Forgotten Realms Notebook Volume 3

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Forgotten Realms Notebook

Volume 3

About This Notebook 1


Campaign Ideas 3
Scenerio #1 [Altered Version of Doom of Daggerdale] 3
Scenerio #2 [Adventure outline for Daggerdale Region] 5
Scenerio #3 [A New Ice Age!] 15
Iyachtu Xvim (the Son of Bane) 18
Note On Faiths 21
Spheres for Realms Gods 23
List of Herbs 24
New Magic Items 27
Mistledale 28
New Spells 30
INDEX 39

About This Notebook:

The Forgotten Realms Notebooks are a collection of notes


from various sources on the Internet. Most have been
collected from messages left on the Forgotten Realms
list group (realms@ossi.com) and the UseNet discussion
group (alt.rec.games.frp.dnd). I have compiled these
messages somewhat into an orderly fashion and made
some minor adjustments for contextual purposes. Every
5 volumes of the FR Notebooks will be compiled into one
giant FR Compendium. The included information lists
the contributing authors of the associated works.

I hold no responsibility for the content or accuracy in


the provided information. (I just make it more pleasing
to look at and use.)

P_Horner@ASU.EDU

Daggerdale Region
-----------------

=Campaign Ideas=

Scenerio #1 [Altered Version of Doom of Daggerdale]


From: Chris Seabrook <cds@ossi.com>

My altered version of Doom of Daggerdale; will be a prelude to the


Daggerdale; Trilogy. Here are some brief sketches; comments are appreciated:

SPEAR OF DAGGERDALE: Randall Morn calls for aid from the heroes. It
seems the legendary Spear of Daggerdale *does* exist after all. The Spear was
an artifact up until now believed legendary; it was said an army that held the
Spear was undefeatable. It was believed lost in the time of Randall's great-
great-great grandfather; he had been on the throne for but a yaer when his
four brothers stole the Spear in jealousy, split it into four pieces using
a vorpal blade, and each escaped with a piece. The Zhentarim, however, have
stumbled upon information that will allow them to find the four pieces;
after Randall (a worshipper of Tymora) discovered this, a half-elven seer
came to his camp, claiming visions had been sent to him of the Spear. Randall
is unable to spare the men and so dispatches the PCs (his friends from DOOM)
along with the seer to investigate this claim. This takes the PCs on a trip
through the Dales (including a sequence underwater in Shadowdale, where they
meet Ashaba, the original Lord of Shadowdale, now a water elemental-like
being). It ends in Myth Drannor, the only place the Spear can be reforged.

REBELS OF DAGGERDALE: Assuming the PCs recovered the Spear,


this module occurs some time later, within months of the fall of Zhentil Keep
in PRINCE OF LIES. Dagger Falls had been flooded with those Zhentarim; that
escaped the fall of the Keep; however, Cyric, enraged at the Zhents' (and
specifically
Fzoul's) betrayal, set a trap for them. He granted special powers to a priestess
of
his in Daggerdale (Eragyn from DOOM); Randall Morn, emboldened by the fall of
the Keep (Tren's backers) and driven on by the Spear (more on that later),
sieges the city -- as Cyric knew he would. However, one of Randall's men
turns traitor and steals the Spear. It is at this point the PCs arrive,
having been called back to Dagger Falls for the siege.
After an investigation, it is revealed the "traitor" was none other than
Maxas, Randall's bodyguard since he was a child. Maxas stole the Spear
because of its effect on Randall (remember, artifacts tend to twist the
character of those who wield them); the Spear engendered in its wielder a
powerful desire to defend Daggerdale from invaders at any cost, which led to
years of heavy losses among many of Randall's friends. Maxas, however,
attempts to escape with the Spear but is waylaid by monsters (haven't decided
what kind yet) sent by Cyric. He reveals all this to the PCs as he dies.

The PCs then must recover the Spear. Upon doing so, though, they
return to find the siege camp under assault by undead coming from Dagger Falls
After a battle, they learn Randall has fallen; near death, he charges the PCs
to lead the assault on the city. He then falls comatose. The PCs sneak into
the city to find it a charnel house; all the inhabitants who had not fled
(including the Zhent refugees) have been slain and raised as undead. THe
PCs learn (through the seer from SPEAR) that the source of Eragyn's power
is a stone given her by Cyric; the only way to destroy the stone is with the
Spear. After a few battles and such, the PCs face Eragyn. The ending is
unique in that I may be having to have one of the PCs sacrifice their life
(permanently?) to destroy the stone; contact between the stone and the Spear
creates a huge explosion.
Afterwards, they return to learn Randall has recovered. All in all, a
bittersweet victory...
(1) Randall has a woman that he is in love with, yet he has vowed neither
to marry her or to have relations with her until Daggerdale is in his
control.
(2) Tren is the only one (apart from Eragyn) still alive in Dagger Falls;
however, he has been driven insane and is but a mindless husk, his
face forever contorted in a look of pure horror.

SECRET OF DAGGERDALE: Scene shifts to five years later. Dagger Falls; has
been rebuilt, with Randall as lord. However, he never revealed exactly how
he was able to recover from his mortal wounds in REBELS. Now it will be told.
Exactly five years from the day he recovered, Randall is visited by a
dark armored figure. Turns out he made a pact with an otherworldly figure
(haven't decided who or what yet -- any suggestions?) while comatose: in
exchange for his recovery and peace in the dale for 5 years, both Randall and
the dale (and all inhabitants) would be forfeit to the power. The dale
(along with the PCs, who were there for the celebration of the anniversary)
is cast into a hellish nightmare land. [BTW, yes, this pact would be in
character for Randall at the time of REBELS; he was nearly driven out of his
mind by the Spear. Later, he had merely assumed it was a feverish dream].

[No ending as yet ]

Scenerio #2 [Adventure outline for Daggerdale Region]

From: "Eric L. Boyd" <boyd@eecs.umich.edu>

Background

Daggerdale;, traditionally one of the most isolated and reclusive of the


Dales, is under siege from all sides. Goblins and orcs raid down from the
mountains, brigands hired by Zhentil Keep mount increasingly frequent guerrilla
attacks, and as law and order break down, more and more monsters are seen from
the Border Forest and Spiderhaunt Woods. The Dalesmen are fighting back against
these incursions, and they have some help from the nation of Cormyr to the south
and Shadowdale to the east, but brave heroes are needed if Daggerdale is to be
saved!
Located in a small valley nestled between the Desertmouth Mountains; to
the west, the Border Forest to the north, and the Dagger Hills to the east, the
dale is settled primarily by hunters, trappers, and fishermen. Most of the
inhabitants are human, although not a few inhabitants have elven blood, tracing
their ancestors back to the Gold elves of the Border Forest who have long since
vanished, and the remainder are Tallfellow halflings.
The only community of any size is the town of Dagger Falls; located on
the northern banks of the River Tesh; which flows east towards the Moonsea. In
years past, it served as a common market for the dalesmen to sell their crops
and products to merchants of the Moonsea, but in recent years it has fallen on
hard times with the collapse of Teshendale and the rise of Zhentil Keep. A
variety of other hamlets are located throughout the valley, but none have more
than forty inhabitants.
Daggerdale is ruled by a council of twelve elders, elected by the
various hamlets and the citizens of Dagger Falls. The current chief elder of the
council is Dalar Melinth, a farmer with large landholdings along the banks of
the River Tesh west of Dagger Falls. The council determines the taxes of the
dalefolk, primarily used to fund the militia. All able-bodied dalesmen and
daleswomen are expected to serve in the reserve militia, including at least two
years of active duty. In addition, Daggerdale has employed many mercenaries,
including a detachment of Red Plumes from Hillsafar to aid in its defense.

Current Threats

Daggerdale is threatened by many different groups and monsters, all


with different sinister purposes which brave heroes will have to overwhelm!
Following is a list of some of the most sinister foes.

Zhentarim; Forces
Based in Zhentil Keep, the Zhentarim is a sinister organization of
priests of Bane, evil wizards, fearsome fighters, and dastardly thieves. They
are currently interested in destroying Daggerdale as it lies astride a major
trade route they are trying to establish. Currently only well-armed caravans
will pass through Daggerdale and then only through the more remote sections, but
they usually pass unhindered. In addition, several groups of brigands roam the
wilder reaches of Daggerdale in the employ of Zhentil Keep under Zhentarim
commanders. They terrorize outlying farms, raid merchants, ambush militia
patrols and generally cause as much mayhem and terror as possible without risk
to themselves. This is part of the plan to "soften up" Daggerdale before the
eventual invasion.

Cult of the Wolf


This evil cult is based in the southern reaches of the Border Forest.
Founded by a priest of Malar named Slemdrak Wolfclaw, who is also a werewolf, he
has infected most of the members of this small but growing cult with
lycanthropy. On nights of a full moon, the members of the cult gather into the
Pack and roam the countryside attacking solitary travelers and outlying farms.
Its members include Zhentarim brigands and dalesmen of the region and, according
to rumors, one council elder.

Bloody Dagger Goblin Tribe


Based in the Dagger Hills; between Shadowdale and Daggerdale, this large
goblin tribe is widely scattered, living in small family groups that owe loose
allegiance to a renegade hill giant named Grolth, believed to be a priest of the
dark god Cyric. There are many lost burial mounds and tombs of unknown origin in
the Dagger Hills. While most of the goblins live in crude structures or shallow
caves, some have taken up residence in plundered tombs. The goblins survive by
aiding neighboring farms and limited trapping and hunting. Of late they seem to
have gotten bolder as the Daggerdale militia is stretched thinner and thinner.
Grolth has plundered many tombs himself and has freed numerous undead to wander
the countryside which prey on goblin and dalesmen alike.

Minions of the Spider King


To the south of Daggerdale lies a sinister woodland known as the
Spiderhaunt Woods. Known to be inhabited by numerous giant spiders and
ettercaps, these monsters have been seen more and more frequently in the
southern reaches of Daggerdale hunting for prey and prisoners. It is believed
the spiders were introduced in ages past by drow who used the woodlands as a
breeding ground. Tunnels are rumored to still connect the depths of the wood
with the Underdark;, and from these tunnels has emerged the Spider King. He is
believed to be a drider necromancer who uses spiders of the wood to bring back
human captives for his evil experiments.

Screaming Banshee Orc Tribe


This widely scattered orc tribe lairs in the Desertmouth Mountains; along
the western border of Daggerdale. Rangers of the Fellowship of the Silver
Unicorn in Daggerdale have traditionally eliminated any orc with enough promise
to assume leadership of the entire tribe, and as a result this tribe, although
numerous, is fragmented into numerous competing clans which war against each
other incessantly. If a strong leader were to emerge, the Screaming Banshees
could easily overrun Daggerdale, but for the time being, isolated orc clans
launch infrequent nighttime raids against the western regions of Daggerdale.

NPCs
Friendly Forces

Daggerdale would quickly be overwhelmed if it were not for the efforts


of several organizations based in the region. These existence of these groups
is common knowledge, but their membership fluctuates and some of the groups are
not forthcoming about who exactly are members.

Circle of the Seven Daggers


This is a small circle of druids based in Daggerdale who serve Chauntea
and administer to the farmers in the region. None are of particularly great
power, and the circle is currently in disarray as several high-ranking druids
have recently been assassinated by agents of Zhentil Keep. These druids work
closely with the members of the Fellowship of the Silver Unicorn, but maintain
their distance from the priests of the Temple of Helm.

Fellowship of the Silver Unicorn


This is a loose fellowship of rangers and bards who worship Mielikki and
are based in the Daggerdale region, many of whom are scouts in Daggerdale
militia. They serve as a spy network for the leaders of Daggerdale, and do
their best to protect outlying farms. In more peaceful times, they attempt to
insure that men do not overhunt or destroy the surrounding wilderness, but
currently they are concerned more with the rise of evil forces in the land. They
work closely with the Circle of Seven Daggers and the Temple of Helm. It is
believed this organization is discretely backed by the Harpers, a secretive
force of good throughout the north.

Temple of Helm
Worship of Helm, the god of guardians, has always been strong in the
Daggerdale region, especially with the rise of Zhentil Keep in the region. As
Daggerdale's troubles have increased in recent years the priests of Helm have
assumed command over the Daggerdale militia and played an increasing role in the
governing of Daggerdale. Several small shrines exist throughout Daggerdale, but
the main temple-fortress guards the eastern approach to Dagger Falls. Relations
are tense with the druids of the Circle of Seven Daggers, but the priests are
building strong contacts with the rangers of the Fellowship of the Silver
Unicorn as they face common enemies.

Cormyrian Army Outpost


The Purple Dragons of Cormyr are currently hard at work rehabilitating
an abandoned keep in southwest Daggerdale, known as Castle Dunbarton, as they
have a strong interest in preventing Zhentil Keep from overwhelming the region.
They have not yet been "invited" in by the Daggerdale council, so they are
keeping their presence a secret and obtaining supplies from the garrison in
Tilverton. Cormyr's ambassador is the War Wizard Elemkatha (M7) who currently
resides in a small tower outside of Dagger Falls and aids in the defense of
Daggerdale as well as training the promising members of the local populace in
the use of magic. She is currently trying to convince the more stubborn members
of the Daggerdale council to sign a mutual defense treaty with Cormyr and allow
a garrison to be stationed in the dale. Although most members are resisting
because Daggerdale is traditionally independent and isolationist, Elemkatha
believes at least some of those resisting CormyrUs offer are in the employ of
Zhentil Keep or the Cult of the Wolf.

Bandits in the Hills


(Adventure #1)

Setup Notes
The purpose of the following adventure is to bring the adventurers
together and get them used to working together. Before this adventure begins,
they have all been secretly recruited by the Cormyrian War Wizard Elemkatha.
The DM should individually roleplay each playerUs recruitment before beginning
the adventure.

Background
Unbeknownst to most of Daggerdale's inhabitants, Cormyr has been
secretly aiding Daggerdale to survive multiple threats from surrounding hostile
powers. Cormyr is attempting to convince the Daggerdale council to invite them
in openly, but so far the council members have stubbornly resisted all outside
assistance.
Cormyr's ambassador to Daggerdale is the War Wizard Elemkatha. She has
been coordinating CormyrUs efforts in the RcapitalS of Dagger Falls to swing the
councils votes. Meanwhile Cormyr has been secretly refurbishing the abandoned
keep known as Castle Dunbarton in southwestern Daggerdale as a future base in
the region. Elemkatha has been sending frequent secret correspondence to the
Commander at Castle Dunbarton which is then sent on to Suzail advising Cormyr
of events in this corner of the world.
Unfortunately the most recent dispatch from Castle Dunbarton has
disappeared along with its messenger, a young ranger by the name of Kelvan
Fleetfeet. Through the use of several divination spells, Elemkatha has
determined that Kelvan was abducted by bandits based at the western tip of the
northern end of the Dagger Hills in an abandoned watchtower. If these bandits
realize what they have seized and pass it on to either the Daggerdale Council
or agents of Zhentil Keep, this could seriously derail Cormyrss attempts to
support Daggerdale, and the Castle Dunbarton project might have to be abandoned.
In her position of Cormyrss ambassador, Elemkatha can not go traipsing off
into the wilderness, and she does not want to raise any suspicion among the
numerous agents of various powers in Dagger Falls that there is something of
value in the Dagger Hills.
Instead, Elemkatha has decided to surreptiously hire a band of
adventurers to raid the bandit's tower as this will attract a lot less
attention. She has attempted to recruit the best of the Ryoung adventurerS
types who have moved into Daggerdale in recent months as chaos descends over the
region. Without explaining the details of the correspondence she wishes to
recover, she has just put together a band of young adventurers (the PCs) to go
raid the bandit's keep.

Wilderness Encounters

1) Disturb a black bear (hp 17) and her cub (hp 5) in the woods south of Dagger
Falls.
2) Travel up a dry streambed and dislodge a thirst of nine stirges (hp 6 each).
Find ancient magical dagger +1.
3) Nighttime attack by a small band of six skeletons (hp 5 each) armed with
goblin weapons dislodged from their ancient barrow by goblins (who have
subsequently perished). Their instructions from the long-dead necromancer
were to attack all that they encountered (appropriate for the tomb they were
supposed to be guarding.) They are garbed in decrepit garments (once
worth a fortune) and fine gold jewelry (all told worth 65 gp).

Keep Encounters
The following brigand stronghold is based upon "Brigand's Lair"
adventure in Wilderness Encounters book. There are seventeen brigand's overall
lairing in an old abandoned watchtower. The tower sits on top of a high cliff on
the western edge of the Dagger Hills; at the point closest to the road that leads
south from Dagger Falls toward Tilverton. At the base of the cliff flows the
River Dagger which eventually links up with the River Tesh east of Dagger Falls.
The watchtower was used originally to help secure the trade road south
from the goblins in the hills. It was eventually abandoned for lack of funds as
Daggerdale has fallen on hard times in recent years. Three months ago, a band of
brigands moved in and have been "taxing" passing caravans ever since. The leader
of the band is secretly in the employ of Zhentil Keep, and thus allows Zhentarim
caravans to pass unmolested. All others are fair game though.
Unbeknownst to the builders of the watch tower or the current occupents,
an ancient tomb exists below the watchtower's basement. Built ages ago by a long
forgotten culture, the catacombs were carved into the heart of the hill and the
permanently sealed. Since that time, the river has worn away the hillside to
form the cliff which exists today. The barrow is inhabited by an ancient wight,
freed after centuries of imprisonment by a rockslide over a decade ago. The
wight climbed up the cliffside and slew several members of the local militia
stawhen a rockslide on the cliff created an opening into the barrow. This
occurred back when the watchtower was in use by the local militia. The
"mysterious deaths" were due to the wight.

Barrow Encounters
Kelvan attempted to tunnel out of his cell in the basement of the keep, and
unknowingly broke into an ancient barrow beneath the tower. Unable to climb out, he

disturbed a wight buried within, and is now a half-strength wight under its
control. The
bandits never found the correspondence he was carrying, and now the wight which was

Kelvan still has the correspondence strapped to its body.

1) Hallway lined with twelve skeleton guards (hp 7 each) in bronze plate mail
armed with footmanUs flails. (Kelvan avoided this main hall by going
through a secret door which is now barred from the inside that leads to the
main tomb.
2) Ancient barrow of a wight (hp 21) and Kelvan, now a half-wight (hp 10).
The wight wields the blade named in its inscription as RBloodthirstS - a
scimitar of wounding +1.
3) Secret treasure room protected by a long dormant brown mold. Arrayed on a
small platform is a suit of ancient bronze plate +1, a set of 12 crystal
goblets worth 15 gp each, and a rotten wooden chest containing 500
electrum pieces of ancient coinage.

Wilderness Encounters

1) Ambush outside banditUs tower by 10 goblins (hp 4 each) of the Bloody


Dagger tribe and two pet ghost (large) spiders (hp 9, 8) who observed
the party attack the bandit stronghold (they had been planning to attack
themselves in the near future) and have decided to fleece the victors of their
spoils. The goblins carry 38 pieces of silver all told and unusually fine
weapons. (This should raise some eyebrows and be investigated at a later
date).
The Lost Mines of Tethyamir
(Adventure #3)

Located in the mountains northwest of Daggerdale are the fabled dwarven


Mines of
Tethyamir. The kingdom of the Iron House was overrun by tribes of orcs and goblins
many years ago and its rulers went into exile. Recently however their have been
several
rumors that dwarves have retaken their ancient homeland. If this is true, the
dwarves might
be willing to provide a lifeline of weapons and armor in return for crops and meat
from
Daggerdale.
There is believed to be an entrance to the dwarven realms beneath the long
abandoned Eastgate Keep which sits in ruins beneath the shadow of Twinpeak
Mountain.
Volunteers from Daggerdale's finest are needed to explore the deep realms beneath
the
mountains to determine if indeed the dwarves have returned and whether they are
willing to
engage in mutually beneficial trade with Daggerdale. The deep tunnels are sure to
be filled
with strange monsters and long lost treasures. In addition, rumors speak of a
slumbering
evil which must not be awakened. Heroes are needed!

Eastgate Keep

Players' Knowledge:
The forboding fortress known as Eastgate Keep has long been abandoned. It
sits in
the shadow of Twinpeak Mountain, located on the eastern slopes of the northern end
of the
Desertmouth mountain range. It was originally built centuries ago by dwarves for
the men
of Daggerdale to guard the entrance to the caverns along which trade flowed between
the
two communities. It was eventually conquered by orcs after they overran the Mines
of
Tethyamir. The castle soon fell into neglect and is now nothing but a ruins.
Beneath the
ruins are supposed to lie many chambers hewed from living rock to temporarily store
trade-
goods passing between the communities of men and dwarves. It is unknown what
horrors
may currently make their abode in the chambers beneath the ruins, but they are sure
to be
hostile to humans and demihumans. It is rumored that the bowels of the fortress
contain an
entrance to caverns connecting with the Mines of Tethyamir, but whether this is
still true or
ever was is unknown today.

Dungeon Master's Background:


Currently the chambers beneath Eastgate Keep are inhabited by a clan of
orcs (the
"Elfskulls", members of the Screaming Banshee tribe) ruled by a self-styled ogre
"king"
named Vrag'ral. Vrag'ral hails from the northern reaches of the Border Forest, but
prefers
the easy living in his petty "kingdom". The clan raises giant rats and fungi for
food, but
prefers to supplement their diets by raiding the surrounding lands.
The orcsU giant rat herds are often preyed upon by tunneling osquips, and
the orcs
themselves are occasionally preyed upon by a slithering tracker. (This beast may
leave in an
adventurer's backpack when they return to town, and later turn up as the source of
deadly
"vampire" rumors.) Numerous bats inhabit the chambers, and the restless spirits of
dwarven and human warriors stalk the halls.
In the deepest levels of the fortress a band of shadows will be found who
make
their lair in the gatehouse to the caverns below. They share their lair with a
doombat which
hunts the length of the subterranean river below. As a reward, the adventurers
should
discover a magical folding boat which they can use to navigate the Deepflow.

Deepflow, River of the Depths


Players' Knowledge:
Beneath the Desertmouth Mountains; is said to flow a large river connecting
many of
the caverns beneath the mountains. It is believed to have countless tributaries and
dark
grottos and is inhabited by many fell beasts. It is rumored, of course, to also
contain
numerous long-lost treasures of inestimable worth.

Dungeon Master's Background:


The river does flow the length of the Desertmouth Mountains, absorbing much
of
the run-off that would otherwise irrigate the desert lands west of the mountains.
The river
is the home of numerous bands of merrow and scrags who prey on the numerous blind
cave fish and crabs when they cannot find anything more appetizing. Many other
beasts
from the depths use the river for transportation and trade as it has a very slow
current and
by its twists and turns connects most of the major caverns beneath the caverns.
The section of interest to this adventure forces the adventurers to
confront the
minions and slaves of an evil aboleth named Ss'ral'kek'nza and eventually the
aboleth
himself as the aboleth's domain sits astride the trade route the adventurers wish
to reopen.
After defeating the aboleth, the adventurers should recover the treasures
from the
tomb of a lost dwarven king whose burial barge sank ages ago. These return of these
prizes
to the dwarves of Tethyamir should facilitate the reopening of trade relations.

East Caverns
Players' Knowledge
It is doubtful that the adventurers will have any inkling of the existence
of a twisting
maze of passages and caverns connecting the Mines of Tethyamir to the Deepflow. At
best
they may have heard of a section known to the dwarves as the Eastern Caverns. This
section of the Underdark; was never fully explored in its heyday, and now its
denizens are
completely unknown.

Dungeon Masters Background


The East Caverns are a maze of tiny chambers and twisting passages. It is
currently
inhabited by several green slimes, magically corrupted "bloodsucking" jermlaine,
and a
slithermorph and its herds of cave spiders. There may also be several steel shadows
lairing
in the tunnels amidst the long-lost armor and weapons of fallen dwarven patrols.

Mines of Tethyamir
Players' Knowledge
The rumored wealth of the dwarves of the Iron House who dwelled in the
Mines of
Tethyamir is fabled to be beyond imagining. Until recently the mines had been in
the hands
of orcs, goblins, and worse, but currently it is believed that the dwarves have
returned in
triumph.

Dungeon Masters Background


The dwarves are back in control, but their hold is tenuous at best.
Surviving orcs
and goblins have retreated down into the depths of the mines, where they are being
reorganized by a foul creature known only as the "Dark One". In actuality the
monster is
Nabassu, a type of Greater Tanar'ri from the Abyss. In addition, steel shadows,
oozes,
cave fishers, and worse stalk the dwarven mine shafts and city. There are rumored
to be
outposts of the drow and duergar within a days march of the city, and a giant city
of of
"fish-men" or kuo-toa deep beneath the dwarven caverns.

Scenerio #3 [A New Ice Age!]

From: Aguinaldo Rangel <ag@ax.ibase.br>

1) From the news of 1357 DR in the Old Gray Box :


- The winter was very cold this year
- Haspur, a trance-prophet from Baldur's Gate has foretold the
appearance of a powerful magic called "The Ring of Winter" will
be soon rediscovered (and will probably represent a menace to all...)

2) From the news of 1358 DR in FR5 "Savage Frontier" :


- The winter is getting worse year after year
- Frost giants terrorize the cities in the winter

3) From the adventure ideas in FR5 :


- The Frost Wizards (Frost Giant mages specialized in "cold magic")
are appearing in the North

4) From the novel "Shadowdale" in the Avatars Trilogy


- Adventurers are hearing legends of an Artifact called "The Ring of
Winter", that gives immortality to its wearer and could bring an Ice
Age to the Realms. Groups of adventurers are seeking the Artifact.

5) From all the references of the God's Pantheon in the Realms :


- The Goddess Auril, "The Frostmaiden", wants nothing more than ice,
cold and all-time winter covering Faerun. Her icepriests are widespread
through the North, and are starting to appear also in other places in
the Heartlands. They are immune to normal cold and have special ice-
related powers.

6) From the Monster Mythology :


- The Demi-God Kostchtchie, is bringing above-average intelligent
Frost Giants to the Abyss to train them in magic, in order to augment
his worship among the Frost Giants. He is eager to capture the most
magic possible for himself and his followers (mainly planar travelling
devices). If a permanent "gate" could be opened by powerful priests
and/or wizards, he can send his Avatar to the Prime Material Plane.
His special servants are called "Wyrmkin" and can summon powerful
White Dragons to serve them. As a demon... oops ;-) Tanar'ri-Lord he
has a great quantity of Tanar'ri that he can unleash on the Prime
Material if he thought his purposes could be well served.

7) From the novel "Ring of Winter"


- The Cult of Frost organization, that seemed a bunch of powerful mages
and perhaps clerics, that could summon certain ice creatures, and that
wanted to find "The Ring of Winter".

8) From the novel "Prince of Lies"


- The existence of powerful Ice para-elemental lords who can possibly
have servants among many ice-creatures (like Frost Giants,...)

9) From the novel "Soldiers of Ice"


- A portal to an Ice Plane (possibly the frigid Caina, 8th of the Nine
Hells or the Para-Elemental plane of Ice) is opened and the Hapers
send an agent with the mission to seal it (with powerful magic), but
before that some creatures enter the Realms and wreak some havok...

"The Year of the Maidens" (1361 DR).


Several rumors are circulating in Fearun about the "Servants of Cold".
It is whispered that an alliance has been formed by several cults and
wizards that are working in secret to find the powerful "Ring of Winter",
and with it, "cleanse" Faerun from all "dirt, perversion and ignominia",
using a New Ice Age as the end of known civilization (at least in the
Northern Heartlands) and the beggining of a new "pure" one...

Wizards specialized in ice magic, the Church of Auril, the Cult of Frost
and possible influences from Outer Planar creatures, mix to form a powerful
group of plotters to make this "Cold Alliance" and (of course) to oppose
the PCs.

2) You need powerful (read 18th level or greater) Wizards and Priests NPCs
to array into the Evil Alliance in the plot. 5 NPCs from TSR sources :
a) Radoc "The One", from FR5 "The Savage Frontier"
b) Shandaril, from "The Magister"
c) Dracandros "The Red", from "Curse of the Azure Bonds" (this is one of
the infamous recurring villains in my campaign...)
d) Velsharoon (mentioned in "Halls of the High King" and Polyhedron #55)
e) Wulgreth, the Lich, from FR5 "The Savage Frontier"

Note that these must have clear motives. The results of an Ice Age
(Chaos, death of whole populations, migrations to the South, etc.)
will not be in the interest of say, Maaril from Waterdeep, but would
suit well a Lich or a powerful Archmage who wants isolation and/or the
death of the majority of his rivals. Fanatics who see the present
civilization as doomed and want to start over on their own terms,
could also suit the needed profile.

Currently my trend is to gather some oddballs and reunite them with a


compelling discourse presented by a NPC of mine that is the real agent
behind the scenes. The motivations exclude some organizations like the
Zhentarim from joining with this "Cold Alliance" (in fact they would
probably actively oppose them if they knew about their plans, as the
results could only hurt their interest and their city). On the other
hand the Brotherhood of the Arcane (from Luskan) might be inclined to
join in (they could protect their city in advance and turn it into
the new center of civilization. What do you think ?)

The Rising in Power of a New LE God


Iyachtu Xvim (the Son of Bane)

BY: Aguinaldo Rangel <ag@ax.ibase.br>

His entry in RtR mentions that his following is strongest in the East
(particularly Thay), but in my campaign he has found a powerful follower
in the North :

Radoc, "The One", from FR5 "Savage Frontier". Radoc is a powerful


Archmage-priest that has recently given up returning to his original
plane of New Empyrea (where he was a priest of a Power named Tangg). Since
he was exiled in Faerun he did not receive any spells from his old god, and
with time he decided that he liked this new plane and this North part of
Faerun was a place that was ripe to see the evolution of a new kingdom
and perhaps a new religion too. He then studies the recent happenings here
(the ToT) and becomes interested in a young God that has much field to
improve. He feels that the Godson's interests and "alignment" is attuned to
his own. Then he prays to him. And prays. And prays. Then Xvim answers! Radoc
is what he needed for a long time! The perfect instrument to start his new
church in the Heartlands! A man fit to be his right hand! Ambitious, powerful
and unknown in the Heartlands! A man with the necessary charisma to speak
to people and make them flock to him! (If you have the module I12 "Egg of the
Phoenix" you will see that Radoc is very powerful indeed and that he lived
for a few centuries before coming to Faerun. He is ancient, wise, and evil).
Radoc also sees that he has much to gain by converting himself to Xvim, and
more when the god promises that he will become the head of his new church
in the Realms. The 1st Arch-Priest of Xvim; is born! Already his followers
are spreading fast in Thay, Amn, Calimsham and other places. Radoc travels
to establish contacts and make his new god's teachings known. After this he
returns to the North ready to initiate a very ambitious plan : to help Xvim
to attain the powers of a Greater God, and to establish a new kingdom in
the North - a magocracy like Thay, but firmly entrenched in the new religion.

The Story:

1) What is Xvim's "Area of Control" ? What Ethos could he choose for his
religion ? What are the tenets of his church ? He is described as violent,
vain and savage, but he is no fool. He learned much with his father and
probably learned more during the ToT and when Bane died. He wants power above
all (and for that he knows he needs a church and followers!). May he try to
take some of the old followers of Bhaal away from Cyric ? (In FRA it is said
that the rural followers of Bhaal did not accept Cyric's way; might they be
gathered by Xvim's new faith? Remember : Xvim has the same general alignment
and disposition as Bhaal had... he exults in slaying and destruction...).
Also some old Banites were converted to Xvim (as is said in RtR in the new
Boxed Set), probably because he is perceived by the dissenters to be more
attuned to his father's aims than Cyric is... (and now that Cyric is pending
more and more to Chaos - in the end of "Prince of Lies" he will be totally
CE - maybe the Banites could judge that Xvim is the right god to preside over
Tyranny, the more Lawful of the Ethos of his father taken by Cyric...)

2) He has had no relationship with the other gods since the ToT, but with
his new level of power (currently Lesser Power, in my campaign, but still
growing in power) he would be noted by them. Note that the only other LE
power is Loviatar, and as such there is a vacuum of power that Xvim is most
eager to fill... Could conflicts arise with other gods ? Could Loviatar
follow him as she once followed his father (through Bhaal) ?

3) Where would be his home ? Although he is a native of the Prime Material


Plane, he could take over his father's abode in Acheron (that was probably
never used by Cyric) or make a new home in Gehenna... What do you think ?

4) Where do you think are the most ripe areas for the spreading of his
religion ? Who would make his followers ?

5) Do you see other NPCs of note that could be converted to Xvim ?

Note :
In my campaign Radoc's conversion and Xvim's rise in power happen before
Radoc is contacted by the "Cold Alliance" and accepts the invitation (by
the Mage Shandaril) to be one of their "Inner Circle". Xvim is aware of their
plans, and as a new Ice Age will represent a great setback to the majority
of the "good" religions in the Heartlands, he supports Radoc as his priest
starts working with the other members of the "Cold Alliance". Radoc has the
magical and financial resources to put his plans in motion. He has a secret
organized power-base somewhere in the Star Mountains (where he mantains his
magical apparatus), has good contacts with the Ice Mountain Orcs of the Spine
of the World, and the people of Loudwater see him as a wise old healer...
[The following by: "Eric L. Boyd" <boyd@eecs.umich.edu>]

Iyachtu Xvim; and his specialty priests:

Xvim is a Lesser Power from Acheron. His title/are of control is slaying


and destruction. His worshippers alignment is LE or NE. His sex is male.
His symbol is a pair of green, glowing eyes on a black field.

Xvim is worshipped primarily in Thay, but he has subverted the Risen Cult of
Bane in the Moonshaes (see FA1, Halls of the High King) to his worship.
Xvim is becoming increasingly cunning, working hard to steal worshippers
from Cyric who formerly worshipped Bane and/or Bhaal.

It is believed that Xvim has allied/mated himself with Loviatar. Some speak of
a baatezu of unholy power (something like a LE cambion) that has arisen from
this evil union who leads Xvim's clergy in the Realms.

Xvim is actively seeking to wrap the mantle of the Red Wizards Fire Cult
around his godhood giving him greater influence over that land. He is
also seeking to subvert the followers of the Earthmother and Grond Peaksmasher
in the Moonshae Isles. Finally Xvim is seeking to bring the goblinoids of
the Stonelands to his banner to create a great horde to sweep down on
the Heartlands (Dalelands, Cormyr, and Sembia).

Xvim's Priests

Xvim has few priests of any type in the Realms, but the few he does have
represent a fivefold increase from before the Avatar Crisis. As a result,
roughly 80% his clergy are specialty priests. The remainder of his clergy are
clerics and devout warriors. Xvim's priests are expected to exult in savage
destruction, and cause as much mayhem as possible.

REQUIREMENTS: AB Con 13*; AL LE; WP any (scimitar 1rst); AR any; RA skin of


some reptilian creature died brown-black; SP All, Combat, Healing (rev)*,
Necromantic*, Sun(rev)*, War; SPL nil; PW 1) allowed to specialize, as a
warrior, in the scimitar, 1) able to use magical items normally usable only by
warriors, 3) darkness 1/day (P1); TU turn; QS possible quest spells include
storm of vengeance or warband quest, although Xvim has only recently acquired
the power to grant such spells.

--------------------------------------------------------------------------------

Note On Faiths

In my wanderings of the Realms it has come to my notice


that most of the different faiths currently popular have a
myriad of titles for their priests of respective powers. Although
most faiths seem not to differentiate in title between the
Clerics and Priests in their number, most have a special title
for the leader of the faith in any given area. I present here a
woefully incomplete list and any notes that other wanderers
may have taken would be appreciated.
Helm : High Guardian (P11)
Vigilant Master (P13)
Priest of the Hall

Tyr : Reverand Judge (P10)


Prior (P8) (Note: Person in question was the assiatant of
a Reverand Judge.)
Lord High Justicar (P12)

Tymora : High Priestess (P10)


Luckpriestess (P9)
Perceptress (P8)
Reverand Sister (P11)

Oghma : Chief Priest (P9, P11) (and leader of the faith.)


Elder Reader (P14) (actually assiatant to the above!)
First Singer (B7)
Learned Father (P12, P8, P13)

Lathander : Mornmaster (P15)


High Dawnlord (P10)
High Priestess (P12)
Morninglord (P13)

Mielikki : Ladyservant (P15)

Milil : Songmaster (P14)

Mystra : Magister (W17) (note class. Was leader of faith)


Priestess (P7)

Selune : High Moonmistress (P18)

Silvanus : Oakfather (P9)

Denier : Headmaster (no level given)


Dean (leader of faith)

Chauntea : High Harvestmistress (P9)


High Mother (P14)
Reverand Brother (P13)

Tempus : Battle Chaplain (P10, P7)


Priest General (P13)

Gond : Lord High Smith and Artificer (P9)

Taken from the notebook of Luthal Quovar of Silverymoon. Collated


from the works of Volothamp Geddarn, Elminster of Shadowdale, and
Ed`o`the Greenwood.

Brock djbrockl@rs.dundee.ac.uk
------------------------------------------------------------------------------
From: boyd@bagabolts.eecs.umich.edu (Eric L. Boyd)

Spheres for Realms Gods

This listed was given as an UNOFFICIAL list in a recent Sage Advice


column, and appears without permission.

DEITY MAJOR MINOR


==================================================================
Auril Time Wards
Azuth Thought Law
Beshaba Chaos Time
Chauntea Time, Wards Travelers
Cyric War, Time Numbers
Denier Thought Time
Eldath Wards Travelers
Gond Numbers Wards
Helm Wards War
Ilmater Law Wards
Lathander Thought Time
Leira Time Chaos
Lliira - Thought, Time, Travlers
Loviatar Law Time
Malar War Travelers
Mask Time Thought
Mielikki - Time, Travelers
Milil Thought Travelers
Mystra Thought Time
Oghma Travelers Thought, Wards
Selune Travelers, Numbers -
Shar Time, Thought -
Silvanus Time, Wards Travelers
Sune
Talona Chaos -
Talos Chaos, War Time
Tempus Chaos, War Wards
Torm Law Travelers
Tymora Chaos Wards
Tyr as cleric as cleric
Umberlee Chaos -
Waukeen Travelers Wards
Elemental Cults - Time
Bane Law, War Numbers
Bhaal Law Time
Myrkul Chaos, Time War

Clerics Law or Chaos (neutrals choose) Travelers, War

Sune was omitted, and appeared in a later column, which I do not have handy.

--------------------------------------------------------------------------------

List of Herbs
And Where They Can Be Found
BY: Jack Vidulich vidulj@rpi.edu

ADDER'S TONGUE
Location: Moist meadows, shady clearings (late spring)
Uses: Leaf Tea: heals 1d3 hp/day (drink 3/day)
Ointment: immediately heals 1d2 hp (usable 1/day)

BIRTHWORT
Location: Hedges, fences, sunny thickets (mid-summer)
Uses: Juice: +2 on poison saves if applied with 1 round
Poultice: +1 hp/day for 2 days

COMFREY
Location: ditches, watersheds, moist fields (mid, late summer)
Uses: Root: heals 1d4 hp when applied to a wound
Tea: same as Adder's Tongue

GARLIC
Location: damp meadows, sparse forests (spring-fall)
Uses: Juice: antiseptic, heals 2 hp/day for 3 days
insect repellent, 50% chance

HERB TRUE-LOVE
Location: woods (mid, late spring)
Uses: Leaves: antiseptic, heals 1hp/wound
Berries: +2 on posion saves if eaten with 2 rounds
+3 for dwarves and halflings

JUNIPER BERRY
Location: sparse evergreen forests (any)
Uses: Berries: stimulant, heals 1d4hp if brought below 0
antidote, +1 on poison saves if eaten within 2 rounds
acts as a powerful aphrodesiac (sp?) in elves and half
elves (save vs poison or fall in lust with the first
person of the opposite sex they see)

SPHAGNUM MOSS
Location: swamps, bogs (any)
Uses: Dressing: heals 25% faster

WOUNDWORT
Location: ditches, fields, marshes (mid-summer)
Uses: Dressing/Poultice: regain 20% of damage if applied within
2 rounds.

-------------------------------------------------------------------------------

From: jeff@lonex.rl.af.mil (Jeffrey C. Isherwood)


====================================================================
============
Type Properties Game Effect Cost/dose

Abaas Healing 1-2 hp 1 gp


Adder's tongue Healing 1-4 hp 10 gp
Agrimony Cures blood diseases 3 sp
Alkanet Poison antidote +1save w/in 1 round 5 sp
All-Heal increases healing draughts +25% effectivness 10 gp
Amaranth Stops hemorrhaging clots bleeding 5 sp
Anemone Cures eye disorder 20% cure clouded eyes 3 sp
Angelica Cures lung disorders 3 sp
Asarabaca Cures violent tendencies mild opiate 5 sp
Asparagus Cures paralysis +1save w/in 1 round 1 sp
Awn Anti-inflamitory (joints) reduces aches in joints 3 cp
Balm Antidote for depression 1 sp
Baranie Reduces Nausea May prevent seasickness 1 sp
Barberry Cures BURNS heal double rate 2 sp
Basil Draws poison -25% dmge of the poison 2 sp
Belladonna Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5 gp
Bindwood Eases pain 1 sp
Bishop's weed Cures apathy increased energy 5 sp
Bitter sweet Removes minor curses 25% (mostly selfinduced)5 gp
Borate Removes fear 20% w/in 1 round 5 gp
Bryony Healing 1-2 hp 5 sp
Calamint Cures mental disorders 10% cure insanity 10 gp
Caranan Healing/pain reliever 1-4 hp 3 gp
Carefree Mustard Heals Concussions -25% concussion effects 10 gp
Carneyar Coagulator Stops bleeding Imediate 15 gp
Coriander Cures disease +5%/ day of use 4 sp
Daffodil Healing 1 hp 3 sp
Doilan buds Nurishment 5 buds = 1 meal 6 gp
Elendil's Basket Purify H2O, slow poison Purify 1pt, + 6 hour
survive poison 8 gp
Eyebright Cures blindness 10% cure blindness 2 sp
Fiis flower Healing 1-6 hp 13 gp
Flax-Weed Cures skin irritations prevents itching 1 sp
Fumitory Cures melancholia focus mind 5 sp
Germander Relieves pain 5 sp
Gladwyn Cures paralysis gives extra save (no +) 4 gp
Grarig Potent Healing Herb 2-20 hp 60 gp
Groundsel(mtn) Relieves pain 1 gp
Garlic Antiseptic, insect repelnt (+ to attract maonsters)6 cp
Harlindar Assures save childbirth 5 sp
Hellebore Cures love sickness gives new save vs charm 2 sp
Himrose Relieves inflammation 6 sp
Hyssop Anti-parasitic Drive parasites away 5 gp
Klandum Removes Paralysis Get extra save 20 gp
Klynyk Depillitory Removes hair 1-6 days 5 sp
Lavender Restores speech sooths ragged voices 1 gp
Maiana Decongestant 2 cp
Maragath Anaesthetic (local) Numb 1 area for 1-4 hrs 3 sp
Moonwort Heals bruises,broken bones X2 healing (1d6 days) 1 gp
Nelthadon Emetic (induces Vomiting) new save vs ingesteds 1 sp
Peony Cures insanity 15% cure(5%/day addict) 12 gp
Periwinkle Promotes happiness 3 sp
Plantain Relieves skin irritations eases itching 1 sp
Rampion Relieves fever 2 sp
Red Willow Breaks Fever Break Fever w/in 1 day 5 sp
Rose Cures eye disorders 1% cure Blindess 1 sp
Rosemary Promotes healing 1-3 hp 3 sp
Rumareth Coagulant/sedative stp bleeding (sleep 8hr)7 sp
Sage Restores memory +2 int check (memory) 2 sp
Self-Heal Promotes healing 1-6 hp 15 gp
Sindoluin Anti-coagulant Bleed +1hp/minute 10 gp
Shepherd's Purse Heals burns heal 1-4 hp (burns) 3 sp
St. John's Moss Heals burns heal 1-3hp (1-4 days) 12 sp
Tamarisk Poison antidote extra sv (w/in 5 rnds) 10 gp
Tharm Protection vs Sun Tan, prevent sun-blister2 sp
Thistle Poison antidote +2 save (w/in 2 rnds 4 gp
Thyme Anti-parasitic +1 save vs infestation 3 sp
Trefoil Antidote for insect bites reduce swelling/itching 6 sp
Whortle Relieves fever 3 sp
Wormwood Anti-parasitic gives 2 saves vs parast 7 sp
Yarrow Mild sedative sv poison @ +3 or sleep 2 gp

---------------------------------------------------------------------------

New Magic Items

Long Sword +2 Lightning Brand

When drawn and the command word is spoken, this sword is


charged with electrical energy. this will cause the sword to glow
with a golden tint and give off light in a 5' radius. This charge
will give an additional d4 points of electrical damage.

Once a day, if the command word is known( a different one


from the first), it can store up electrical energy and then send out
a 4d6 blast of electrical energy. The storing up of the energy takes
1 round in which the sword can not be used. if it is used while
charging the blast for that day is used up. After the sword is
charged the blast must be given off within one turn or the wielder of
the sword will take the damage and the electrical powers of the
sword will not function for a week. While the sword is charged it
has a bright golden glow and will give off light as a light spell
will. This "Lighting Bolt" can only hit one person and it will not
miss.
This sword hits as a normal plus 2 sword when striking at non
metal armor. When striking at metal armor, figure as AC 10 with
normal dex and magic bonuses applying for the electrical shock. use
their normal ac for sword damage (i.e. a person in plate +1 with a
+1 dex will be AC8 for electrical damage and probably around ac0 or
-1 for sword damage). When using nonmetal armor, figure ac normally
for electrical damage.
This sword normally has a Ivory handle and the blade has a
golden tint.
---From: Jon Drnek <drnek@beech.csis.gvsu.edu>

-----------------------------------------------------------------------------------
----

MISTLEDALE; & DEEPINGDALE ; [What happens there?]

The only thing I found was in the novel Spellfire, and in the Forgotten Realms
Atlas: there is a very
well known Inn in Highmoon (the capital of Deepingdale). It is called "The
RisingMoon'" and it is
owned by an exadventurer, the warrior Gorstag. It is detailed in the Atlas, page
106.

It stands just north of the East Way (that runs between Cormyr and Ordulin), half a
mile west of the
inner town, and close to Glaemril, the Deeping Stream. It is a very good place to
put your PCs to
rest for some ti me.

I have not found any reference about Temples in the region but I would assume that
it is safe for you
to place some shrines to the Gods that have a good penetration in the Dales (like
Tymora, Lathander
and Chauntea). It is very safe to assume that Deepingdale also has shrines to some
Elven Gods
(probably in Highmoon), as there is a good amount of elves and half-elves that
consider the Dale
their home. I would even put there a temple to Corellon Larethian; Solonor
Thelandira and Rilifane
Ralathil are also good choices.

If you haven't noted, there is a sage in Deepingdale that dwells in a small ornated
stone tower, and is
very much known of the local adventurers from whom he buys books and other things
of magic.
(His name is Rhauntides, and he is detailed in DM's Sourcebook of the Realms, page
30). Also
another powerful NPC of Highmoon is Azargatha Nimune (same Sourcebook, page 18), a
Harper
mage, follower of Mystra and Mielikki, that has many contacts with Rangers and
other Hapers and
Harper allies.

I haven't any guesses about Mistledale, though. As it is portrayed as a quiet


agricultural community,
I would put a Temple to Chauntea near Ashabenford (maybe it could be a medium-sized
temple,
with several farms around it). Trade is also very important because of the road
from Tilverton to
Hillsfar, so some good-sized inns can be put there. Another thing you could safely
do is to put some
quarters of one of the Trading Companies of the Realms in Ashabenford (as its main
councilor, and
leader of the famous Riders, Haresk rlalorn, is a wise merchant). The Thousandheads
Trading
Coster, for example, could be using Ashabenford as an alternative route to
Hillsfar, as they want to
minimize the riskes of the route through Essembra

There are two great NPCs in Mistledale that you can put in the way of your PCs:
Nethmurta
(Sourcebook, page 28) who runs the tavern "The Blinking Owl" in Ashabenford, and
Emperel
(Sourcebook, page 21), a noble from Cormyr, that has some a very interesting
destiny to fulfill.

About the Doomasters of Beshaba; I can't say much either, except that they are
probably the most
ardent of Tymora's faith and clerics' enemies. (And that could lead to some pretty
good ideas for a
save-the-good-temple adventures... or the mysterious ill luck that everybody in
town is suffering
since...)
-----------------------------------------------------------------------------------
--

NEW SPELLS

From: bknox@DIALix.oz.au (Brendan Knox)

Singing Cockroach (Alteration)


Level: 6
Components: S, M
Duration: 12t + 1t/level
Casting Time: 1 Round
Area effect: 400 sq feet/level
Saving throw: Special

The ulitimate seige breaker... When the caster casts this spell on a
roach, it works it's way into the enemies camp. Once in the camp, the
roach finds a nice place and starts to sing, REALLY bad. All within
must a save vs spell or leave camp and go home. If the make the saving
throw, must make one each turn with a culimative -1 to the roll.

Gifrun's Thunderclap(Evocation)

Level: 5 Casting Time: 3


Range: 4" + 1"/level Components: V,S,M
Duration: Instantaneous Saving Throw: 1/2
Area of Effect: 4" sphere
Explanation/Description:

This spell opens a small gate to the quasi-elemental plane of Vacuum. Within
the area of effect, all the air is suddenly eliminated. This does not last
long enough to cause asyphixiation, but the resulting rushing of air into the
area causes 1d6 damage per level of the caster (up to a maximum of 10d6),
regardless of whether or not the victim(s) require air (even undead are
affected). The rushing air also causes a massive roar, like a clap of
thunder, which will deafen victims for 1-10 rounds.

A saving throw is allowed; if successful, reduce damage to half, and the


victim is only deafened for 1 round.

The material component for this spell is a small lodestone, encased in a


legume.

Furball (Evocation/Alteration)
Level 2
Range : 10 yards + 10 yards/level
Components : V,S,M (fur)
Duration : 1 round / level
Casting Time : 3
Area of Effect : 20-foot radius
Saving Throw : Neg.

Supposedly designed by a wizard by the name of Rakmos Shearlight for


his friend's wool business, this spell causes fur or hair on any
living creature to grow at a rate of 1 inch per round. It even
effects creatures that do not normally have fur/hair (eg. furry
alligator anyone?).

A saving throw is allowed and those that successfully save will not be
affected by the fur/hair growth. Otherwise, the fur/hair will
continue for the duration of the spell. The fur/hair will remain even
after the spell's duration expires and it is not magical. A Dispel
Magic will only halt the fur/hair growth. Partial areas of large
creatures have been known to be affected by this spell (eg. face of
the red dragon, Scorch).

In it self, this spell is relatively harmless. The effects on the


other hand can be quite interesting. Tight armor has been known to
break and fall off, the fur/hair catching fire (since it is
flammable), extra insulation in cold climate, instant fur for Lighting
Bolt spell, etc...

From: "nathan sugioka" <nsugioka@cs.indiana.edu>

Fire Dart
School: Invocation/evocation (elem. fire)
Level: 2
Components: V,S
Range: 10 yds/lvl
Casting time: 2
Duration: Instantaneous
Area of effect: Special
Saving throw: None

Similar to Magic Missile, this spell produces one missile per 2 caster
levels, rounded up, with a maximum of 5. The difference is that these
missiles are made of flame; thus, they CAN be directed against non-living
targets, and also set any flammable materials they hit on fire.

Lava Bolt
School: Conjuration/summoning (elem. fire & earth)
Level: 3
Components: V,S,M
Range: 10 yds/lvl
Casting time: 3
Duration: Instantaneous (see below)
Area of effect: 1 creature or object
Saving throw: None

This spell conjures a bolt of molten lava which the caster throws as if he
were a fighter of equal level (DEX bonuses apply). If it hits a creature,
it takes 3d6 impact damage plus 3d6 fire damage; unless the lava is somehow
removed, the target will take another 3d6 each round, for 1 round for each
3 levels beyond 5th of the caster (1 extra round at 8th, 2 extra at 11th...).
The material component is a piece (at least 2 ounces) of pumice, volcanic
glass, or other lava-based rock.

Lava Wave
School: Conjuration/summoning (elem. fire)
Level: 4
Components: V,S,M
Range: 10 yds/lvl
Casting time: 4
Duration: Instantaneous (see below)
Area of effect: 20 by 40 rectangle OR 30 by 30 square
Saving throw: Special

This spell is similar to Lava Wave except that it conjures a wave of molten
lava over the given area. All creatures within take 1d6/2 levels of the
caster (rounded up; max. 6); unless a successful save is made, this damage
will continue, at the rate of 3d6 per round, for 1 round per 3 levels of the
caster beyond 4th. The material component is 4 ounces of volcanic rock, and
an open flame of any kind (the flame is not extinguished in the casting).

Elemental Join
School: Alteration, Enchantment/charm (elem. fire, earth, air, or water)
Level: 5
Components: V,S
Range: 5 yds/lvl
Casting time: 1 round
Duration: 1 turn/level
Area of effect: 1 elemental
Saving throw: Special

With this spell, the wizard physically joins her body with an elemental. A
saving throw is allowed only if the elemental is not one the wizard has
conjured. Once the wizard's body has joined with the elemental, the wizard
can use all the abilities of the elemental's body as her own, including
Hit Dice, THACO, damage, movement and invulnerability to nonmagic weapons.
However, as the wizard's body and any equipment on it are transformed into
the appropriate element and joined with the elemental's body, this equipment
cannot be used in any way while inside the elemental's body. The only spells
that can be cast are those not requiring material components (those
components are stuck inside the elemental's body), and even then the
elemental must be able to speak (I don't think most can).

The wizard may end the spell at any time. The wizard's body appears anywhere
within 10 feet of the elemental. If the elemental is one the wizard has
conjured, she may dismiss it at the same time; if not, the elemental is
likely to be furious, so the wise wizard will be cautious. Note that both
caster and elemental will be confused and disoriented (no action) for 1 round
after the separation. The maximum duration in any case is 1 turn per level
of the caster.

There are several important things to note about this spell. First, if the
elemental's body is slain with the wizard inside, the wizard dies. Second,
if the spellcaster is attempting to take over an elemental conjured by
another wizard, the elemental gets the save of its conjuring wizard OR its
own (whichever is better); in either case, there is a +2 bonus (representing
the prior claim of control by the conjurer). Third, the new body takes some
getting used to; the caster is at -2 to hit for the first 2 strikes she takes
against an opponent.

Matthew's Hellfire
School: Invocation/evocation (elem. fire)
Level: 5
Components: V,S,M
Range: 5 yds/lvl
Casting time: 5
Duration: Instantaneous
Area of effect: 1 creature
Saving throw: Special

This spell causes white-hot flames to appear around an opponent's body,


causing (1d6+1) points of damage per level of the caster. A saving throw
for half damage is allowed, at a -2 penalty. The material component is
a small ruby, of at least 100 gp value.

Darksight
School: Alteration
Level: 2
Components: V,S
Range: Touch
Casting time: 2
Duration: 5 rounds/caster level
Area of effect: 1 creature
Saving throw: None

This spell allows the creature touched to see clearly in any form of
darkness, magical or not. It does not allow detection of invisible, out of
phase, ethereal or astral creatures, nor does it compensate for any blindness
due to natural or magical causes.

Somaticize
School: Alteration
Level: 2
Components: V
Range: 0
Casting time: 1
Duration: Special
Area of effect: Caster
Saving throw: None

With this spell, the caster may cast another spell without somatic
components. Somaticize is cast; the round afterwards, the other spell must
be cast, or all benefits are lost. This spell has obvious uses for a bound
or otherwise restricted wizard.

From: v062p74v@ubvms.cc.buffalo.edu (Brian A Weibel)

Quiz's Interposing Shield (Conjuration/Summoning)

Level: 2
Range: Caster Only
Components: V,S,M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Caster Only
Saving Throw: None

This spell can only be used in conjunction with an Armor spell;


the Armor spell is cast first and is immediately followed by
casting this spell.
Quiz's Shield performs in much the same way as the Armor spell.
It is an invisible barrier the size of a medium shield. The
barrier acts as a medium shield and lowers the casters AC by 1 in
regards to attacks that it can impose itself upon. The caster does
not need to concentrate in order to use the Shield.
The Shield adds one "hit point" to the amount of damage that
the Armor can take before being dispelled. When the Armor has been
dispelled, the Shield vanishes also.
The material component for the spell is a medium sized metal
shield. It is consumed in the casting.
This magic was developed by Quiz, practitioner of the art of
illusion. "Rumor has it that I often found myself too encumbered
in combat to use anything other than party members for my shields.
This did not fare well with certain people, so I created this
spell."

Quiz's Speedy Sprint (Alteration)

Level: 2
Range: Caster only
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: Caster only
Saving Throw: None

This spell allows a caster to store a burst of energy in a


crystal worth 50 gp, the material component of this spell. This
crystal is consumed only upon use of the spell. The caster must
keep it with him until the spell is activated.
When activated, the caster can increase his movement rate by
6" for up to 1 round per level. This spell must be used upon
starting movement or while moving. Premature destruction of the
crystal results in an uncontrollable burst of speed. The caster
must make a DEX check at -4 to avoid tripping. Those who trip
are assumed to have moved a random distance (DM's discretion) and
then fallen. They are then stunned for the rest of the round.
Note that any caster can only have one crystal at any given
time.
This spell was created by Quiz, practicioner of the art of
illusion. "Being a short-legged gnome, I found it quite
necessary to find a method to overcome my reduced running
speed. One who runs today fights another day!"

Valdor's Vindicating Ladder (Evocation)

Level: 2
Range: 60 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special

This spell is used by a wizard who truly appreciates the many


uses of one of man's greatest creations, the ladder. In this spell,
a ladder of pure energy is emitted from the caster's fingertips.
The ladder consists of as many rungs as the caster has levels. When
the ladder hits the target, the rungs progressively burst on the
target for 1d4 points of damage per rung, to a maximum of 10d4. A
successful saving throw indicates the target has managed to dodge
some part of the ladder, and damage is reduced to 1 point/rung.
The material component of the spell is a one inch diameter by
1/2 inch thick section of a ladder rung. On one side is written
"Spell Use Only--Evocation Department". On the other is a large
"V" with the letters "I.G.A.F." below it.

Xaviar's Leaf Filter (Alteration, Divination)

Level: 2
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special

The casting of this spell allows the mage to filter any leaves
out of his vision for the spells duration. The leaves are treated
as if they weren't present only for vision purposes. Spells that
require a line of sight will work for the caster.
This spell was developed after one too many forest ambushes.
Note that it will not detect invisible creatures, only those using
natural cover.

Quiz's Deathbow (Conjuration/Summoning)

Level: 3
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

At the completion of casting, a magical short bow is created in


the spell caster's hand. This bow allows the wizard to use it as
if he were a fighter of the same level, proficient in short bow.
The wizard also gains any DEX missile attack adjustments. The bow
itself has a +1 to hit. It damage varies on the amount that you
pull the string back. Maximum damage is equal to d6/level.
Different combinations of arrows can be created. Two arrows per
round can be fired, as long as the maximum damage has not yet been
met. For example, if the caster is of eighth level, he can fire
eight 1d6 arrows over the course of 4 rounds minimum, a single 8d6
arrow, or any combination between the two. The bow remains in the
caster's hand until all of the magical energy is used up, to a
maximum of 1 round/level; until the caster decides to cast another
spell; or until the caster is hit with a successful Dispel Magic.
At the completion of the spell, the bow vanishes. The range of the
bow is 5/10/15.
The material component for the bow is a miniature gold short
bow of great artistry worth at least 1,000 gp. For every d6 of
damage fired from the Deathbow, the material component drops in
value by 5 gp. Note that this is FIRED damage, not POTENTIAL
damage. If the caster can fire 8d6 worth of arrows, but chooses to
use only 4d6, the gold bow decreases by 20 gp.

Quiz's Nullifying Magic (Illusion/Phantasm)

Level: 3
Range: 30 yards + 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 magic using creature
Saving Throw: Special

When this spell is cast, the wizard creates the illusion of one
of the most fearsome things imaginable to the victim, simply by
forming the fears of the victim's subconscious mind into something
that his conscious mind can visualize. In this case, the fear is
that the victim can no longer cast spells.
The only defense against Quiz's Nullifying Magic is an attempt
to disbelieve, which can be tried as many times as desired. To
disbelieve the phantasm, the subject *must specifically state that
he is making the attempt* and then roll a saving throw vs. spell.
For each attempt of a saving throw after the first there is a -1
to the roll. For example, attempting a fourth saving throw would
have a -3 penalty to the dice roll.

-----------------------------------------------------------------------------------

INDEX

Border Forest. 6
Dagger Falls 4, 5
Dagger Hills 6, 10
Daggerdale 3, 5
DEEPINGDALE 28
Desertmouth Mountains 5, 7, 13
Doom of Daggerdale 3
Doomasters of Beshaba 29
Eastgate Keep 12
Faiths 21
Herbs 24
Iyachtu Xvim 20
Magic Items 27
Mines of 11, 12
Mines of Tethyamir 14
MISTLEDALE 28
NPCs 7
River Tesh 5
SPELLS 30
Spheres for Realms Gods 23
Underdark 7, 13
Xvim 18
Zhentarim 3, 6, 10

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