episode 54: tales from the old land

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EPISODE 54: Tales from the Old Land By: Rafael San Miguel Since Uther’s last battle against the Skandaharians, the Northern Downs have become a quiet little backward realm, where the simple men of the North can lead a pleasant life. But what is that? A vile power is rising to disturb the peace! A Dave Arneson’s Blackmoor adventure for heroes levels 2 to 10. Edited by: Tad Kilgore, W. Robert Reed III

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EPISODE 54: Tales from the Old

Land

By: Rafael San Miguel

Since Uther’s last battle against the Skandaharians, the Northern Downs have become a quiet little backward realm, where the simple men of the North can lead a pleasant life. But what is that? A vile power is rising to disturb the peace! A Dave Arneson’s Blackmoor adventure for heroes levels 2 to 10.

Edited by: Tad Kilgore, W. Robert Reed III

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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

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

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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

ATL. The party may choose to round up or down if the particular number is not an offered ATL. Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit. Episode Background Quick Summary On an escort mission through the Northern Downs, the party rescues a couple of children from pursuing worgs. Following the children’s story about their home being attacked by a group of goblins, the party is indeed assaulted by the raiders, and one way or another arrives at the Goblin raiders’ base camp, where they discover that the leader of the bandits is in fact an undead knight. To prevent the knight from killing them and continuing to terrorize the farmsteads surrounding his tomb, the heroes will have to venture into his grave and to destroy the artifact that preserves the essence of his life… Full Summary The Green Knight's name and crime is lost in history. He himself doesn't remember. All he can recall from his former life is the moment of his great humiliation. King Robert of Geneva broke the blade of the Green Knight's sword and hung a cloak over his shield, stripping of lands, his noble titles, and his property. The Knight, bound in chains and gagged, was carried out of the church of Odir. The merciless justice of the time dictated that he who had broken the law of his deity and should be buried and entombed alive in a stone coffin. Death did not take the Green Knight. His soul twisted and warped under the horror of his imprisonment and he craved vengeance. The Green Knight's mind broke under the horrors of his fate, and he embraced both madness and undeath. The year’s passed and he waited and suffered, imprisoned in darkness. The Green Knight's mad dreams where rudely disturbed, when a lightning strike from weather

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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storm broke the magic seal that held the tomb's entrance closed. With the weakening of the Tomb’s main entrance seal, he pushed his way out of his coffin and into the night. He discovered the land was changed from the Age he was born to, yet he still craved the privilege and titles that he felt were his due. Lonely and mad, the Green Knight wandered around in the woods until he stumbles across a group of Goblin bandits, fleeing Elven soldiers from Ringlo Hall. Vaguely remembering that the elves were Thonia's sworn enemies at the times of King Robert, the Green Knight aired his age-old war cries and slew the entire Elven patrol. The goblins, amazed by his strength and prowess, promptly asked the Green Knight to accompany them. He had other plans however, and he forced the goblin bandits to swear to serve him as “squires” from now on and promptly ordered them to “inspect his baronies” and to “collect his taxes.” Still impressed and cowed by his obviously supernatural powers and tired of running, the goblins consented. They started a campaign of banditry and bloodshed among the peasant families of the Downs, extorting tribute for their leader, and taking more than their fair share. The party is hired by Blackmoor's Church of Odir to accompany a young priest of the order on a journey through the backward Northern Downs. The priest, a young and rebellious man called Roger Lillard is supposed to look after the welfare of those lone thorps and hamlets that cannot afford a priest in their community. As a price for their services, the party is offered the use the temple's minor services, like healing or removing curses, for free during the next year. The players travel north and encounter a bard who can share some information about the threat of bandits. He can also sell them a banner that may come in useful later in the episode. Later on that day, the adventuring party comes across two children fleeing from a pursuing worg. The Goblins have attacked and destroyed the Bukton Farmstead. In the turmoil that followed, the Bukton children had the chance to escape. Meanwhile, back at the Tomb of the Green

Knight, the goblins and their leader have a falling out. One of the goblins number overcome by greed, defiles the Knight’s Tomb. He unleashes his wrath on the entire tribe. If the player’s choose to take the children back to their home, they will encounter a goblin ambush and may have an opportunity to parley with the goblin chief. The players will be able to find a clear trail to the Knight’s tomb and can follow it. At the Tomb, the players will find the goblins have been slaughtered by the Knight. Once inside the tomb they will be confronted by the Green Knight and will face the unpleasant task of defeating him. Only by securing the artifact that preserves the essence of his life can the Knight be permanently destroyed. Episode Hook Players are contacted by the Church of Odir to hire escort a young priest as he makes his rounds thought the thorps and small villages of the Northern Downs. Members of the Gen Ri are asked to use the opportunity to seek out the identity of the individual eliminating a Cumasti patrol. Members of the Silent Guard are asked to accompany the Roger Lillard to assess his worthiness. Roger has petitioned for membership in the Silent Guard. Please determine which players are members of the Gen Ri or the Silent Guard. Provide them with their respective hand outs. Read the following aloud Early Summer washes the streets of Blackmoor in golden light and the deep kiss of winter is long past. As always, the Comeback Inn is a fair place to hear rumors of the war, of the world, and of the fall of those who ply the trade. To the West, rumors speak of atrocity. The Afridhi raid marshland farms and villages with impunity. The army and the shattered remnants of Ten struggles with the numerous foe. When fixed in a stand up fight, the champions and heroes of the North make swift work of the Afridhi. But, this war has been as much about smoke and fire and burning farms as it has been

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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about glory on the field of battle. The Afridhi butcher the small folk with seeming impunity. Others speak of war to the far south. Some force has swept out of deep deserts south of the Thonian Empire. There seems to be little peace in the world. The door opens and a young man steps in, clothed in the tunic and doublet of a priest of Thonian orders, the symbol of Odir is emblazoned on his chest. The crown of his head is shaved in a tonsure, in the manner of some of that Order. He speaks briefly to Batts and the bartender waves a glass in your direction. Batts grins showing a savage mouthful of teeth and fang, over the young priest’s shoulder, he seems pleased with himself, which usually means there’s a joke on someone. Or what passes for a joke for an Ogre. The young man winds his way through the crowded inn and stops at your table; “I am Roger Lillard, a priest of the Order of the Holy Spear. I have been told that you sometimes serve as bodyguards for needy travelers? If so, you come recommended by Batts. May we speak? If the players consent, Roger will sit down, offer to buy them a round of drinks, and commence with this tale. Roger is a great nephew of the Garamond Bolitho, the High Priest of Odir, and is in the process of earning a reputation in his order. Roger is naïve and didactic and sees the world in black and white. As a Priest of Odir, he sees himself as a leader, and will conduct himself as such with the players. Roger knows he needs the players and will defer as much as necessary to get the players to go with him on the road. Once the players have begun to travel with him, he will become much more aggressive. If the players agree to speak with Roger, read the following aloud I thank you and may Odir’s light shine on you all. I am new to more senior duties in my order. As my first formal duty as a young priest, I have been assigned the spiritual welfare of the farms and thorps of the North Downs. Normally, the holy warriors of Odir would accompany me. However, Uther has called upon our order and

we have sent our forces west to assist in repulsing the Afridhi. As a result, I am in need of escorts as I minister the spiritual needs of the commons. The Skandaharians have made numerous raids along the coast this year, and my need is pressing. If you are willing, you will have the gratitude of the church, and also, such future support as I can provide. If pressed for payment in coin, Roger will offer the party 50 gp per ATL as payment and also promise them access to the stores of the temple once his task is accomplished. He will push to leave within two days, and plans on travelling for two to three weeks. Let the players know that this episode will only cost them one TU. If players agree to assist, he will agree to meet them in two days at the north gate near the Raider Road. If players refuse to speak with Roger or to help him, he will spend some time in the bar speaking to other likely candidates before leaving. If players choose not to assist him, then the adventure is over for them. Allow players to shop in Blackmoor before leaving. Appendix – NPC’s Roger Lillard Chapter 1: Barding Read the following aloud It has been three uneventful days along the Raider Road. Roger has talked non-stop about the glories of Odir. His clerical duties so far have involved chasing off a team of drovers heading south towards Blackmoor. They reported rumors of banditry as they passed and warned you to keep a sharp eye. As you round a curve in the road, there is a stone bridge fording a rapid stream. Stone pillars mark each end of the bridge. Propped up against a stone post on your side of the stream is a human form. Draped over the post above him is a dirty pennant, adorned with some

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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heraldic symbol. Snores reach you. Whoever is up ahead of you is very loudly and obviously sleeping along side of the road! The bard is Terrence of Kenville. If awakened, he will politely answer any questions the party asks. He is a wandering minstrel of some skill. He has a crooked smile and a broken nose, but is handsome in a rogue-ish sort of way. He will share the following information freely

- I was ambushed a band of fierce looking goblins. Brigands!

- Oddly, they didn’t take my hard earned coin. Instead, they let me swear on my very life to bring this strange flag to the court of Blackmoor, so, and I quote, “King Robert shall recognize our masters’ claim on this land that he has bravely earned in battle.”

- They were demented or under some magical compulsion.

- Clearly, my task was to agree, and to agree to whatever they asked. I did so with precision and skill.

- Further, they asked me to swear “allegiance to the Master of the Cave”.

- I have NO idea who that might be. Clearly, however, if pledging to return this scrap of heraldic antiquity got me along the road, I agreed to do so.

- I think it is a stunning souvenir. Yes? Terrance has no idea what the heraldry means. It depicts three white disks on a green background. He does not recognize it, but it is very simple and hence, very old. In reality the green’s Knights heraldic image was struck form the roll of nobility as a result of his crimes and was lost to history. He’ll, however, be willing to sell the flag if he is offered a reasonable price. (1 to 5 gold coins will suffice.) Terrance is pretentious and opportunistic. Play him so, and use him for comic relief. Chapter 2: The Bukton Children As you are travelling, high pitched screams reach your ears from up ahead!

To your right two small figures move towards you, running pell-mell across a meadow and as they get closer you realize they are children screaming in terror! You see shapes that look like large wolves loping after the children, clearly confident in their ability to run their prey to ground. They see you and howl, speeding towards their prey obviously trying to get to them before the children can get to you! Mak and his band have decided to do away with the local constable and the local militia once and for all. They allowed the children to escape, and sent worgs to herd the children to the farmstead. The Worgs will catch the children in 2 rounds and the players are 500 feet away. The Worgs will attack the round they catch up. They will go after Tomen the next round. If attacked by bow fire by the players, they will try to flee. If engaged in melee, they will fight until slain. Seeing children in danger, Roger will charge immediately. Appendix – NPC’s Krista & Tomen Bukton If the party prevents the children from being killed and heals them the children are traumatized but are thankful. Once calmed down, the children begin describing the ‘monsters that hurt mommy and daddy’ – These are goblins, but the children don’t know them by that name, so be creative here when describing to the players! Tomen believes his Mom and Dad are in trouble and need help. Krista thinks Dad was killed by arrows and that the ‘monsters’ are doing bad things to her Momma. They are members of the Greenlane Thorp, a small community of several farms spread out over small valley. It is an hour from here. They will report that the monsters have burned several farms. Their Dad has been giving them food and sheep to leave them alone. All they know for sure is that the ‘monsters’ started arguing with Daddy and Mom told them to run.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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They know there are more than 5 ‘monsters’ but no more than 20. They know the ‘monsters’ have “big wolves that talk in funny barks like the monsters” with them also. Feel free to improvise crazy and wild tales about the goblins. These are children and terrified children at that. Roger will insist that the players go and save the farmers. If the players refuse, he will go himself, alone and go to his death. The children will follow and be unable to escape this time, being also killed. Based on their actions, if the players choose to follow, the episode may continue for them. However, the goblins will ambush them at the worst possible moment during the rest of the episode. DMs are encouraged to use their creativity in this. ATL 3 – See Appendix I for Stat Blocks Worg (2) ATL 5 – See Appendix II for Stat Blocks Worg (4) ATL 7 – See Appendix III for Stat Blocks Worg (8) ATL 9 – See Appendix IV for Stat Blocks Worg (12) Chapter 3: The Farmstead The children have chattered non-stop on the trip towards their home, telling tales of the monsters that attacked them. You have passed two burned out homesteads. Both, the children say that the monsters must have gotten them! The trail you are following was a dirt track before the rain started about a half hour ago. Now it is a muddy and slick. Krista points, “Home is over that hill, please help mommy and daddy!” What do you do? Roger will offer to stay here with the children, as he is unwilling to leave them alone, but does not want them to be put in harm’s way. Most importantly though, he fears that their parents are dead and wants the party to “attend to any unpleasantness” they may find. He will listen to

alternative strategies and is willing to go with the player’s if someone else stays behind with the children. Mak and his band of bandits will see the party approach unless they take extraordinary precautions. Mak expected the fleeing children to return with the mustered militia and the local constable. Tactically sophisticated parties may want to do reconnaissance before heading in. This is a sound tactic. DO NOT SUGGEST THIS TO THEM. Mak’s goal will be to secure what prisoner’s he can to return to his Lord. Mak has been knighted by the Green Knight and views him as his liege. He also has several misconceptions about what it is to be a Knight and the agent of the Green Knight. To his mind, the best time to ask for surrender is after he has killed one or two of the “pink skins” and has demonstrated that they are weak and he is strong. Mak and his band will wait until the players approach the well front of the barn and then spring their attack. Tactics: Archers: Obvious spell casters will be targeted by the goblin archers. The goblins will delay to shoot when their target begins to cast a spell and will concentrate fire until their target falls. They will migrate to the next “soft target” concentrating fire until they fall. All archers will try to fire at the same target. Two goblin archers are hidden in grass thatch of the farm house roof. Three others are hidden on the second floor of the barn and will fire at players from the sliding doors that open on the “courtyard” around the well. Infantry: The goblin infantry will exit the barn with Mak and their worg riding leader. They will use their tanglefoot bags on the first round after (if) they surprise the party to pin melee fighter to the ground and then use their reach weapons to establish flanks for the worg riders. They will focus their attacks on “stuck” opponents. They fight defensively, as their goal is to set up attacks for the cavalry. If pressed, these goblins will take total defense and call out for support from the archers.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Cavalry: Mak and the other worg riding goblins will attempt to do ride-by attacks on the same target the first round. This should be the first player to approach the corpse of Gregory Buxton (at the well). However, Mak will take advantage of flanks as they are presented. The other goblin leader possesses a Necklace of Missiles with a single 5d6 fireball at ATL 5+. He will use when the opportunity presents itself to target players in clusters. At highest ATL, the goblins are accompanied by a Wokan. The Wokan will buff the goblins as detailed in their stat blocks, and use his offensive spells to immobilize and damage. Assuming that players do not make short work of the goblins, Mak will monologue to the players on his turn in round three. Use the following box text for this: “Surrender and bend knee to the might of my clement master. Swear allegiance to our standard or face death at the hands of I, Sir Mak, Sheep Stealer and puissant agent of the Green Knight!” Mak and his group will delay until the next player takes hostile action. Keep the players in initiative unless each of them specifically says they surrender. Additionally, if any player possesses the banner from the bard, Mak will insist it is returned before their surrender will be accepted. If players take hostile action, the goblins will fight to the death, with the exception of Mak. Mak will flee if he is reduced to 25% or less of his hit points. If Mak cannot flee, he will respond as detailed below in Mak Surrenders. The Bukton Farm This old farm house complex has stood here well over hundred years and been home to five generations of the Buktons. When the goblins attacked the area earlier today, they did not destroy the structure of the buildings, but simply killed those who did not flee. From outside, the farmstead appears deserted, but no obvious signs of the late battle can be seen unless one passes the gate to the corral. Description of the Farm The Gate

This is no real gate but more of a wooden frame that marks the end of the farm house grounds and the beginning of the common road. A slat wood door can be closed on the interior compound. It is not designed to resist assault, but rather to keep domesticated animals within. Over the crossbar, the goblins have slung their green banner. It blows in the wind The Wall: The wall is a five foot tall, and made from clay brick. The Main House The main farm house is a one-story, three-room building. It is a simple hut made of wood from the nearby forest. There is a loft over top of the main room with access to the roof. There is a small work room and pantry and then a large common room. The roof is thatched and damaged. Because of the rain the last several days, fire magic will not start a fire. However, any fire introduced to the roof that burns for more than one round in duration will set its area of effect on fire and then spread to an adjoining square each round. The PCs will find it difficult to enter the house, since the door is blocked from debris and smashed furniture from inside. If they manage to get inside, they will find nothing but rubbish and a dozen dead chickens. The Storage House This is a simple wattle and daub hut. The children’s mother’s corpse is here, thrown between broken barrels. Her name was Anna. Behind the wooden double doors that open to outside hide two goblins that will shot anyone who enters in the back … The Barn This is a two story barn with an adjoining corral. The second floor functions as granary and hay mow. The lower floor is storage for the plow, and also works as a shearing shed for the families sheep. Inside are four stalls. The farm animals have already been carried off by several goblins dispatched by Mak with booty for his liege. The loft has two doors that overlook the compound. One overlooks the corral. The other

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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overlooks the well. The loft is filled with flammable material and the goblins will be taking cover (+4AC) behind a large hay bale as the snipe at the party. This material in this area is very flammable. If set on fire, the goblins will have one round to exit before they begin to take fire and smoke damage as detailed in the Core Rulebook II. The barn will be damaged beyond repair in 20 rounds and burn to the ground in 15 minutes, The Well In the middle of the yard before the farm house stands a stone well. The planks that maybe once held the wooden bucket are broken, and said bucket lies next to the well, smashed. Lying across the well lays the body of a man. He is motionless. Several arrows protrude from his back, perforating his leather armor. That obviously dead man is Gregory Bukton, the father of Krista and Tomen, and the children will burst into tears as soon as they see him. When more than one of the PCs approach Gregory’s corpse, the Goblins will leave their hiding places, attacking the group as described in tactics. Spotting the goblins Spotting the goblins coming into the farm is difficult, as they are hidden from view within the barn. The spotters on the roof of the house can be potentially picked out, especially if someone with a high spot should take their time observing the compound from a secure position. The goblins on the roof are camouflaged in the hatch and have been able to take 20 setting up their positions. Likewise, the thatch provides them a +2 situational modifier to their hide number. The Goblin Archer Leader has hidden his partner. As a result, the due uses the highest spot total. If the players observe the compound from the east side, they will also be challenged by profile presented by the hiding goblins. Only their heads could possibly be seen as they observe the path coming up to the house and the open fields surrounding the farm. This gives a them an additional +4 to their hide checks as their heads are tiny. This modifier only applies to being spotted from the east. The falling rain gives a -4 on all spot and listen checks. Finally, remember that all spot checks incur a -1 penalty for each ten feet between the person making the roll and the object they are trying to see.

Most parties will advance on foot, on horseback, and as a group and will be very easy to see as they approach. The goblins on the roof will let signal the goblins in the hay loft that the players are coming. If a particularly sneaky player or party is able to get up next to the barn, it is only a DC 15 listen check to hear the goblins inside the barn talking. They will be arguing over spoils from the farm. The Outcome of the Battle The party surrenders or is defeated by the goblins. Should the party not surrender, the goblins will fight until either they or the party are slain, although Mak will attempt to flee as described above. Should the party choose to drop their weapons, the goblins will exit their hideouts and ask the party to throw away all their possessions and to take off their clothes. When the party has removed everything but the simplest underwear, the goblins will bind them with leather rope and put sacks over their heads. Mak and his men will then take the party as prisoners, rudely pushing them forward, naked as they are, and pulling them with them to their camp at the Broken Tree. The party overthrows Mak and his gang. The goblins, knowing what fate awaits them, should they be brought before a trial, will fight to the death. Mak will attempt to flee if reduced to 25% of his hit points. If he is unable to flee, he will parley with the party, praising them as “fine chivalric lords,” and begging for his life. He will offer to tell the party the way to their master’s place, the camp at what they refer to as “The Broken Tree”, if he is let them go. Under no circumstance will he offer to lead them – preferring to die to evade confronting the Green Knight again. The rest of the goblins will fight until the end. Mak will attack if it is clear players will not let him leave the field with his gear. The Broken Tree is about three hours from the Buxton Farm.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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The Trail If players do not get directions from Mak, they can still trace the way to the Broken Tree. The players can easily find the path leading towards the Red Wood. There are clear signs of traffic, as the goblins herded about a cart, 16 sheep, a milk cow and a horse along this muddy path. About half of the war band returned home with the loot. Reunion with Roger and the children Assuming Roger is made aware of the Broken Tree, and the references to “The Master,” he will insist the party make all due haste to the Broken Tree. Roger supposes that whatever lurks at the Broken Tree is likely to continue its slaughter of innocents. The Buxton children will want to stay behind at their family’s farm. They will ask for help burying their parents, and will gladly accept any help the players offer them. This is their family land and they will not abandon it. Though the party might be surprised by such a mature decision, Kris will tell the group that she and her brother want to stay on what once was their happy home and that they don’t want to run away from their past, but to try their luck on their own. They will note that they have an Uncle in the Army, and if the players can get word to him of their plight, they appreciate it. Players may choose to stay the night at the farm. This has no effect on the narrative and is actually a fine tactical decision. However, it is a DC 25 Diplomacy check to get Roger to stay. Otherwise he will leave for the Broken Tree by himself, and be slain. Appendix – Maps The Bukton Farm ATL 3 – See Appendix I for Stat Blocks Goblin Archer Leaders (2) Goblin Archers (3) Goblin Infantry Leader (mounted) Goblin Infantry (3) Mak Sheep Stealer (mounted) Worg (2) ATL 5 – See Appendix II for Stat Blocks Goblin Archer Leaders (2) Goblin Archers (3) Goblin Infantry Leader (mounted) Goblin Infantry (3)

Mak Sheep Stealer (mounted) Worg Mak’s Worg ATL 7 – See Appendix III for Stat Blocks Goblin Archer Leaders (2) Goblin Archers (3) Goblin Infantry Leader (mounted) Goblin Infantry (3) Mak Sheep Stealer (mounted) Worg Mak’s Worg ATL 9 – See Appendix IV for Stat Blocks Goblin Archer Leaders (2) Wolf Animal Companion (2) Goblin Archers (3) Goblin Infantry Leader (mounted) Goblin Infantry (3) Goblin Wokan Mak Sheep Stealer (mounted) Mak’s Worg Chapter 4: An Abandoned Battlefield? Read the following aloud The air has the thick reek of rotting meat. You can hear the buzz of flies from ahead of you on the trail. Whatever is up ahead will most likely not be pleasant. The way before the party will eventually open into a small clearing. This is the place where the Green Knight joined the goblin bandits against the Elven patrol two days ago. When the battle was done, the goblins were too busy to follow their new champion, and left the corpses unburied and unlooted. The situation that now presents itself to the adventuring party is unpleasant, to say the least: A stench comes from the dead bodies, and the air whirs from the sound of carrion flies. The area around the clearing is quiet, and the cold mark of death can be felt everywhere. In total, there are fourteen bodies lying around, two goblins and twelve elves. Nothing special can be found among the dead bodies; all are wearing leather armor or no armor at all and have bows or short swords with them. One of the fallen elves, a cleric of Ordanna, lies away

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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from the others. Buried under his dead horse, in the saddle bags there are 2 Potions of Healing. The track of the bandits crosses the clearing and continues southwards into the forest Chapter 5: Mak’s Return If Mak escaped or was released from the encounter at the farm, read the following aloud Wheeling out from behind a stand of low brush is the leader of the goblins who eluded you before “I cannot accept the shame of defeat! If I must die, I will die as a KNIGHT! I challenge you to a joust,” he bellows and without waiting for a response, charges toward you lowering his lance. For sparing or letting Mak survive at the Bukton Farmstead, they’ll get ill reward for their kindness: Mak, healed with a cache of stashed potions, has thought over his situation and decided to return to his master, the Green Knight, with the party’s heads in a bag, as a sign for his military success and loyalty. If his original mount was slain, he will summon his official paladin mount, a normal Worg. He will challenge the party to “joust”, but doesn’t care if they even have horses with them, just hiss some words and then attack. Mak will not try to negotiate this time, but fight to the very end. When the party defeats him, he will laugh them in the faces and tell them that he is lucky to die “as a knight”. ATL 3 – See Appendix I for Stat Blocks Mak Sheep Stealer (mounted) Worg or Mak’s Worg ATL 5 – See Appendix II for Stat Blocks Mak Sheep Stealer (mounted) Worg or Mak’s Worg ATL 7 – See Appendix III for Stat Blocks Mak Sheep Stealer (mounted) Worg or Mak’s Worg ATL 9 – See Appendix IV for Stat Blocks Mak Sheep Stealer (mounted) Worg or Mak’s Worg

Chapter 6: The Goblin Camp at Broken Tree Read the following aloud The rain has been steady and cold the last hour or so. Even summer has the bite of winter in the north. As you part the underbrush, you can see the clearing ahead of you. It is 200 yards across and at its center rests a low hill. Atop the hill rests the shattered remains of a once mighty oak. Its split halves are blackened and twisted, lightning struck. That the tree still stands is testimony to its might. The tree has been torn two-thirds down its length. A gaping hole has been torn in the side of the barrow as a result of the death of the oak. The darkness within the gaping maw coils like a living thing. The place has an unnatural feeling to it. A camp surrounds the barrow. Cages, all seem empty save one are to the right of the hole. To the left and in a ring around the barrow are tents made of raw hide, and some low lean-tos made of wood. A low palisade is half way built and stretches away behind the curve of the hill. Small fires burn, some contained within fire pits, Others are slowly smoldering in remnants of a tents. Allow the players listen checks (DC 20). In the distance, players can hear a rage filled voice, obscured over distance. As soon enter the clearing the Thoul will call out to them for help and gesture towards them, jumping up and down shaking its clasped hands in supplication. The conversation with his is detailed in the section titled The Thoul below. The camp is deserted, and many of the small huts or tents have been destroyed. The loot that the goblins had collected lies wildly scattered on the clearing, and, with the exception of a naked Thoul trapped in a cage, all the prisoners and animals the raiders had caught are missing, as they have been chased off into the forest. Players searching the wreckage will find various weapons, shovels rakes and implements of

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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destruction as well as several slain goblins, one human and a sheep with its head sheared off. If players are Prisoners If the PCs are brought to the camp by Mak and his men, Mak will leave his prisoners in one of the cages near the Thoul’s cage, and then lead the raiders into the forest, to stop whatever blindly rages there. The cage is secured by a good lock. If this is the case, this will be the last time the PCs see Mak alive, for none of the goblins will survive the confrontation with the Green Knight. Players will notice that there is a crow bar casually discarded near the cage. It can be reached with a DC 20 dexterity check. The PCs will have to free themselves; the goblins will leave their gear nearby, certain that their cage will hold them.

The Thoul Read the following aloud to the PCs if the goblins are not present – The Thoul is desperate, try to convey that to the PC’s You gots to let me out! hat Green thing will be back and be smashing everything again. It’s a killuh! Killuh! Dem Gobbos thought they was its friend but it kilt them too. Deh kilt it once and it came back. You GOTS TO LET ME OUT! The Thoul’s name is Ajureth and he squats in his cage naked and miserable. He was captured by the goblins while hunting sheep they considered their own. He has been tortured and battered as a result, and he is terrified and wants nothing more than escape. He will be a mixed source of information, as he is not concerned with the truth, but rather in finding a way to convince the players to let him free. The Thoul’s Bluff Check is -1. He is a poor liar. He will share the following information in an attempt to get the players to open the door and let him run, but if cornered he will fight to the best of his ability.

- The Creature from the Barrow wears green armor and wields a bastard sword. He says he is a Knight (true)

- The Green Knight is afraid of me, that’s why I am caged (false)

- The goblin’s Shaman said there is a way to control the Green Knight in the tomb (true)

- The Green Knight can be damaged by wood. That’s what hurts it. It can’t heal then (false)

- The goblins will be back. There are HUNDREDS OF THEM. We need to run now. (false)

- The Green Knight bellows like a bear. He calls the goblins his squires. He says he must kill Robert (true)

- He makes everybody scared and most of the gobos can’t even look at him. I can cause I is tough! (true/false)

- The Gobbos say the creature can’t be killed (he thinks this is true)

- The goblins weapons didn’t seem to effect the creature (true)

- The Shaman of the goblins went down into the barrow with other goblins. Mak had said no one was to go into the hill cause the master commanded it. The shaman and his group ignored that. Soon after, the Green Knight came out of the ground chasing them and killing all (true)

Role play Ajureth as a short tempered brute; he will cajole and then fly into rages when he doesn’t get his way. If he is eventually released, Ajureth will run for it as soon as he has scavenged a weapon and some clothing. NOTE: Ajureth is a prison when the party meets him, even though he is Neutral Evil, all he wants to do it flee, he WILL NOT fight the party for any reason. He is near death (1 hit point) and should the party attack him in any way they will kill him. If they choose to subdue him he will be reduced to negative hit points and bleed out unless someone in the party heals him immediately (at which point he will attempt to flee possibly repeating the issue). If the party kills him out of hand or lets him die after subduing him this is an EVIL act (killing a helpless/surrendered foe) and the repercussions should be immediately felt by the PC’s doing the killing blow; Paladins lose their Paladin Abilities, Clerics lose their spells, etc. The PC doing the killing is _IMMEDIATELY_ out of play (Come up

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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with a reason for this, i.e. The character runs off screaming about what a vile deed he’s done and needs to atone – Explain this to the player and work out with them how their character runs off). The PC who performed the act must get an Atonement spell done – They pay the cost of the spell and must spend 12 TU’s to be able to play that character again. Chapter 7: The Green Knight’s Tomb

Tomb The tomb of the Green Knight is subterranean; the barrow above just covers the entrance. Inside the grave hill, it smells of mold and the stone ground is wet. Small vermin and moss can be seen everywhere. A Knowledge (Architecture) check (DC 30) will reveal that this place is most likely to have been built by human Thonians, and not by Elves. Likewise a knowledge Nature check (DC 20) lets players know the area is inhabited by an unusual amount of rats and bats.

Encountering the Green Knight The Green Knight will follow the players into the tomb about 15 minutes after their entrance, but before they reach the second level of the Tomb. He will drop through the hole in the floor from the entrance level and bellow loudly for his Squires. Note when players first see the Green Knight, they will have to resist his Debilitating Aura (see Green Knight’s Stat Block) The Green Knight is in a state of violent rage when he runs into the adventuring party. In his madness, he will mistake them for people he knew in ages past, and first talk to them in Old Cumasti. When they show any signs that they understand him (a successful Knowledge (history) DC 30 check), he will call them with the names of his squires, Lucian and Victor, and ask them where they have stored his horse. If the players don’t react, or give an answer that doesn’t begin with a polite “My Lord”, he will resume his mad rage and attack them, crying that he will punish them for their insolent behavior.

Players who can communicate with him and who possess his banner, may be able to keep him calm long enough for their comrades to recover from the fear effect. However, once roger realizes what the Green Knight is, he will react. Parties that contain Elves will immediately inspire his rage and he will attack those characters first and with vigor.

Roger confronts the Green Knight The moment he realizes the nature of the Green Knight, Roger will try to turn the undead and to release his soul from imprisonment. Roger will do this in the second round of a fight or four rounds into a conversation with the Knight, and he will fail because the artifact. He will stand in the rampant mummy’s way and challenge him into a battle, giving the heroes the chance to escape or to run deeper into the barrow. The battle between mummy and priest will last until Roger makes a Knowledge (Religion) check (DC 20) to realize that there is something keeping the Green Knight here, the party makes Roger realize this (Same DC as Roger), or it ends in Roger’s death (unless the party pulls him away). Once the part disengages from him, the Knight will bellow in incoherent madness for ten minutes before he begins to pursue the party further into the dungeons, roaring and yelling. ATL 3 – See Appendix I for Stat Blocks Green Knight ATL 5 – See Appendix II for Stat Blocks Green Knight ATL 7 – See Appendix III for Stat Blocks Green Knight ATL 9 – See Appendix IV for Stat Blocks Green Knight Tomb Entrance Read the following aloud Two shattered doors open this space. The floor is covered with leave and moss and bat and rat feces. Across the shattered door lies a goblin corpse. It’s skull has been battered in.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – Maps Entrance Level The dead Goblin was the warband’s priest who desperately tried to seal the tomb again when the Green Knight fell into his rage. Next to him lies a small purse with 10 silver coins in it, as well as an ordinary goblin-sized quarterstaff. There is a ten foot wide hole in the floor. A shaft leads down 20 feet to the floor below. 1) Fountain Hall This room was used as an antechamber for the priests that take care of embalming and finally burying the mummy into the sarcophagus. It contains the usual stone basin. Three goblins corpses lie scattered around the room. The fountain contains clear and untainted water. Symbols of Odir and Sollus adorn the walls. 2) Floor with Wall Relief This is room might trick even scholarly characters – the tomb the Green Knight was locked into was originally not intended to house him, but the corpse of a human noble from the settlement that later became Blackmoor Town. Thus the pictures carved into the wall show the different stations of this noble’s life, obviously a wealthy wool merchant. Three images show a man playing a harp surrounded by sheep. A DC 15 Knowledge and Nobility check will indicate that the person depicted within these pictures is not a noble. 3) Horse’s Grave This was the place where the Green Knight’s steed was buried alive with him, according to the cruel tradition of the King Robert’s age. Its remains are boxed in an iron coffin with the Blackmoorian coat of arms on it. The coffin is large sized. Within the hors kicks and batters the surface of the coffin trying to escape. The iron slab can be removed with the correct tool and a DC 15 strength check. The Green Knight’s horse will spring out and attack if released ATL 3 – See Appendix I for Stat Blocks Skeletal Horse

ATL 5 – See Appendix II for Stat Blocks Skeletal Horse ATL 7 – See Appendix III for Stat Blocks Skeletal Horse ATL 9 – See Appendix IV for Stat Blocks Skeletal Horse 4) Room of the Goddess Standing on a podium in the middle of this round room there is a porcelain miniature of a boat carrying an oak tree. A DC 20 check on Knowledge (Religion) will reveal that it is an ancient artifact of Odir. With a Knowledge (Religion) check (DC 25), they will know that this type of artifact was used to magically mark where a condemned person was buried masking it from grave robbers and followers of the condemned alike. With a Knowledge (Arcana) check (DC 30), the party can determine that this item once held a great amount of magical power, but seems to devoid of any magic now. Should the Green Knight return to this room while fighting with the characters, he will stop chasing the party for two rounds, watching the statue as if in a trance. He will begin howling and yelling in a mad rage, crushing the artifact. 5) Entrance to the Grave Level A slain Goblin lies here on the floor, his pockets full of gold (150 gold pieces). He tried to steal from the Treasure Chamber (Grave Level), but was surprised by the Green Knight earlier today. Grave Level Appendix – Maps Tomb Level 6) Unleashed Fire Trap One of the more sneaky among the goblins managed to venture this far down into the barrow and eventually was unlucky enough to activate this fire trap and got killed by the blaze that engulfed the entire stone floor in flames. The burned bones that lie at this point are his, and the small sparks that come from the open

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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hole in the wall might give the characters a clue of what has happened. A DC 15 Search Check by a rogue will determine that the trap detonated was magical, and cannot be reset. 7) Root Tunnel The roots of the giant oak have pressed the stones out of the wall, and its underground branches have grown into the tunnel. The wet earth intensifies the smell of mold. The roots count as difficult terrain. 8) Treasure Chamber Here, some of the Green Knight’s belongings were buried with him. Characters who search the room will find a tremendous amount of coin as well as a diamond necklace worth another 1000. For characters interested in the historical background of the tomb, however, the smaller chests containing documents will be of higher interest. A closer study of these documents will reveal fragments of the original story of the Green Knight. The study will take about five minutes, and a successful Knowledge (History) check.

DC 20

This grave was built for someone else than the person actually buried in it.

DC 25

Whoever was left here was not meant to rest eternally, but to be punished.

DC 30

The Green Knight’s Armor was a gift of the dwarves and was said to be indestructible.

DC 35

The Green Knight was born in Synobia, raised to be an enemy of King Robert of Geneva, until he was defeated in battle and then befriended to Thonia’s first king. The Green Knight later became the guardian of King Robert’s sons.

9) Floor with Tapestry A tapestry of a man shearing sheep rots on the wall next to the shattered door to the tombs. It has been defaced. 10) Squire Tombs Between the coffins lies the desiccated and headless corpse of a goblin, the first victim of the Squires. The two squires of the Green Knight lie here, buried near their master. Their remains had been locked into iron coffins, like the horse’s bones Originally, the two squires, Lucius and Victor, were not undead, but the evil energies of the barrow have taken over their remains and have raised them. They stayed trapped within the coffins for hundreds of years until a hapless goblin popped the seal on Victor’s coffin and quickly succumbed to his attacks. At ATL 3 the Squires will be Wights. If the party enters the treasure room before entering here, the squires will go to the treasure room and attack the party there. They are hungry and any thoughts of strategy are beyond them. They will attack the nearest target and attempt to drain them totally before moving onto their next victim. At ATL 5 the Squires will only attack the party when the party enters their room. They will NOT summon a bat or rat swarm. At ATL 7 the squires forewarned by the noises from the treasure room, they will summon a bat swarm. The swarm(s) will arrive 4 rounds after the party enters the Squires room. If the party manages to kill either or both of the Squires before the swarm(s) arrive, then the summoned bat swarm(s) for that squire will not appear. At ATL 9 the squires have been forewarned by all the commotion in the burial crypt and will have summoned both their bat and rat swarms. Once the party enters the Treasure chamber, one of the squires will direct their swarms to attack the party on the way out of the Treasure room (causing fighting to take place in the door & hallway right outside the Treasure room).

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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If/When the party defeats the swarms, the other squire will direct his swarms to attack the party immediately. When half of the 2nd squire’s swarm is killed, both squires will attack the party members that look to be the most weakened, hoping to drain and turn them into thralls. They will focus on their respective targets until that target is killed. If either squire is reduced to ¼ of their hit points, both will flee back to their tomb, trying to recover their hit points and will wait for the party to enter the room before attacking again. Whichever party member enters the room first, both squires will attack that member until either that party member dies or they do. ATL 3 – See Appendix I for Stat Blocks Wight (2) ATL 5 – See Appendix II for Stat Blocks Vampire (2) ATL 7 – See Appendix III for Stat Blocks Vampire (2) Bat Swarm (1d4+1 each squire) ATL 9 – See Appendix IV for Stat Blocks Vampire (2) Rat Swarm (1d6 +1 each squire) Bat Swarm (1d4 +1 each squire) 11) Stone Warriors Two statues of human size stand here, two armored guards with shield and swords in their hands, their eyes glowing red in the dark. Those statues are not animate, nor do they contain any trap, they’re just works of art of a distant past that were supposed to frighten unwelcome visitors away. In the eyes of both statues, scarlet shining gems can be found; they have no magic ability except that they have been treated with a continual light spell. 12) Knight’s Tomb The door to the next room which contains the tomb of the Green Knight has been smashed open –from the inside. The broken remains of a polished iron seal lie in front of the door.

Anyone who touches them will notice his skin to prickle. Detect Magic will reveal the rest of an electricity spell on the seal. A Knowledge (Arcana) or Spellcraft check (DC 20) will reveal that if the seal was still fully intact, touching it would maybe have provoked a bigger burst of energy of some type. In the middle of this bleak and cold room lies a stone sarcophagus. The cover of the sarcophagus is broken, and the pieces of the stone lie around as if sundered apart through an explosion from inside the big coffin. Characters who look into the sarcophagus will find that the inner walls show thousands of scratches, the lining that was once present inside has long since rotted away. 13) Artifact Room A pulsing green light is visible at the end of the hallway that leads to this chamber. The artifact rests on a small pedestal made of pure silver, radiating the room around it with greenish light. Magical energies pulse through the room freely, and everyone entering the room will feel a shudder running down his back every time he makes a step forward to the artifact. In fact, just moving towards the phylactery requires a DC 10 Will Save. For every round someone remains in the artifact room, he or she will have to make a Will save (DC 20), or be tormented by visions of the Green Knight’s past life, reliving the scenes of the Knight’s dishonor over and over. For each round a PC fails their Will save, they will see the following vision and feelings associated with it. Note, they only feel these things, they are not compelled to act on what they are seeing or feeling unless they wish to role play it! Round 1: The Green Knight is defeated in Battle at the Hands of King Robert of Geneva. The King shows mercy. The Knight accepts but is overcome by shame. PCs will feel their face is hot and flushed, suffused with the Knight’s Shame.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Round 2: The Green Knight is ambushed on the road by Cumasti rangers. He kills them all, and hunts out their camp, killing their non-combatants. Players smell blood and feel the adrenaline rush of combat. Round 3: The Green Knight’s wife dies in childbirth losing the male child not long after her death. He goes on a rampage, butchering his household staff. Players will be overcome by white hot rage. Round 4: The Green Knight is given two of King Robert’s sons to train as squires, but his eldest son is refused as the King’s squire. Players feel a conflicted mix of pride. Round 5: The Green Knight’s own squires and remaining son are butchered in a Skandaharian raid, as he is forced to quit the field to defend Robert’s sons on another front of the raid. Players feel overwhelming grief. Round 6: The Green Knight drags Robert’s sons to the roof of his castle and tosses them off the walls to their death in a fit of drunken rage. Players feel drunken glee satisfied revenge. Round 7: The Green Knight is captured by King Robert and his men and stands before a trial of his peers. His coat of arms is defaced and his shield draped in black. He is sentenced to be entombed alive. The player feels rage at the injustice. Round 8: The Green Knight is entombed alive and left wrapped in funeral shrouds in the darkness. Players feel their sanity almost snap and then are freed of the visions. The Green Knight will not enter the artifact room, fearing the pain that the visions cause him normally intensified. The artifact is a divinely magic imbued green jewel floating over a silver plate. The Dwarven rune for “traitor” is engraved on it. The jewel’s enchantment makes the jewel extremely fragile and will break in a human hand, like delicate glass.

The Gem can be easily destroyed but the person so doing must make a Will save (DC21) or suffer the effects of an insanity spell. This character will not just have visions of the Green Knights past life, but will actually seem to relive it. This player also receives the certificate Touched by the Green Knight. If no player is willing to touch the artifact, or if no player is able, then Roger will do so. Note also, that if Roger survives the episode, he will make certain the players cursed with insanity are healed by the church of Odir. The only way to stop the Green Knight will be to destroy his artifact by breaking it. This will free the Green Knight’s soul to go to his eternal rest. When the artifact is destroyed, the Green Knight will immediately turn to ash, his soul freed. If the artifact is not destroyed, each time the Green Knight is ‘defeated’, he will rise again in his sarcophagus in 30 days. In any case, characters leaving the tomb will eventually meet the Bukton children rebuilding their burned down home. The valor of the children and the grim determination in their eyes while they put back brick on brick will remind the PCs that even in dark times like theirs, hope never dies. Players, who opt to find the children’s Uncle, will earn their thanks and the cert of that name. Thanks of the Buktons

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Adventure Outcomes

Success or Failure? Target Goal Certificate(s) Gained

Saved the Bukton Children Thanks of Roger Lillard

Defeated Mak ATL 7 & 9 – Mak’s Ring, Mak’s Amulet

Defeated the Green Knight The Green Knight’s Ring, The Green Knight’s Sword, The Green Knight’s Armor, The Green Knight’s Amulet

Destroyed the Green Knight’s soul artifact Touched by the Green Knight

Tracked down the Bukton Children’s Uncle Thanks of the Buktons

XP Table: Reward the player characters experience points for items completed below: Played the event; ATL 3 750 XP ATL 5 750 XP ATL 7 750 XP ATL 9 1500 XP

Mementoes: List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificates) is as follows: ATL 3: 750 gp ATL 5: 1,000 gp ATL 7: 1,250 gp ATL 9: 1,500 gp

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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MEMENTOS - ATL 3 Chapter 3 – The Farm Studded Leather Armor (10), Mighty Long Composite Bow +1 (2), 20 White Arrows (5), Long Sword (8), Potion of Cure Light Wounds (4), Long Composite Bow (3), Heavy Wooden Shield (2), Lance (3), Hand Ax (3), Long Spear (3), Tanglefoot Bag (3), Masterwork Breast Plate, +1 Heavy Steel Shield, Potion of Cure Moderate Wounds Chapter 7 – Green Knight Damaged Masterwork Banded Mail, +1 Bastard Sword Chapter 7 – Skeletal Horse Banded barding Chapter 7 – Wight Banded Mail (2) MEMENTOS - ATL 5 Chapter 3 – The Farm Chain Shirt (2), Masterwork Mighty Long Composite Bow +1 (2), 20 White Arrows (2), Long Sword (7), Potion of Cure Moderate Wounds (3), Oil of Metallic Blades of Cutting Revenge (2), Studded Leather Armor (6), Long Composite Bow (3), 20 Storm Arrows (3), Breast Plate, Heavy Wooden Shield, Masterwork Lance (3), Potion of Cure Light Wounds, Necklace of Missiles: (1-5d6 fireball), Hand Ax (3), Long Spear (3), Tanglefoot Bag (3), Masterwork Breast Plate, +1 Heavy Steel Shield, Potion of Bull’s Strength, Ring of Protection +1, chain shirt barding Chapter 7 – Green Knight Masterwork Banded Mail, +1 Bastard Sword Chapter 7 – Skeletal Horse Possessions: splint barding Chapter 7 – Vampire Squires Splint Mail MEMENTOS - ATL 7 Chapter 3 – The Farm Chain Shirt (8), Keen Mighty Long Composite Bow +1 (2), 20 White Arrows (2), Long Sword (7), Potion of Cure Moderate Wounds (3), Oil of Metallic Blades of Cutting Revenge (5), Potion of Shield of Faith +3, Masterwork Long Composite Bow (3), 20 Storm Arrows (3), Potion of Cat’s Grace (3), +1 Breast Plate(2), Heavy Wooden Shield (2), Masterwork Lance (2), Potion of Cure Light Wounds (3), Necklace of Missiles: (1-5d6

fireball), Potion of Bear’s Endurance (2), Hand Ax (3), Masterwork Long Spear (3), Tanglefoot Bag (3), Potion of Aid (3), +1 Plate, +1 Heavy Steel Shield, +1 Lance, Masterwork Long Sword, Potion of Bull’s Strength, Ring of Protection +1 Chapter 7 – Green Knight +1 Banded Mail, +1 Biting Bastard Sword, Ring of Protection +1, Amulet of Natural Armor +1 Chapter 7 – Skeletal Horse Splint barding Chapter 7 – Vampire Squires Splint Mail, Heavy Steel Shield MEMENTOS - ATL 9 Chapter 3 – The Farm Chain Shirt (8), Shock, Keen Mighty Long Composite Bow +1 (2), 20 White Arrows (2), Long Sword (7), Potion of Cure Moderate Wounds (3), Oil of Metallic Blades of Cutting Revenge (2), Potion of Shield of Faith +3 (2), Potion of False Life (2), 5 White Arrows of Thonian Bane (2), 5 White Arrows of Elf Bane (2), 5 White Arrows of Dwarf Bane (2), 5 White Arrows of Docrae Bane (2), +1 Long Composite Bow (3), 20 Storm Arrows (3), Oil of Metallic Blades of Cutting Revenge (3), Potion of Cat’s Grace (3), +1 Breast Plate (2), +1 Heavy Steel Shield (3), Masterwork Lance (2), Potion of Cure Light, Wounds (2), Necklace of Missiles: (1-5d6 fireball), Potion of Bear’s Endurance (2), Oil of Watery Blades of Vengeful Striking (5), Hand Ax (3), Masterwork Long Spear (3), Tanglefoot Bag (3), Potion of Aid (3), Dagger, Wand of Keen Edge (12 charges), Potion of Cure Serious Wounds, Periapt of Wisdom +2, Cloak of Resistance +1, Potion of Fly, +1 Plate, +1 Heavy Steel Shield, +1 Lance, MW Long Sword, Potion of Cure Moderate Wounds, Potion of Bull’s Strength, Ring of Protection +2, Amulet of Health+2, Oil of Airy Blades of Slashing Retaliation, Chain shirt barding, Collar of a Zephyr Chapter 7 – Green Knight +1 Banded Mail, +1 Biting Bastard Sword, Ring of Protection +1, Amulet of Natural Armor +1 Chapter 7 – Skeletal Horse Splint barding Chapter 7 – Vampire Squires Splint Mail, Heavy Steel Shield

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – NPC’s Roger Lillard: Thonian Cleric 3 of Odir; CR 3; Medium Human; HD: 3d8 + 6; hp 24; Init: +0; Speed: 20 ft.; AC: 17 (+5 chain mail, +2 shield), touch 10, flat-footed 17; BaB/Grp: +2/+3; Att: +5 melee (1d6+2 /X2, MP Mace) or +2 missile (1D4 +1/ 19-20, dagger); Full Att: same; Space/Reach: 5 ft./5 ft.; SA: spells; SQ: spells, AL: LG; Saves: Fort +5, Ref +1, Will +6; Abilities: Str 12, Dex 10, Con 14, Int 14, Wis 16, Cha 14 Skills and Feats: Concentration +8, Heal +7, Knowledge (Blackmoor) +4, Knowledge (History) +3, Knowledge (Religion) +8, Ride +1, Spellcraft +4; Combat Casting, Extra Turning, Divine Vengeance, Weapon Focus: Short Spear; Domains: Knowledge and War Cleric Spells Known: (4/4/3, DC 13+Spell Level) 0 Create Water, Cure Minor Wounds, Detect Magic, Light; 1st Magic Weapon, Shield of Faith, Sanctuary, Detect Evil, 2nd Precognitive Knowledge, Detect Thoughts, Make Whole Possessions: Chain Mail. Heavy Metal Shield, MP Short Spear, Wand of Cure Moderate Wounds, Scroll of Lesser Restoration (CL 3), Scroll of Cure Disease (CL 5), Scroll of Restoration (CL 9), Back Pack, 50 ft Rope, dagger, 2 flasks of holy water, Symbol of Odir, Mule and saddle bags, a bucket, frying pan, 3 weeks rations, 3 bottles wine, formal vestments, travelling clothing, and 2 waterskins Roger is a lawful good cleric of Odir, a young man marveling at the divine powers he has learned to wield during his studies. He is distantly related to Garamond Bolitho, and will boast to his companions that they will fall out the church’s grace, and that his uncle will be displeased with them should they not follow his leadership. Roger is both naive and didactic; his world is black and white. That said, Roger is not a bad person, usually friendly and will only argue with the characters if they do something immoral, like torturing or stealing. Krista and Tomen Bukton: Thonian Commoner 1: CR 1/2, small sized humanoid; HD 1d4; hp 2 ea; Init +1; Spd 30 ft.; AC 12, (+1 size, +1 Dex) touch 12, flatfooted 10; Base Atk/GRG +0/-4; Atk: +1 melee (1d2- 1/x2, fist); Space/Reach 5ft,/5ft.: AL: CG: Fort +0, Ref +1, Will +1; Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 10 Skills and Feats: Craft (Farm) +8, Animal Handling +5, Swim +3, Knowledge (Blackmoor) +5, Spot +3. Listen +3; Speak Common; Alertness, Skill Focus: Craft (Farming) Possessions: Commoner’s Outfit

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – Maps Bukton Farm

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – Maps Entrance Level

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – Maps Tomb Level

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix I ATL 3 Stat Blocks Worg: CR 2; Medium Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Comon and Goblin; Alertness, Track Goblin Archer Leaders: Warrior 3; CR 1; Small Humanoid; Warrior 3; Hit Dice: 3d8+3; hp 23; Init: +3; Spd: 30 ft.; AC: 17 (+1 size, +3 Dex, +3 studded leather armor), touch 14, flat-footed 14; Base Attack/Grapple: +3/+0; Attack: +5 melee (1d6+1/19-20, long sword) or +7 ranged (1d6+1/19-20, long composite bow with white arrows); Full Attack: melee same or +5/+5 ranged (1d6+1/19-20, long composite bow); Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +4, Ref +4, Will +1; Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 6 Skills and Feats: Hide +7, Listen +3, Move Silently +7, Ride +7, Spot +3, Speak Goblin, Common; Point Blank Shot, Precise Shot Possessions: Studded Leather Armor, Mighty Long Composite Bow +1, 20 White Arrows, Long Sword, Potion of Cure Light Wounds Goblin Archers: Warrior 1; CR 1/3; Small Humanoid; Hit Dice: 1d8+1; hp 9; Init: +1; Spd: 30 ft.; AC: 15 (+1 size, +1 Dex, +3 studded leather armor), touch 12, flat-footed 14; Base Attack/Grapple: +1/-3; Attack: +2 melee (1d6/19-20, long sword) or +3 ranged (1d6/19-20, long composite bow with white arrows); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +3, Ref +1, Will +0; Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +5, Listen +2, Move Silently +2, Ride +5, Spot +2, Speak Goblin; Point Blank Shot Possessions: Studded Leather Armor, Long Composite Bow, 20 White Arrows, Long Sword Goblin Infantry Leader (mounted); Warrior 3; CR 1; Small Humanoid; Warrior 3; Hit Dice: 3d8+3; hp 23; Init: +3; Spd: 30 ft.; AC: 19 (+1 size, +3 Dex, +3 studded leather armor, +2 Shield), touch 14, flat-footed 16; Base Attack/Grapple: +3/+0; Attack: +5 melee (1d6+1/19-20, long sword) or +5 melee(+7 charge) (1d6+1 or 3d6+3/X3, Lance); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +4, Ref +4, Will +1; Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +7, Listen +1, Move Silently +7, Ride +13, Spot +2, Speak Goblin; Mounted Combat, Ride-by Attack Possessions: Studded Leather Armor, Heavy Wooden Shield, Lance, Long Sword, Potion of Cure Light Wounds Goblin Infantry: Warrior 1; CR 1/3; Small Humanoid; Hit Dice: 1d8+1; hp 9; Init: +1; Spd: 30 ft.; AC: 15 (+1 size, +1 Dex, +3 studded leather armor), touch 12, flat-footed 14; Base Attack/Grapple: +1/-3; Attack: +2 melee (1d6/19-20, long spear) or +2 melee (1d4/X3, hand ax) or +3 touch (special/, Tanglefoot bag); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +3, Ref +1, Will +0; Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2, Speak Goblin; Dodge Possessions: Studded Leather Armor, Hand Ax, Long Spear, Tanglefoot Bag

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Mak Sheep Stealer: Warrior 3/Paladin of Evil 1; CR 2; Small Humanoid; Warrior1; Hit Dice: 3d8+3+1d10+1; hp 32; Init: +3; Spd: 20 ft.; AC: 22 (+1 size, +3 Dex, +5 breastplate, +3 Shield), touch 14, flat-footed 19; Base Attack/Grapple: +4/+2; Attack: +7 melee (1d6+2/19-20, long sword) or +7 melee(+9 charge) (1d6+2 or 2d6+4/X3, Lance); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; Al: LE; Saves: Fort +7, Ref +3, Will +2; Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 12 Skills and Feats: Hide +6, Knowledge: Nobility and Royalty +1, Listen +2, Move Silently +6, Ride +14, Spot +2, Speak Common, Goblin; Mounted Combat, Ride-by Attack Possessions: MW Breast Plate, +1 Heavy Steel Shield, Lance, Long Sword, Potion of Cure Moderate Wounds Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Once per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +1 to hit and damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Worg: CR 2; Medium Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Common and Goblin; Alertness, Track Green Knight: Mummy Paladin of Evil Level 2; CR 7; Medium Undead; HD: 8d12 + 2d10; hp 65; Init: +2; Speed: 15 ft.; AC: 23 (+1 Dex, +10 natural, +3 damaged banded mail), touch 11, flat-footed 22; BAB/Grp: +6/+13; Atk: +13 melee (1d6+10 plus mummy rot/X2, Slam) or +15 melee (1D10 +8/ 19-20, +1 bastard sword); Full Atk: +11 melee (1d6+10 plus mummy rot/X2, Slam) and +13 melee (1D10 +8/ 19-20, +1 bastard sword); Space/Reach: 5 ft./5 ft.; SA: Despair, mummy rot; SQ: Damage reduction 5/-, Darkvision 60 ft., undead traits, vulnerability to fire; AL: LE; Saves: Fort +7, Ref +7, Will +13; Abilities: Str 24, Dex 15, Con *, Int 6, Wis 16, Cha 16 Skills and Feats: Hide +7, Listen +6, Move Silently +7, Spot +6, Knowledge (religion) +4; Great Fortitude, Exotic Weapon Proficiency (Bastard Sword), Two Weapon Fighting, WF (Bastard Sword, Power Attack Possessions: Damaged MW Banded Mail, +1 Bastard Sword Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based. Slave to the Tomb (Su): The Mummy is bound to a specific place as its guardian. If reduced to zero hit points, it will disappear in a cloud of dust and reform at its sarcophagus at sunset. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Once per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +3 to hit and +2 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (6 hp). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Skeletal Horse: CR 2; Large Skeleton; HD: 4d12; hp 30; Init: +6; Spd: 50 ft.; AC: 19 (-1 size, +2 Dex, +2 natural; +6 banded barding), touch 11, flat-footed 17; BAB/Grp: +2/+10; Att: +6 melee (1d6+4/X2; Hoof); Full Att: +6/+6 melee (1d6+4/X2; Hoof) and +1 melee (1d4+2/X2; bite); Space/Reach: 10 ft./5 ft. SQ: immune to cold, DR5/bludgeoning; AL: N; Saves: Fort +1, Ref +2, Will +3; Abilities: Str 18, Dex 13, Con --, Int --, Wis 10, Cha 1 Skills and Feats: Listen +0, Spot +0; Improved initiative Possessions: banded barding Wight: CR: 3; Medium Undead; HD: 4d12; hp: 26; Init.: +1; Spd: 30 ft.; AC: 21 (+1 Dex, +4 natural, +6 banded mail), touch 11, flat-footed 20; BAB/Grp: +2/+3; Att: +3 melee (1d4+1 plus energy drain/X2; slam); Full Attack: same; Space/Reach: 5 ft./5 ft.; SA: Create spawn, energy drain; SQ: Darkvision 60 ft., undead traits; AL: CE; Saves: Fort +1, Ref +2, Will +5; Abilities: Str 12, Dex 12, Con Ø, Int 11, Wis 13, Cha 15 Skills and Feats: Hide +8, Listen +10, Move Silently +16, Spot +10;Speak Common: Alertness, Blind- Fighting Possessions: Banded Mail

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix II ATL 5 Stat Blocks Worg: CR 2; Medium Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Comon and Goblin; Alertness, Track Goblin Archer Leaders: Warrior 3/Ranger 2; CR 3; Small Humanoid; Warrior 3; Hit Dice: 5d8+5; hp 33; Init: +3; Spd: 30 ft.; AC: 18 (+1 size, +3 Dex, +4 Chain Shirt), touch 14, flat-footed 15; Base Attack/Grapple: +5/+2; Attack: +7 melee (1d6+1/19-20, long sword) or +10 ranged (1d6+1+2d6/19-20, long composite bow with white arrows); Full Attack: melee same or +8/+8 ranged (1d6+1+2d6/19-20, long composite bow); Space/Reach: 5 ft./5 ft.; SA: Favored Enemy (Elves); SQ: Darkvision 60 ft., Wild Empathy; AL: NE; Saves: Fort +7, Ref +7, Will +1; Abilities: Str 12, Dex 17, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +9, Listen +7, Move Silently +7, Ride +7, Spot +9, Speak Goblin, Common; Point Blank Shot, Precise Shot, Rapid Shot Spell Effects: Metallic Blades of Cutting Revenge (CL 5) Possessions: Chain Shirt, MW Mighty Long Composite Bow +1, 20 White Arrows, Long Sword, Potion of Cure Moderate Wounds, Oil of Metallic Blades of Cutting Revenge Goblin Archers: Warrior 2; CR 2/3; Small Humanoid; Hit Dice: 2d8+2; hp 15; Init: +1; Spd: 30 ft.; AC: 15 (+1 size, +1 Dex, +3 studded leather armor), touch 12, flat-footed 14; Base Attack/Grapple: +2/-2; Attack: +3 melee (1d6/19-20, long sword) or +4 ranged (1d6+1d6 electricity/X3, long composite bow with storm arrows); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +4, Ref +1, Will +0; Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +6, Listen +2, Move Silently +2, Ride +5, Spot +2; Point Blank Shot Possessions: Studded Leather Armor, Long Composite Bow, 20 Storm Arrows, Long Sword Goblin Infantry Leader (mounted); Warrior 3/Fighter 2; CR 3; Small Humanoid; Hit Dice: 3d8+3+2d10+2; hp 33; Init: +3; Spd: 30 ft.; AC: 21 (+1 size, +3 Dex, +5 Breast Plate, +2 Shield), touch 14, flat-footed 18; Base Attack/Grapple: +5/+2; Attack: +7 melee (1d6+1/19-20, long sword) or +9 melee(+11 charge) (1d6+1 or 3d6+3/X3, Lance); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +7, Ref +4, Will +1; Abilities: Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +7, Listen +2, Move Silently +7, Ride +15, Spot +2; Mounted Combat, Rideby Attack, Spirited Charge, Weapon Focus: Lance Possessions: Breast Plate, Heavy Wooden Shield, MW Lance, Long Sword, Potion of Cure Light Wounds, Necklace of Missiles: (1-5d6 fireball) Worg: CR 2; Medium Magical Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Common and Goblin; Alertness, Track

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Goblin Infantry: Warrior 2; CR 2/3; Small Humanoid; Hit Dice: 2d8+2; hp 15; Init: +1; Spd: 30 ft.; AC: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15; Base Attack/Grapple: +2/-2; Attack: +3 melee (1d6/19-20, long spear) or +3 melee (1d4/X3, hand ax) or +4 touch (special/, Tanglefoot bag); Full Attack: same; Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +4, Ref +1, Will +0; Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +5, Listen +1, Move Silently +5, Ride +5, Spot +1; Dodge Possessions: Studded Leather Armor, Hand Ax, Long Spear, Tanglefoot Bag Mak Sheep Stealer: Warrior 3/Paladin of Evil 2/Rogue 2; CR 5; Small Humanoid; Hit Dice: 3d8+6+2d10+4+2d6+4; hp 46; Init: +3; Spd: 20 ft.; AC: 23 (+1 size, +3 Dex, +5 breastplate, +3 Shield, +1 deflection), touch 15, flat-footed 20; Base Attack/Grapple: +6/+6; Attack: +11 melee (1d6+4/19-20, longsword) or +12 melee(+14 charge) (1d6+4 or 3d6+12/X3, Lance); Full Attack: +12/+7 melee (1d6+5/19-20, long sword); Space/Reach: 5 ft./5 ft.; SA: See below, +1d6 sneak attack; SQ: Darkvision 60 ft., Detect Traps; AL: LE; Saves: Fort +9, Ref +7, Will +3; Abilities: Str 14(18), Dex 14, Con 14, Int 10, Wis 12, Cha 12 Skills and Feats: Hide +6, Knowledge: Nobility and Royalty +1, Listen +2, Move Silently +6, Ride +16, Search +2, Bluff +2, Spot +2, Speak Common, Goblin, Mounted Combat, Rideby Attack, Spirited Charge Spell Effects: Bull’s Strength (CL 3) Possessions: MW Breast Plate, +1 Heavy Steel Shield, MW Lance, Long Sword, Potion of Cure Moderate Wounds, Potion of Bull’s Strength, Ring of Protection +1 Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Once per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +1 to hit and +2 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus. An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Mak’s Worg: CR 2; Medium Magical Beast; HD: 4d10+8; hp 38; Init: +2; Spd: 50 ft.; AC: 18 (+2 Dex, +2 natural +4 chain shirt), touch 12, flat-footed 16; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Saves: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Common and Goblin; Alertness, Track Possessions: chain shirt barding Green Knight: Mummy Paladin of Evil Level 4; CR 9; Medium Undead; HD: 8d12 + 4d10; hp: 76; Init: +2; Speed: 15 ft.; AC: 28 (+2 Dex, +10 natural, +6 banded mail), touch 12, flat-footed 26; BaB/Grp: +8/+15; Att: +15 melee (1d6+10 plus mummy rot/X2, Slam) or +17 melee (1D10 +8/ 19-20, +1 bastard sword—Auto confirm crits); Full Att: +13 melee (1d6+10 plus mummy rot/X2, Slam) and +15/+10 melee (1D10 +8/ 19-20, +1 bastard sword—auto confirm crits); Space/Reach: 5 ft./5 ft.; SA: Despair, mummy rot; SQ:

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL: LE; Saves: Fort +8, Ref +8, Will +14; Abilities: Str 25, Dex 15, Con Ø, Int 6, Wis 16, Cha 16 Skills and Feats: Hide +7, Listen +6, Move Silently +7, Spot +6, Concentration +2, Knowledge (religion) +4; Great Fortitude, Exotic Weapon Proficiency (Bastard Sword), Two Weapon Fighting, WF (Bastard Sword, Power Attack, Divine Might Spell Effects: Corrupt Weapon (CL 4th) Evil Paladin Spells Known: (1, DC 13+Spell Level) 1st—Corrupt Weapon Possessions: MW Banded Mail, +1 Bastard Sword Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based. Slave to the Tomb (Su): The Mummy is bound to a specific place as its guardian. If reduced to zero hit points, it will disappear in a cloud of dust and reform at its sarcophagus at sunset. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Once per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +3 to hit and +4 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (12hp). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Debilitating Aura (Su): Beginning at 3rd level, a Paladin of Evil radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature. Rebuke Undead (Su): A Paladin of Evil rebukes undead rather than turning undead. This ability functions four times a day as if the paladin of evil were 2nd level Skeletal Horse: CR 2; Large Skeleton; HD: 4d12; hp 30; Init: +6; Spd: 50 ft.; AC: 19 (-1 size, +2 Dex, +2 natural; +6 splint barding), touch 11, flat-footed 17; BAB/Grp: +2/+10; Att: +6 melee (1d6+4/X2; Hoof); Full Att: +6/+6 melee (1d6+4/X2; Hoof) and +1 melee (1d4+2/X2; bite); Space/Reach: 10 ft./5 ft. SQ:

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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immune to cold, DR5/bludgeoning; Saves: Fort +1, Ref +2, Will +3; AL: N; Abilities: Str 18, Dex 13, Con --, Int --, Wis 10, Cha 1 Skills and Feats: Listen +0, Spot +0; Improved initiative Possessions: splint barding Vampire Squires: Vampire, Fighter Level 3; CR 5; Medium Undead (monstrous humanoid); HD: 3D12; hp: 30; Init.: +6; Spd 20 ft.; AC: 22 (+2 Dex, +6 Natural, +6 splint); BAB/Grp: +3/+7; Att: +8 melee (1d6+4+level drain/X2, slam); Full Att: same; Space/Reach: 5ft./5ft.; SA: blood drain, children of the night, dominate, create spawn, energy drain; SQ: alternate form, DR 10/Magic and silver; fast healing, gaseous form, resistance 10/cold, resistance 10/electricity, spider climb, turn resistance +4; AL: LE; Saves: Fort +3 Will +4 Ref +5; Str 18, Con --, Dex 14, Int 10, Wis 12, Cha 12 Skills and Feats: Bluff +9, Hide +10, Listen +10, Move Silently +10, Search +8, Sense Motive +9, Spot + 10, Jump +10, Intimidate +7; Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mounted Combat, Power Attack, Cleave, Weapon Focus:Slam Possessions: Splint Mail Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominates ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix III ATL 7 Stat Blocks Worg: CR 2; Medium Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Comon and Goblin; Alertness, Track Goblin Archer Leaders: Warrior 3/Ranger 4; CR 5; Small Humanoid; Hit Dice: 7d8+7; hp 44; Init: +3; Spd: 30 ft.; AC: 21 (+1 size, +3 Dex, +4 Chain Shirt, +3 Deflection), touch 17, flat-footed 15; Base Attack/Grapple: +7/+4; Attack: +9 melee (1d6+1/19-20, long sword) or +13 ranged (1d6+2+2d6/17-20, keen long composite bow with white arrows); Full Attack: +9/+4 melee (1d6+2/19-20, long sword) or +11/+11/+6 ranged (1d6+2+2d6/19-20, long composite bow); Space/Reach: 5 ft./5 ft.; SA: Favored Enemy (Elves); SQ: Darkvision 60 ft., Wild Empathy; AL: NE; Saves: Fort +7, Ref +7, Will +2; Abilities: Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 6 Skills and Feats: Hide +13, Listen +11, Move Silently +7, Ride +7, Spot +11, Survival +3; Speak Goblin, Common; Point Blank Shot, Precise Shot, Rapid Shot, Endurance, Tracking, Weapon Focus: Long Bow Spell Effects: Metallic Blades of Cutting Revenge (CL 5th), Shield of Faith (CL 7th), Resist Energy (Fire) (CL 4th) Ranger Spells Known: (1; DC 11+spell level) 1st: Resist Energy Possessions: Chain Shirt, Keen Mighty Long Composite Bow +1, 20 White Arrows, Long Sword, Potion of Cure Moderate Wounds, Oil of Metallic Blades of Cutting Revenge, Potion of Shield of Faith +3 Wolf Animal Companion: HD 2D8+4; hp 13; init. +2, Spd.: 40 ft.; AC 14, touch 12, flat-footed 12; Base atk: +1, Grp +2; Atk: +3 melee (1d6+1 [crit 20] bite); Full: same; Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; SQ: low-light vision, scent; AL—N; SV: Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Known tricks: Attack 1, Attack 2, Come, Defend, Track, Seek, Heel Goblin Archers: Warrior 3/Rogue 1; CR 2; Small Humanoid; Hit Dice: 3d8+3+1d6+1; hp 26; Init: +4; Spd: 30 ft.; AC: 19 (+1 size, +4 Dex, +4 Chain Shirt), touch 15, flat-footed 15; Base Attack/Grapple: +3/-1; Attack: +4 melee (1d6/19-20, long sword) or +8 ranged (1d6+1d6 electricity+2d6 metal/X3, long composite bow with storm arrows); Full Attack: melee same, or +6/+6 ranged (1d6+1d6 electricity+2d6 metal/X3, long composite bow with storm arrows); Space/Reach: 5 ft./5 ft.; SA: Sneak attack +1d6; SQ: Darkvision 60 ft., Trapfinding; AL: NE; Saves: Fort +4, Ref +6, Will +0; Abilities: Str 11, Dex 14 (18), Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +11, Listen +2, Move Silently +7, Ride +7, Spot +6; Point Blank Shot, Rapid Shot Spell Effects: Cat’s Grace (CL 3rd), Metallic Blades of Cutting Revenge (CL 5th) Possessions: Chain Shirt, MW Long Composite Bow, 20 Storm Arrows, Long Sword, Oil of Metallic Blades of Cutting Revenge, Potion of Cat’s Grace Goblin Infantry Leader (mounted on Worg); Warrior 3/Fighter 4; CR 5; Small Humanoid; Hit Dice: 3d8+9+4d10+12; hp 57; Init: +3; Spd: 30 ft.; AC: 22 (+1 size, +3 Dex, +6 Breast Plate, +2 Shield), touch 14, flat-footed 18; Base Attack/Grapple: +7/+4; Attack: +9 melee (1d6+1/19-20, long sword) or +11 melee(+13 charge) (1d6+3 or 3d6+9/X3, Lance); Full Attack: +9/+4 melee (1d6+1/19-20, long sword) or

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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+11/+6 melee (1d6+3/X3, Lance); Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +10, Ref +5, Will +4; Abilities: Str 13, Dex 16, Con 12 (16), Int 10, Wis 10, Cha 6 Skills and Feats: Climb +3; Hide +7, Listen +2, Move Silently +7, Ride +17, Spot +2; Mounted Combat, Rideby Attack, Spirited Charge, Weapon Focus: Lance, Iron Will, Weapon Specialization (Lance) Spell Effects: Bear’s Endurance (CL 3rd) Possessions: +1 Breast Plate, Heavy Wooden Shield, MW Lance, Long Sword, Potion of Cure Light Wounds, Necklace of Missiles: (1-5d6 fireball), Potion of Bear’s Endurance Worg: CR 4; Large Magical Beast; HD: 7d10+21; hp 61; Init: +1; Spd: 50 ft.; AC: 13 (-1 Size, +1 Dex, +3 natural), touch 12, flat-footed 11; BAB/Grp: +7/+14; Att: Bite +14 melee (2d6+9); Full Att: Bite +14 melee (2d6+9); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Saves: Fort +7, Ref +5, Will +3; Abilities: Str 25, Dex 13, Con 17, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +8, Move Silently +6, Spot +8, Survival +4*, Speak Common and Goblin; Alertness, Track, Improved Natural Attack Goblin Infantry: Warrior 3/Rogue 1; CR 2; Small Humanoid; Hit Dice: 3d8+3+1d6+1+8; hp 33; Init: +1; Spd: 30 ft.; AC: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15; Base Attack/Grapple: +3/+0; Attack: +6 melee (1d6+1/19-20, long spear) or +6 melee (1d4+1/X3, hand ax) or +6 touch (special/, Tanglefoot bag); Full Attack: same; Space/Reach: 5 ft./5 ft.; SA: +1d6 Sneak; SQ: Darkvision 60 ft., Trap Finding; AL: NE; Saves: Fort +5, Ref +4, Will +1; Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +5, Listen +1, Move Silently +5, Ride +5, Spot +1, Tumble +7; Dodge, Mobility Possessions: Chain Shirt, Hand Ax, MW Long Spear, Tanglefoot Bag, Potion of Aid Mak Sheep Stealer: Warrior 3/Paladin of Evil 3/Rogue3; CR 7; Small Humanoid; Hit Dice: 3d8+6+3d10+6+3d6+6; hp 56; Init: +3; Spd: 20 ft.; AC: 25 (+1 size, +3 Dex, +9 plate, +3 Shield, +1 deflection), touch 15, flat-footed 20; Base Attack/Grapple: +7/+8; Attack: +13 melee (1d6+4/19-20, longsword) or +13 melee(+15 charge) (1d6+5 or 3d6+15/X3, Lance); Full Attack: +13/+8 melee (1d6+6/19-20, long sword) or +13/+8 melee (1d6+7/X3, Lance); Space/Reach: 5 ft./5 ft.; SA: + 2d6 sneak attack; SQ: Darkvision 60 ft., detect traps, evasion, trap sense +1; AL: NE; Saves: Fort +13, Ref +7, Will +7; Abilities Str 14(18), Dex 14, Con 14, Int 10, Wis 13, Cha 12 Skills and Feats: Bluff +6, Hide +6, Knowledge: Nobility and Royalty +3, Knowledge History +1, Listen +3, Move Silently +6, Ride +18, Search +2, Spot +3, Speak Common, Goblin: Mounted Combat, Rideby Attack, Spirited Charge, Divine Strike Spell Effects: Bull’s Strength (CL 3) Possessions: +1 Plate, +1 Heavy Steel Shield, +1 Lance, MW Long Sword, Potion of Cure Moderate Wounds, Potion of Bull’s Strength, Ring of Protection +1 Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Twice per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +1 to hit and +3 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (6). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Debilitating Aura (Su): Beginning at 3rd level, a Paladin of Evil radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature. Rebuke Undead (Su): A Paladin of Evil rebukes undead rather than turning undead. This ability functions four times a day as if the paladin of evil were 2nd level Cause Disease (Sp): A Paladin of Evil can inflict disease with their touch (as the contagion spell) once a week Mak’s Worg: CR 4; Large Magical Beast; HD: 7d10+21; hp 65; Init: +1; Spd: 50 ft.; AC: 17 (-1 Size, +1 Dex, +4 Chain shirt, +3 natural), touch 12, flat-footed 15; BAB/Grp: +7/+14; Att: Bite +14 melee (2d6+9); Full Att: Bite +14 melee (2d6+9); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Saves: Fort +7, Ref +5, Will +3; Abilities: Str 25, Dex 13, Con 17, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +8, Move Silently +6, Spot +8, Survival +4*, Speak Common and Goblin; Alertness, Track, Improved Natural Attack Green Knight: Mummy Paladin of Evil Level 6; CR11; Medium Undead; HD: 8d12 + 6d10; hp: 87; Init: +2; Speed: 15 ft.; AC: 31 (+2 Dex, +11 natural, +7 banded mail, +1 Deflection), touch 13, flat-footed 29; BaB/Grp: +10/+17; Att: +17 melee (1d6+10 plus mummy rot/X2, Slam) or +19 melee (1D10 +8/ 19-20—X3, +1 bastard sword—Auto confirm crits); Full Att: +15 melee (1d6+10 plus mummy rot/X2, Slam) and +17/+12 melee (1d10 +8/ 19-20—X3, +1 bastard sword—auto confirm crits); Space/Reach: 5 ft./5 ft.; SA: Despair, mummy rot; SQ: Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL: NE; Saves: Fort +9, Ref +9, Will +15; Abilities: Str 25, Dex 15, Con Ø, Int 6, Wis 16, Cha 16 Skills and Feats: Hide +7, Listen +6, Move Silently +7, Spot +6, Concentration +4, Knowledge (religion) +4; Great Fortitude, Exotic Weapon Proficiency (Bastard Sword), Two Weapon Fighting, WF (Bastard Sword), Power Attack, Divine Might Spell Effects: Corrupt Weapon (CL 4th) Evil Paladin Spells Known: (1, DC 13+Spell Level) 1st—Corrupt Weapon, Bane Possessions: +1 Banded Mail, +1 Biting Bastard Sword, Ring of Protection +1, Amulet of Natural Armor +1 Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based. Slave to the Tomb (Su): The Mummy is bound to a specific place as its guardian. If reduced to zero hit points, it will disappear in a cloud of dust and reform at its sarcophagus at sunset. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Twice per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +3 to hit and +6 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (18hp). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Debilitating Aura (Su): Beginning at 3rd level, a Paladin of Evil radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature. Rebuke Undead (Su): A Paladin of Evil rebukes undead rather than turning undead. This ability functions four times a day as if the paladin of evil were 2nd level Skeletal Horse: CR 2; Large Skeleton; HD: 4d12; hp 30; Init: +6; Spd: 50 ft.; AC: 19 (-1 size, +2 Dex, +2 natural; +6 splint barding), touch 11, flat-footed 17; BAB/Grp: +2/+10; Att: +6 melee (1d6+4/X2; Hoof); Full Att: +6/+6 melee (1d6+4/X2; Hoof) and +1 melee (1d4+2/X2; bite); Space/Reach: 10 ft./5 ft. SQ: immune to cold, DR5/bludgeoning; Saves: Fort +1, Ref +2, Will +3; AL: N; Abilities: Str 18, Dex 13, Con --, Int --, Wis 10, Cha 1 Skills and Feats: Listen +0, Spot +0; Improved initiative Possessions: splint barding Vampire Squire: Vampire, Fighter Level 6; CR 8; Medium Undead (monstrous humanoid); HD: 6D12+3; hp: 50; Init.: +6; Spd 20 ft.; AC: 24 (+2 Dex, +6 Natural, +6 splint, +2 Shield); BAB/Grp: +7/+11; Att: +12 melee (1d6+6+level drain/X2, slam); Full Att: +12/+7 melee (1d6+6+level drain/X2, slam); Space/Reach: 5ft./5ft.; SA: blood drain, children of the night, dominate, create spawn, energy drain; SQ: alternate form, DR 10/Magic and silver; fast healing, gaseous form, resistance 10/cold, resistance 10/electricity, spider climb, turn resistance +4; AL: NE; Saves: Fort +5 Will +5 Ref +6; Str 19, Con --, Dex 14, Int 10, Wis 12, Cha 12 Skills and Feats: Bluff +9, Hide +10, Listen +10, Move Silently +10, Search +8, Sense Motive +9, Spot + 10, Jump +12, Intimidate +10; Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mounted Combat, Power Attack, Cleave, WF:Slam, Weapon Specialization (Slam), Toughness Possessions: Splint Mail, Heavy Steel Shield Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance. Bat Swarm: Size/Type: Diminutive Animal (Swarm); HD: 3d8 hp: 13; Init: +2; Speed: 5 ft./fly 40 ft. (good); AC: 16 (+4 size, +2 Dex), touch 14, flat-footed 12; BaB/Grp: +2/—; Attack: Swarm (1d6); Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft.; SA: Distraction, wounding; SQ: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits; AL: N; Saves: Fort +3, Ref +7, Will +3; Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix III ATL 9 Stat Blocks Worg: CR 2; Medium Beast; HD: 4d10+8; hp 30; Init: +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grp: +4/+7; Att: Bite +7 melee (1d6+4); Full Att: Bite +7 melee (1d6+4); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Sv: Fort +6, Ref +6, Will +3; Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Speak Comon and Goblin; Alertness, Track Goblin Archer Leaders: Warrior 3/Ranger 6; CR 7; Small Humanoid; Hit Dice: 9d8+9+8; hp 64; Init: +4; Spd: 30 ft.; AC: 21 (+1 size, +3 Dex, +4 Chain Shirt, +3 Deflection), touch 17, flat-footed 15; Base Attack/Grapple: +9/+6; Attack: +11 melee (1d6+1/19-20, long sword) or +16 ranged (1d6+2+2d6+1d6/15-20-X3, shock, keen long composite bow with white arrows); Full Attack: +11/+6 melee (1d6+2/19-20, long sword) or +14/+14/+9 ranged (1d6+2+2d6+1d6/15-20-X3, keen, shock, long composite bow); Space/Reach: 5 ft./5 ft.; SA: Favored Enemy (Elves +4 and Humans +2); SQ: Darkvision 60 ft., Wild Empathy, Animal Companion; AL: NE; Saves: Fort +8, Ref +9, Will +3; Abilities: Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 6 Skills and Feats: Hide +15, Listen +13, Move Silently +10, Ride +7, Spot +13, Survival +6; Speak Goblin, Common; Point Blank Shot, Precise Shot, Rapid Shot, Endurance, Tracking, Weapon Focus: Long Bow, Manyshot, Improved Critical Multiplier Spell Effects: Metallic Blades of Cutting Revenge (CL 5th), Shield of Faith (CL 7th), Resist Energy (Fire) (CL 4th), False Life (CL 3rd), Ranger Spells Known: (1; DC 11+spell level) 1st: Resist Energy, Charm Animal Possessions: Chain Shirt, Shock, Keen Mighty Long Composite Bow +1, 20 White Arrows, Long Sword, Potion of Cure Moderate Wounds, Oil of Metallic Blades of Cutting Revenge, Potion of Shield of Faith +3, Potion of False Life, 5 White Arrows of Thonian Bane, 5 White Arrows of Elf Bane, 5 White Arrows of Dwarf Bane, 5 White Arrows of Docrae Bane Wolf Animal Companion: HD 4D8+4; hp 26; init. +3, Spd.: 40 ft.; AC 16, touch 13, flat-footed 13; Base atk: +2, Grp +2; Atk: +4 melee (1d6+2 [crit 20] bite); Full: same; Space/reach 5ft./5ft.; SA: Trip, Knows Tricks, Link, Share Spells; SQ: low-light vision, scent; AL—N; SV: Fort +5, Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Known tricks: Attack 1, Attack 2, Come, Defend, Track, Seek, Heel Goblin Archers (3): Warrior 3/Rogue 3; CR 4; Small Humanoid; Hit Dice: 3d8+3+3d6+3; hp 36; Init: +4; Spd: 30 ft.; AC: 19 (+1 size, +4 Dex, +4 Chain Shirt), touch 15, flat-footed 15; Base Attack/Grapple: +5/+1; Attack: +6 melee (1d6/19-20, long sword) or +10 ranged (1d6+1+1d6 electricity+2d6 metal/19-20X3, long composite bow with storm arrows); Full Attack: melee same, or +6/+6 ranged (1d6+1+1d6 electricity+2d6 metal/19-20-X3, long composite bow with storm arrows); Space/Reach: 5 ft./5 ft.; SA: Sneak attack +2d6; SQ: Darkvision 60 ft., Trapfinding; AL: NE; Saves: Fort +5, Ref +7, Will +2; Abilities: Str 11, Dex 14 (18), Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +13, Listen +7, Move Silently +13, Ride +7, Spot +9; Point Blank Shot, Rapid Shot, Precise Shot Spell Effects: Cat’s Grace (CL 3rd), Metallic Blades of Cutting Revenge (CL 5th), Keen Edge (CL 5th) Possessions: Chain Shirt, +1 Long Composite Bow, 20 Storm Arrows, Long Sword, Oil of Metallic Blades of Cutting Revenge, Potion of Cat’s Grace

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Goblin Infantry Leader (mounted on Worg); Warrior 3/Fighter 6; CR 7; Small Humanoid; Hit Dice: 3d8+9+6d10+18; hp 75; Init: +3; Spd: 30 ft.; AC: 23 (+1 size, +3 Dex, +6 Breast Plate, +3 Shield), touch 14, flat-footed 19; Base Attack/Grapple: +9/+6; Attack: +12 melee (1d6+2/19-20, long sword) or +14 melee(+16 charge) (1d6+4 or 3d6+12 +2d6 water/19-20-X3, Lance); Full Attack: +11/+6 melee (1d6+1/19-20, long sword) or +14/+9 melee (1d6+4+2d6/19-20-X3, Lance); Space/Reach: 5 ft./5 ft.; SQ: Darkvision 60 ft.; AL: NE; Saves: Fort +11, Ref +6, Will +5; Abilities: Str 14, Dex 16, Con 12 (16), Int 10, Wis 10, Cha 6 Skills and Feats: Climb +3; Hide +7, Listen +2, Move Silently +7, Ride +17, Spot +2; Mounted Combat, Rideby Attack, Spirited Charge, Weapon Focus: Lance, Iron Will, Weapon Specialization (Lance), Power Attack, Combat Reflexes Spell Effects: Bear’s Endurance (CL 3rd), Keen Edge (CL 5th), Watery Blades of Vengeful Striking (CL 5th) Possessions: +1 Breast Plate, +1 Heavy Steel Shield, MW Lance, Long Sword, Potion of Cure Light Wounds, Necklace of Missiles: (1-5d6 fireball), Potion of Bear’s Endurance, Oil of Watery Blades of Vengeful Striking Worg: CR 4; Large Magical Beast; HD: 7d10+21; hp 61; Init: +1; Spd: 50 ft.; AC: 13 (-1 Size, +1 Dex, +3 natural), touch 12, flat-footed 11; BAB/Grp: +7/+14; Att: Bite +14 melee (2d6+9); Full Att: Bite +14 melee (2d6+9); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; Al: NE; Saves: Fort +7, Ref +5, Will +3; Abilities: Str 25, Dex 13, Con 17, Int 6, Wis 14, Cha 10 Skills and Feats: Hide +4, Listen +8, Move Silently +6, Spot +8, Survival +4*, Speak Common and Goblin; Alertness, Track, Improved Natural Attack Goblin Infantry: Warrior 3/Rogue 3; CR 4; Small Humanoid; Hit Dice: 3d8+3+3d6+3+8; hp 43; Init: +1; Spd: 30 ft.; AC: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15; Base Attack/Grapple: +5/+2; Attack: +8 melee (1d6+1+2d6/19-20, long spear) or +8 melee (1d4+1/X3, hand ax) or +8 touch (special/, Tanglefoot bag); Full Attack: same; Space/Reach: 5 ft./5 ft.; SA: +2d6 Sneak; SQ: Darkvision 60 ft., Trap Finding; AL: NE; Saves: Fort +6, Ref +5, Will +2; Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 6 Skills and Feats: Hide +5, Listen +1, Move Silently +5, Ride +5, Spot +1, Tumble +7; Speak Goblin, Dodge, Mobility, Spring Attack Spell Effects: Aid (CL 3rd), Watery Blades of Vengeful Striking (CL 5th), Keen Edge (CL 5th) Possessions: Chain Shirt, Hand Ax, MW Long Spear, Tanglefoot Bag, Potion of Aid, Oil of Watery Blades of Vengeful Striking Goblin Wokan: Wokan 7; CR 7; Small Humanoid; Hit Dice 7d6+14; hp 46; Init +5; Spd 30 ft., AC 12 (+1 size, +1 Dex) touch 12, size 11; BAB/Grp: +5/-1; Attack: +4 melee (d3-2/19-20, dagger); Full Attack: same; Space/Reach: 5 ft/5ft.; SA: Borrow Nature’s Power (3/day), Wild Shape (1/day); SQ: Darkvision 60 ft., Wild Empathy, Free Thought, Woodland Stride; AL: NE; Saves: Fort +8 Ref +4 Will +11; Abilities: Str 6, Dex 12, Con 14, Wis 21, Int 14, Cha 10 Skills and Feats: Concentration +12, Spot +14, Listen +14, Knowledge (Arcana) +11, Knowledge (nature) +11, Spellcraft +10; Extra Borrow Nature’s Power, Improved Initiative, Combat Casting, Brew Potion Spell Effects: Fly (CL 5th), See Invisibility (CL 7th) Wokan Spells Known: (6/5/4/3/2, DC 15+Spell Level) 0—Create Water, Detect Magic, Detect Poison, Know Direction, Message, Prestidigitation; 1st—Magic Missile, Magic Missile, Wood Orb, Lesser, Air Orb, Lesser, Pass Without Trace; 2nd—Invisibility, Suggestion, Silence, See Invisibility, 3rd—Haste, Dispel Magic@, Earth Ball@; 4th—Ruby Shackle, Conglomerating Elemental Exploding Sphere (Air/Wood)@ @=memorized with Summon Nature’s Power

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Possessions: Dagger, Wand of Keen Edge (12 charges), Potion of Cure Serious Wounds, Periapt of Wisdom +2, Cloak of Resistance +1, Potion of Fly Mak Sheep Stealer: Warrior 3/Paladin of Evil 5/Rogue 5; CR 11; Small Humanoid; Hit Dice: 3d8+9+10d10+30; hp 114; Init: +3; Spd: 20 ft.; AC: 30 (+1 size, +3 Dex, +9 plate, +3 Shield, +2 deflection, +4 natural), touch 16, flat-footed 24; Base Attack/Grapple: +11/+11; Attack: +18 melee (1d6+5/19-20, long sword) or +18 melee(+20 charge) (1d6+6 or 3d6+18 +2d6/19-20--X3, Lance); Full Attack: +18/+13 melee (1d6+5/19-20, long sword) or +18/+13 melee (1d6+6+2d6/19-20--X3, Lance); Space/Reach: 5 ft./5 ft.; SA: See below, +3d6 sneak attack; SQ: Darkvision 60 ft., trap detection, trap sense +1, evasion, uncanny dodge; AL: LE; Saves: Fort +14, Ref +8, Will +7; Abilities: Str 14(18), Dex 14, Con 14 (16), Int 10, Wis 14, Cha 12 (16) Skills and Feats: Bluff +8, Hide +6, Knowledge: Nobility and Royalty +4, Knowledge History +4, Listen +4, Move Silently +6, Search +4, Ride +22, Spot +4, Speak Common, Goblin: Mounted Combat, Rideby Attack, Spirited Charge, Divine Strike, Power Attack Spell Effects: Bull’s Strength (CL 3), Divine Favor (CL 5), Keen Edge (CL 5th), Airy Blades of Slashing Retaliation (CL 5th) Paladin of Evil Spells Known: (2/2; Base DC—12+Spell level): 1st: Divine Favor, Possessions: +1 Plate, +1 Heavy Steel Shield, +1 Lance, MW Long Sword, Potion of Cure Moderate Wounds, Potion of Bull’s Strength, Ring of Protection +2, Amulet of Health+2, Oil of Airy Blades of Slashing Retaliation Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Three Times per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +1 to hit and +5 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (6). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability. Debilitating Aura (Su): Beginning at 3rd level, a Paladin of Evil radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature. Rebuke Undead (Su): A Paladin of Evil rebukes undead rather than turning undead. This ability functions four times a day as if the paladin of evil were 2nd level Cause Disease (Sp): A Paladin of Evil can inflict disease with their touch (as the contagion spell) twice a week Mak’s Worg: CR 4; Large Magical Beast; HD: 7d10+21; hp 65; Init: +1; Spd: 50 ft.; AC: 17 (-1 Size, +1 Dex, +4 Chain shirt, +3 natural), touch 12, flat-footed 15; BAB/Grp: +7/+14; Att: Bite +14 melee (2d6+9); Full Att: Bite +14 melee (2d6+9); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: Darkvision 60 ft., low-light vision, scent; AL: NE; Saves: Fort +7, Ref +5, Will +3; Abilities: Str 25, Dex 13, Con 17, Int 6, Wis 14, Cha 10; Skills and Feats: Hide +4, Listen +8, Move Silently +6, Spot +8, Survival +4*, Speak Common and Goblin; Alertness, Track, Improved Natural Attack Possessions: chain shirt barding, Collar of a Zephyr

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Green Knight: Mummy Paladin of Evil Level 9; CR11; Medium Undead; HD: 8d12 + 9d10; hp 165; Init: +2; Speed: 15 ft.; AC: 31 (+2 Dex, +11 natural, +7 banded mail, +1 Deflection), touch 13, flat-footed 29; BaB/Grp: +12/+19; Att: +19 melee (1d6+10 plus mummy rot/X2, Slam) or +21 melee (1D10 +8/ 17-20—X3, +1 biting bastard sword—Auto confirm crits); Full Att: +17 melee (1d6+10 plus mummy rot/X2, Slam) and +19/+14/+9 melee (1d10 +8/ 17-20—X3, +1 biting bastard sword—auto confirm crits); Space/Reach: 5 ft./5 ft.; SA: Despair, mummy rot; SQ: Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire, Slave to the Tomb; AL: LE; Saves: Fort +9, Ref +9, Will +15; Abilities: Str 25, Dex 15, Con Ø, Int 6, Wis 16,Cha 16 Skills and Feats: Hide +7, Listen +6, Move Silently +7, Spot +6, Concentration +4, Knowledge (religion) +4; Great Fortitude, Exotic Weapon Proficiency (Bastard Sword), Two Weapon Fighting, WF (Bastard Sword, Power Attack, Divine Might, Improved Critical Spell Effects: Corrupt Weapon (CL 9th) Resist Energy (fire) (CL 9th) (20 points) Evil Paladin Spells Known: (2/1, DC 13+Spell Level) 1st—Corrupt Weapon, Bane, 2nd—Resist Energy (fire) Possessions: +1 Banded Mail, +1 Biting Bastard Sword, Ring of Protection +1, Amulet of Natural Armor +1 Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based. Slave to the Tomb (Su): The Mummy is bound to a specific place as its guardian. If reduced to zero hit points, it will disappear in a cloud of dust and reform at its sarcophagus at sunset. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Aura of Evil (Ex): The power of a Paladin of Evil aura of evil (see the detect evil spell) is equal to their Paladin of Evil level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a Paladin of Evil can use detect good, as the spell. Smite Good (Su): Twice per day, a Paladin of Evil may attempt to smite good with one normal melee attack at +3 to hit and +9 damage. This ability is otherwise identical to the standard paladin’s ability to smite evil; including increased daily uses as the paladin of evil gains class levels. Deadly Touch (Su): Beginning at 2nd level, a Paladin of Evil can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x their Charisma bonus (18hp). An opponent subjected to this attack can make a Will save (DC 13) to halve the damage dealt. Alternatively, a Paladin of Evil can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Debilitating Aura (Su): Beginning at 3rd level, a Paladin of Evil radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature. Rebuke Undead (Su): A Paladin of Evil rebukes undead rather than turning undead. This ability functions four times a day as if the paladin of evil were 2nd level Skeletal Horse: CR 2; Large Skeleton; HD: 4d12; hp 30; Init: +6; Spd: 50 ft.; AC: 19 (-1 size, +2 Dex, +2 natural; +6 splint barding), touch 11, flat-footed 17; BAB/Grp: +2/+10; Att: +6 melee (1d6+4/X2; Hoof); Full Att: +6/+6 melee (1d6+4/X2; Hoof) and +1 melee (1d4+2/X2; bite); Space/Reach: 10 ft./5 ft. SQ: immune to cold, DR5/bludgeoning; Saves: Fort +1, Ref +2, Will +3; AL: N; Abilities: Str 18, Dex 13, Con --, Int --, Wis 10, Cha 1 Skills and Feats: Listen +0, Spot +0; Improved initiative Possessions: splint barding Vampire Squires: Vampire, Fighter Level 8; CR 10; Medium Undead (monstrous humanoid); HD: 8D12; hp: 62; Init.: +6; Spd 20 ft.; AC: 24 (+2 Dex, +6 Natural, +6 splint, +2 Shield); BAB/Grp: +9/+17; Att: +15 melee (1d6+7+level drain/X2, slam); Full Att: +15/+10 melee (1d6+7+level drain/X2, slam); Space/Reach: 5ft./5ft.; SA: blood drain, children of the night, dominate, create spawn, energy drain; SQ: alternate form, DR 10/Magic and silver; fast healing, gaseous form, resistance 10/cold, resistance 10/electricity, spider climb, turn resistance +4; AL: NE; Saves: Fort +6 Will +5 Ref +6; Str 20, Con --, Dex 14, Int 10, Wis 12, Cha 12 Skills and Feats: Bluff +9, Hide +10, Listen +10, Move Silently +10, Search +8, Sense Motive +9, Spot + 10, Jump +15, Intimidate +12; Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mounted Combat, Power Attack, Cleave, WF:Slam, Weapon Specialization (Slam), Improved Unarmed Strike, Improved Grapple Possessions: Splint Mail, Heavy Steel Shield Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance. Bat Swarm: Size/Type: Diminutive Animal (Swarm); HD: 3d8 hp: 13; Init: +2; Speed: 5 ft./fly 40 ft. (good); AC: 16 (+4 size, +2 Dex), touch 14, flat-footed 12; BaB/Grp: +2/—; Attack: Swarm (1d6); Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft.; SA: Distraction, wounding; SQ: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits; AL: N; Saves: Fort +3, Ref +7, Will +3; Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). Rat Swarm: CR 2; Tiny Animal (Swarm); HD: 4d8; hp 18; Init.: +2; Spd: 15 ft./climb 15 ft.; AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB/Grp: +3/—; Att: Swarm (1d6 plus disease); Full Attack: warm (1d6 plus disease); Space/Reach: 10 ft./0 ft.; SA: Disease, distraction; SQ: Half damage from slashing and piercing, low-light vision, scent, swarm traits; AL: N; Saves: Fort +4, Ref +6, Will +2; Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills and Feats: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +4, Spot +7, Swim +10; Alertness, Stealthy, Weapon FinesseB

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 54: Tales from the Old Lands ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

45

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Campaign Setting by Dave Arneson, Dustin Clingman, Jeff Quinn, Richard Pocklington, Richard Iorio II,Harley Stroh, Copyright 2008 Zeitgeist Games, Inc. Dave Arneson’s Player’s Guide to Blackmoor by Ken Austin, Tim Barth, Joe Cirillo, Dustin Clingman, Dawn Coakly, Nathan Collins, Richard Iorio II, Tad Kilgore, Christopher Reed, Harley Stroh, Rodney Thompson, Kristofer Wade, Copyright 2008 Zeitgeist Games, Inc. Dave Arneson’s Blackmoor: Episode 54 – Tales from the Old Land, Copyright 2008 Zeitgeist Games, Inc.