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Cerca tr}Issue #322 - August 2004 Vol. XXIX « Number 3
DARKNESS AND SHADOW.
Toros
cI eRe ura
eee ieee
Ca Cm Ey
ESTES
Pores
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84 Elminster's Guide
ieee ea ae eee See
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Com eau Came ea
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Teme a aes
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Undrenride’s poison enhancers
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The horror! The horror! Find the
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Is the god of murder dead? His
Se SCCn eos 104
eects)
SNe Cn aE
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‘The Sage reveal this and morel
oa
Rae aero csoWYRM'S TURN
FROM THE EDITOR
IN THE BEGINNING THERE WAS DARKNESS
ikea ft of DEAD players, in tinkering with an idea for @ new campaign world And
L® Ian ne capa wry ea er farang a sgn in
frustraion withthe setings avaible. I's not that | dor like the pubished setings
ma dichard Forcorren Renu fan, and Ind Caeeeow inriguing. | ao love the older
settings lke Srewnvas, Kit-Tun, Reverwors, and Ac Osc. The trouble | curren
find myself havirg with al of these settings is two-fold: derkvison and monsters.
‘The monster problem ts this: Most selings are largely setled and hot ile room
for all the monsters that make D&1D so much fun, Thus. in the campaign I'm building,
various monsters rule much ofthe work. There's a labyrimhine ciy-state controled
by minotaurs, a gloom-shrouded forest-nation that owes allegance to dark mags, a
kingdom lorded over by a great wyrm blue dragon and an incestuous dynasty of
Eels) tlf-dragon sorcerers, and so en ir might not be everyone's ideal adventuring
eS ee grounds, but it sounds ke a fun campaign to me,
bales reg Races, SA yd ‘The darkvsion problem proves ticker like the dea of avemurers delving ico
REMUS aurcoons vit torches ond lover od igh We aiio don rane ie
the sense of adventure I ike to have when running a game or playing in one. Yer in
most games I've played in, darkness rarely affects flay. Someone inthe party has
oa
Canyon presents
another grim facet of if in Balefire
Unlike the shadows of the plane, the
anyon presents a very tangle threat
to the safety of the city, one that every
resident is aware of. Atleast twice a
‘year, a nighterawler or two rises from
the eanyen wil-a horde of undead 10
menace the city. Normally the undead
are kept at bay by the lanterns, but
Somatimes they attack end the City
Watch, Lantemeers, and Shadowcratters
join forces 10 destroy them,
Residents of Balefire are a fataistic
lot, but they have a strong, sense of
comsmuni'y despite their differences
The nervous edge the residents have
is released in impromptu celebrarons
every time a nighterawler attack is
averted, [tis @ Custom among many in
the city 19 place bers prediting attacks,
and coins are clandestinely exchenged
during the parties hat follow a nighi-
cravler's destruction, The Cy Watch
frowms on such betting, but this does
not stop it Frem happerings
When not cslebrating, the residents
of Balefre queily go about heir lives,
This normally involves catering to the
needs of travelers passng through the
LAJANDRA'S LANTERN
‘he fh fret mag ners eee
by Landa, ane there copied by
ar aprons, aca’ ater a
box shaped lon lane of unassuming,
appiorance The lane car be used a
‘ole thes normal Lniorn but edn aso
burn mage potions, ols elvis, oF oint-
mers, When sich se
the antery andi is the mage uid
are immediatly destroy bt the ln
ats profcas + gow ike that created by
the day spel. In ator to she nora
tffect of he spel ncorporel creatures
must make a DC 15 Wil save fo enter an
fara innate by ths ight Thow: incon
portal erates that uecend may move
through the let's rads, but sufler a
penaly on aaks, saves, and ecks wile
in the aren. igh fron a Laan ner
has @ 6osoo!- rads 'go-oot-radus on
the Plane of Shade Is
blocked by any substance or structure hat
ih ond magi fe
biocks normal igh, ands magic and ight
las fora nuber of hours equa othe
olspiece value of he mage gud fusing
ih ts such, a popion of eur light woes
useltolghra Lanka loner” eeps tit
for so hours, me full of Key
zion’
‘ainmen proves ful for 4,000 hours. A
ana’ tanrem can be blown out 983
sled
snd rel before agan praducesits mage
hal nor, requting i 1 ba
efecrs, While is uni, he lnter does
no! burn fue, ether mundane or magi
Faint Abjuraton; CL sth; Craft
Wondrous hem, masz ind aganst ov
Price 9,000 gp: Weigh bs
sity and scholars studying the myster-
ies of the Plane of Shadow, both using
the city as a relatively safe beachhead
for further exploits
DBalefire has gained @ reputation as
a place where magic can be bought
and sold at bargain prices, a qual-
ity that atiracts.a sable aumber of
black marketers deaing in the arcane
aris, OF course, even these secretive
dealers have to do business with the
Shadowerafters, who monopolize the
reation of mos! magic items in the city
visiTons Ano
eITIzEns
Before visitors can enter Balefire, the
City Watch employs various means
of magical detection 10 determine 3
creature's race, gender, and alignment
As arule, fiends, destructive monsters,and most unde are banned from
entering the city. Exceptions are rare
but have been made from time to time,
either at the request of some powerful
city authority ot when it seems more
harm will come From trying “0 deny
the visitor entrance than irom merely
allowing iti
When visitors are allowed aniry, they
are given an arcane mark, a magical fat~
fo that glows with bright bls fet
an offense fo remove the mark and any
attempt to deface oF erase one, such 03
with an erese spell results in immedi
ae banishment from the city if caught.
‘While it might be possible io remove the
arcane mark and move. around the city
magically disguised or by using ether
means, the watch is surprisingly canny.
in detecting such offences
‘After spending. a year in te city
anyone wanting to become a ctizen
must travel 10 Xurothis tower and sign
tne Book of Census. Commor bre holds
that the book possesses extremely
powerful magic. Citizens do rot speak
‘penly about their time in the tower
«er about the book, but o fev petition
ing fo become citizens never return
{rom the tower or swifity leave the city
after their experienc. Upon becom-
ing permanent residents of the town,
new citizens may in the ranks of the
Shadoworafiers of Lanierneers.
GUILDS AMD
FAcTIONS
‘The Shedowerafiers are the richest
‘and most infuential group in Balefie.
From within Shadowerafier’s Hol, they
direct the research and construction
of a wide variety of magic items and
spells dealing with shadows and dark
ness. The Shadowcrafters require that
all members be ciizens and prove
their talent for constructing magic
items, Although joining the guild is not
cheap, members gain eccess to the
hal’s vest laboratories, libraries, and
many powerful alles
While the Shadowcrafters have
the most powerful guilé in the city,
the Lantemeers ore surely the most
beloved. There are two divisions of
Lanterneers, lantern makers and lan-
tern lighters, Joining the Lanterneers
is not as difficult as joining the
Shadowsrafters ond only requires
members to be citzens and pay a small
yearly fae, This is more than made up
for by the pay menbers of he guid
ive patraling the city and keeping
its thousands of lanterns lt
‘The City Waich is also a prominent
group within Balefire, These dedicated
men and women answer direcily to
Vargid, a retired bounty hurvter. The
City Watch upholds the low but has litle
control over either the Shaloweralters
or the Lanterneers. A typicel patrol of
‘watch members has six competent war
riors and spelleasters, usually mounted
‘on beacon moths.
SECRET SOCIETIES
Two mysterious groups, the
Nightshade Covenant and the Obsitian
Dancers, constantly vie for power
within Balefire
The Nightshade Covenant isa group
of drow and shadar-kai alied with
the undead of Nightcrawler Canyon.
According to rumors, the covenant
wants to reduce Balefire to rubble and
extinguish its cursed lanterns, wip-
ing its stain of light from the Plane of
Shadow’ perfect derkness. Whatever
the truth, the covenant ia outlowed, and
Xurothil hinseff magically inrerrogetes
suspected merbers before they are
disposed of:
wwwepaizo.comidragon 19The Obsidian Dancers are
not outlawed, but several mem
bers have been banished from
Balefire for various misdeeds
This brotherhood of assas~
sins and shadowdancers holds a
eniuries-old grudge against the
Shadowerafters and oppose their
‘work at every turn, Disgulsed as
entertainers, the Obsidian Dancers,
are rumored to be gathering allies fron
beyond the city’s walls, preparing to
drive the residents of Shadowerafter's
Hall from the city
new monsTeR
First seen in Balefire more than a cen
tury ago, beacon moths have become
‘one of the city's most unique and rec
cognizable Features.
Beacon Moth
Huge Magical Beast Hit Dice: Bdioni6
(Gohp)
Initiative: +4
Speed: 30 f.(6 squares), climb 20 ft
fly 90 fi (average!
AGii7 (-e size, +4 Dex, +5 natural,
touch 12, flat-footed 13
Base Attack/Grapple: +8/-+19
Attack: Bite + melee (4644)
Full Attack: Bite +9 melee (464.4)
Space/Reach: 15 fi./10 i
Spesial Attacks: Dazzling wings
Spezial Qualities: Bindsense 60 fi, cold
resistance 10, darkvision 120 Fr, daylight
‘ure, low-light vision
Saves: Fort +8, Ret +o, Will +3
Abilties: Str, Dex 19, Con 14, Int 2,
Wis 12, Cha 16
Skils: Climb +14, Laten +9, Spot and scribe, folowing the dsap-
pearance of his lige, a noted Loremester
UGHT AND
SHADDUW SPELLS
@ ASSASSIN SPELLS
and-Level Assasin Selle
hen Eves: Subject ean see through mage
dares a3 darks
ath-Level Assassin Spel,
‘Shadow Fhase:Subjeet becomes emi
Incerporeal, senting a chence that
racks fall vo afoct i
© CLERIC SPELLS
azoyl lr pets
hon Es Sublet cn see rou mag
cal ites
aitlovl Gris Sele
Ligh Creates wal fh tt
ss ete pg gh
Len Lace Roy ses ain eh
Fetal ered ono of nde snd
saci or
7hserel Clee Spls
Fen Ase ih rt eal wrx
thnk amage and darescretres.senis a pelr of opposed forces,
but in fact they share much in
common. Both are concerned with
sight and vision, in some eeses to
improve it and in others to obscure it
The inabilty 10 see is a cripping blow
in DBD, depriving charecters of their
Dexterity bonus and rendering them
unable to threaten edjacent areas, vul-
nerable to snesk attacks, ard liable to
wander off course vhen moving. Both
light and darkness can serve as tools
fo incapacitate enemies in this way.
Spells using light and dark-
ness show up most commonly in
the school oF evocation, which the
Player’s Handbook describes as spells
mn: of light and darkress repre-
alot an Lig
that “manipulate energy or tap an
‘unseen source of pover.” Both alse
hhave an affinity for ilusion, with
light spells most commonly taking
the form of patterns or sometimes
figments, while darkness spells are
more chien quasi-red shadow mani-
festations. light and darkness magic
is sometimes found in the schools of
conjuration and abjuration (notably
prismatic wall ard prismaite sphere.
‘Thematic elemenis mght Ink nec
omancy with derkness, such os the
bolts of black energy that act as the
signature of spells like enervaiion
and energy drain, or in some trans-
‘mutation spells that address concerns
about ight and darkness, such as
darkvision. Those similerities, how:
ever, are mostly 8 matter oF style or
presentation, and itis rare to find
spells from these schodls directly
concerned with light or darkness
(although a few such transmutations
do appear in this article)
‘The following spells draw on the
powers of light, darkness, or shadow,
and they allow characters to incorpo-
rote the themes of light or darkness
info their repertoire, Dungeon Masters
might want to create prestige classes
focused cn these themes 0° add these
spell as appropriate to the spell ists
of existing prestige classes whose
interests seem congruent with these
flavors of magic.
DRUID SPELLS
©
att-Level Droid Spall
‘Lucent Lance: Ray uses arrbiew ight
fo eal vicied amounts of damage and
dauze rare.
aaa
Te
‘atl-Leva Sorcorer/Wizaré Spe
(Gene of ness: Cone renperatiy ean
vinceseresturs thot they are bind.
Liphtwalt Crees a vail of igh har
sven ceatueas passing rei
‘Luseny Lance: Ray wses anbient ight
1o eal varied amounts of danage and
due trgel
‘Sada Phase Sujets becomes som
ineonporea
7ll-Level Sorcerer/Wizard Spas
‘Raion Assaur. Ligh burs) deals nonke
‘el damage and dazes cremures,Cone of Dimness
ilusion (Prantasm) [Mind-Atfbeting]
Level: Sor/Wic 4
Components: ¥, 8
Casting Time: 1 standard action
Range: 60 ft
‘Ares: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negeles; see text
Spell Resistance: Yes
This spell causes a translucent gray
cone to burst forth from the casier’s
‘outsiretched hand. Creatures in the
‘cone must succeed at a Will save or
believe darkness has engulfed them,
rendering then blind. A blind creature
takes 2 -2 penully to Armor Class,
loses its Dexterity bonus 10 AG (i
any), moves a: half speed, and takes 2
=4 penalty on Search checks and on
most Sirengih- and Desteriy-based
skill checks. A creature that makes its
intial Will save suffers no Il fects
‘A creature thet fais its initial save
‘can attempt a new saving throw each
‘round until it succeeds oF the spell
expires. Failing the subsequent saving
throws results in continued blindness
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SS
Success means the creature Feels its
vision beginning to clear, although its
vision remains dim and hazy For the
femainder of the spell. This results In
3.20% miss chance for any attack the
creature makes.
Ebon Eyes
Transmutation
Level Assassin 2, Cir 2, Sori Wiz 2
Componerts: V, 8, M
Casting Tie: t standard action
Range: Touch
Target: Creature touched
Duration: 16 min,/level
Saving Throw: None
Spel Resistance: Yes (harmless)
‘The subject of this spell yains the abil-
ity to see normally in magical dark-
ness and magical shadowy condition,
although it does not otherwise improve
she subject's ability 10 see in natural
dark or shadowy conditions, While the
spells in effect, a jet-black film cov-
rs the subjects eyes, a visual effect
that gives the spel its name.
‘Material Component: & pinch of
powdered black gemsione of any type.
TATA
Co7\<
Oe
Lightwall
Fvocation [light
Level: Cir 4, Sor/Wir 4
Componenis: V, 8, M
Casting Tine: 1 standard action
Range: Close (25 fi, + 5 f,/2 levels)
Fifeet: Wal whose area Sup to one
10 Ht. square/level or a sphere or
Hemisphere with a radius of up 101
fiflevel
Duration: 1 min,/level (0)
Saving Throw: None
Spell Resistance: Yes see text
This spell causes a wall of dazzing yl
low-white light to cone into being at any
point within range. A lighwal sheds light
equivalent to a daylight spell, The wall
is opaque to oll creatures except the
caster and so grants total concealment
fo any creature behind it. The caster can
see through it withour difficulty. & fight
nal has no physical substance and does
nol otherwise hinder attacks, moversent,
oF spels passing through i:
‘A creature that passes through a
Aghia becomes dazed for the dura
tion ofthe spell a dazzled creaiure
suffers a-1 penelty on attack rolls,
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Search checks, and Spot checks). Spel
resisiance apples when passing through
the wall Sghtless creatures and those
already dazzled are not affected by
passing through the Yghfwall.
Lightwal counters or Aspels any
darkness spell of equal ot lover level,
and any darkness spell of equal or
bigher level counters or dispels it
‘Material Component: A pinch of
powdered sunsione:
Lucent
Level: Cir 4, Drd 4, Sor/Wit 4
Gomponents: V, 8. F
Casting Time: 1 standard aeion
Range: Close (2s fi. + § ft./2 levels)
Effect: Ray
Duration: instantaneous
Saving Throw: None
Spell Resi stance: Yes (see below)
‘This spell causes ambient figh’ to
coalesce around the spell focus in the
caster’s hand and then erupt in a cor
scaring beam of radiance “hat lashes
out at a single creajure or object
‘ange, requinng a tanged touch
anack. & creature struck is blinded for
1 round and dazzled fer 1 round per
level of the caster (a dazzled creature
suffers a +1 penalty on attack rails,
Search checks, and Spot checks). A
‘creature sersiive 10 bright ight (such
‘as drow, duergar, or huo-toa) suffers
penalties as if it bad been exposed to
Full daylight for 1 round if struck by.
the beam, even if it resists the spell’
other effects
In adiliion to this dezaling effect,
Jucent nce deals damage based on
the level of bght available within the
caster's square, In bright light, it deals
1d points of damage per caster level
(raximum 1od8). In shadowy ilumina-
tion, it deals 1d points of damage per
caster level Imaximum 10d) IF no light
is present in the caster’s square, the
spall cannot be east at all
Focus: A clear glass or crystal rod.
Luminous Gaze
Exocation [Light]
Level: Sor/Wic 1
Components: V, $
Casting Time: 1 snderd action
Range: Personal
Target: You
Duraifon: 1 roundlevel
Saving Throw: Fortitude negates; see text
Spell Resistance: No
‘This spell causes tho easter’s eyes
to glow with an unearthly raciance,
granting the caster a dazzling gaze
attack, The glow from the caster's eyes
provides light as per the fight spel
Ench creoture within range of the
light (20-foot diameter) must atiempt
4 Fortitude saving throw each round
at the beginning of its turn, Failure
indicates the creature is dezzled for
the remainder of the spell’ duration (a
dazzied creature suffers a -1 penalty
‘on attack rolls, Search checks, and
Spot checks)
In addition, the caster can concen
trate his gaze upon a singla creature
within range as an attack action, fore-
ing the target of his concentrated
gare to succeed al a Fortitice save or
become cazzled for the remander of
the spells duration,
‘See page 204 of the Dunaton
Masren's Guide for a complete descrip
tion of gare attacks.
UCC OTR MIE MCD MUTT LOT aCe eel Cn 08
| JTUcHAEL
TMOORCOCK
“Brilliantly imagined...high
adventures fueled by human.
passions.”
—Locus
Peet CTS Pe terete Era Perens Rr ce
Perea
NVM Cenroincas
of breathta
NC me Cem crs (aCe La mh Tce
Bioneers
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everett mere pacer on Cpe
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CeCe aan
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Where Imagination Knows No Bounds
"Read an Excerpt Online at wav. twoookmeark.comRadiant Assault
Evocation [Ligh]
Level: Cir 7, Sor/Wiz 7
Gomponents: V, 3,
Casing Tme:: standard action
Range: Long (400 ff. + 40 fi/level)
‘Area: 20 frais burst
Duration: Instantaneous
Saving Throw: Wil paris
Spell Resistance: Yes
This spell releases eneray in she form
of a multitude of rainbow-colored
beats the erupt in every direction
‘within the area designated by the
caster. Ths kalidoscopic burst of
energy inflicts 1d6 points of nonlethal
damege per caster level (maximum
1546) and dozes all creatures within the
burst for id6 rounds. Dazed creatures
can take ro actions but suffer no pen=
ales when being aracked, Those who
succeed at a Will save suffer only half
normal danoge and are dazzled for 1d0
rounds instead (a dazzled creature suf-
fers a1 penally on attack rolls, Search
checks, and Spot checks).
‘Undead within the area of effect suf
fer normal damege rather than nonlethal
damage and are automatically dazzled
inever dazed) regardless of whether or
not they succeed at their saving throw.
Focus: An eye from ary outsider with
4 oF more Hit Dice
Rainbow Beam
Evocation [Light]
Level: Sor/Wiz 2
Componente: V, S, M
Casting Time: 1 standard action
Range: Close (es fi. + § ft/2 level)
Effect: Ray
Duration: instantaneous
Saving Throw: None
This spel res a ray of swirling, mul-
‘wed light drawn from radiant ener~
ies. the costar auceceds at a ranged
‘ouch attack, the tanget is dazzled for 1
minute (@ dazzled ereature sulfers a -1
penalty on attack rolls, Search checks,
and Spot checks). The spel also deals
“8 points of damage plus 1 point per
caster level (maximum of =20). The
Fainbow beam deals a random type of
136 Calor Dang Type
= ong acd
‘gen
oar ree =
I
Swinued
damage as determined hy the following
table. IP two types of eneray are indi-
«ated, damage ts not doubled, instead,
rainbow beam seals half its damage
from each type of energy indicated.
Creanires apply energy resistance
separately fo cach type of damage.
‘Material Component: A small clear gem
er crystal pris wort at ast 0 zp
Rainbow Blast
Evocation Light]
level: Sor/Wiz 5
Componenis: VS, M
Casting Time: 1 standard action
Range: 120 ft
Area: oct, line
Duraron: Instananeous
Saving Throw: Reflex halt
Spall Resisiance: Yes
This spel isa wide-spectrum blast of radi
‘ant enstgy composed of al five energy
Types, Rainbow blast deals 18 points of
‘ama tron eath of the five eneray
types ocd, cold, electricity, fire, ane
Soni) for fora of 516 points of damage.
Creatures apply energy resistance separ
rately {0 each type of damage. Creatures
sitin the area of effect who succeed a a
Reflex save suffer only half damage.
‘Material Componert: A small clear gem
& crystal pris worth a least 50 gp
Shadow Phase
Transmuiaton
Level: Assassin 4, Sor/We 4
Components: V, S
Casting Tine: 1 standard action
Range: fouch
Target: Creature touched
Duration: 1 roure/levet (D)
Throw: Fortitade negates
tharmess)
Spell Resistance: Yes (harmless)
piercing damage due to Tres force fect)
Tol twice (ore further esullsoF 8 famaze isnot doubled
This spell causes the subject's flesh
fe take on 2 dark, wispy, insubstantial
appearance. This change is not merely
‘cosmelc however, as the spell tempo~
rarly transposes Soine of the subject's
tissue with shadow stuff, making the
subject parialy incorporeal. This par=
tially incorgorea) state does no! allow
the subject to pss through wals or
other solid abject
This partially ncorporea! state
causes nonmagical physical attacks
against the spells subject to suffer a
§50% chance to Fal, Magical attacks,
such as supernatural and spel-ike
abilities, spells, and magic weapons,
suffer only a 20% chance to fal 10
alfect ihe subject of the spell, @by Richard Baker
ilustrated by Brom &
James Ryman
jor better
Pir ser ewe
wated in vain for Lott's Silence
10 end, War, retelion, and treech-
ery besiege the sinister cles of the
dark elves, and none have survived
unscathed. Loyal to their crue and
seductive Spider Queen for thousands
of years, even the mast zealous of
drow harbors daubt and uncertainty
in her heart. Disaster is overtaking the
Underdark, and the very’ survival of
the dark elves now stands in question,
THE WAR OF THE
SPIDER QUEEN
RA, Salvatore's War of the Spider
Queen series rebates the siory of Lolth’s
Stence and its repercussions among
the dark elves. Lolth has answered
no prayers for many months, denying
her prastesses the dlvine magic they
formerly used to dominate the cities
(of their kind. Five volumes of this epic
story are now complete: Dissoiztion
by Richard Lee Byers dnsurrection, by
‘Thomas Reid: Canctemnation, by Richard
Baker; Extinction, by Lisa Smedman;
and Anndhitarion, by Philip Athans
For almost two years now, we've
followed the stories of several dark
heroes and even darker vilains
embroiled in the effort to understand
Lolth’ absence: Pharaun Mizzrym,
a Master of Sorcere; Ryld Argh, a
Master of Melee-Magphere; Quenthel
Paenre. Misiress of Arach-Tiniith;
‘Jeagred, her demonic kinsman;
“Yeles Hune, a captain of the Bregan
Dserthe mercenary company; Halissira
arn. a survivor of the razed city
OE ERGY Nasad: Danifae Yauntyrr,
Wilisstea's maidservant; Gromph
Bégnre, Archmage of Menzoberranzan,
Dyefihe Lichdrow, master of House
‘Agragh Dyrr; and Nimor Imphraez!, the
Anoitfe Blade of the assassin house
the Jaezred Chaulssin,
Charaeler profiles for Pharaun,
Gromph, Quenthel, and ess:
Jeggred were detailed in Deacon
#302, and Dyrr, Valas, Haisstra, and
Ryld appeared in Dracow #312, This,
the find article of the series, profiles
Halisstra for a secone time, Danifae,
and Nimor, All three are original char-
acters created for the series. While
Halisstia has appeared previously, this
iscue shows her after her conversion to,
the worship of Eilistraee.
The War of the Spider Queen series
continues with Ressurreciion, the
sixth and final book in the series by
Paul 8. Kemp, an April 2095, hard
cover release.
Matisstra Melarn, First
Daughter of House
Meter
Formerly the eldest daughter of House
Melarn in Ched Nasad, Halsstra is
‘now the sole survivor of her House:
Her mother reared her to be a furure
matron, altemately inflicting torible
cruelty on Halisstra and pampering
her with lavish gis, Halissira stud
ied the secret lore of the Bae'geshel
TTelphraezzar, the Whisperers of the
Dark Queen, training to honor Lolth
with the bard's ar as well as the
Gleric’s devotion. This stood her in good
stead during Lot's Silence, since the
magic of her barcic powers was not
lost when Loth vanished
The fall of House Melarn during
the destruction of Ghed Nasad ict
Halsstra houseless and vulverable,
She fell in with Quenthel, Fharaun, and
the rest of the Menzoberranyr who
arrived in Ched Nasad in the last days
‘of the city, and escaped its destruction
at their side, Halisstra’s adventures
alongside Quenthels company led her
Across and below Faertin, 2s the dark
elves quested for an answer to Lolthis
Silence: During the course of thesetravels she was captured by surface
clyes in the forest of Cormanihor,
and thar she et Seyil Auskovyn
priestess of Eilistraee.
Seyll offered Halsstra Eilistraee’s
message, asking her to give up her
evil vays and her worshp of the
Spider Queen, Hoalisira feigned inter
est just long enough to betray and
murder Seyll in order to make her
escape from her surface elf captors.
Then something unexpected happened
Soylfs Faith and the quiet sirength of
her arguments planted a seed of doubt
in Halsstra, a seed that flowered and
bore fruit when the quest to reach
Lolth in the Demonweb Pits failed and
broke Hatsstrs's Fath in th> Spider
‘Queen, Halistra repudiated Lolth and
turned her heart to Elsiraee, hopng
that she night atone for Seyl's murder
and show herself worthy of the Faith
Seyll had in her. Now a servant of
Eilistraee, Halisira hopes ta turn her
former companions away from their
goal and share her newfound faith
with others of her race
Hilissea ie tall ad slender for a
drow, Graceful and austere, she lacks
the sensuality of many nobleborn drow
‘women. She has turned her back on
the cruelies and beirayals of her kind.
She wears the armor she s'ripped from
the dying SeylAuzkovyo, and carries
Seyl's sword in the hope that she will
eventually be wortky of
Halisstra Mdarn, Femdle row Bard
£8/Clorie of Eilatrace 10: CR ig: Medium
humanoid (el); HD 846-46 pls 100820:
hp 10g; hit +7; Spd 3o ft; AC 2g (ouch
16, flat-footed 25); Base Atk vig: Grp
‘ng; Atk ss7 males hdB-g/tp-20, +2
zkeon holy fongsword or +28 ranged
id8e2/19-20, +2 light crossbow! Ful
Aik vizfoialt7 mele 8+3/\7-20. 22
een holy longswords SA bardic: music,
turn undead, spells, spel-ike abilities; SQ
bardic krowledge, deow waits, evasion
SR 29} AL. OG; SV Fort +15, Ref 420,
Wil + Con 15, hn 6.
Concentration +19, De
‘i, Diplomacy +17, Disguise +6 (+8
acting), Heal +17, Hide +28, intimidate
+8, Knowledge (religion) +13, Listen
tig, Move Silently *15, Pertorm (string,
instrument) r24, Search +10, Sense
Motive +18, Spelleraft +19, Spot +19.
Swim -1, Tumble +7; Greater Spell
Penatration, Seribe Serall, Spell Focus
(enchantment), Spell Penetration,
Stealthy, Weapon Focus theavy mace),
‘Weapon Focus (longsword).
Languages Known: Abyssal,
Commen, Drow Sign Language. Elven
Undercommon,
Bardke Music: Halisstra can use
inspire courage, countersong, fascinate,
inspire competence, or suggestion a
total of 8 times per diy
Turn Undead: 10/day as voth-Level
cleric (2 on check for Knowledge)
Bardic Knowledge: Halssira may
make a bard knowledge check at #1110
see whether she Inows some relevant
information about local notable people,
legendary items, or nteworthy places.
Drow Traits: +2 racial bonus on Wil
saves against spels and spel-tike abil-
ties, darkvision 120 ft, immune 10 sleep
affects, +2 racial bonus fo saves vs
eenchartmeni spells or effects.
Evasion: Takes no damage on a suc>
cessful Rellex save against an effect tha
allows a Refiex sve for half damage.
Baré Spels Krown (3/'5/'5/2: save,
DC 10 + spell level or 17 + spell level
for enchantment spels: o-daze, detect
magic, fight, mage hand, open/close,
read magic: 1st charm person, cure
light wounds, expeditious retreat, silent
inago; end- cure moderate wounde,
invisibility, locate object, sound burst
3ed-—charm monster, dispel magic
Cleric Spells
Prepared (6/0+1/6+y/54i/44i/3¢s
save DC 17 + spell level or 18 + spell
Joye! for enchantment spe): o—
ideletrmagio |). guidance, light, road
mage 1st-bless, cltgrmyperson *,.com-
mnomt, divine vor proven
‘evil, sanctuary. shield of fait 2nd
bulls sirengih hold person, iesser
restoration, resist energy, shatter"
silence, spiritual weapon: arc day
light, dispel magic, magic Cirle against
law’. praver, searing high, wind wal
ath-air walk, chaos hammer’, di
‘misso), divine power, summon monster
WV; sih~charta monster’ lane sirike,
plane shit, righteous might.
“Domain spel. Domains: Chaos
(chaos spells +1 easter leve), Charm
{boost Charisma 4 points oncd per
day) The Charm demain appears
in the Foroorren Feaums
Campaign Serine:
weewpaizo.comidragon 77HALISSTRA'S UNIQUE ITEM
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78 August 2004
Spel-ke Abilities: 1/day-dome~
ing lights, darkness, faerie Hire
Caster level 18th, The save DCs are
Charisma-based
Possessions: 2 Keen holy long
sword’, +5 ligh) steel shield", xg elven
chain, gloves of dexterity +6, amulet
of health +6, headband oF wisdom +4,
Halisstra’s comb of Charisma +4, +2
ving of protection”, piwaiwi of resis-
ance 14. +2 light crossbow", 2 bolts
(50), boots of evenkind, instrument
of the bards (Ck lyre), ring of evasion,
wand of greater invisibility, wand oF
‘cure serious wounds Hewards hardy
haversack, drow house insignia, back
pack, bedroll, and routine supplies
“These items Formerly belonged
to the priestess of Elistraee, Sey
Halissira lost her own weapons and
armor when she was capiured by the
surface elves in Condemnation,
Danifae Yaunture
Once a priestess of @ high house in
Fryndyn, forces of House Molarn
captured Danifae during a skirmish
between the cities Eryndlyn and Ched
Nasad, House Melarn captured and
enslaved her due to her siriking beauty,
Matron Melarn gave Danifae ro her
ellest daughter Halsstra as a maidser-
‘vant and pet. Alihough Danae abso-
lutely bathed her captors and deeply
resented her status, she was only
single unarmed slave in the middle
‘of a strong house mary hundreds of
rmles from her home city. More 10 the
point, 2 magic locket around her neck
ensured her loyaty by preventing
Danifae from harming Halsstra,
Physically and magically deterred
from any hope of escape, Danttae
elected to play a subtie waiting game,
slowly worming her way deeper into
Hoalssia’s confidences with years of
fathful service and clever advice, al
ths whie dreaming of the day when
she would exact vengeance for her
degracing situation. She reveled in the
destruction of Cred Nasa and fall of
House Melarn, although she wes care-
ful not to show it; the power Halisstra
‘welded through the magic locket sm
‘endured, ard Danifae did not dare
tolet Halisstra know the depths of
her hate. Thus, az Halsstra accom-
panied Quenthel and the rast of the
Mencoberranyr in thelr flight from the
city’s ruin and the continuation of their
quest for Lolth, Danifae had no choice
but to accompany her misiress.
In the company’s subsequent iraveb,
Danifac quickly realized that Halssira
lived only at Quenthel Baenre’s suffer-
ance, Therefore, in order to gain power
over her misiress and to insure horse?
against any more reversals of fortune,
Denifae seduced Quenthel, while con-
vvincing Halisstra that she was doing so
oly in order to sirengthen Halsstra's
hand against the Menzoberranyr: At Fst,
Danifae considered only how she might
bring about Halsstra’s destruction, AS
she accompanied the Menzcberranyr all
the way 10 the depths of the Demonwab
Pits, however. and saw Halisstra fall by
the wayside, Danilae realized thai Lolt’s
Silonce offered net only 0 challenge 10
the drow, bur an opportunity—an oppar
funity far more important than obtaining
‘vengeance against a former mistress,
Danifae is young (for a crow) and
strikingly beutiful Her demure attitude
5 a cold, calculating, and purely evil
dark elf who understands that subtlety
and patience are weapons far more
deadly than mere steel and spell
Danifie Yeuntyrr, Fomale Drow
Rogue 2/Cleric 13/Blackguard 2: CR 8;
Medium humanoid (elf: HD 2d6=4 plus
1348426 plus 2diora: hp no: Init 8
Spd 30 fl; AC 28 (ouch 17, flat-footed
gh Baso Atk +32; Grp igi Atk 7
melee (1184 plus 6 electricity, +9
Shocking burst morningstary Ful Aik+17/ 12/47 melee (id8+4 plus 146 elec-
tricity, +7 shocking burst morningstar’
SA rebuke undead, smite goad, sneak
dark blessing, detect good, drow traits,
evasion, poison use: SR 28; AL CE; SV
Fort vg, Ref +13, Will +17; Sir 13, Dex
18, Con i, Int 18, Wis 24, Cha 20.
‘Skils and Fears: Balance +1, Bluff
+6, Concentration +18, Diplomacy
427, Digguise +5 (+7 acting), Cather
Information +10, Heal +22, Hide +2,
Imimidate +14, Knowledge (religion) 9,
Listen +14, Move Silently +12, Search +n
Sense Motive +2, Splleraft +19, Spot
+14, Survival 47 (4g following tracks),
Tumble +7; Cleave, improved Inttive,
Improved Sunder, Power Attack, Scribe
Scroll, Weapon Focus (morningstar
Languages Known: Abyssal, Common,
Draconic, Drow Sign Language, Elven,
Undercommon.
Rebuke Spiders: 8/day as 13th
level cleric
Rebuke Undead: 8/day as r3th-
level cleric
Smite Good: Once per day Danifae
may add +5 t0 attack and +2 damage
against a good target
Dark Blessing: Danifae adds her
Charisma bonus to her saving throws
{already figured in to the save modi
fiers above)
Drow Traits: +2 racial bonus on Will
saves against spells and spel/-ike abil
ties, darkvision 120 ft. immune to sleep
effects, 12 racial bonus to saves vs.
enchantment spells or effects
Evasion: Takes no damage on 9
successful Reflex save against an
effect that allows a Reflex save for
half damage.
Poison Use: Dani is siled in the
se of poison and never risks acciden
rally poisoning herself when applying
poison ro a Bade
Blackguard Spells Prepared
(2): 1s1—cure light wounds, doom.
amtack +1d6, spells, spell-Ike abilities; SQ
Cleric Spells
Prepared (6/741/741/6s%/5-1/
44i/get/ans, base save DC of 17 +spell
level: During the events described in
the War of the Spider Queen serie
Danifae does not receive spells from
Lolth and cannot prepare any of her
cleric spells. Domains: Evil (evil spells +1
caster levell, Spider: (rebuke spiders and
spiderike creatures.) The Spider demain
appears in the Forcorrew Realms
ampaign Sertng.
Spell-ike Abilties: 1/day—dancing
lights, darkness, faerie fire. Caster level
1gth. The save DCs are Charisma-based.
Possessions: +3 shocking burst
‘morningstar, +3 elven chain, +2 buck-
ler, 49 ring of proreciion, +2 ring of
resistance, amulet of health +4, gem of
wisdom +4, cloak of elvenkind, boots
of elvenkind, backpack, bedroll, and
routine supplies.
eeu)
Caen
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Sa
aphraezl,
ted Blade of the
Jaezred Chaulssin
\Nimor is the mast talented and deadly
assassin of the Jaezred Chaulssin, a
secretive, hidden order of assassins
He and his fellows claim descent from
the ruling House of the ancient city of
Chaulssin, the City of Wyrmshadows.
Little more than a forgotten ruin today,
it overhangs a tremendous abyss
through which cold wind perpetually
vewn.paizo.comjdragon 79screams. Reduced 10
a mere handfl of dragon
Hooded sorcerers and assassins, the
surviving lords of Chaulssin founded
nninor Houses and sacret guilds of
assassins i other drow cities.
‘The Anointed Blade is traditionally
the single strongest, deadiest, and most
clever assassin of the House. Nimor
believes that in order to ‘save the dark
«lves From the madness and tyranny of
Lolth, drow society must be shattersd,
I cities fall and thousands of érow die,
‘hen iF must be borne, since misery and
éisaster wil turn the drow away from
Lolth and to other drow deities. He's
viling 10 3k centuries of weakness,
enslavement, ard uniold suffering for
the drow in order to root out Lolth's
power over the race and raise the
Javzred Chaulssin asthe secret masters
ofa drow sociely shaped to their Bing,
Nimor uses a variety of guises,
most magical in origin. He most often
appears as a slender, almost boyish
drow male of siiking gocd looks, with
the easy grace and blinding speed of
professional duelst. He favors the role
‘of a noble rake, and ean pass himself
«ff as a highbom lad of a great House
with ease. He aso cultivates practi
40:
hp 1395 nit +12; Spd 30 Ft, fly 6o ft
average): AC 33 (touch 2, flat-footed
a5) Base Atk +2 Grp +21 Atk +26
melee (id64+15/15-20 plus 1d6 or idio
cold, +4 heen icy burst repier\ or +24
melee (id4s9, claw Full Aik +24/9/
“n4 melee {65 /15-20 plus 145 or
80 August 2004
viio old, 94 keen doy burst repien)
and 422/47 melee (wl47/17-20, +3
heen venomous dagger), or +2121
melee (idaio. claws) and 116 melee
(116+4, bite): SA breath weapon, death
attach, snezk attack +700, spels, spl
file ablities; SQ drow trails, evasion,
half-dragon traits, hide in plan sigh,
improved uncamy dodge, poison use;
SR 27; AL CE; SV Fort +20, Ref +26,
Will ris; Str 28, Dex 26, Con 2, Int ig,
Wis 13 Cha ig.
Skits and Feats: Balance +16,
Buff «17, Climb +19. Diplomacy
+2, Disable Device +10, Disguise
+1 (4g when acting), Hide +33,
intimidate +8, Jump +19, Listen +2,
Move Silently +28, Open Lock +15,
Ride 12, Search +21, Sense Motive
+0, Spot =18, Swimm 1g, Tumble
#16; Blind-fight, Combat Reflexes,
Improved Critical (rapier), Improved
Initiative, Improved Two-Weapon
Fighting. Iron Will, Two-Weapon
Fighting, Weapon Fecus (rapier),
Weapon Specialization (rapier).
Languages Known: Abyssal, Common,
Draconic, Drow Sign Language, Elven,
Undersommon,
Breath Weapon: Once per day,
Nimor ean breathe a 30-foot cone that
bestows ide negative leve's. A success-
ful DC 1g Retlex save reduces this by
half. A DC 15 Fortitude save removes
the negative levels after 2q hours,
Death Attack: If Nmor studies an
opponent for 3 rounds and then mikes
a successful sneak attack with a meee
‘weapon, he can kill o paralyze his for
Unless the victim succeeds at 2 DG 23
Fortitude save: even i thin save is suc:
cessful, the victim stil suffers sneak
arack damage.
Drow Traits: +2 racial bonus on Will
saves against spells and spell-tike abil-
tig, darkvision wo fr, immune to sloop
elfects, +2 racial bonus to saves vs.
enchaniment spells or effects.
Half-Dragon Traits:
Low-light vision 6o ft, immune
to sleep. paralysis, and energy drain
Hide in Plain Sight: Nimor can use the
Hide skil even while being observed.
improved Uncanny Dodge: Retains
Dex onus fo AC when fla-fooied or
attacked by an invisible Foe, can no
longer be flanked except by a rogue of
ih level or higher
Poisen Use: Nimor'sskiled in the
use of poison and never risks acciden-
faly poisoning himself when applying
poison to a blade.
‘Saye Bonus Agoinsr Poison: Ni
assassin levels confer +4 bonus on
saves against poison,
Assassin Spells Known (a/a/a/s.
base save DC 14 + spell level: 1st—
disguise sell ghost svund, obscuring
mst, true siike; 2nd—alter sell, dark-
ness, invisitilty, pass without trace;
ari-deep slumber. false ike, misdi-
rection, nondetection: ath-freadom of
movement, greater invisibility, poison.
Spell-ike Abilities: 1/day—dancing
lights, darkness, faerie fire. Caster level
6th, The save DCs are Charisma-based.
Possessions: +4 keen icy burst
ropier, 13 heen venomous dager, arms
of the Jaezred Choulssn, belt of giant
strength +4, bracers of dexteriy +6,
amulet of health +6, 19 ring of protec
tion, pivatw oF resistance +4, ring
of shadows, boots of elverkind, drow
use signa. ©——
HALF-SHADOW DRAGON:
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ww paizo:by Aaron Williams “Welle, darkness, ny old friend..." - Simon & Garfunkel
c “Lattack the darkness!" -The Dead Alevives
4G “DISPEL. NAGI”
IT TOOK OUT THE
CONTINIAL FLAME
‘SPELLIN OR
‘TERNWYRMWORKS
A HORDE OF DRAGONS
illustrated by David Day
by Ed Greenwood
he fair city of Silverymeon
Te with small, eccentric,
poor'y publicized boutiques that
sell fscinating wares, Frant parlors
host some of these, and many have no
ff street sign, or only the most ciscreet
advertising. One of the most fascinating
of these shops is “the Wyrmworks.” an
} ¢sfablshment that’s been open for
| barely @ year on Many Cats Lane in
Northbank (the older part oF the ciy
north of the River Rauvin).
‘The Wyrmworks specislizes in sales
cf dragon Fangs, scales, tlood, and
preserved eyes, tails, talons, and pieces
of wing. lis proprietors ako sell maps
to (and of) known dragon lairs and rent
cut a magically preserved ane animated
red dragon head.
WHAT MEETS THE EYE
The shop is one of the more
spectacular in the Foroorten Rests
The huge prese-ved wing of a blue
éragon dominates the wirsowless
chamber whose vaulted stone ceiling
‘wouldt be out of place in a temple.
The wing stretches cut ina grand
curve from the door to the stairs on
the right (e lancing from which the
cellar stairs go down and the steps to
the living quarters of the owners and
their guards ascend) around the back
oF the room to the door to the
workshops on the lel
Beneath the sheltering magnficence
of this great wing, the back wall of the
shop contains a dozen maps to dragon
Isirs-colorful items of pure fancy
painted for their looks, with small round
scenes of points along the way
superimposed on a verdant landscape
marked with the trail the lair. Smaller
Copies of each of these maps—sans
tnost of the painting-are for sae,
sored in rothé-horn tubes in racks
beneath each map. The top of each
rack supports small. mirrored lamp
‘whose angled penes serve to reflect
and throw all of the lamplight up onto
the map above.
The back roon holds more expensive
and detailed maps, available only to
those who ask for them. Dragon blood
and organs are handled in the same
‘way. It should be noted that the seller
never leaves customers aione in the
shop and rings 2 bello summon other
staff to fetch such items.
‘The central counter is surrounded
by an open aisteway that allows
customers io Freely walk about and
view wares, a ring-shaped affair
‘whose wooden walls are split, ust
below the countertops, by shallow glass
diplay cases containng small pieces of
dragon remains (mainly fengs) and
trophies of rusty treasure and broken
‘weaponry, skulls, and the like from
victims oF failed adventurers brought
back from dragon lars. Ary dragon
shulls available for sale hang suspended
from tho coiling like the lamps thar
illuminate the shop), usually directly
above the central sales counter.
Considered trade secrets at the
Wyrmmworks, cleansers and preserva~
tives For dragon remains-mosily a
variety of plant oils-are never
offered for sale or identification. The
sales staff tells persistent customers
who went to know such things, "We
leave such matters to experts who
desire to keep their work a mystery,
and we dare nor offend them lest we
lose access to their services.”
The usual centerpiece of the shop
display is Ol Roaring Reg, the
famous preserved red dragon head. I's
usualy mounted on its own glossy,
carved wooden srand off 1p one side
(the owners discovered that placing it
front and center 10 confront buyers
caused a lot of folk to promptly turn
around and fave. Ifthe dragon head
is rented out, the splendid snarling
head of som fanciful, unknown sort of
dragon, erated of shining slectsum by
Uraerik Thaurongol (a dwarven
creftsmith of Everlund), is displayed in
its place. Nether head is for sale, but
smaller and less ornate metal replicas
(made by lesser dwarven smiths of
Silverymoon) are sold for 200 10 400
_gp each, depending on size andappearance. They're kept in a back
room until requested
The two floors of living quarters
above the shop sport balconies, bay
windows, and slate roofs, Levers at
varicus places in thei fleors allow
persons above to drop down
portculisike bars ro wall ofall
doorways in the shop below-something,
done at any time of night or éay when
suspicious noises are heard from the
shop, during delivers, or whenever
the shop ts closed and the owners?
bodyguards are unavailable
‘TRADE AT THE WYRMWORKS
Business at the shop began slowly—
prices for dragon remains tend to be
high, and the number of persons ale
to use them for more then decorative
‘ornaments is relatively lew-but has
become so brisk in the last “ew months
that the owners are contemplating,
‘opening a branch office in Waterdeep,
Dragon remains are rare and
dangerous to obtain: There's the
riffing matter of slaying a dragon, the
miner annoyance of burehering a
cottege-sized carcass before
something hungry comes along, to
devour it, and then transperting what
you've carved off before it rots
Usually through difficult terrain in
remote areas. Prices rise and fall with
availability of desired dragon parts,
but haggling determines all sale prices.
The owners of the Wyrmwvarks
sharply raise prices if they think @
potential Buyer is apt to become a
danger to them or the wider Realms
‘once furnished with dragon remains. A
Red Wizard of Thay or nenber of the
‘Arcane Brotherhood is charged far
‘more than a mage of Silverymoon
‘whose character is known 10 ihe
selles, fr example. Searci'y in the
face of demand also raises prices.
‘hen buying such materials from
adventurers, the Wyrmwores typically
pays 50% 10 75% of current sale
prices, wth 60% being the norm
RORYK AND DELGRATH
‘The owners of The Wyrmworks are two
white-haired, paunchy, grurt, and
successful old adventurers who are
crazy about dragons, They love to hear
rales of cragon sightings, hunts,
slayings, and batlles~and try 10 keep
abreast of which dragons are currently
lairing and hunting where, Sonstant
companions and firm business partners
the two men live above the shop and
staff itn shits, their bodyguards
acing as fetch-and-carry assistants.
Rory (CG male human Firg) is
slightly kinder and Delgeath (CN male
hunan Sorn) more iraseible, but both
ane worldwise veterans who keep
abreast of news and possible perils.
Reryk and Delgrath employ a maid—a
trusted, sharp-fongued, and attentive
human woman named Alrue, Ths tall
and rargy, dusky-skinned beauty hoils
from Calimshan, and assists “the Old
Boys” in preparation of materials,
sesing to customers, and keeping all
fleors of the Wyrmuorks clean. in a
stainless steel flask, Alruc alway
carries a potion of invsibiliy they've
given her, and fs under orders to use it
if she ever observes a theft or break-in
(to try to identity and follow the
culprits, and then report a3 3000 3
pessible to Roryk and Delgrath)
‘OLD ROARING RAGE
During their adventuring days, the
‘owners of The Wyrmworks found this
magicaly-preserved and arimated red
dragon head among the furnishings of
‘an abandoned wizards tower. They
have no idea what magic powers keep
in suppte and looking Hele, and
couldn’ repair or replace it if anything
happered to it Roryk gave the head ts
present nickname
Old Roaring Rege is about the size of
sic human beads and appears te have
come from a young adull red dragon
The head has the same features today
fas when found: is crafters and origiral
purpose remain mysteries
‘Old Roaring Rage has been hollowed
cout inside and fitted wih a headband end
shoulder-rest harness so a strong human
‘can wear it.The neck turns, and the
scales and stn shift when such move-
iments occur, a9 i ving muscles moved
beneath. The jaw articulates, the tongue
‘moves and looks damp, and the lips can
draw back from the testh in an
expression of rage (although the nostri
dort Mare), The cragn eyes are
anificil—alfhough they look real~and
move in tandem to follow the direction of
the wearer's head or lever
‘Another lever works the jaws to move
in time with speech, Words said into. 2
short speaking-tube inside the head are
rnagicaly deepened, amplified, ard made
to sound wet and hissing in character.
Two faintly-glowing words are
graven inside the head: “Raulihus” and
*Torthan.” Saying the forme causes the
head to seem awake and alive, even
‘when unattended, it appears to breathe,
it yawns dightly From time to time, it
turns from side to side and the eyes
seem to poer ebout-although of course
it dossn’t respond to events or
movements around it, Sayirg "Torthar
28 the head to seem aseen: the
eyes sag closed and stay that way, i
breathes slowly and deeply, and i
coccasionaly growls softly in its throat
and shifts postion sightly. Saying
either word a second time ends its
magical animation.
The Wyrmworks rents out Old
Roaring Rage for 100 gp per day
Faint illusion and necromancy: G.
sthi Craft Wordrous tem, gentle
repose, major image; Price 2600 gp
Weight 6o Ib.
ELMINSTER'S NOTES
Ah, ihe ironies of life pile swift and
deep when one talks of the Wyrm
sworls! Know ye what Rerys snd
Delgrath do net: that Alrue Crownshiekd
is ne Calishite at all but a song dragon!
(An “adult” of that species, | believe.)
Although Alrue loves her employers,
she covertly works fo fail cepredations
against dragorkind by drawing
deliteratdy incorrect dragon-air maps,
which she sells (through intermediaries)
back to her employers. Alrve's maps
‘omit traps and warning telales she
knows of, or nisdirect adventurers
following them into other perts along
‘the way. She's careful to employ
different styles of mapping, varying
inks and the materials she draws en,
‘and is careful never fo sugply 100
many maps and so dominate the stock
at the Wyrmvorks,
‘We've spoken together, and she told
re she’s content with er ffe-when
fever she grows restless or angry, she
takes dragon form when ste can ¢0 50
unobserved and dives down 10 give the
‘Old Boys from the shop a ‘right. Once,
desiring litle vacation, she invented 2
theft and spent some days wandering
Siiverymoon “investigaing it” (really
seeing who was in town, hearing gossip,
and fooking at all the latest shops,
goods, goings-on, and fashions). ©