9 Overcast, calm, high 32°F/0°C, low 29°F/-2°C, snow cover 17 inches/42.5 cm
SR: 6.39 SS: 6.14
Campaign Guide - Page 336
Ches (3)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Ches 10 Overcast, calm, high 35°F/2°C, low 30°F/-1°C, snow cover 16 inches/40 cm
SR: 6.36 SS: 6.16
Ches 11 Partly cloudy, calm, high 34°F/1°C, low 29°F/-2°C, snow cover 15 inches/37.5
SR: 6.34 SS: 6.17 cm
Ches 12 Clear, wind N 15 mph/24 kmh, high 29°F/-2°C, low 25°F/-4°C, snow cover 15
SR: 6.32 SS: 6.19 inches/37.5 cm
Ches 13 Clear, wind N 20 mph/36 kmh, high 27°F/-3°C, low 24°F/-4°C, snow cover 14
SR: 6.30 SS: 6.21 inches/35 cm
Ches 14 Clear, wind N 16 mph/26 kmh, high 25°F/-4°C, low -21°F/-6°C, snow cover 14
SR: 6.28 SS: 6.22 inches/35 cm
Ches 15 Clear, north breeze, High 24°F/-4°C, low 20°F/-7°C, snow cover 14 inches/35
SR: 6.26 SS: 6.24 cm
Ches 16 Partly cloudy, north breeze, High 23°F/-5°C, low 19°F/-7°C, snow cover 13
SR: 6.24 SS: 6.25 inches/32.5 cm
Ches 17 Cloudy, north breeze, High 21°F/-6°C, low 18°F/-8°C, snow cover 13
SR: 6.22 SS: 6.27 inches/32.5 cm
Ches 18 Overcast, wind N 5 mph/8 kmh, High 24°F/-4°C, low 22°F/-6°C, snow cover 13
SR: 6.20 SS: 6.28 inches/32.5 cm
Ches 19 Snow, wind N 12 mph/19 kmh, High 26°F/-3°C, low 23°F/-5°C, snow cover 12
SR: 6.18 SS: 6.30 inches/30 cm
Ches 20 Snow, wind N 20 mph/36 kmh, High 27°F/-3°C, low 24°F/-4°C, snow cover 15
SR: 6.15 SS: 6.31 inches/37.5 cm
Ches 21 Heavy snow, north breeze, High 29°F/-1°C, low 27°F/-3°C, snow cover 20
SR: 6.13 SS: 6.33 inches/50 cm
Ches 22 Snow, north breeze, High 32°F/0°C, low 27°F/-3°C, snow cover 22 inches/55
SR: 6.11 SS: 6.34 cm
Ches 23 Light snow, wind N 5 mph/8 kmh, High 34°F/1°C, low 30°F/-1°C, snow cover 24
SR: 6.09 SS: 6.36 inches/60 cm
Ches 24 Cloudy, calm, High 36°F/2°C, low 31°F/-1°C, snow cover 22 inches/55 cm
SR: 6.07 SS: 6.37
Ches 25 Partly cloudy, calm, High 33°F/1°C, low 29°F/-2°C, snow cover 20 inches/50 cm
SR: 6.05 SS: 6.39
Ches 26 Clear, calm, High 30°F/-1°C, low 27°F/-3°C, snow cover 19 inches/47.5 cm
SR: 6.03 SS: 6.40
Ches 27 Clear, calm, High 28°F/-2°C, low 24°F/-4°C, snow cover 19 inches/47.5 cm
SR: 6.01 SS: 6.42
Ches 28 Clear, calm, High 26°F/-3°C, low 22°F/-6°C, snow cover 18 inches/45 cm
SR: 5.59 SS: 6.43
Ches 29 Clear, calm, High 23°F/-5°C, low 20°F/-7°C, snow cover 18 inches/45 cm
SR: 5.56 SS: 6.45
Ches 30 Clear, calm, High 21°F/-6°C, low -18°F/-8°C, snow cover 18 inches/45 cm
SR: 5.54 SS: 6.46
Tarsakh (4)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Tarsakh 1 Clear, calm, High 23°F/-5°C, low -20°F/-7°C, snow cover 17 inches/42.5 cm
SR: 5.52 SS: 6.48
Tarsakh 2 Clear, calm, High 22°F/-6°C, low -19°F/-7°C, snow cover 17 inches/42.5 cm °
SR: 5.50 SS: 6.49
Campaign Guide - Page 337
Tarsakh (4)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Tarsakh 3 Cloudy, calm, high 24°F/-4°C, low 22°F/-6°C, snow cover 17 inches/42.5 cm
SR: 5.48 SS: 6.51
Tarsakh 4 Cloudy, wind N 5 mph/ 8 kmh, high 25F/-4, low 22/-6, snow cover 16nches/40m
SR: 5.46 SS: 6.52
Tarsakh 5 Overcast, wind N 10 mph/8 kmh, high 27/-3, low 24/-4C, snow cover
SR: 5.44 SS: 6.54 16nches/40m
Tarsakh 6 Snow, wind 15 mph/24 kmh, high 29/-2, low 26/-3C, snow cover 20
SR: 5.42 SS: 6.55 inches/50cm
Tarsakh 7 Snow, north breeze, high 34°F/1°C, low 31F/-1, snow cover 24 inches/60 cm
SR: 5.40 SS: 6.57
Tarsakh 8 Snow, north breeze, high 33°F/1°C, low 32F/0°C, snow cover 27 inches/68 cm
SR: 5.38 SS: 6.58
Tarsakh 9 Light snow, calm, high 34°F/1°C, low 32°F/-0°C, snow cover 30 inches/75 cm
SR: 5.36 SS: 7.00
Tarsakh 10 Overcast, calm, high 35°F/2°C, low 30°F/0°C, snow cover 27 inches/67 cm
SR: 5.34 SS: 7.01
Tarsakh 11 Partly cloudy, calm, high 37°F/3°C, low 33°F/1°C, snow cover 24 inches/60 cm
SR: 5.32 SS: 7.03
Tarsakh 12 Clear, wind W 15 mph/24 kmh, high 40°F/4°C, low 32°F/0°C, snow cover 20
SR: 5.30 SS: 7.04 inches/50 cm
Tarsakh 13 Clear, wind W 20 mph/36 kmh, high 43°F/6°C, low 34°F/1°C, snow cover 14
SR: 5.28 SS: 7.06 inches/35 cm
Tarsakh 14 Clear, wind W 16 mph/26 kmh, high 45°F/7°C, low 36°F/2°C, snow cover 10
SR: 5.26 SS: 7.07 inches/25 cm
Tarsakh 15 Clear, west breeze, High 48°F/9°C, low 37°F/3°C, snow cover 6 inches/15 cm
SR: 5.24 SS: 7.09
Tarsakh 16 Partly cloudy, west breeze, High 50°F/10°C, low 39°F/4°C, snow cover 2
SR: 5.22 SS: 7.10 inches/5 cm
Tarsakh 17 Cloudy, west breeze, drizzle, High 48°F/9°C, low 38°F/3°C.
SR: 5.20 SS: 7.12
Tarsakh 18 Overcast, wind W 5 mph/8 kmh, High 47°F/8°C, low 35°F/2°C.
SR: 5.18 SS: 7.13
Tarsakh 19 Rain, wind W 12 mph/19 kmh, High 46°F/8°C, low 33°F/1°C.
SR: 5.16 SS: 7.15
Tarsakh 20 Rain, wind W 5 mph/8 kmh, High 47°F/8°C, low 34°F/1°C.
SR: 5.14 SS: 7.16
Tarsakh 21 Overcast, west breeze, High 49°F/9°C, low 37°F/3°C.
SR: 5.12 SS: 7.18
Tarsakh 22 Clear, north breeze, High 42°F/6°C, low 37°F/3°C.
SR: 5.10 SS: 7.19
Tarsakh 23 Clear, wind N 5 mph/8 kmh, High 38°F/3°C, low 32°F/0°C.
SR: 5.08 SS: 7.21
Tarsakh 24 Clear, calm, High 34°F/1°C, low 31°F/-1°C
SR: 5.07 SS: 7.22
Tarsakh 25 Partly cloudy, calm, High 33°F/1°C, low 29°F/-2°C.
SR: 5.05 SS: 7.24
Tarsakh 26 Overcast, High 30°F/-1°C, low 27°F/-3°C
SR: 5.03 SS: 7.25
Tarsakh 27 Light snow, High 28°F/-2°C, low 24°F/-4°C, snow cover 3 inches/8 cm
SR: 5.01 SS: 7.27
Tarsakh 28 Snow, High 26°F/-3°C, low 22°F/-6°C, snow cover 8 inches/20 cm
SR: 4.59 SS: 7.28
Tarsakh 29 Snow, calm, High 23°F/-5°C, low 20°F/-7°C, snow cover 14 inches/35 cm
SR: 4.58 SS: 7.30
Tarsakh 30 Snow, calm, High 25°F/-4°C, low 22°F/-6°C, snow cover 18 inches/45 cm
Campaign Guide - Page 338
SR: 4.56 SS: 7.31
Greengrass
Greengrass Overcast, High 27°F/-3°C, low -25°F/-4°C, snow cover 18 inches/45 cm
SR: 4.54 SS: 7.33
Mirtul (5)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Mirtul 1 Cloudy, calm, High 33°F/1°C, low 26°F/-3°C, snow cover 17 inches/42.5 cm
SR: 4.53 SS: 7.34
Mirtul 2 Clear, calm, High 35°F/2°C, low 27°F/-3°C, snow cover 16 inches/40 cm °
SR: 4.51 SS: 7.36
Mirtul 3 Cloudy, calm, high 40°F/4°C, low 33°F/-1°C, snow cover 12 inches/30 cm
SR: 4.49 SS: 7.37
Mirtul 4 Cloudy, wind W 5 mph/ 8 kmh, high 45F/7, low 35/2, snow cover 8 inches/20m
SR: 4.48 SS: 7.38
Mirtul 5 Overcast, wind W 10 mph/8 kmh, high 47/8, low 44/7C, snow cover 1 inch/2.5
SR: 4.46 SS: 7.40 cm
Mirtul 6 Rain, wind 15 mph/24 kmh, high 45/7, low 44/7C.
SR: 4.45 SS: 7.41
Mirtul 7 Rain, east breeze, high 44°F/7°C, low 41F/5°C.
SR: 4.43 SS: 7.43
Mirtul 8 Rain, east breeze, high 43°F/6°C, low 42F/6°C.
SR: 4.42 SS: 7.44
Mirtul 9 Light rain, calm, high 41°F/5°C, low 37°F/3°C.
SR: 4.40 SS: 7.450
Mirtul 10 Overcast, calm, high 42°F/6°C, low 36°F/2°C.
SR: 4.39 SS: 7.47
Mirtul 11 Partly cloudy, calm, high 44°F/7°C, low 37°F/3°C.
SR: 4.37 SS: 7.48
Mirtul 12 Clear, wind E 15 mph/24 kmh, high 43°F/6°C, low 33°F/1°C.
SR: 4.36 SS: 7.50
Mirtul 13 Clear, wind E 20 mph/36 kmh, high 44°F/7°C, low 34°F/1°C.m
SR: 4.35 SS: 7.51
Mirtul 14 Clear, wind E 16 mph/26 kmh, high 45°F/7°C, low 36°F/2°C.
SR: 4.33 SS: 7.52
Mirtul 15 Clear, east breeze, High 48°F/9°C, low 37°F/3°C.
SR: 4.32 SS: 7.54
Mirtul 16 Partly cloudy, east breeze, High 50°F/10°C, low 39°F/4°C.
SR: 4.31 SS: 7.55
Mirtul 17 Cloudy, south breeze, drizzle, High 48°F/9°C, low 38°F/3°C.
SR: 4.29 SS: 7.56
Mirtul 18 Rain, wind W 5 mph/8 kmh, High 47°F/8°C, low 35°F/2°C.
SR: 4.28 SS: 7.57
Mirtul 19 Rain, wind W 12 mph/19 kmh, High 46°F/8°C, low 33°F/1°C.
SR: 4.27 SS: 7.59
Mirtul 20 Overcast, wind W 5 mph/8 kmh, High 47°F/8°C, low 34°F/1°C.
SR: 4.26 SS: 8.00
Campaign Guide - Page 339
Mirtul (5)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Mirtul 21 Overcast, west breeze, High 52°F/11°C, low 47°F/8°C.
SR: 4.25 SS: 8.01
Mirtul 22 Clear, west breeze, High 54°F/12°C, low 47°F/8°C.
SR: 4.24 SS: 8.02
Mirtul 23 Clear, wind W 5 mph/8 kmh, High 51°F/11°C, low 42°F/6°C.
SR: 4.23 SS: 8.03
Mirtul 24 Clear, calm, High 53°F/12°C, low 43°F/6°C
SR: 4,22 SS: 8.05
Mirtul 25 Partly cloudy, calm, High 50°F/10°C, low 39°F/4°C.
SR: 4.21 SS: 8.06
Mirtul 26 Overcast, High 44°F/7°C, low 37°F/3°C
SR: 4.20 SS: 8.07
Mirtul 27 Overcast, High 40°F/4°C, low 34°F/1°C
SR: 4.19 SS: 8.08
Mirtul 28 Partly cloudy, High 44°F/7°C, low 39°F/4°C.
SR: 4.19 SS: 8.09
Mirtul 29 Thunderstorm, Wind E 20 mph/32 kmh, High 53°F/12°C, low 44°F/7°C.
SR: 4.18 SS: 8.10
Mirtul 30 Thunderstorm, Wind E 45 mph/74 kmh, High 55°F/13°C, low 47°F/8°C.
SR: 4.17 SS: 8.11
Kythorn (6)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Kythorn 1 Cloudy, calm, High 33°F/1°C, low 26°F/-3°C, snow cover 17 inches/42.5 cm
SR: 4.16 SS: 8.12
Kythorn 2 Clear, calm, High 35°F/2°C, low 27°F/-3°C, snow cover 16 inches/40 cm °
SR: 4.16 SS: 8.13
Kythorn 3 Cloudy, calm, high 40°F/4°C, low 33°F/-1°C, snow cover 12 inches/30 cm
SR: 4.15 SS: 8.14
Kythorn 4 Cloudy, wind W 5 mph/ 8 kmh, high 45F/7, low 35/2, snow cover 8 inches/20m
SR: 4.15 SS: 8.15
Kythorn 5 Overcast, wind W 10 mph/8 kmh, high 47/8, low 44/7C, snow cover 1 inch/2.5
SR: 4.14 SS: 8.15 cm
Kythorn 6 Rain, wind 15 mph/24 kmh, high 45/7, low 44/7C.
SR: 4.14 SS: 8.16
Kythorn 7 Rain, east breeze, high 44°F/7°C, low 41F/5°C.
SR: 4.13 SS: 8.17
Kythorn 8 Rain, east breeze, high 43°F/6°C, low 42F/6°C.
SR: 4.13 SS: 8.18
Kythorn 9 Light rain, calm, high 41°F/5°C, low 37°F/3°C.
SR: 4.13 SS: 8.18
Kythorn 10 Overcast, calm, high 42°F/6°C, low 36°F/2°C.
SR: 4.12 SS: 8.19
Kythorn 11 Partly cloudy, calm, high 44°F/7°C, low 37°F/3°C.
SR: 4.12 SS: 8.20
Kythorn 12 Clear, wind E 15 mph/24 kmh, high 43°F/6°C, low 33°F/1°C.
SR: 4.12 SS: 8.20
Kythorn 13 Clear, wind E 20 mph/36 kmh, high 44°F/7°C, low 34°F/1°C.m
SR: 4.12 SS: 8.21
Campaign Guide - Page 340
Kythorn (6)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Kythorn 14 Clear, wind E 16 mph/26 kmh, high 45°F/7°C, low 36°F/2°C.
SR: 4.12 SS: 8.21
Kythorn 15 Clear, east breeze, High 48°F/9°C, low 37°F/3°C.
SR: 4.12 SS: 8.22
Kythorn 16 Partly cloudy, east breeze, High 50°F/10°C, low 39°F/4°C.
SR: 4.12 SS: 8.23
Kythorn 17 Cloudy, south breeze, drizzle, High 48°F/9°C, low 38°F/3°C.
SR: 4.12 SS: 8.24
Kythorn 18 Rain, wind W 5 mph/8 kmh, High 47°F/8°C, low 35°F/2°C.
SR: 4.12 SS: 8.25
Kythorn 19 Rain, wind W 12 mph/19 kmh, High 46°F/8°C, low 33°F/1°C.
SR: 4.12 SS: 8.27
Kythorn 20 Overcast, wind W 5 mph/8 kmh, High 47°F/8°C, low 34°F/1°C.
SR: 4.12 SS: 8.29
Kythorn 21 Overcast, west breeze, High 52°F/11°C, low 47°F/8°C.
SR: 4.12 SS: 8.30
Kythorn 22 Clear, west breeze, High 54°F/12°C, low 47°F/8°C.
SR: 4.13 SS: 8.29
Kythorn 23 Clear, wind W 5 mph/8 kmh, High 51°F/11°C, low 42°F/6°C.
SR: 4.13 SS: 8.29
Kythorn 24 Clear, calm, High 53°F/12°C, low 43°F/6°C
SR: 4,13 SS: 8.28
Kythorn 25 Partly cloudy, calm, High 50°F/10°C, low 39°F/4°C.
SR: 4.14 SS: 8.28
Kythorn 26 Overcast, High 44°F/7°C, low 37°F/3°C
SR: 4.14 SS: 8.27
Kythorn 27 Overcast, High 40°F/4°C, low 34°F/1°C
SR: 4.15 SS: 8.27
Kythorn 28 Partly cloudy, High 44°F/7°C, low 39°F/4°C.
SR: 4.15 SS: 8.26
Kythorn 29 Thunderstorm, Wind E 20 mph/32 kmh, High 53°F/12°C, low 44°F/7°C.
SR: 4.14 SS: 8.26
Kythorn 30 Thunderstorm, Wind E 45 mph/74 kmh, High 55°F/13°C, low 47°F/8°C.
SR: 4.13 SS: 8.26
Flamerule (7)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Flamerule 1 Sunny, wind SW 10 mph/16 kmh, High 79°F/26°C, low 57°F/14°C
SR: 4.12 SS: 8.25
Flamerule 2 Sunny, wind SW 12 mph/18 kmh, High 77°F/25°C, low 57°F/14°
SR: 4.13 SS: 8.25
Flamerule 3 Partly cloudy, wind W 15 mph/19 kmh, high 75°F/24°C, low 57°F/14°C
SR: 4.14 SS: 8.25
Flamerule 4 Overcast, wind NW 25 mph/ 40 kmh, high 70°F/21°C, low 54°F/12°C
SR: 4.14 SS: 8.24
Flamerule 5 Overcast, light rain, wind NW 15 mph/ 24 kmh, high 68°F/20°C, low 52°F/11°C
SR: 4.15 SS: 8.24
Flamerule 6 Overcast, light rain, wind NW 15 mph/ 24 kmh, high 68°F/20°C, low 52°F/11°C
SR: 4.16 SS: 8.24
Campaign Guide - Page 341
Flamerule (7)
Flamerule 7 Heavy rain, wind NW 20 mph/ 32 kmh, high 64°F/18°C, low 50°F/10°C
SR: 4.17 SS: 8.23
Flamerule 8 Thunderstorms, wind NW 32 mph/ 51 kmh, high 63°F/17°C, low 50°F/10°C
SR: 4.18 SS: 8.23
Flamerule 9 Overcast, light rain, wind NW 15 mph/ 24 kmh, high 68°F/20°C, low 52°F/11°C
SR: 4.19 SS: 8.23
Flamerule 10 Overcast, wind NW 25 mph/ 40 kmh, high 70°F/21°C, low 54°F/12°C
SR: 4.20 SS: 8.22
Flamerule 11 Partly cloudy, wind SW 10 mph/16 kmh, high 75°F/24°C, low 57°F/14°C
SR: 4.21 SS: 8.22
Flamerule 12 Sunny, wind S 10 mph/16 kmh, high 75°F/24°C, low 54°F/12°C
SR: 4.22 SS: 8.21
Flamerule 13 Sunny, wind S 12 mph/19 kmh, High 79°F/26°C, low 57°F/14°C
SR: 4.23 SS: 8.20
Flamerule 14 Sunny, wind S 5 mph/9 kmh, High 82°F/28°C, low 61°F/16°C
SR: 4.24 SS: 8.19
Flamerule 15 Sunny, calm, High 86°F/30°C, low 61°F/16°C
SR: 4.25 SS: 8.18
Flamerule 16 Sunny, calm, High 86°F/30°C, low 59°F/15°C
SR: 4.26 SS: 8.17
Flamerule 17 Sunny, wind S 12 mph/19 kmh, High 82°F/28°C, low 61°F/16°C
SR: 4.27 SS: 8.16
Flamerule 18 Sunny, wind SE 12 mph/19 kmh, High 79°F/26°C, low 57°F/14°C
SR: 4.29 SS: 8.15
Flamerule 19 Sunny, wind E 15 mph/24 kmh, High 72°F/22°C, low 52°F/11°C
SR: 4.30 SS: 8.14
Flamerule 20 Cloudy, wind E 12 mph/19 kmh, High 66°F/19°C, low 50°F/10°C
SR: 4.31 SS: 8.13
Flamerule 21 Cloudy, wind NE 10 mph/16 kmh, High 63°F/17°C, low 48°F/9°C
SR: 4.32 SS: 8.12
Flamerule 22 Overcast, wind NE 10 mph/16 kmh, High 61°F/16°C, low 46°F/8°C
SR: 4.34 SS: 8.11
Flamerule 23 Overcast, rain wind NE 10 mph/16 kmh, High 63°F/17°C, low 50°F/10°C
SR: 4.35 SS: 8.09
Flamerule 24 Heavy rain, wind E 17 mph/27 kmh, High 64°F/18°C, low 50°F/10°C
SR: 4.36 SS: 8.08
Flamerule 25 Fog, calm, High 70°F/21°C, low 57°F/14°C
SR: 4.37 SS: 8.07
Flamerule 26 Sunny with mist, calm, High 73°F/23°C, low 57°F/14°C
SR: 4.37 SS: 8.07
Flamerule 27 Sunny, light mist, calm, High 77°F/25°C, low 55°F/13°C
SR: 4.39 SS: 8.05
Flamerule 28 Sunny, wind SE 10 mph/16 kmh, High 77°F/25°C, low 54°F/12°C
SR: 4.41 SS: 8.03
Flamerule 29 Sunny, wind E 10 mph/16 kmh, High 73°F/23°C, low 50°F/10°C
SR: 4.43 SS: 8.01
Flamerule 30 Sunny, wind E 12 mph/19 kmh, High 72°F/22°C, low 50°F/10°C
SR: 4.44 SS: 8.00
Misummer Night
Midsummer Night Partly cloudy, wind SE 5 mph/8 kmh, High 73°F/23°C, low 52°F/11°C
SR: 4.45 SS: 7.58
Campaign Guide - Page 342
Eleasias (8)
Eleasias 1 Sunny, wind SW 10 mph/16 kmh, High 70°F/21°C, low 51°F/11°C
SR: 4.47 SS: 7.57
Eleasias 2 Sunny, wind SW 14 mph/22 kmh, High 68°F/20°C, low 51°F/11°
SR: 4.48 SS: 7.55
Eleasias 3 Sunny, wind SW 20 mph/32 kmh, high 65°F/18°C, low 54°F/12°C
SR: 4.50 SS: 7.53
Eleasias 4 Overcast, wind W 25 mph/ 40 kmh, high 62°F/17°C, low 53°F/12°C
SR: 4.51 SS: 7.52
Eleasias 5 Overcast, light rain, wind W 10 mph/ 16 kmh, high 63°F/17°C, low 52°F/11°C
SR: 4.53 SS: 7.50
Eleasias 6 Overcast, rain, wind W 6mph/ 10 kmh, high 61°F/16°C, low 52°F/11°C
SR: 4.54 SS: 7.48
Eleasias 7 Heavy rain, wind W 15 mph/ 24 kmh, high 62°F/17°C, low 51°F/11°C
SR: 4.56 SS: 7.47
Eleasias 8 Heavy rain, wind W 15 mph/ 24 kmh, high 63°F/17°C, low 50°F/10°C
SR: 4.57 SS: 7.45
Eleasias 9 Thunderstorms, wind NW 25 mph/ 40 kmh, high 61°F/16°C, low 51°F/11°C
SR: 4.58 SS: 7.43
Eleasias 10 Thunderstorms, wind NW 25 mph/ 40 kmh, high 60°F/16°C, low 52°F/11°C
SR: 5.00 SS: 7.41
Eleasias 11 Rain, wind NW 10 mph/16 kmh, high 59°F/15°C, low 47°F/8°C
SR: 5.01 SS: 7.40
Eleasias 12 Sunny, wind N 35 mph/56 kmh, high 55°F/13°C, low 47°F/8°C
SR: 5.03 SS: 7.38
Eleasias 13 Sunny, wind N 15 mph/24 kmh, High 54°F/12°C, low 46°F/8°C
SR: 5.04 SS: 7.36
Eleasias 14 Sunny, wind NW 5 mph/9 kmh, High 58°F/14°C, low 50°F/10°C
SR: 5.06 SS: 7.34
Eleasias 15 Sunny, calm, High 61°F/16°C, low 53°F/12°C
SR: 5.07 SS: 7.32
Eleasias 16 Sunny, calm, High 66°F/19°C, low 53°F/12°C
SR: 5.09 SS: 7.30
Eleasias 17 Sunny, wind S 6 mph/10 kmh, High 68°F/20°C, low 53°F/12°C
SR: 5.10 SS: 7.28
Eleasias 18 Sunny, wind S 12 mph/19 kmh, High 69°F/21°C, low 52°F/11°C
SR: 5.12 SS: 7.26
Eleasias 19 Sunny, wind S 15 mph/24 kmh, High 70°F/21°C, low 53°F/12°C
SR: 5.13 SS: 7.24
Eleasias 20 Cloudy, wind S 12 mph/19 kmh, High 68°F/20°C, low 55°F/13°C
SR: 5.15 SS: 7.22
Eleasias 21 Cloudy, wind SE 10 mph/16 kmh, High 63°F/17°C, low 48°F/9°C
SR: 5.16 SS: 7.20
Eleasias 22 Overcast, wind SE 10 mph/16 kmh, High 61°F/16°C, low 46°F/8°C
SR: 5.18 SS: 7.18
Eleasias 23 Overcast, rain wind SE 10 mph/16 kmh, High 63°F/17°C, low 50°F/10°C
SR: 5.19 SS: 7.16
Eleasias 24 Cloudy, wind E 17 mph/27 kmh, High 64°F/18°C, low 50°F/10°C
SR: 5.21 SS: 7.14
Eleasias 25 Partly cloudy, calm, High 66°F/19°C, low 50°F/10°C
SR: 5.22 SS: 7.12
Eleasias 26 Sunny with mist, calm, High 66°F/19°C, low 49°F/9°C
SR: 5.24 SS: 7.10
Eleasias 27 Sunny, calm, High 67°F/19°C, low 50°F/10°C
SR: 5.25 SS: 7.08
Campaign Guide - Page 343
Eleasias (8)
Eleasias 28 Sunny, wind SE 10 mph/16 kmh, High 64°F/18°C, low 47°F/8°C
SR: 5.27 SS: 7.06
Eleasias 29 Sunny, wind E 10 mph/16 kmh, High 61°F/16°C, low 45°F/7°C
SR: 5.28 SS: 7.04
Eleasias 30 Sunny, wind E 15 mph/24 kmh, High 58°F/14°C, low 44°F/7°C
SR: 5.30 SS: 7.02
Eleint (9)
Eleint 1 Sunny, calm, High 58°F/14°C, low 45°F/7°C
SR: 5.31 SS: 7.00
Eleint 2 Partly cloudy, calm, High 55°F/13°C, low 46°F/8°
SR: 5.33 SS: 6.58
Eleint 3 Cloudy, calm, high 56°F/13°C, low 47°F/8°C
SR: 5.34 SS: 6.56
Eleint 4 Cloudy, wind W 5 mph/8 kmh, high 62°F/17°C, low 46°F/8°C
SR: 5.36 SS: 6.53
Eleint 5 Overcast, light rain, wind W 10 mph/8 kmh, high 63°F/17°C, low 46°F/8°C
SR: 5.37 SS: 6.51
Eleint 6 Overcast, rain, wind W 6mph/10 kmh, high 60°F/16°C, low 44°F/7°C
SR: 5.39 SS: 6.49
Eleint 7 Heavy rain, wind W 15 mph/ 24 kmh, high 62°F/17°C, low 41°F/5°C
SR: 5.40 SS: 6.47
Eleint 8 Heavy rain, wind W 15 mph/ 24 kmh, high 63°F/17°C, low 40°F/6°C
SR: 5.42 SS: 6.45
Eleint 9 Rain, wind NW 10 mph/16 kmh, high 59°F/15°C, low 41°F/5°C
SR: 5.43 SS: 6.43
Eleint 10 Rain, wind NW 8 mph/14 kmh, high 57°F/14°C, low 42°F/6°C
SR: 5.45 SS: 6.40
Eleint 11 Rain, wind NW 6 mph/10 kmh, high 55°F/15°C, low 41°F/5°C
SR: 5.46 SS: 6.38
Eleint 12 Sunny, wind N 15 mph/24 kmh, high 52°F/13°C, low 39°F/4°C
SR: 5.48 SS: 6.36
Eleint 13 Sunny, wind N 18 mph/29 kmh, High 50°F/10°C, low 37°F/3°C
SR: 5.49 SS: 6.34
Eleint 14 Sunny, wind N 5 mph/8 kmh, High 52°F/11°C, low 38°F/3°C
SR: 5.50 SS: 6.32
Eleint 15 Sunny, calm, High 55°F/13°C, low 40°F/4°C
SR: 5.52 SS: 6.29
Eleint 16 Sunny, calm, High 57°F/14°C, low 41°F/5°C
SR: 5.53 SS: 6.27
Eleint 17 Partly cloudy, wind E 6 mph/10 kmh, High 56°F/13°C, low 43°F/6°C
SR: 5.55 SS: 6.25
Eleint 18 Partly cloudy, wind E 12 mph/19 kmh, High 55°F/13°C, low 42°F/6°C
SR: 5.56 SS: 6.23
Eleint 19 Partly cloudy, wind E 15 mph/24 kmh, High 54°F/12°C, low 41°F/5°C
SR: 5.58 SS: 6.21
Eleint 20 Cloudy, wind SE 10 mph/16 kmh, High 58°F/14°C, low 45°F/7°C
SR: 5.59 SS: 6.18
Eleint 21 Cloudy, wind SE 8 mph/13 kmh, High 63°F/17°C, low 48°F/9°C
SR: 6.01 SS: 6.16
Eleint 22 Partly cloudy, wind S 6 mph/10 kmh, High 65°F/18°C, low 48°F/9°C
SR: 6.02 SS: 6.14
Campaign Guide - Page 344
Eleint (9)
Eleint 23 Sunny, wind S 10 mph/16 kmh, High 67°F/19°C, low 48°F/9°C
SR: 6.04 SS: 6.12
Eleint 24 Cloudy, wind S 16 mph/26 kmh, High 68°F/20°C, low 50°F/10°C
SR: 6.05 SS: 6.10
Eleint 25 Partly cloudy, calm, High 70°F/19°C, low 50°F/10°C
SR: 6.07 SS: 6.07
Eleint 26 Sunny, calm, High 72°F/22°C, low 48°F/9°C
SR: 6.09 SS: 6.05
Eleint 27 Sunny, calm, High 74°F/23°C, low 46°F/8°C
SR: 6.10 SS: 6.03
Eleint 28 Sunny, wind S 6 mph/10 kmh, High 73°F/23°C, low 47°F/8°C
SR: 6.12 SS: 6.01
Eleint 29 Sunny, wind S 5 mph/8 kmh, High 71°F/22°C, low 45°F/7°C
SR: 6.13 SS: 5.59
Eleint 30 Sunny, breeze, S, High 72°F/22°C, low 44°F/7°C
SR: 6.15 SS: 6.56
High Harvesttide
Harvesttide Sunny, breeze, S, High 74°F/23°C, low 43°F/6°C
SR: 6.16 SS: 5.54
Marpenoth (10)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Marpenoth 1 Sunny, calm, High 68°F/20°C, low 45°F/7°C
SR: 6.15 SS: 5.40
Marpenoth 2 Partly cloudy, calm, High 64°F/18°C, low 46°F/8°
SR: 6.16 SS: 5.38
Marpenoth 3 Cloudy, calm, high 64°F/18°C, low 47°F/8°C
SR: 6.17 SS: 5.36
Marpenoth 4 Cloudy, wind N 5 mph/ 8 kmh, high 62°F/17°C, low 46°F/8°C
SR: 6.18 SS: 5.34
Marpenoth 5 Overcast, light rain, wind N 10 mph/8 kmh, high 55°F/13°C, low 40°F/4°C
SR: 6.19 SS: 5.32
Marpenoth 6 Overcast, rain, wind N 6mph/10 kmh, high 50°F/10°C, low 34°F/1°C
SR: 6.20 SS: 5.30
Marpenoth 7 Rain and snow, wind N 15 mph/ 24 kmh, high 48°F/17°C, low 31°F/-1°C, snow
SR: 6.20 SS: 5.28 cover, negligible
Marpenoth 8 Heavy rain and snow, wind N 15 mph/ 24 kmh, high 43°F/6°C, low 30°F/-1°C,
SR: 6.19 SS: 5.26 snow cover, negligible
Marpenoth 9 Rain and snow, wind N 10 mph/16 kmh, high 39°F/4°C, low 29°F/-2°C, snow
SR: 6.18 SS: 5.24 cover: dusting to half inch/1.25 cm
Marpenoth 10 Rain and snow, wind N 8 mph/14 kmh, high 35°F/2°C, low 27°F/-3°C, snow
SR: 6.19 SS: 5.22 cover: 1.5 inches/3.75 cm
Marpenoth 11 Snow, wind N 6 mph/10 kmh, high 35°F/2°C, low 25°F/-4°C, snow cover 2
SR: 6.19 SS: 5.20 inches/5 cm
Marpenoth 12 Sunny, wind N 15 mph/24 kmh, high 32°F/0°C, low 22°F/-6°C, snow cover: 1.5
SR: 6.20 SS: 5.18 inches/3,75 cm
Marpenoth 13 Sunny, wind N 18 mph/29 kmh, High 33°F/1°C, low 22°F/-6°C, snow cover 1
SR: 6.20 SS: 5.16 inch/2.5 cm
Campaign Guide - Page 345
Marpenoth (10)
Marpenoth 14 Sunny, wind N 5 mph/8 kmh, High 32°F/11°C, low 23°F/-5°C, snow cover half
SR: 6.21 SS: 5.14 inch, 1.25 cm
Marpenoth 15 Sunny, calm, High 35°F/2°C, low 28°F/-2°C
SR: 6.23 SS: 5.12
Marpenoth 16 Sunny, calm, High 37°F/3°C, low 31°F/-1°C
SR: 6.23 SS: 5.10
Marpenoth 17 Partly cloudy, wind E 5 mph/8 kmh, High 36°F/2°C, low 31°F/-1°C
SR: 6.24 SS: 5.08
Marpenoth 18 Partly cloudy, wind E 10 mph/16 kmh, High 38°F/3°C, low 32°F/0°C
SR: 6.25 SS: 5.06
Marpenoth 19 Partly cloudy, wind E 12 mph/19 kmh, High 40°F/4°C, low 34°F/1°C
SR: 6.27 SS: 5.02
Marpenoth 20 Cloudy, wind SE 5 mph/8 kmh, High 44°F/7°C, low 35°F/2°C
SR: 6.28 SS: 5.00
Marpenoth 21 Cloudy, wind SE 5 mph/8 kmh, High 46°F/8°C, low 38°F/3°C
SR: 6.30 SS: 4.58
Marpenoth 22 Partly cloudy, breeze S, High 48°F/9°C, low 38°F/3°C
SR: 6.32 SS: 4.56
Marpenoth 23 Sunny, wind S 5 mph/8 kmh, High 52°F/11°C, low 40°F/4°C
SR: 6.33 SS: 4.55
Marpenoth 24 Cloudy, wind S 10 mph/16 kmh, High 55°F/13°C, low 42°F/6°C
SR: 6.35 SS: 4.53
Marpenoth 25 Partly cloudy, calm, High 53°F/12°C, low 42°F/6°C
SR: 6.36 SS: 4.51
Marpenoth 26 Overcast, wind NW 5 mph/8 kmh, High 44°F/7°C, low 38°F/3°C
SR: 6.38 SS: 4.49
Marpenoth 27 Occasional rain, breeze N, High 40°F/4°C, low 33°F/1°C
SR: 6.39 SS: 4.48
Marpenoth 28 Rain and snow, wind N 6 mph/10 kmh, High 33°F/1°C, low 27°F/-3°C, snow
SR: 6.41 SS: 4.46 cover 1 inch/2.5 cm
Marpenoth 29 Snow, wind N 5 mph/8 kmh, High 31°F/-1°C, low 27°F/-3°C, snow cover 3
SR: 6.42 SS: 4.44 inches/7.5 cm
Marpenoth 30 Snow, breeze N, High 29°F/-2°C, low 23°F/-5°C, snow cover 7 inches/17.5 cm
SR: 6.44 SS: 4.43
Uktar (11)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Uktar 1 Snow, breeze N, High 27°F/-3°C, low 23°F/-5°C, snow cover 8 inches/20 cm
SR: 6.45 SS: 4.41
Uktar 2 Snow, calm, High 26°F/-3°C, low 21°F/-6°, snow cover 10 inches/25 cm
SR: 6.47 SS: 4.40
Uktar 3 Heavy snow, calm, high 24°F/-4°C, low 19°F/-7°C, snow cover 16 inches/40 cm
SR: 6.48 SS: 4.38
Uktar 4 Cloudy, wind N 5 mph/ 8 kmh, high 21°F/-6°C, low 16°F/-9°C, snow cover 16
SR: 6.50 SS: 4.37 inches/40 cm
Uktar 5 Clear, wind N 10 mph/8 kmh, high 20°F/-7°C, low 14°F/-10, snow cover 16
SR: 6.51 SS: 4.35 inches/40 cm
Uktar 6 Clear, wind N 6mph/10 kmh, high 19°F/-7°C, low 12°F/-11°C, snow cover 15
SR: 6.53 SS: 4.34 inches/37,5 cm
Uktar 7 Light snow, wind N 10 mph/ 16 kmh, high 21°F/-6°C, low 14°F/-10°C, snow
SR: 6.55 SS: 4.32 cover 16 inches/40 cm
Campaign Guide - Page 346
Uktar (11)
Uktar 8 Overcast, wind N 5 mph/ 8 kmh, high 22°F/-6°C, low 15°F/-9°C, snow cover 15
SR: 6.56 SS: 4.31 inches/37,5 cm
Uktar 9 Cloudy, wind N breeze, high 23°F/-5°C, low 16°F/-9°C, snow cover 15
SR: 6.58 SS: 4.29 inches/37,5 cm
Uktar 10 Partly cloudy, wind N 5 mph/8 kmh, high 20°F/-7°C, low 12°F/-11°C, snow
SR: 6.59 SS: 4.28 cover 14 inches/35 cm
Uktar 11 Partly cloudy, wind N 6 mph/10 kmh, high 18°F/-8°C, low 11°F/-12°C, snow
SR: 7.01 SS: 4.27 cover 13 inches/32,5 cm
Uktar 12 Sunny, wind N 10 mph/16 kmh, high 16°F/-9°C, low 18°F/-8°C, snow cover 12
SR: 7.02 SS: 4.25 inches/30 cm
Uktar 13 Sunny, wind W 10 mph/16 kmh, High 21°F/-6°C, low 19°F/-7°C, snow cover 11
SR: 7.04 SS: 4.24 inches/27,5 cm
Uktar 14 Sunny, wind W 5 mph/8 kmh, High 25°F/-4°C, low 21°F/-6°C, snow cover 10
SR: 7.05 SS: 4.23 inches/25 cm
Uktar 15 Partly cloudy, calm, High 29°F/-2°C, low 26°F/-3°C, snow cover 10 inches/25
SR: 7.07 SS: 4.22 cm
Uktar 16 Partly cloudy, calm, High 32°F/0°C, low 30°F/-1°C, snow cover 9 inches/22,5
SR: 7.08 SS: 4.21 cm
Uktar 17 Partly cloudy, wind W 5 mph/8 kmh, High 36°F/2°C, low 31°F/-1°C, snow cover
SR: 7.10 SS: 4.20 9 inches/22,5 cm
Uktar 18 Partly cloudy, wind W 10 mph/16 kmh, High 38°F/3°C, low 32°F/0°C, snow
SR: 7.11 SS: 4.19 cover 8 inches/20 cm
Uktar 19 Partly cloudy, wind W 12 mph/19 kmh, High 40°F/4°C, low 34°F/1°C, snow
SR: 7.13 SS: 4.18 cover 7 inches/17,5 cm
Uktar 20 Cloudy, wind SW 5 mph/8 kmh, High 43°F/6°C, low 35°F/2°C, snow cover 5
SR: 7.14 SS: 4.17 inches/12,5 cm
Uktar 21 Cloudy, wind SW 5 mph/8 kmh, High 45°F/8°C, low 38°F/3°C, snow cover 3
SR: 7.16 SS: 4.16 inches/7,5 cm
Uktar 22 Partly cloudy, breeze SW, High 48°F/9°C, low 38°F/3°C, snow cover 1
SR: 7.17 SS: 4.15 inches/2,5 cm
Uktar 23 Sunny, wind SW 5 mph/8 kmh, High 52°F/11°C, low 40°F/4°C, snow cover
SR: 7.19 SS: 4.14 trace
Uktar 24 Cloudy, wind S 10 mph/16 kmh, High 50°F/10°C, low 40°F/4°C
SR: 7.20 SS: 4.13
Uktar 25 Partly cloudy, calm, High 48°F/9°C, low 38°F/3°C
SR: 7.21 SS: 4.12
Uktar 26 Overcast, wind NW 5 mph/8 kmh, High 40°F/4°C, low 32°F/0°C
SR: 7.23 SS: 4.12
Uktar 27 Occasional light snow, breeze N, High 34°F/1°C, low 27°F/-3°C, snow cover
SR: 7.24 SS: 4.11 trace
Uktar 28 Light snow, wind N 6 mph/10 kmh, High 33°F/1°C, low 27°F/-3°C, snow cover 1
SR: 7.25 SS: 4.10 inch/2.5 cm
Uktar 29 Snow, wind N 8 mph/10 kmh, High 30°F/-1°C, low 25°F/-4°C, snow cover 3
SR: 7.27 SS: 4.10 inches/7.5 cm
Uktar 30 Snow, breeze N, High 27°F/-3°C, low 23°F/-5°C, snow cover 8 inches/20 cm
SR: 7.28 SS: 4.09
Moonfeast
Date - Sunrise/
Sunset - AM/PM Weather Summary
Mondfest Snow, breeze N, High 27°F/-3°C, low 23°F/-5°C, snow cover 12 inches/30 cm
SR: 7.30 SS: 4.09
Campaign Guide - Page 347
Nightal (12)
Date - Sunrise/
Sunset - AM/PM Weather Summary
Nightal 1 Snow, breeze N, High 24°F/-4°C, low 20°F/-7°C, snow cover 18 inches/45 cm
SR: 7.31 SS: 4.08
Nightal 2 Partly cloudy, calm, High 20°F/-7°C, low 16°F/-9, snow cover 18 inches/45 cm °
SR: 7.32 SS: 4.08
Nightal 3 Cloudy, calm, high 18°F/-8°C, low 13°F/-11°C, snow cover 18 inches/45 cm
SR: 7.33 SS: 4.07
Nightal 4 Cloudy, wind N 5 mph/ 8 kmh, high 10°F/-12°C, low 8°F/-13°C, snow cover 17.5
SR: 7.34 SS: 4.07 inches/43,75 cm
Nightal 5 Overcast, wind N 10 mph/8 kmh, high 6°F/-14°C, low 0°F/-18°C, snow cover
SR: 7.35 SS: 4.07 17.5 inches/43,75 cm
Nightal 6 Partly cloudy, calm, high 3°F/-16°C, low -4°F/-20°C, snow cover 17.5
SR: 7.36 SS: 4.06 inches/43,75 cm
Nightal 7 Partly cloudy, calm, high 0°F/-18°C, low -7°F/-22°C, snow cover 17.5
SR: 7.37 SS: 4.06 inches/43,75 cm
Nightal 8 Clear, calm, high -3°F/-19°C, low -10°F/-23°C, snow cover 17 inches/42.5 cm
SR: 7.38 SS: 4.06
Nightal 9 Clear, calm, high -7°F/-22°C, low -13°F/-25°C, snow cover 17 inches/42.5 cm
SR: 7.39 SS: 4.06
Nightal 10 Clear, calm, high -10°F/-23°C, low -16°F/-27°C, snow cover 17 inches/42.5 cm
SR: 7.40 SS: 4.06
Nightal 11 Clear, calm, high -14°F/-26°C, low -20°F/-29°C, snow cover 16,5 inches/41.25
SR: 7.41 SS: 4.06 cm
Nightal 12 Partly cloudy, wind N 15 mph/24 kmh, high -18°F/-28°C, low -24°F/-31°C, snow
SR: 7.42 SS: 4.06 cover 16,5 inches/41.25 cm
Nightal 13 Partly cloudy, wind N 20 mph/36 kmh, high -22°F/-30°C, low -30°F/-34°C, snow
SR: 7.43 SS: 4.06 cover 16,5 inches/41.25 cm
Nightal 14 Partly cloudy, wind N 16 mph/26 kmh, high -26°F/-32°C, low -34°F/-37°C, snow
SR: 7.44 SS: 4.06 cover 16 inches/40 cm
Nightal 15 Cloudy, north breeze, High -20°F/-29°C, low -24°F/-31°C, snow cover 16
SR: 7.45 SS: 4.07 inches/40 cm
Nightal 16 Cloudy, north breeze, High -17°F/-27°C, low -20°F/-29°C, snow cover 16
SR: 7.45 SS: 4.07 inches/40 cm
Nightal 17 Cloudy, north breeze, High -14°F/-26°C, low -18°F/-28°C, snow cover 15.5
SR: 7.46 SS: 4.07 inches/38.75 cm
Nightal 18 Overcast, wind N 5 mph/8kmh, High -10°F/-23°C, low -14°F/-26°C, snow cover
SR: 7.47 SS: 4.08 15.5 inches/38.75 cm
Nightal 19 Snow, wind N 12 mph/19 kmh, High -6°F/-21°C, low -10°F/-23°C, snow cover
SR: 7.47 SS: 4.08 18 inches/45 cm
Nightal 20 Heavy snow, wind N 20 mph/36 kmh, High -2°F/-19°C, low --3°F/-19°C, snow
SR: 7.48 SS: 4.08 cover 30 inches/75 cm
Nightal 21 Heavy snow, wind N 12 mph/19 kmh, High 0°F/-18°C, low -1°F/-18°C, snow
SR: 7.48 SS: 4.09 cover 40 inches/1 m
Nightal 22 Snow, wind N 10 mph/16 kmh, High 4°F/-16°C, low 0°F/-18°C, snow cover 44
SR: 7.49 SS: 4.10 inches/110 cm
Nightal 23 Light snow, wind N 5 mph/8 kmh, High 8°F/-13°C, low 4°F/-16°C, snow cover
SR: 7.49 SS: 4.10 44 inches/110 cm
Nightal 24 Cloudy, calm, High 10°F/-12°C, low 6°F/-14°C, snow cover 44 inches/110 cm
SR: 7.49 SS: 4.11
Nightal 25 Partly cloudy, calm, High 8°F/-13°C, low 4°F/-16°C, snow cover 44 inches/110
SR: 7.50 SS: 4.11 cm
Campaign Guide - Page 348
Nightal (12)
Nightal 26 Clear, calm, High 4°F/-16°C, low 0°F/-18°C, snow cover 44 inches/110 cm
SR: 7.50 SS: 4.12
Nightal 27 Clear, calm, High 0°F/-18°C, low -4°F/-20°C, snow cover 44 inches/110 cm
SR: 7.50 SS: 4.13
Nightal 28 Clear, calm, High -3°F/-19°C, low -7°F/-22°C, snow cover 43 inches/107.5 cm
SR: 7.50 SS: 4.14
Nightal 29 Clear, calm, High -7°F/-22°C, low -11°F/-24°C, snow cover 43 inches/107.5 cm
SR: 7.50 SS: 4.15
Nightal 30 Clear, calm, High -10°F/-23°C, low -14°F/-26°C, snow cover 43 inches/107.5
SR: 7.51 SS: 4.16 cm
The Imaskari and Raumathari cultures stood out for their unique magical practices, distinct from the elven-taught Netherese . Imaskari warrior wizards accessed magic differently, producing unparalleled magical devices and constructs without elven help . Raumathari sorcerers, learning directly to access the Weave, focused on elemental magic, notably fire, differing from the spellbook-reliant Netherese who expanded upon their learned magic recklessly . This rivalry highlights the varied paths humans took in magic development without falling under traditional elven influences, emphasizing autonomous cultural developments and innovations in magic among human empires .
Sammaster's perception evolved through guidance from Kargmelchina who highlighted the flaws in his earlier belief that dracoliches would rule effectively as leaders . Initially, he misunderstood prophecies regarding dragon rulership and pursued creating dracoliches . However, witnessing many of these creations fall to mere humans caused a reassessment, realizing that more destructible forms were ineffective for immortality. Kargmelchina's arguments emphasized finding ineffable forms of undeath, steering Sammaster towards understanding the downfall of his initial ideologies .
Kargmelchina played a pivotal role in influencing Sammaster by initially guiding him through his dragon craze and insanity, leveraging their relationship to manipulate his actions . Through necromancy, she prolonged her life and shared Sammaster's vision of creating mightier dracoliches. However, her influence steered Sammaster toward understanding that lichdom was not the ideal path for dragons, ultimately arguing that his previous direction had been flawed . Despite Sammaster's fall, Kargmelchina tirelessly worked to restore his power and procure the Tome of Dragons, underscoring her enduring control and influence over him .
Major magical conflicts in Faerûn include the fall of the Imaskari empire in -2488 DR after extensive magical wars . The elves faced a catastrophe in -1591 DR, involving a massive battle in Horindon Lhar against the men and liches of Netheril; the battle almost threatened Abeir-Toril's existence . This conflict witnessed human, elven, and dwarven magic clashing, with destructive magicks culminating in the awakening of a dormant volcano, sealing off entire regions in lava . These conflicts highlight the intertwining and often destructive history of magic among Faerûn's major races .
The Imaskari empire gained its magical prowess independently because they were known as warrior wizards who produced "great wonders of engineering, architecture, and subtle cruelty" along with magical works of immense power without elven assistance . Unlike the Netherese who learned magic from elves, the Imaskari methods were distinct. Their magic devices are still considered artifacts of power, with some operations and purposes remaining unfathomable today .
Sorcerers with inherent magical abilities are described as beings using magic without needing formal training in the Weave, similar to the innate magic of dragons . Historical speculation suggests that sorcerers might be descendants of humanoids with dragon blood, resulting from dragons mating with humanoids in alternate forms . This speculative origin explains their draconic bloodline inheritance and their inherent magical capabilities .
The elves' attempt to manage their intrinsic magic inadvertently set them into a cycle that led to a loss of such knowledge . Their interactions with the Netherese were complex; the elves taught basic magic to Therion Gers around -3830 DR, leading to the Netherese surpassing the elves' control and using magic for conquests, which dismayed the elves . This created a twofold influence on their magical development: it inspired the elves to see the power in human achievements for resolving their conflicts, while also prompting some to caution against the reckless use of magic .
Tiamat's interactions with figures like Sammaster illustrate her strategic manipulation within Faerûn's power dynamics by occasionally aligning with ambitions that mirror her ends . While not displeased with the dragon-related activities by Sammaster and Kargmelchina above Vaasa, she remained self-centered, focusing on her divine battles during the Time of Troubles . Tiamat seemed to exploit such figures indirectly to destabilize the region in her favor without direct involvement, promoting chaos to reign or return with greater autonomy .
The schism within Sammaster's cult resulted from conflicting magical ideologies and leadership strategies following his defeat and destruction by Lathander's avatar . Failed restoration attempts by Algashon drove the cult into internal conflict as factions could not unite under his leadership, diverging on paths of necromancy and dragon-related ambitions held during Sammaster's influence . This schism underscores the fractious nature of cult loyalties dependent on charismatic leadership and coherent ideological practices amidst followers .
The Nether Scrolls were central to the advancement of early human magic, constituting the foundation of Netherese magical teachings and enabling swift development of magical capabilities for conquest and expansion . Their theft by a band of elves around -2825 DR significantly impacted the Netherese by depriving them of key knowledge, potentially stalling their progress, and allowing elves to both access and stem the destructive potential emanating from human magic . This event underlines the profound influence artifacts can have on cultural and magical histories within Faerûn .