Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Saturday, June 9, 2012

A brief tour of the Sheldomar Valley

I earlier noted that many of the classic D&D modules were located in and around the Sheldomar Valley. The Temple of Elemental Evil, for one, is located just over the Lortmil Mountains near Verbobonc. Others could be relocated nearby with some slight modifications: for example, a large swamp in the western Seahold could contain modules S1 and S2, while the Lendore Isles (and UK1, L1, and L2) could be moved offshore of the Seahold. So I've been putting together this pocket guide to the Sheldomar Valley based of various wikis and the Living Greyhawk Gazetteer; there is plenty of official information about the Greyhawk campaign setting, but it can be easy to get lost in it all. Here's a map. I'm more interested in the situation circa 579 CY, when adventurers begin arriving at Hommlet.

The Flanaess is inhabited by three main types of humans: the pale, blond Suloise, the olive-skinned Oerdians, and the aboriginal bronze-skinned Flan, for whom the region is named. Their ancient languages (Ancient Suloise, Old Oerdian, and Flan, respectively) are the ancestors of most contemporary human tongues. Across the mountains to the west live the Baklunish, and the Olman inhabit the jungle islands of the Densac Gulf, but relatively few of these peoples dwell in the Sheldomar Valley.

The Common Tongue is descended from a dialect of Old Oerdian developed by Baklunish scribes, with some Suloise influence, that developed into a language of trade and administration. Modern spoken descendents of Old Oerdian include Keoish and Velondi. Keoish is the dominant human language of the Sheldomar Valley, while Velondi is spoken by the peasants of Furyondy and Veluna. Suloise is essentially dead, but of interest to sages and scholars. It has a few modern descendants: Amedi is spoken by the barbarians of the Amedio Jungles, Lendorian is spoken in the Lendore Isles, and languages of the tundra barbarians of the north are descended from Suloise.

The Kingdom of Keoland is one of the oldest states in the Flanaess. It is a feudal monarchy, governed largely by Suel aristocracy; the king is chosen by the Noble Council of Nicole Dra, the capital. Although founded centuries ago, it reached its peak during "imperial" expansion in the 350s; several of its daughter states govern northern parts of the Sheldomar Valley. Most people are of mixed Suel and Oerdian descent and speak Keoish and Common, and few Flan remain.

Gran March is a heavily militarized state north of Keoland; the elected Commandant governs from Hookhill. Although Gran March owes fealty to Keoland, it is self-governing and dominated by the Knights of the Watch; all adult males are required to provide military service. Most people speak Keoish and Common.

The Grand Duchy of Geoff is a feudal monarchy owing fealty to Keoland; the Grand Duke governs from Gorna. It is further divided into six cantrevs, each ruled by a Llwyr (a baron). Flan culture and people are more prominent in Geoff than the rest of the Sheldomar Valley; most people speak Flan and Common, as well as Keoish to a lesser extent.

Sterich is a feudal monarchy that is formally a vassal to Keoland, but self-governing in practice; the earl governs from Istivin. Sterich was established by settlers from Geoff, and has long been a mining colony where peasants do well since labor is in short supply.

The Seahold, formerly a province of Keoland, is a sovereign state ruled by Prince Jeon II, who has taken up a campaigns against slavery and slave-raiding from the Amedio Jungle and Olman Islands. Most people speak Keoish and Common, a few speak Amedi, Olman, or other languages. (There are dark whispers that the Scarlet Brotherhood has some future designs upon the Hold of the Sea Princes ca. 589).

The Yeomanry League is a democratic republic to the southwest of Keoland; the Spokesman governs from Loftwick. It was allied with Keoland until the 360s, when it objected to Keoland's conquests. Most people in the Yeomanry are freeholders of mixed Suel and Flan descent who speak mostly Keoish and Common.

Bissel is a border state at the northern end of the region, at the crossroads of the Sheldomar Valley, the Baklunish states, and the rest of the Flanaess. Bissel was conquered by Keoland in the 350s, governed as the Littlemark, then later conquered by the kingdom of Furyondy. Furyondy's influence gradually waned, until the Margrave established Bissel's independence in a battle in 477 CY. Most people are of mixed Baklunish, Suel, and Oerdian descent, and speak Common or Baklunish dialects.

The Ulek States are a trio of three sovereign kingdoms east of Keoland. The northernmost is an elven kingdom, the southernmost is a dwarven kingdom, and a druidic human kingdom lies between.

The Valley of the Mage is an isolated and xenophobic elven kingdom hidden in the Barrier Peaks. It is ruled by a powerful arcane spellcaster known as the Black One. The valley elves are scorned by all other elves (possibly due to an ancient bargain for extraplanar lore) and reject the elven pantheon, preferring Ehlonna and the druidic Old Faith. A plurality of the Valley's residents are various humans under the rule of a human earl, a vassal of the elven king, and many gnomes live there as well, but the valley is thinly populated and has very little traffic with the outside world, even preferring raiding to trade.

The most popular and widespread gods in the Sheldomar Valley include such important deities like Heironeous, Fharlanghn, Ehlonna, and St. Cuthbert, as well as Phaulkon, Zilchus, and Norebo. Sea gods like Osprem and Procan are popular along the coast, while Flan gods like Pelor, Allitur, and Obad-Hai are popular in the western half of the region. Istus and Rao are worshipped in Bissel, while Kelanen has a headquarters in Istivin and adherents in the Seahold.

Thursday, May 31, 2012

A slight index to some classic D&D modules

Back in 2004 (in issue #116), /Dungeon/ magazine offered a list of the top 30 D&D adventures of all time. They're listed with some comment at RPG Geek and Grognardia. RPG Geek also has a composite ranking of the highest-rated adventures which may be more useful, as well as a list of highly-rated Dungeon adventures. Many such lists have similar items (1, 2, 3, 4, 5, 6, 7). For a long time, I've wondered how these old modules fit into their campaign worlds, where these dungeons are supposed to be, and how they fit together. So I've put together this little index to some classic modules, focusing on canonical geography, and jumping off from the 2004 Dungeon list.

This list is restricted to actual modules from TSR from about 1975-1985. So it doesn't include Judge's Guild modules like Dark Tower (1980), Caverns of Thracia (1980), or Tegel Manor (1977); later Gygaxian material like Necropolis (1992); other TSR modules like The Dancing Hut of Baba Yaga; or Dungeon adventures like "The Mud Sorcerer's Tomb" (#37). Wolfgang Baur's "Kingdom of the Ghouls" (Dungeon #70, September 1998) is set in Greyhawk, starting from the town of Loftwick in the Yeomanry in Sheldomar Valley and traveling under the Crystalmist and Hellfurnace Mountains. Similarly, I'll skip a couple of later adventures from the Dungeon list: The Gates of Firestorm Peak (1996), The Forge of Fury (2000), Dead Gods (1997), Ruins of Undermountain (1991), City of the Spider Queen (2002), Return to the Temple of Elemental Evil by Monte Cook (2001), Return to the Tomb of Horrors by Bruce Cordell (1998), and WGR6: City of Skulls (1993).

Clearly, a campaign focusing on these adventures set in a canonical campaign world should be set in the Sheldomar Valley in Greyhawk: about three-quarters of these adventures have a canonical location in Greyhawk. Of these, about 38% are in or around the Sheldomar Valley, while about 24% are somewhere between the Free City of Greyhawk and the Pomarj. Nearly all of them could be put in and around the Sheldomar Valley with some slight geographical modifications. Paizo published a giant poster map of Greyhawk, although this map is more legible online, and this one has hexes for specific module locations. The Atlas of Greyhawk has some very detailed terrain maps. OTOH, most of the Mystara adventures are set (or retconned) to Karameikos.

Temple of the Frog (1975), by Dave Arneson, was the first module published for D&D, in the Blackmoor supplement. It was revised and expanded as DA2: Temple of the Frog in 1986, for characters of levels 10-14. Located in a deep swamp, it includes some science-fiction crossover elements. Blackmoor was included in northern regions of both Mystara and Greyhawk settings.

B1: In Search of the Unknown (1978), by Mike Carr, is a beginner's scenario intended to show how to create dungeons, for characters of levels 1-3. The Basic series modules were initially setting neutral. (W, Grognardia &c.)

B2: The Keep on the Borderlands (1979), by Gary Gygax, is a dungeon crawl for characters of levels 1-3. Originally setting-neutral, GAZ1: The Grand Duchy of Karameikos located the Keep in Karameikos in Mystara; the 1999 sequel Return to the Keep on the Borderlands placed the Keep in Greyhawk, in the Yeomanry in Sheldomar Valley, although it made reference to non-Greyhawk deities and some Mystara background information. Ranked #7 by Dungeon in 2004. (W, Grognardia)

B3: Palace of the Silver Princess (1981), by Jean Wells, is a low-level dungeon crawl for characters of levels 1-3, intended for a single game session. It features a country frozen in time except for the royal palace, a white dragon, three-headed ubues, and a giant ruby. (W, Grognardia)

B4: The Lost City (1982), by Tom Moldvay, is a beginning adventure for characters of levels 1-3. It is set in the ruined city of Cynidicea, buried in a desert, mostly within a sunken step pyramid infested with cultists of Zargon at war with Cynidiceans who follow the city's ancient gods. The compilation B1-9: In Search of Adventure locates the dungeon in Mystara. Ranked #28 by Dungeon in 2004. (W, Grognardia)

X1: Isle of Dread (1980), by David Cook and Tom Moldvay, is a wilderness exploration adventure for characters of levels 3-7. Adventurers sail to and explore the jungle island, inhabited by dinosaurs, kopru, aranea, rakasta, and phanaton. This module introduced the Known World that would become the Mystara setting. In Dungeon #114, it was relocated to Greyhawk, to the Densac Gulf west of Hepmonaland and east of the Amedio Jungle and the Hellfurnaces. Dungeon's Savage Tide adventure path had PCs sail from Sasserine and visit the Isle of Dread via Tamoachan. Ranked #16 by Dungeon in 2004. (W, Grognardia)

X2: Castle Amber (1981), by Tom Moldvay, is a weird adventure for characters of levels 3-7. The PCs are traveling to the magocracy of Glantri in Mystara, but are drawn into the castle and must travel through a portal to Averoigne to reach an interdimensional tomb. Ranked #15 by Dungeon in 2004. (W, Grognardia)

S1: Tomb of Horrors (1978), by Gary Gygax, is a fiendish dungeon for characters of levels 10-14, the tomb of the demilich Acererak. The dungeon itself is located on some lost and lonely hill in Greyhawk, in the Vast Swamp south of Sunndi. Ranked #3 by Dungeon in 2004. Return to the Tomb of Horrors introduces Skull City built over the tomb. (W, Grognardia, Atlas)

S2: White Plume Mountain (1979), by Lawrence Schick, is a puzzle dungeon crawl for characters of levels 5-10, which revolves around a quest to retrieve an intelligent trident, warhammer, and sword from the eponymous volcano in Greyhawk. White Plume Mountain is located south of the Great Swamp, in the Shield Lands just south of the Rift Canyon and north of the great lake Nyr Dyv. There's a revision for 3.5e for 7th-level characters. Ranked #9 by Dungeon in 2004. (W, Grognardia, Atlas)

S3: Expedition to the Barrier Peaks (1980), by Gary Gygax, is a dungeon crawl for characters of levels 8-12, in which adventurers explore a crashed space ship. It is located in Greyhawk, unsurprisingly in the Barrier Peaks north of Geoff and east of the Crystalmist Mountains. Ranked #5 by Dungeon in 2004. (W, Grognardia)

S4: The Lost Caverns of Tsojcanth (1982), by Gary Gygax, is a monster-filled labyrinth for characters of levels 6-10, in which adventurers delve for the treasure of Iggwilv. Set in Greyhawk, the dungeon is located in the Yatil Mountains south of Perrenland. WG4: The Forgotten Temple of Tharizdun is a loosely connected sequel to this. Ranked #22 by Dungeon in 2004. (W, Grognardia)

WG4: The Forgotten Temple of Tharzidun (1982), by Gary Gygax, is a Lovecraftian wilderness and dungeon adventure for characters of levels 5-10. Set in Greyhawk, it is a loosely connected sequel to S4: The Lost Caverns of Tsojcanth, and has the PCs follow rampaging norkers from the Caverns to the Temple. Ranked #23 by Dungeon in 2004. (W, Grognardia)

WG5: Mordenkainen's Fantastic Adventure (1984), by Rob Kuntz and Gary Gygax, is a dungeon crawl for characters of levels 9-12. Set in Greyhawk, it is located at Maure Castle, just east of Greyhawk city. This adventure was revised and expanded as "Maure Castle" in Dungeon #112, #124, and #139. (W, Grognardia, Atlas)

C1: The Hidden Shrine of Tamoachan (1980), by Harold Johnson and Jeff R. Leason, is a tournament module for characters of levels 5-7. The adventure was set in Greyhawk at a ruined Olman city in the Amedio Jungle. Ranked #18 by Dungeon in 2004. (W, Grognardia)

C2: The Ghost Tower of Inverness (1979), by Allen Hammack, is a competition module for characters of levels 5-7. Set in Greyhawk, the tower is located in the southern Abbor-Alz Hills north of the Bright Desert. Ranked #30 by Dungeon in 2004. (W, Grognardia, Atlas)

N1: Against the Cult of the Reptile God (1982), by Douglas Niles, is a town, wilderness, and dungeon adventure for characters of levels 1-3. Set in Greyhawk, it is located between the Gran March and the Kingdom of Keoland in the Sheldomar Valley. Ranked #19 by Dungeon in 2004. (W)

DL1: Dragons of Despair (1984), by Tracy Hickman, is an introductory adventure for characters of levels 4-6. Set in Krynn, it begins in the elven town of Solace and travels to the jungle-covered ruins of the city of Xak Tsaroth. Ranked #25 by Dungeon in 2004. (W, Grognardia)

U1: The Sinister Secret of Saltmarsh (1981), by Dave J. Browne with Don Turnbull, is for characters of levels 1-3, with a ghostly ship and a spooky mansion in the eponymous town. Located in Greyhawk, Saltmarsh is in the Hold of the Sea Princes in the southern Sheldomar Valley. Ranked #27 by Dungeon in 2004. (W, Grognardia)

UK1: Beyond the Crystal Cave (1983), by Dave Browne, Tom Kirby, and Graeme Morris, is an adventure for characters of levels 4-7, in which the adventurers travel to a enchanted garden of eternal summer in a pocket dimension. Set in Greyhawk, it's on Sybarate Isle in the Hold of the Sea Princes in the southern Sheldomar Valley. (W, Grognardia)

L1: The Secret of Bone Hill (1981), by Len Lakofka, is a mini-setting for characters of levels 2-4. Set in Greyhawk, it is located in a fishing port in the Lendore Isles. (W, Grognardia)

L2: The Assassin’s Knot (1983), by Len Lakofka, is a murder mystery for characters of levels 2-4. A sequel to L1: The Secret of Bone Hill, it is set in the same community. Ranked #29 by Dungeon in 2004. (W)

I1: Dwellers of the Forbidden City (1981), by David Cook, is an adventure for characters of levels 4-7, in which PCs travel to a jungle city overrun by yuan-ti and tasloi. Characters can intrigue with the bugbears, bullywugs, or mongrelmen of the city, and the module also introduced aboleths and yellow musk creepers. Set in Greyhawk, it is located in Hepmonaland. Ranked #13 by Dungeon in 2004. (W, Grognardia)

I3-5: The Desert of Desolation (1983), by Tracy and Laura Hickman, is a compilation of three Egyptian-themed modules, for characters of levels 5-7: I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek. Set in a desert, the compilation was retconned into Raurin in the Forgotten Realms. Ranked #6 by Dungeon in 2004. (W, Grognardia)

I6: Ravenloft (1983), by Tracy and Laura Hickman, is a horror adventure for characters of levels 5-7, in which adventurers oppose the famous vampire. It is set at Castle Ravenloft in Barovia, which later evolved into the Ravenloft setting. Ranked #2 by Dungeon in 2004. (W, Grognardia)

T1-4: The Temple of Elemental Evil (1985), by Gary Gygax and Frank Mentzer, includes T1: The Village of Hommlet within the T1-4 module, for characters of levels 1-8. Set in Greyhawk, the adventure starts at the village of Hommlet near the city-state of Verbobonc, then travels to the nearby village of Nulb and the Temple. Ranked #4 by Dungeon in 2004. (W, Grognardia &c., Atlas)

A1-4: Scourge of the Slave Lords (1986), by David Cook, Allen Hammack, Harold Johnson, Tom Moldvay, Lawrence Schick, and Edward Carmien, is a compilation of modules for characters of levels 7-11, which includes A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeon of the Slave Lords. Set in Greyhawk, the adventure begins in the city of Highport in the Pomarj, then travels for a hundred miles or more through the Drachensgrab Hills to the hidden city of Suderham, on an island in a volcanic crater. Ranked #20 by Dungeon in 2004. (W, Grognardia, Atlas)

G1-3: Against the Giants (1981), by Gary Gygax, is a compilation of three dungeon crawls, for characters of levels 8-12: G1: Steading of the Hill Giant Chief, G2: Glacial Rift of the Frost Giant Jarl, and G3: Hall of the Fire Giant King. Set in Greyhawk, G1 begins in Istivin in the Sheldomar Valley; the PCs travel overland to the hill giants' steading, from where they are magically transported to the frost giants' glacier in the Crystalmists, from where they are magically transported to the fire giants' hall in the Hellfurnaces. As part of GDQ1-7: Queen of the Spiders (1986), this was ranked #1 by Dungeon in 2004. (W, Grognardia)

D1-3: Descent into the Depths of the Earth (1978), by Gary Gygax, is a compilation of three dungeon crawls, for characters of levels 9-14: D1: Descent into the Depths of the Earth, D2: Shrine of the Kuo-Toa, and D3: Vault of the Drow. Set in Greyhawk, the PCs follow a tunnel down from the fire giants' hall in G3 through the Underdark to the drow city of Erelhei-Cinlu. As part of GDQ1-7: Queen of the Spiders (1986), this was ranked #1 by Dungeon in 2004. (W, Grognardia 1 2 3)

Q1: Queen of the Demonweb Pits (1980), by David Sutherland with Gary Gygax, is an adventure for characters of levels 10-14. Set in Greyhawk, the adventurers travel through a planar gate in the drow city of Erelhei-Cinlu to the 66th layer of the Abyss to confront the demon goddess Lolth. As part of GDQ1-7: Queen of the Spiders (1986), this was ranked #1 by Dungeon in 2004. (W, Grognardia)

Wednesday, July 13, 2011

Old Fort

It's been a while since I posted a dungeon map, but here's an old fort-cum-leper colony I used for some additional encounters in my Pathfinder campaign of The Coils of Set. I actually put this together at about the same time as the Wizard's Bastle, and it's similarly inspired by L-shaped towers. This Old Fort was part of a series of multipath, nonlinear dungeons: It's organized so there are multiple ways to travel between dungeon areas. Each level will fit on a GameMastery flip map; here it is from bottom to top.

Old Fort: Lower LevelsWhen I ran this dungeon recently, this level was warded with an old, permanent guards and wards spell, and patrolled by gas spores, gray oozes, violet fungi, and a mind slayer telepath. In each corner, a stairway leads up to small towers in the northeast, northwest, southwest, and southeast corners of the fort. In the central area of the dungeon, just to the north and south of the large middle chamber, there are two chambers with a large shaft running through them. In these rooms, a small shaft opens in the ceiling that opens to the courtyard above, and a 10-foot-wide pit opens to deeper areas. Below this level, there is just a simple raceway patrolled by gelatinous cubes and other garbage-eating oozes, for waste disposal.

Old Fort 1FGates to the east and west provide access to the fort's courtyard, which is defined by four small L-shaped towers. Each tower has stairs leading up, and down to the dungeon below, as well as prison cells, barracks, and other rooms (There's an error on the stairs on the western towers on this level: the stairs are reversed). Two wells in the courtyard are actually used for waste disposal, and lead through the dungeon below to ooze-pits.

Old Fort 2FSimilarly to the first floor, stairs lead up and down. Most of these chambers have shuttered arrow slits that serve as windows.

Old Fort 3FThe large rooms of the top floor would feel quite spacious if not for the fact that the walls and ceiling of these attics are the angled wooden walls of the roof, so much of the space is fairly awkward. Large windows overlook the landscape of the surrounding region.

Friday, June 24, 2011

RPGs—Kilderkin gnome

The following post is released under the OGL.

Kilderkin gnomes are an offshoot of the gnome race regarded by some as naive, innocent, and joyous, and by others as troublesome, larcenous tricksters. Less overtly magical than most of their gnome kin, they blend their brethren's immense curiosity, mischeviousness, and wanderlust with generous and kind-hearted spirit. Although commonly viewed with suspicion due to their reputation as petty thieves and shoplifters, kilderkin gnomes are not motivated by avarice; they simply cannot resist their obsession with palming and collecting small, sparkly, glittery things, and just do not understand the conventions of personal property. When confronted about their pickpocketing, they shyly return what they have taken, but learn nothing that will prevent them from lifting items in the future.

Kilderkin Gnome Racial Traits

Gnomekin: Kilderkin gnomes are humanoids with the gnome subtype.

+2 Constitution, +2 Charisma, –2 Strength: Kilderkin are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Kilderkin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Kilderkin have a base speed of 20 feet.

Low-Light Vision: Kilderkin can see twice as far as humans in conditions of dim light.

Defensive Training: Kilderkin get a +4 dodge bonus to AC against monsters of the giant type.

Fearless: Kilderkin receive a +2 racial bonus on all saving throws against fear.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Kilderkin gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—know direction, ghost sound, detect poison, and detect secret doors. The caster level for these effects is equal to the kilderkin's level. The DC for these spells is equal to 10 + the spell's level + the kilderkin's Charisma modifier.

Infuriating: Kilderkin receive a +2 racial bonus on Charisma-based skill checks to taunt, insult, or irritate others, or otherwise make others more hostile.

Keen Senses: Kilderkin receive a +2 racial bonus on Perception skill checks.

Light-fingered: Kilderkin receive a +2 racial bonus on Sleight of Hand skill checks.

Weapon Familiarity: Kilderkin gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Kilderkin begin play speaking Common and Gnome. Kilderkin with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.

Wednesday, January 26, 2011

Thieves' House

It may be that Fritz Leiber's stories about Fafhrd and the Gray Mouser were the origin of the thieves' guild trope. In any case, the Thieves' Guild of Lankhmar is a great adversary to these characters. A close reading of the stories can suggest some details about their headquarters, though perhaps fewer than a building from a movie such as the "Night of the Living Dead" farmhouse.

"Thieves' House" is chronologically later but the first published of the stories, from 1943. Thieves' House lies on Cheap Street, an empty alleyway. Its door is always open, its entry is lit by torches, but such false hospitality only heightens the foreboding of the place. The thieves on watch signal warnings with ominous whistles. Immediately inside the entrance, a shaft stretches up so thieves can attack intruders from the ceiling, and trapdoors in the floor allow thieves to surprise foes from below. Accessible from the entry corridor is a winding stairway leading up. On the second level of the building, the stairway opens onto a chamber lined with curtained alcoves. One of these alcoves has a secret stone door leading to a safehouse outside the building.

This alcove-lined room is the main setting for much of the story's action, since it is here that the Master of Thieves first examines the great treasure. From here, Fafhrd and the Mouser speed through mazy corridors, up and down several stairways, to egress through the roof or to deep cellars accessible only through ancient, forgotten stairs and passages lined with spring-blade traps.

"Ill Met in Lankhmar", published in 1970 and winning the Nebula and Hugo awards, revisits Thieves' House and its ever-open portal on Cheap Street. Fafhrd and the Mouser disguise themselves as beggars to infiltrate the building, since the Beggarmasters of the Beggars' Guild report to the Thieves' Guild. The front doorway is very low, since a niche is hidden above it on the inside from which two hidden guards may attack intruders. The front door opens into a corridor lined with four doors: three open into training rooms for thiefly skills such as lockpicking, pickpocketing, and dodging artfully, while a fourth opens into a dining hall. At the end of the corridor, a stairway winds up with curving balustrade.

On second story stretches a corridor identical to that of the first floor, except for its luxurious appointment, lined with seven doors. The first room contains costumes, wigs, and equipment for disguises. The next four doors are shut. The sixth door opens into a map room with a round meeting table and seven chairs, as well as numerous models of Lankhmart buildings. The seventh room contains the eldritch equipment and workspace of a felonious sorcerer and his imp.

Past the second floor, the winding stair continues up two more stories past two more empty corridors. On the fourth floor, a portable ladder leads up to a hatch in the ceiling leading onto the slate roof. A guard is posted below the hatch, and a thief on the roof passes signals to distant buildings with the light from a lantern.

These descriptions do contradict somewhat; in one, the characters go up the stairs to find a corridor, and in the other, they find a room. However, "Thieves' House" makes it clear that the building is rife with secret doors, traps, and secret passages unknown even to its residents. Perhaps such a secret door sometimes conceals the second-floor corridor or room.

Tuesday, August 31, 2010

Summon monster lists in Pathfinder RPG

The summon monster lists of 3.5e never made much sense to me, since the monsters tended to be of fairly widely varying power levels. The summon monster spells in the Pathfinder RPG seem a little more systematic.

For these generalizations, ignore the CR boost provided by the fiendish/celestial creature template, which occasionally puts creatures outside of this range. Summon monster I generally summons CR 1/3 to 1/2 creatures, with the exception of the CR 1 riding dog. Summon monster II summons CR 1 creatures, with the exception of the less powerful giant centipede, while summon monster III always summons CR 2 creatures.

Summon monster IV summons creatures of CR 3 to 4; summon monster V summons creatures of CR 5 to 6; summon monster VI summons creatures of CR 7 to 8; summon monster VII summons creatures of CR 9 to 10 (mostly 9); summon monster VIII summons CR 11 outsiders; and summon monster IX summons outsiders of CR 13 to 14.

So, for example, when putting together an alternate summoning list, a CR 2 axe beak would be an appropriate creature to summon with summon monster III.

Wednesday, May 26, 2010

RPGs—Were-eel

The following post is released under the OGL.

Were-eels are lycanthropes with the ability to turn from humanoids into marine eels and eel-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.

CREATING A WERE-EEL
Were-eels follow the normal rules for lycanthropes, but gain the amphibious special quality when in hybrid form.

LYCANTHROPE, WERE-EEL
This elongated creature looks like a humanoid with the wide-mouthed head of an eel, flippery hands, and mottled, slime-slicked skin.
Were-Eel (Human Form) CR 3
XP 600
Human fighter 2
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14; (+4 armor, +2 Dex)
hp 17 (2d10+2)
Fort +4, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Ranged dagger +4 (1d4+2/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +7, Swim +7, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels)
ECOLOGY
Environment warm oceans and coasts
Organization solitary, pair, or nest (3-6)
Treasure NPC gear (chain shirt, longsword, 3 daggers, other treasure)

Were-Eel (Hybrid Form) CR 3
CE Medium humanoid (human, shapechanger, aquatic)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 23, touch 12, flat-footed 21; (+4 armor, +7 natural armor, +2 Dex)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed 30 ft., swim 30 ft.
Melee longsword +5 (1d8+3/19-20), bite +5 (1d8+3 plus grab and curse of lycanthropy)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +8, Swim +16, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels), amphibious
SPECIAL ABILITIES
Gnaw (Ex) If a were-eel in hybrid or animal form begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+3 points of damage). A were-eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+5 attack, 1d4+3) against a foe it has already grabbed.

Natural were-eels tend to be stolid and secretive, with oily, pale skin and unnaturally wide and grim smiles.

Were-eels prefer isolated coasts, harbor towns, and busy ports, where they can blend in with a transient population and have access to both humanoid victims and salt water.

RPGs—Marine eel

The following post is released under the OGL.

This seven-foot-long carnivorous eel undulates through the water, leering with its broad jaw.

Marine Eel CR 2
XP 600
N Medium animal (aquatic)
Init +7; Senses low-light vision, Perception +5
DEFENSE
AC 18, touch 13, flat-footed 15; (+3 Dex, +5 natural)
hp 13 (2d8+4)
Fort +4, Ref +6, Will +1
OFFENSE
Spd swim 30 ft.
Melee bite +3 (2d4+2 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative
Skills Stealth +7, Perception +5, Swim +10; Racial Modifiers +4 Stealth in rocky, aquatic areas
ECOLOGY
Environment warm oceans
Organization solitary, pair, or nest (3–6)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex) If a marine eel begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+2 points of damage). A marine eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 attack, 1d4+2) against a foe it has already grabbed.

The marine eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

Saturday, February 13, 2010

Temple of Amun

Kemetic temples had a number of distinctive features and layout. The Temple of Dendur was a small Nubian temple built by Augustus and now located at the Met. Other smaller temples include the Temple of Debod, the Temple of Taffeh, and the temples of Ptah, Osiris Heqadjet, and Opet at Karnak. The Temple of Amun at Karnak is one of the largest religious complexes in the world. Even smaller temples like the temples of Khonsu and Mut are extensive. These temples consist of hypostyle and peristyle courts and a naos or adyton, accessed through pylons. A sacred lake adjacent to the temple provided symbolic water for ceremonies.

Here's a map, which fits on a 24x30 gaming flip-mat, of an imaginary temple that has some of these basic features. One square is 5 feet. A smaller version of a minor temple, with an analogous layout, is at bottom.


All doors are closed and locked, and all interior surfaces are carved with bas reliefs, inscriptions, and cartouches that describe the temple, its ceremonies, and patrons.

1. Pylon Gate
Access to the temple courtyard is through a gate of pylons. Another pylon gate 50 feet to the east defines the outer courtyard and the outer perimeter of the temple complex.

2. Peristyle Court
This enclosed, open-air courtyard is surrounded by a colonnade that offers modest shade and shelter. It is in the open-air courtyard that priests meet with visitors, receive gifts, and administer services.

3. Hypostyle Court
Immense graven columns, colorfully painted, support a flat wooden ceiling high overhead. Clerestory windows over the central aisle allow some illumination. This fully covered interior court begins the private areas of the temple closed to the public. An altar can be set up in front of the doors to the inner sanctum.

4. Closets
Locked storage areas contain ritual implements, supplies, and other goods.

5. Inner Sanctum
This room contains the cult image of the temple's primary deity.

6. Accessory Sanctums
These small chapels house the cults of subordinate saints or demigods.

Wednesday, February 3, 2010

RPGs—A feather token

Too bad my submission to Paizo's RPG Superstar 2010 competition, the portable latrine, didn't make it to Round 2. The item below, released under the OGL, is superficially similar, and is what I used in my home game as part of "The Coils of Set".

Feather token—conveniently conveyable cesspit
Aura Strong conjuration; CL 12th
Slot —; Price 400 gp; Weight
Description
Like any feather token, this wondrous item has a special power to suit a specific need, and can only be used once. Often created to assist military logistics, the conveniently conveyable cesspit aids in the quick construction of sanitary latrines and toilets. When cast onto a solid, nonliving, material surface on which the user is standing, it creates a hole or pit no more than 10 feet wide and 10 feet deep. This pit is fitted with a wooden toilet seat on the side adjacent to the user.
Construction
Requirements Craft Wondrous item, major creation, move earth, disintegrate; Cost 200 gp

Open Game License 1.0a

All Open Game Content on Panglott's Garden will be clearly marked as such and linked to this license.

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.

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15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Panglott's Garden, Copyright 2009-2010, Jeremiah Rose.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

END OF LICENSE

Thursday, October 22, 2009

"Night of the Living Dead" Farmhouse Map

This is the first floor of the farmhouse from the original "Night of the Living Dead", translated into a 5-foot scale battlemat. Adapting real buildings to a battlemat can require some distortion, but the layout of the map is reasonably faithful to the film.

The farmhouse from the 1990 remake has a similar, but slightly different layout. The rooms are in roughly the same location, but the front door is in the central hallway and the kitchen is much smaller.

The cellar is a single small room with a door that can be barred, in which hide Tom and his girlfriend Judy, Harry and Helen Cooper, and their daughter Karen. The keys to the shed are always in the cellar. We only get a brief glimpse of the upstairs hallway, and the only thing known about the layout of the upstairs is that it's possible to toss Molotov cocktails from a bedroom out in front of the house.

1. The Farmhouse

A. Back Porch.
The easiest entrance to the farmhouse is via the unlocked door on this small roofed porch, which allows ingress to the kitchen.

B. Pantry
Sacks of flour and cans of pickled vegetables line the walls of this small pantry.

C. Kitchen
Counters and cabinets line the walls of the kitchen, and a small table occupies the center of the room. Toolboxes in the kitchen cabinets hold hammers, handaxes, and nails. A sliding door connects to the pantry.

D. Dining Room
A table and setting for four sits at the center of the room, and a sofa and armchairs line the walls.

E. Front Porch
A picnic table offers a place to sit, but the front door itself is locked.

F. Drawing Room
The leering, mouldering heads of mounted animals—a deer, a boar, and the skin of a bobcat—grimace from the walls of this room. A desk, littered with diverse rumpled papers and candlesticks, faces the fireplace.

G. Closet
Materials for maintaining the fire are stored in this closet, including a box of firewood, a clearly labelled bottle of lighter fluid or flammable oil, and a box of matches.

H. Hallway
A trickle of putrid blood is pooling at the base of the stairs.

I. Sitting Room
Armchairs and occasional tables line the room, facing the fireplace.

J. Closet
This small close is mostly filled with fine women's shoes and clothes. A rifle and a box of ammunition is hidden behind the clothes.

EDIT
BTW, and according to Wikipedia, it seems that the original movie was filmed near Evans City, Pennsylvania, about 30 miles from Pittsburgh. The shots of the exterior and lower floor were filmed at a house that was afterwards demolished. Here's some then-and-now photos of the cemetery.

Monday, October 19, 2009

Wizard's Bastle

This map is inspired mostly by the fortified houses of the Scottish and English border regions, especially the L-plan castles which allow defenders to fire on people attacking the door. It also takes the basic idea of the bastle house, which keeps livestock inside the fortified house and includes internal defenses against intruders to protect the residents.

Rooms on upper two floors have arrow slits for light and air, which can be closed with wooden shutters during rainstorms or in the cooler months. Doors on the upper two stories are good wooden doors (Hardness 5, 15 hp, Break DC 18) while doors on the first floor are iron-reinforced strong doors (Hardness 5, 20 hp, Break DC 25).

1A. Stables
A steel-reinforced double door provides access to the building through the stables and a small storage area.

1B. Loading Room
Ladders, rope, pulleys, and tackle in the room above allow the inhabitants to enter and bring supplies into the upper, living areas of the tower. The portal in the ceiling to area 2A can be shut and barred from above. A trapdoor in the southern half of the room leads down to area LA.

2A. Storage Entryhall
Ropework and block and tackle mounted to the ceiling in this room allows residents to hoist barrels and crates of supplies up from the Loading room below. In an emergency, the ladders can be drawn up and the portal closed and barred to prevent raiders from entering the living quarters. A large stack of crates stands in the southern half of the chamber.

2B. Hallway
A simple hallway connects the entryhall, the library, and the butler's quarters. A flight of stairs leads up to area 3A.

2C. Library
The library is lined with bookshelves on its eastern and southern walls, but contains several weapons racks of spears, chests of arrows and crossbow bolts, as well as a few mannequins wearing suits of mail.

2D. Butler's Quarters
This large room holds a bunk and living quarters in the north half, as well as fireplace and kitchen along the south wall.

3A. Parlor
Several comfortable armchairs and tables stand in this well-appointed room; a service is laid out for afternoon tea.

3B. Master Bedroom
This luxurious master bedroom has two large chifforobes on the east wall, as well as pot-bellied stove southwest corner. Tapestries and weird, surrealistic portraiture decorates the walls.

3C. Laboratory
Tables of alchemical glassware, cabinets of strange materials, locked bookshelves, mounted skeletons, taxidermically-preserved monsters, and symbol-covered rings on the floor crowd the laboratory. A small trapdoor in the ceiling provides access to the attic or roof.

LA. Basement
Crates and supplies can be hoisted down to this room from the large trapdoor in area 1B in much the same way as they are moved to the rooms above.

LB. Dungeon
Two large empty cells can be closed with a simple padlock.

LC. Cellar
Crates of root vegetables and other foodstuffs are stored in this cool room.

LD. Cistern
A large wellshaft in the center of this room is full of water, providing the building with a constant supply.

Game Board Dimensions

GameMastery flip-mats are 24 squares by 30 squares. The Incompetech graph paper generator lite can create graph paper to match: using a square size of 0.3125 inches will leave a half-inch margin on the PDF. Making a flip-mat-sized map using this method would require a canvas of 1200 by 1500 pixels.

The generator lite is also a way to quickly create 8x10 or 8x12 boards for variant chesses. An 8x10 board can fit on letter-sized paper with 0.9375-inch squares, leaving a half-inch margin. An 8x12 board can fit on letter-sized paper with 0.83-inch or smaller squares. Inkscape can easily checker these PDFs for a quick-and-dirty board.

EDIT
I tend to prefer the square cross generator, usually. With a margin of 0.5 inches and 3 crosses per inch, it creates graph paper that is 22 cells by 30, which is only slightly narrower than a flip mat.

EDIT
Hexagonal maps are useful, but the dimensions of hexagons are not as straightforward as other tessellations. Hexagons are usually defined by their side length, but the distance between parallel sides is more useful for my purposes. That's, very roughly, about 1.732 times the side length. Hexagons big enough to hold 25-mm miniatures should have sides of about 15 mm.

Friday, September 11, 2009

Converting to the Pathfinder RPG

It's been a long month!

Some time after the release of 3rd edition D&D, "Dungeon" and "Dragon" magazine were spun out to the newly formed Paizo Publishing from Wizards of the Coast, and published under license. When Wizards announced 4th edition D&D, they terminated Paizo's license, ended the the 29-year print history of "Dragon" and folded the magazines into an online feature of their Web site. With the rug pulled out from under them, Paizo launched the Pathfinder adventures subscription to replace their flagship product and support their customers. As 4th edition D&D was promoted, and the 3rd edition rule books went out of print, Paizo found that it was difficult to get distributors to stock game materials that supported an out-of-print rulesystem. Consequently, the company announced the Pathfinder RPG to bring the 3.5e rules back into print, which offered a chance to refine some of the rules after nearly a decade of play.

Now that the hardcover Pathfinder RPG book is out, it's time to begin planning to convert characters. The company's
Welcome to Paizo post is a good introduction to support for the game, although d20pfsrd.com and Pathfinder Wiki are also good references.

Paizo offers the Pathfinder Roleplaying Game Conversion Guide PDF which covers conversion from 3.5e characters to Pathfinder characters. In the leadup to the release of the game at GenCon this year, Paizo previewed each of the character classes by looking at the game's iconic characters.

The series highlighted the harcover's table of contents and races and the fighter, sorcerer, ranger, cleric, paladin, bard, druid, monk, barbarian, rogue, wizard, and eldritch knight, as well as the game's most important rule.

The previews also highlight some of the other rules tweaks. The rogue preview discusses how poisons are handled; the druid preview notes some changes to wildshape/polymorph, animal companions, and the Fly skill; and the cleric preview describes domains, channel energy, and concentration checks. Check out what a 14th-level fighter can do with a single swing.

Saturday, August 8, 2009

HeroMachine

That's like the Paladin Store, right?

HeroMachine is a Flash visualizer for fantasy, horror, and superhero characters. I've seen it before, but for some reason tonight, I've been glued to it. There are also some other generators on the site, for zombies and pinups, as well as some older versions.

Simple pleasures.

Here is a rather goofy-looking wizard.


Everybody likes ninjas, so here is a member of the Ophidian Hand.

Sunday, July 19, 2009

Temple of Thoth

There's a great tutorial over at the Cartographer's Guild on how to make an old-school map in the GIMP, which points to some resources at the Dundjinni forums. Wanting a project to exercise the tutorial, I put together this small Temple of Thoth roughly inspired by ancient Greek temples. Although open to all, the temple of Thoth is not a popular temple, dependent instead on a few donations by wealthy scholars and arcanists who make use of its research facilities. A single low-level adept, and perhaps a young acolyte, tends the grounds.

1. Portico: The building is made of shining white marble on the outside. A wide set of stairs leads up from the streetway to the porch between massive stone pillars and the outer wall of the building. A pair of large bronze-plated doors allows entry to the temple. Usually open, these doors can be shut and locked with a simple (DC 20) lock.

2. Cella: The large main room of the temple has been converted into an enormous library. Bookcases and shelving line the walls floor to ceiling, crammed with papyrii, scrolls, books, maps, statuary, archaeological artifacts, and all manner of objects of antiquarian interest. Some glass skylights in the ceiling allow daylight to trickle into this room, minimizing the need for candles or lanterns.

3. Adyton: An enormous painted bas-relief sculpture of a linen-kilted man with a blue ibis head is carved into the northern wall. This is the cult image of Thoth, a deity of knowledge, magic, writing, and scribes. A secret door well-hidden (DC 20) in the wall leads to area 4.

4. Anchorium: This long narrow room is used for storage and extremely spartan living quarters by a resident priest or anchorite. A locked door (DC 20) leads to the rear porch.

5. Opisthodomos: The rear porch is otherwise identical to area 1. Steps lead down to a simple vegetable and herb garden behind the main temple.

1 square = 5 feet.

EDIT
This building has far to many columns. Four would be more appropriate.

Saturday, July 4, 2009

A Generic d20 Calendar

Some well-developed campaign worlds have a calendar. Tolkien also developed alternate calendars for Earth. These are intended to be more evocative than practical, I suspect.

The problem with timekeeping and calendar reform for Earth is that nothing matches up perfectly or in an evenly divisble way. A year is slightly less than 365.25 days, a sidereal day is about four minutes shorter than a solar day, there are 86,400 seconds in a day only on average, and we can't have a simple perpetual calendar because the Abrahamic religions have religious objections to intercalary days.

For more abstract timekeeping purposes in a game, a 364-day Generic Game Year is very similar to an Earth year, and more easily divided. The Generic Game Year has a perpetual calendar in both lunar and solar months.

The Lunar Generic Game Year is divided into 13 lunar months, each with 28 days. Each month is further subdivided into four weeks, each with seven days: Moonday, Fireday, Waterday, Treeday, Goldday, Earthday, and Sunday (as in the Japanese calendar). Moonday is the first night of the full moon, which occurs on the first Moonday, Fireday, and Waterday of the month (consequently, it's easy to tell when the lycanthropes will attack). The lunar date is given by the number of the moon. For example: "the third day of the eight moon of last year". The year begins on a Moonday, the first night of the full moon following the winter solstice.

The Solar Generic Game Year is divided into four seasons (Winter, Spring, Summer, and Fall), each of which is divided into three months: Forewinter, Highwinter, Wintersaft, Forespring, Highspring, Springsaft, Foresummer, Highsummer, Summersaft, Forefall, Highfall, and Fallsaft. Each month has 30 days, except the last month in a season, which has 31 days. This extra day is of special solar significance: Wintersaft 31 is the vernal equinox; Springaft 31 is the summer solstice; Summersaft 31 is the autumnal equinox; and Fallsaft 31 (a Sunday) is the winter solstice and the end of the year. Alternatively, you could view the solar calendar as having twelve 30-day months and four intercalary days, one between each season.

This system, of course, is agnostic about the epoch for counting years, leap days, and eclipses and other astronomical events. It doesn't account for a more unusual planetary system with a double sun, extra moons, &c, but rather represents a regular Earthlike system in a simplified, abstract way.

EDIT
Note also Paizo's Time on Golarion. Who wouldn't like a 360-day calendar, at least if you could pronounce the names of the months? ;)

Timekeeping in d20

The d20 game has for a long time had a unique system of timekeeping, based on the need to count relatively short but human-scale units of time. This system meshes interestingly with the traditional Chinese system of twelve two-hour watches.

The smallest unit of time is a second. There are 6 seconds in a round, 10 rounds in a minute, 10 minutes in a turn, 12 turns in a watch, and 12 watches in a day. The terminology may vary according to the edition of the game.

In southern temperate latitudes (say, between Boston and Miami), sunrise and sunset varies over the course of the year, by about an hour and a half in the south and about three hours farther north. In Atlanta, Georgia, it's very close to two hours. For gameplay purposes, it'd be a simple abstraction to rule that the sun rises in the fourth watch and sets on the tenth watch. This would be very nearly true in Atlanta if the first watch started at 11:30pm rather than midnight. The timezones make some things simpler, but not necessarily the accurate assessment of true solar noon and solar midnight.

A pendulum with a period of two rounds (which would count one round per swing) would be about 36 meters long; a pendulum with a period of one round (which would count a half-round every swing) would be about 9 meters long.

Sunday, May 3, 2009

The Compleat Magic Shop

In a d20 world, a store that caters to mages, wizards, and sorcerers will have a wide variety of strange items, but none matches the variety of the Compleat Magic Store, which attempts to stock every spell component a wizard could need.

Every magic store will stock spell component pouches, spellbooks, parchment, and rare inks worth hundreds or thousands of gold pieces. A magic store that caters to divine spellcasters as well as arcane ones might stock some other things, such as papers scribed with holy texts and more expensive incenses.

Some components may be difficult to carry portably. Blood should be alchemically preserved, and other items that can spoil should be dried or pickled. Live insects can be carried in wire or wicker cages. Colonies of phosphorescent moss should be packaged in dark stone jars with a pamphlet on their care, including daily watering and sunning.

In most stores, the most valuable items carried will be gemstones, including 100-gp pearls, 1,000-gp black sapphires, 1,000-gp sapphires, 1,000-gp diamonds, 1,000-gp jacinths, valuable onyx and black onyx gems, as well as many hundreds of gold pieces worth of powdered diamond, emerald, ruby, sapphire, opal, jade, amber, crushed pearls, silver, and gold. Every magic store serving even a small number of adventurers should stock barrels full of diamond dust and crates of enormous diamonds.

The compleat magic shop should have several shelves with porcelain jars of tallow, gum arabic, bitumen, soft clay, brackish water, and vinegar, as well as one-ounce vials of sweat, tears, alchemically preserved blood, alchemically preserved black dragon blood, mercury, pitch, water, aqua vitae, aqua fortis, molasses, sweet oil, honey, giant squid ink, potions of bull's strength, and whitewash. Remember, there are eight drams to the ounce!

In addition to the above, the compleat magic store's inventory will consist of at least the following...

Groceries, including: wine, pork rind, butter, fat, raw meat, lumps of alum, and tiny tarts.

Tailored items and equipment, including: spools of thread, spools of string, spools of knotted string, small silk squares, squares of red cloth, patches of cured leather, gauze, miniature cloaks, tiny bags, small bags, soft cloth gloves, sturdy leather gloves, snakeskin gloves, and small leather loops.

Metalwork, including: small iron rods, small silver rods, silver pins, one-pound silver bars, thin sheets of lead, thin sheets of iron, bar magnets, copper wire, silver wire, gold wire, tiny bells, small pieces of mirror, small silver mirrors, tiny silver whistles, tiny steel razors, miniature brass hearing trumpets, small metal speaking horns, and brass keys.

Glasswork and ceramics, including: small glass rods, small sheets of glass, glass beads, glass cones, glass eyes, crystal beads, crystal hemispheres, crystal marbles, porcelain spheres, and porcelain cones.

Animal products, including: wool, beeswax, honeycomb, white chicken wing feathers, hummingbird feathers, owl feathers, eagle feathers, bat fur, cat fur, bloodhound fur, bull hair, fox hair, horse hair, dried bull dung, dried eagle droppings, dried fox dung, dried owl dung, dried bat guano, powdered animal hoof, eyelashes, basilisk eyelashes, rakshasa eyelashes, ogre mage eyelashes, pickled raptor eyes, pickled hen hearts, chicken bones, chicken eggshells, snake eggshells, snake scales, dried adder stomachs, dried snake's tongues, dried tentacles from a giant octopus or squid, powdered herring scales, spider webs, chameleon skins, turtle shells, dried grasshopper legs, dried fireflies, empty cocoons, and rotten eggs.

Vegetable products, including: phosphorescent moss, forked and straight twigs, dried rose petals, short reeds, licorice root shavings, powdered corn extract, powdered rhubarb leaf, powdered dried carrot, powdered garlic, skunk cabbage leaves, wood chips, wood splinters, powdered peas, nut shells, sesame seeds, mushroom powder, and saffron.

Mineral powders, including: soot, salt, sand, loam, grave dirt, earth from a ghoul's lair, powdered iron, granite dust, powdered lime, powdered charcoal, various colored powders, powdered mica, mica chips, talc, powdered sulfur, and powdered chrysolite.

Stones, including: flints, lodestones, granite cubes, square stone chips, copper pieces, zinc, iron pyrite, brimstone, agates, clear quartz prisms, sunstones, and pebbles.

Miscellaneous items, including: wooden statues of archery targets, darts, crystal rods stuffed with phosphorescent moss, clothing worn by ghouls, shards of bone from undead creatures, small candles, tiny fans, sponges, small clay models of ziggurats, tindertwigs. sticks of incense, will o'wisp essence. live crickets, live spiders, live fireflies, and pieces of iron from an iron golem, war machine, or hero's armor.

Many of the more expensive items a magic shop might sell will not be stock, but commissioned items. A well-run magic store should be able to contract craftsmen able to construct masterwork rings, wands, weapons, armor, staves, and most of the following: an exceptionally well-crafted an expensive chest, worth 5,000 gp, and a small replica; a jade circlet worth 1,500 gp; a doll of the mage, worth 5 gp; four strips of ivory worth 50 gp each; an ivory plaque worth 50 gp; a statuette of the mage carved of elephant ivory and decorated with gems, worth 1,500 gp; a miniature portal carved from ivory, worth 5 gp; a small piece of polished marble, worth 5 gp; a tiny silver spoon, worth 5 gp; a mirror of highly polished silver worth 1,000 gp; two statues, black and white, of canines with small iron bars attached (worth 50 gp altogether); a tiny lens of ruby or sapphire set in a small golden loop, worth 1,500 gp; a miniature platinum sword with a copper grip and pommel, worth 250 gp; and small forked metal rods of various sizes and materials.