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Issue Number 21

May 2014

Contents% in lair, by Stuart Marshall 3New Character Races, by Stuart Marshall 4-16Combined Combat Chart, by Steve Wachs 17How Much Experience Did We Get For That Dragon?, by Ardano Silverbow

18-20

Magical Miscellanea, by C. Wesley Clough 21-22Glarck's Remote Spell Books, by Bryan Fazekas 22-23Ride the Lightning, by Ian Slater 24-27Monsters of All Sizes, by R. N. Bailey 28-32The Wizard's Laboratory, by Marco 33-58The Conjurer, by Ian Slater 59-65Lake of Sorrows, by Steve McFadden 66-86Open OSRIC License 87Open Game License 87-88Cover art is copyright © 2012 by Raven Krupnow, used under the CC-BY-NC-SA 3.0see http://creativecommons.org/licenses/by- n c-sa /3.0/Raven Krupnow's art can be viewed at http://sky-byte-haiku.deviantart.com/

The StaffPublisher Steve YatesAssociate Editor Nicholas PartridgeAssociate Editor Ron RedmondSubmissions Manager Nicholas PartridgeTitle Graphics Jim LassiterGraphics Editing Steve McFaddenDesign & Layout Stuart Marshall

Footprints is published by Dragonsfoot. It is available at the Dragonsfoot website for download; visithttp://www.dragonsfoot.org/ft/ to download other issues. The rights to all material published herein revertto the author(s) of said work upon release of this issue. Articles may be submitted by email [email protected] (please, don't submit articles by Private Message in the forums). Don't forgetto include your "byline," i.e. how you wish to be credited.

Dungeons & Dragons, Advanced Dungeons and Dragons, D&D and AD&D are owned by Wizards of theCoast and their use here is not intended as a challenge to their ownership of that copyright. All materialsare used here without their permission.

All other material copyrighted to the listed author or artist, and used by permission.

Footprints — page 2 — Number 21

by Stuart Marshall

I'm very pleased to be introducing Footprints#21, which is our second double-length issuein a row. It's packed with excellent materialfor your campaign.

Speaking of campaigns, I've often thoughtthat there's a lot to learn about how todesign an AD&D campaign in the TravellerRPG.

Apart from the fact that they're both RPGs,the connection between AD&D and Trav-eller isn't obvious. It's not just that sciencefiction and fantasy are quite separatethings; it's also that Traveller is on a com-paratively huge scale, with the playershopping across parsecs from world to worldwhile in AD&D, players move on a scale ofmiles and changing kingdoms or continentsis a relatively big deal. On a Traveller star-ship, turns take a week and are quicklyresolved, so you can easily play through ayear of your character's life in one evening.Traveller feels very "zoomed out" comparedto AD&D.

But different in scale though it is, Traveller'sdesign is instructive. In the Traveller systemyou can fully define a character (PC orNPC) on two lines of text, like this:

John Smith (756A95) Cr 1,000 Pilot-2 Navigator-1 Vacc Suit-1 Body pistol

And you can fully define a planet on asingle line of text, like this:

Tattooine D-860401-9 Desert G

Because these stats are so concise, you canwrite up hundreds of worlds and thousandsof people on a few sheets of paper. Andindeed, Traveller's publishers literally did thisin two small-format 32-page booklets (Supp-lement 1, 1001 characters and Supplement3, The Spinward Marches). And becausethey're so quick to generate, all you need is

an Excel spreadsheet to create a sector (aregion of space that probably contains 400-500 worlds) of your own. Hobbyist-level pro-gramming skills will not just generate theseplaces but populate them and map themas well. And nowadays, of course, there arewebsites that will do it all for you auto-matically.

Now, stats this quick have two conse-quences for a RPG.

First, they require quite a lot of interpretationon the fly. The digits I've come up with forTattooine say it's about Earth-sized, with abreathable atmosphere, no oceans, a pop-ulation of tens of thousands, no formalgovernment and very little effective law.Local tech levels are in excess of Earth's butnot sufficient to build starships on site, andthe starport offers only basic facilities.

The thing is that those stats could alsodescribe Hoth. Traveller UWP stats don't listthings like surface temperature, weather oralbedo. The GM ("Referee") is expected tofill in the details in play.

But second, they mean that you cangenerate a lot of content the players don'tinteract with. Content is "cheap" to pro-duce, if you like. If the players never visit it,then hey ho, it only took a minute or amouse-click to generate.

Contrast this with published adventureswhere there was a lot of effort spent onadventure design. S1 Tomb of Horrors is agood example of this approach: each roomtook a lot of creativity and had to bethought up, described, and illustrated. Andtherefore the players are forced to interactwith each room. That much design effort isnot to be wasted: it's "expensive" to pro-duce. After all, who has enough spare timeto write up and illustrate five hundred-wordrooms that the players won't bother to visit?

And another thing: this "expensive" contentis quite fully-described in the text, so there'snot so much need for GM creativity andinterpretation in play. Traveller-style contentgives the GM plenty to do.

I suppose what I'm saying is, when you're de-signing a campaign, beginning with somequick, procedurally-generated content is anexcellent starting point. Then, of course, asTraveller's designers did, you add hand-crafted hooks pointing to hand-generatedmaterial.

I'd like to invite anyone who can come upwith a quick way of procedurally generatingand populating AD&D wildernesses/hexcrawls to write it up and submit it to Foot-prints!

Footprints — page 3 — Number 21

New Character Racesby Stuart Marshall

Sun-lander/Citizen of the Celestial Empire byLuigi Castellani, edited by Stuart Marshall.The following text is OSRIC ReferenceContent.

Author's notes: Firstly, not everyone likes levellimits. This article mentions level limits fairlyoften, but gaming groups that prefer to omitlevel limits will probably still find the optionalrules that follow well-suited to their games,because they provide a basis for humans tomulti-class.

Secondly, this article refers to someadditional classes that are not in the OSRICCore Rules: Barbarian, Cavalier, Kung FuMonk, Troubadour, and Witch. The Kung FuMonk and Troubadour appear in Footprints#19 and the Witch appears in Footprints#20. If the GM does not have versions of theBarbarian and Cavalier in play, he or she willobviously choose to disregard these refer-ences. (OSRIC versions of the Barbarian andCavalier are likely appear in forthcomingpublications—perhaps a little toned downfrom the classes Gary Gygax published.)

HUMAN SUB-RACES

Northman

A hearty and strong barbarian race fromthe frozen north, representing various literaryarchetypes such as Howard's Cimmerians orLeiber's Snow Clans. If the optional heightand weight tables are used, increase theirheight by two inches and their weight byten pounds. They receive a bonus of +1 totheir initially-rolled strength score to amaximum of 19.

Northmen are experts with the axe, swordand spear, and receive a bonus of +1 "to hit"with these weapons in hand to handcombat.

In youth, Northmen are taught to paint theirfaces and bodies with semi-magicalpatterns of woad that protect them. Whilewearing the paint, a Northman receives abonus of +2 to saving throws against aimedmagic items, petrifaction/polymorph, poisonor paralysis, and spells.

A PC Northman may be an assassin,barbarian, cleric, druid, fighter, ranger, thief,troubadour or witch. He or she may alsomulti-class as a barbarian/thief, cleric/fight-er, cleric/ranger, fighter/assassin, fighter/thief, or fighter/witch.

Northmen speak their native tongue andtheir alignment language. PC Northmenlearn the Common tongue before playbegins; deduct one language from themaximum number the character ispermitted to learn by virtue of his or herintelligence. If the character's intelligence isinsufficient to learn Common before playbegins, then he or she still learns it, butspeaks Common poorly and with a thickaccent, and cannot read or write.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Northman is not a valid choice forthe character:

Strength 8/19Dexterity 3/18Constitution 8/18Intelligence 3/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 10Barbarian UnlimitedCavalier N/ACleric 4Druid 7Fighter UnlimitedIllusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger 11Thief UnlimitedTroubadour 8Witch 6

Southman

An educated and civilised race from thesouth, regarded by Northmen as effete anddecadent. They represent literary arche-types such as Howard's Stygians or Lewis'Calormenes. They receive a bonus of +1 totheir initially-rolled intelligence score,allowing a maximum of 19.

Southmen are adept priests and, partic-ularly, mages. A Southman mage orillusionist character receives a bonus of +5%to their chance to understand a previouslyunknown spell, and will begin with oneadditional spell known (over and above thefour known to characters from otherbackgrounds). The Southman may choosethis spell.

Footprints — page 4 — Number 21

A PC Southman may be an assassin,cavalier, cleric, fighter, illusionist, magic user,thief, troubadour or witch. He or she mayalso multi-class as a cleric/assassin, cleric/cavalier, cleric/fighter, cleric/thief, cleric/fighter/magic user, fighter/illusionist, fighter/magic user, fighter/thief, fighter/witch,fighter/magic user/thief, magic user/thief,thief/witch, or witch/assassin.

Southmen speak their own language, theiralignment tongue, and as many languagesas their intelligence score permits. PCSouthmen learn the Common tonguebefore play begins; deduct one languagefrom the maximum number the character ispermitted to learn by virtue of his or herintelligence.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Southman is not a valid choice forthe character:

Strength 3/18Dexterity 3/18Constitution 3/18Intelligence 9/19Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 8Barbarian N/ACavalier 7Cleric 7Druid N/AFighter 6Illusionist 6Kung fu monk N/AMagic user UnlimitedPaladin N/ARanger 11Thief UnlimitedTroubadour 7Witch 7

Amazon

An olive-skinned, dark-haired racerenowned for their women warriors. Ama-zons are nimble and hardy, and receive abonus of +1 to their initially-rolled dexterityand constitution scores, allowing amaximum of 19 in both characteristics.Amazons make attacks with a pulled bow,spear or javelin at +1 "to hit".

A PC Amazon may be an assassin,barbarian, cleric, druid, fighter, ranger, thief,troubadour or witch. He or she may alsomulti-class as a barbarian/thief, cleric/

assassin, cleric/fighter, cleric/ranger, cleric/thief, fighter/thief, fighter/troubadour, fight-er/witch, ranger/thief, ranger/witch, thief/troubadour, thief/witch, or witch/assassin.

Amazons speak their native tongue andtheir alignment language. PC Amazonslearn the Common tongue before playbegins; deduct one language from themaximum number the character is per-mitted to learn by virtue of his or herintelligence. If the character's intelligence isinsufficient to learn Common before playbegins, then he or she still learns it, butspeaks Common poorly and with a thickaccent, and cannot read or write.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Amazon is not a valid choice for thecharacter:

Strength 6/18Dexterity 7/19Constitution 8/19Intelligence 3/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 7Barbarian UnlimitedCavalier N/ACleric 6Druid 6Fighter UnlimitedIllusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger UnlimitedThief UnlimitedTroubadour 6Witch 9

Atlantean

A race originating from a remote island orcontinent, which in some milieux will havesunk beneath the waves (or be fated to doso in future). Atlanteans are a long-livedrace representing literary archetypes suchas Howard's Atlanteans or Tolkein's Dúne-dain and Númenóreans. If the optionalheight and weight rules are in play, increasetheir height by four inches and their weightby ten pounds. They receive a bonus of +1to their initially-generated wisdom andcharisma scores, allowing a maximum of 19in both characteristics.

Footprints — page 5 — Number 21

Atlanteans speak their native tongue andtheir alignment language. PC Atlanteanslearn the Common tongue before playbegins; deduct one language from themaximum number the character ispermitted to learn by virtue of his or herintelligence.

A PC Atlantean may be a cavalier, cleric,fighter, illusionist, kung fu monk, magic user,paladin, ranger, thief, troubadour or witch.He or she may also multi-class as acleric/fighter, cleric/cavalier, cleric/magicuser, fighter/illusionist, fighter/magic user,fighter/troubadour, fighter/witch, magicuser/thief, thief/witch or troubadour/thief.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Atlantean is not a valid choice forthe character:

Strength 3/18Dexterity 5/18Constitution 3/18Intelligence 7/18Wisdom 9/19Charisma 9/19

Level limitations:

Assassin N/ABarbarian N/ACavalier 6Cleric 9Druid N/AFighter 7Illusionist 7Kung fu monk N/AMagic user 7Paladin 6Ranger UnlimitedThief UnlimitedTroubadour 7Witch 7

Citizen of the Celestial Empire/Sun-lander

People from the far east, citizens of acenturies old bureaucratic empire spanninga remote eastern continent. The CelestialEmpire is a fantasy version of Imperial Chinaas portrayed in martial arts movies. TheSun-Lands are famous for their mystic phil-osophies. These easterners are physically avery varied people with skin tones rangingfrom tan to golden. Eyes are usually brownor black, green being a rarity, with epican-thic folds. Hair is uniformly black andsmooth. They receive no adjustment to theircharacteristic scores.

Sun-Landers and Citizens of the CelestialEmpire speak their own language, theiralignment tongue, and as many languagesas their intelligence score permits. PCeasterners learn the Common tonguebefore play begins; deduct one languagefrom the maximum number the character ispermitted to learn by virtue of his or herintelligence.

A PC easterner may be an assassin,cavalier, cleric, fighter, kung fu monk, magicuser, thief, or witch. He or she may alsomulti-class as an assassin/kung fu monk,cleric/kung fu monk, fighter/kung fu monk,kung fu monk/magic user, kung fu monk/thief or kung fu monk/witch. In the Sun-Lander culture, assassin/kung fu monks arecalled "ninja" and cavaliers are "samurai".

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of sun-lander is not a valid choice forthe character:

Strength 3/18Dexterity 5/18Constitution 5/18Intelligence 3/18Wisdom 5/18Charisma 3/18

Level limitations:

Assassin UnlimitedBarbarian N/ACavalier 6Cleric 9Druid N/AFighter 7Illusionist N/AKung fu monk UnlimitedMagic user 9Paladin N/ARanger N/AThief UnlimitedTroubadour N/AWitch 9

Pict

Picts in OSRIC resemble Howard's Picts orTolkien's Woses. They are small, swarthypeople of primitive culture. If the optionalheight and weight rules are in play, de-crease their height by three inches and theirweight by ten pounds. They receive a bonusof +1 to their initially-generated constitutionscores, allowing a maximum of 19.

Footprints — page 6 — Number 21

All Picts have the innate ability to Hide inShadows and Move Quietly. If the Pict is athief or assassin, then he or she receives abonus of +15% to these skills. If not, he or shehas a 25% ability in each skill, provided he orshe is not wearing metal armour. Picts canalso track as a ranger does. If the Pict is aranger, then he or she receives a bonus of+5% to tracking ability. If not, he or she cantrack in outdoor settings only, with base a25% chance of success.A PC Pict may be an assassin, barbarian,druid, fighter, ranger, thief, or witch. The Pictmay multi-class as a barbarian/thief, fighter/assassin, fighter/thief, fighter/witch, ranger/thief, ranger/witch or thief/witch.Picts speak their own tongue, theiralignment tongue, and player characterPicts can speak Common (although manyNPC Picts do not). They can also com-municate via trail-signs and smoke signals.Picts may learn up to three additionallanguages if their intelligence permits.

Racial Limitations:Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Pict is not a valid choice for thecharacter:Strength 7/18Dexterity 6/18Constitution 8/19Intelligence 3/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 6Barbarian UnlimitedCavalier N/ACleric N/ADruid 5Fighter 6Illusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger 9Thief UnlimitedTroubadour N/AWitch 7

GNOME SUB-RACESThe following gnome sub-races are looselybased on Irish myth. They have the abilitiesdescribed under "Gnome" in the OSRIC corerules, except as amended hereafter. Inother words, they receive bonus savingthrows, combat benefits against koboldsand goblins, defensive adjustments against

giant-like creatures, infravision, and specialabilities in relation to stonework and miningas all generic gnomes do.

Fir BolgDark-haired and swarthy-featured, the FirBolg are the doughtiest fighters among thegnomish people. If carrying a small leathersack full of soil, the Fir Bolg can enlarge him-or herself once per day, doubling his or herown height, increasing his or her mass andthe size of any clothing, armour and wea-pons proportionally. Changing size takes notime, so the Fir Bolg can act normally in theround he or she chooses to change. Theeffect lasts for 1 turn (10 melee rounds). In their natural (non-enlarged) state theyget -1 str, +1 dex; enlarging reverses this to+1 str, -1 dex (so the enlarge powereffectively gives them +2 str and -2 dex).A PC Fir Bolg may be an assassin, cleric,fighter, illusionist, thief or troubadour. The FirBolg may multi-class as a fighter/illusionist,fighter/thief, fighter/troubadour, illusionist/thief or troubadour/thief.Fir Bolg speak the following languages:Common, dwarfish, gnomish, goblin, halflingand kobold. They can also commun- icatewith burrowing mammals, and can learn upto two additional languages if theirintelligence score allows.

Racial Limitations:Minimum/maximum ability scores (afteradjustment for race, in their natural,non-enlarged form); if the ability scoresrolled do not fall within these limits, then therace of Fir Bolg is not a valid choice for thecharacter:Strength 7/18Dexterity 3/18Constitution 8/18Intelligence 6/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 8Barbarian N/ACavalier N/ACleric 7Druid N/AFighter 8Illusionist 5Kung fu monk N/AMagic user N/APaladin N/ARanger N/AThief UnlimitedTroubadour 5Witch N/A

Footprints — page 7 — Number 21

Fir Domnan

Red-haired, freckled and fair-skinned, the FirDomnan are the smallest of the gnomishsubraces. They are clever artisans and oftenhave clerical and/or illusionist powers. Theytake a penalty of -1 to their strength andconstitution, and gain a bonus of +1 to theirintelligence and wisdom. Their wisdom mayreach 19, but their intelligence is restrictedto 18.

A PC Fir Domnan may be an assassin, cleric,fighter, illusionist, thief or troubadour. The FirDomnan may multi-class as a cleric/illusionist, cleric/thief, illusionist/thief ortroubadour/thief.

Fir Domnan speak the following languages:-Common, brownie, dwarfish, gnomish,goblin, halfling, kobold, leprechaun andpixie. They can learn up to two additionallanguages if their intelligence score allows.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Fir Domnan is not a valid choice forthe character:

Strength 6/17Dexterity 5/18Constitution 8/17Intelligence 7/18Wisdom 7/19Charisma 3/18

Level limitations:

Assassin 7Barbarian N/ACavalier N/ACleric 8Druid N/AFighter 7Illusionist 8Kung fu monk N/AMagic user N/APaladin N/ARanger N/AThief UnlimitedTroubadour 6Witch N/A

Gáilióin

Gáilióin are the largest of the gnomishsubraces (as big as a dwarf). Male Gáilióinare almost always bearded. Gáilióin favourspears and javelins as weapons. They take

no stat modifications. Gáilióin are relativelyprimitive, and some sages think they may bean ancestral gnomish type. They are friendsof earthworms and caterpillars, and oftenhave little creatures wriggling in their beardsor hair.

Gáilióin have an affinity with moles andbadgers. At first level, the Gáilióin mayshapeshift into a mole once per day; thetransformation lasts 1 turn plus 1 turn perlevel. Upon attaining third level in any class,the Gáilióin may shapeshift into a badgerinstead, and upon attaining fifth level in anyclass, into a giant badger. This shapeshiftworks like the druidic power, except that theGáilióin does not recover any hit points bychanging shape.

A PC Gáilióin may be an assassin, druid,fighter, thief or troubadour. He or she maymulti-class as a druid/fighter, druid/thief,fighter/thief, fighter/troubadour ortroubadour/thief.

Gáilióin speak the following languages:-Common, dryad, dwarfish, faun, gnomish,goblin and treant. They can learn up to twoadditional languages if their intelligencescore allows.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Gáilióin is not a valid choice for thecharacter:

Strength 6/18Dexterity 3/18Constitution 8/18Intelligence 7/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 8Barbarian N/ACavalier N/ACleric N/ADruid 12Fighter 7Illusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger N/AThief UnlimitedTroubadour 5Witch N/A

Footprints — page 8 — Number 21

DWARF SUB-RACES

The following dwarf sub-races are looselybased on Slavic myth. They have theabilities described under "Dwarf" in theOSRIC core rules, except as amendedhereafter. In other words, they receive bo-nus saving throws, combat benefits againstkobolds and goblins, defensive adjustmentsagainst giant-like creatures, infravision, andspecial abilities in relation to stonework andmining as all generic dwarfs do.

Domovoy (pl. Domovye) (good-aligned), orDvorovoy (pl. Dvorovye) (evil-aligned)

These are the hearth-dwarfs, living inburrows under human houses. They havesleeping places either under the threshold orfront step, or under the fireplace or stove. Ifthey are hungry, they will do householdchores in return for a gift of salted bread.

Domovye and Dvorovye gain a bonus of +2to their initially-generated constitutionscores, and suffer a penalty of -1 each todexterity and charisma. Their constitutionmay reach a maximum of 19.

A PC Domovye may be a cleric, fighter,thief or witch and may multi-class as acleric/fighter, cleric/thief, fighter/witch orthief/witch. A Dvorovye may also be anassassin, cleric/assassin or fighter/assassin.

Domovye and Dvorovye speak the followinglanguages:- Common, dwarfish, gnomish,goblin and kobold. They can learn up totwo additional languages if their intelligencescore allows.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Domovye/Dvorovye is not a validchoice for the character:

Strength 8/18Dexterity 3/17Constitution 12/19Intelligence 3/18Wisdom 3/18Charisma 3/16

Level limitations:

Assassin 7Barbarian N/ACavalier N/ACleric 7Druid N/AFighter 10Illusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger N/AThief UnlimitedTroubadour N/AWitch 7

Leshiy

These are forest-dwarfs, living well awayfrom human lands. Their beards are made ofivy, and they carry clubs. Some tribes pluckout one eye, and others have small horns ontheir heads. Male Leshiy are not well-likedamong humans because of their lust forhuman women. They are rumoured tokidnap maidens.

Leshiy gain a bonus of +1 to theirinitially-generated wisdom and constitutionscores, and take a penalty of -2 to charismawhen dealing with non-dwarfs. Both theirwisdom and constitution can reach 19. Forthe purposes of calculating whether theLeshiy can be a druid, use their charismawhen dealing with dwarfs (i.e. a Leshiy druidmight have a charisma as low as 13 fromthe human perspective).

A PC Leshiy may be a druid, fighter, ranger,thief or witch and may multi-class as adruid/fighter, druid/thief, fighter/thief, ran-ger/thief, fighter/witch or ranger/witch.

Leshiy speak the following languages:-Common, brownie, centaur, dryad,dwarfish, faun, gnomish, goblin and treant.They may learn one additional language iftheir intelligence score is 15 or more.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Leshiy is not a valid choice for thecharacter:

Footprints — page 9 — Number 21

Strength 8/18Dexterity 3/17Constitution 12/19Intelligence 3/18Wisdom 6/19Charisma 3/16

Level limitations:Assassin N/ABarbarian N/ACavalier N/ACleric N/ADruid 11Fighter 9Illusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger UnlimitedThief 12Troubadour N/AWitch 9

VodnikThe river-dwarfs live in fresh water; salt waterpoisons them. They have both gills andlungs, with webbed fingers and toes. Theylove tobacco, and come onto land tosmoke their pipes. In Vodnik-inhabited rivers,human fishermen will sometimes drop a littletobacco in the water, hoping to berewarded with a fish.Vodnik gain a bonus of +1 to theirinitially-generated constitution scores, andsuffer a penalty of -1 to charisma. They canswim at 120 ft per round if unencumbered,90 ft if lightly encumbered, or 60 ft if heavilyencumbered. They can breathe freely infresh water.A PC Vodnik may be an assassin, barbarian,cleric, fighter, thief or witch and maymulti-class as a cleric/assassin, cleric/fighter,cleric/thief, fighter/thief, fighter/witch orthief/witch. Level limits are as follows:-assassin, 6th level; barbarian, 6th level;cleric, 6th level; fighter, 10th level; thief,unlimited; witch, 6th level.Vodnik speak the following languages:-Common, locathah, merman, nixie, nymphand sahuagin. They may learn up to twoadditional languages if their intelligencescore permits.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Vodnik is not a valid choice for thecharacter:

Strength 8/18Dexterity 3/17Constitution 12/19Intelligence 3/18Wisdom 3/18Charisma 3/16

Level limitations:

Assassin 6Barbarian 6Cavalier N/ACleric 6Druid N/AFighter 10Illusionist N/AKung fu monk N/AMagic user N/APaladin N/ARanger N/AThief UnlimitedTroubadour N/AWitch 6

Vozdushniy

The storm-dwarfs are the rarest and mostmagical of the dwarfish folk. They lovethunderstorms, liking to laugh and play inthe lightning. In game terms, they get +4 tosaving throws against lightning or electricalattacks. They are friends of storm giants.

Vozdushniy gain a bonus of +1 to theirinitially-generated intelligence scores, andsuffer a penalty of -1 to charisma. Theirintelligence may reach 19.

A PC Vozdushniy may be a cleric, fighter,magic user, ranger or thief and maymulti-class as a cleric/fighter, cleric/magicuser, cleric/ranger, fighter/magic user,ranger/magic user, magic user/thief,fighter/magic user/thief, or ranger/magicuser/thief. A Vozdushniy casting the thirdlevel magic user spell lightning bolt rolls d8srather than d6s for damage.

Vozdushniy speak the following languages:-Common, blue dragon, gnomish, goblin,kobold and storm giant. They may learn upto 2 additional languages if their intelligencescore permits.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of Vuzdushniy is not a valid choice forthe character:

Footprints — page 10 — Number 21

Strength 8/18Dexterity 3/17Constitution 12/18Intelligence 6/19Wisdom 3/18Charisma 3/16

Level limitations:

Assassin N/ABarbarian N/ACavalier N/ACleric 8Druid N/AFighter 9Illusionist N/AKung fu monk N/AMagic user 7Paladin N/ARanger 8Thief UnlimitedTroubadour N/AWitch N/A

ELF SUB-RACES

The following elf sub-races are based onvarious literary sources. They have theabilities described under "Elf" in the OSRICcore rules, except as amended hereafter.In other words, they receive combatbenefits with certain swords and bows,resistance to sleep and charm spells,enhanced chance to surprise when aloneand not in metal armour, chance to spotsecret doors, and other special abilitiesexactly as standard elves do.

Polder elf

"Polder" is originally a Dutch word meaninga low-lying tract of land enclosed by dykes.In fantasy, a "polder" is a finite, boundedpart of the world protected by anactively-maintained, magical border. Thepolder is often—but not always—a wood-land, island in a magical lake, or shangri-latype valley. There may be a threat that iskept at bay by the border, but this is notnecessarily so—sometimes the borders aremerely holding back time, or change. Aconsistent theme of the source literature isthat the polder's boundaries are threatenedwith failure, or already in the course offailing.

Polder-type elves get +2 charisma at theexpense of -1 constitution. They are strangeand think differently from other creatures.They are tricky and deceptive, and can beillusionists. Some are very wise, somehaughty, and some both. Their charismamay reach 19 but not 20.

A PC polder elf may be an assassin, druid,fighter, illusionist, magic user, ranger, thief ortroubadour and may multi-class as a druid/fighter, druid/thief, fighter/assassin, fighter/illusionist, fighter/magic user, fighter/thief,fighter/troubadour, illusionist/thief, magicuser/thief, ranger/magic user, ranger/thief,fighter/illusionist/thief or fighter/magic user/thief.

Polder elves speak the following languages:-Common, elven, centaur, dryad, faun,gnomish and sprite. They may learn up totwo additional languages, or three if theirintelligence is 18.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of polder elf is not a valid choice forthe character:

Strength 3/18Dexterity 7/18Constitution 7/17Intelligence 8/18Wisdom 3/18Charisma 9/19

Level limitations:

Assassin 7Barbarian N/ACavalier N/ACleric N/ADruid 6Fighter 5Illusionist 6Kung fu monk N/AMagic user 11Paladin N/ARanger 4Thief UnlimitedTroubadour 6Witch N/A

Warden elves

Warden elves are a caste or subgroupcharged with maintaining the border of thepolder. They are fierce and inquisitive. Theyget +1 dexterity and -1 constitution likenormal Tolkeinesque elves, and are oftenrangers. They have excellent senses.Warden Elves have an innate 25% chanceto Hear Noise as a thief does; thief orassassin Warden Elves gain +10% on theirchance to Hear Noise. Also, they tend toknow when someone is lying to them—awarden elf has a 1 in 6 chance of detectingany lie told them by a human, demi-humanor humanoid. This power does not revealthe truth.

Footprints — page 11 — Number 21

A PC warden elf may be an assassin, druid,fighter, magic user, ranger or thief and maymulti-class as a druid/fighter, druid/thief,fighter/assassin, fighter/magic user, fighter/thief, fighter/troubadour, magic user/thief,ranger/magic user, ranger/thief, fighter/magic user/thief or ranger/magic user/thief.

Warden elves speak the same languages aspolder elves.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of warden elf is not a valid choice forthe character:

Strength 3/18Dexterity 8/19Constitution 7/17Intelligence 8/18Wisdom 3/18Charisma 6/18

Level limitations:

Assassin 7Barbarian N/ACavalier N/ACleric N/ADruid 6Fighter 5Illusionist N/AKung fu monk N/AMagic user 10Paladin N/ARanger 6Thief UnlimitedTroubadour N/AWitch N/A

Liminal elves

In an alternative view of elves, their"Fairyland" is not in a polder but actually onanother plane, reachable by special meanssuch as passing through fairy rings onmidsummer's eve, or in sources where theelves are a little scarier, stone circles onWalpurgisnacht. These liminal elves areassociated with ley lines and barrows. Intraditional stories, a theme is that a humanwoman is taken to Fairyland (Tir Nan Og, theFortunate Isles, etc.) to act as midwife to anelven child. In the course of her duties shegets a little fairy ointment on her fingerswhich is then transferred to her eyes, uponwhich she can see into Fairyland andperceive the elves as they do themselves—until she inadvertently gives away that shehas this power, and it is taken from her.More recent literary sources for polder elvesinclude Lord Dunsany's The King of Elfland'sDaughter and Neil Gaiman's Stardust.

Liminal elves are visitors to the mortal worldand may be confused by it. They may behere for some specific purpose, exiles fromthe Fairy Queen (or more rarely, King) orthey may have accidentally becometrapped and looking for a portal back intotheir natural homeland. Although theycannot quite leave this universe without aportal, by standing still and concentratingthey can "fade", entering a state ofquasi-reality in which they are 60%imperceptible—this power is treated as if theelf were wearing a low-strength cloak ofelvenkind. If the elf moves he or she returnsto the normal world at once. Liminal elvesget +1 intelligence, +1 dexterity and +1charisma at the cost of -1 strength and -2constitution. Both intelligence and dexteritycan reach 19. Cold iron is poisonous tothem, and if it enters their bloodstream theymust save vs. poison or die.A PC liminal elf may be a cavalier, cleric,fighter, magic user, ranger or thief and maymulti-class as a cavalier/cleric, cavalier/magic user, cleric/fighter, cleric/magic user,cleric/ranger, cleric/thief, ranger/magicuser, ranger/thief, cleric/fighter/magic user,or fighter/magic user/thief.Liminal elves speak their own tongue,Common, their alignment language, andthe languages of pixies, sylphs and unicorns.They can also speak with any featheredflying creature, including griffons, pegasiand phoenixes.Racial Limitations:Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of liminal elf is not a valid choice forthe character:Strength 3/17Dexterity 8/19Constitution 4/16Intelligence 8/19Wisdom 3/18Charisma 6/18Level limitations:Assassin N/ABarbarian N/ACavalier 5Cleric 5Druid N/AFighter 6Illusionist N/AKung fu monk N/AMagic user 12Paladin N/ARanger 6Thief UnlimitedTroubadour N/AWitch N/A

Footprints — page 12 — Number 21

HALF-ELF SUB-RACES

The concept of a half-elf goes back to theNorse sagas, and comes to OSRIC in acuriously wide variety of forms. TraditionalGygaxian half-elves are a blend of severalsources. For these variants, I have drawn ona darker view that goes back to PoulAnderson's The Broken Sword.

Sometimes for reasons of their own, elves willsteal a human infant and put a fey infant inits place. Such is the cunning of the en-chantment that the human family will notnotice any difference at first. Such a theftcreates not one changeling but two: theelven-child raised as a human ("elf-brood")and the man-child raised among elves("man-brood").

Changeling (Elf-brood)

Elf-brood changelings tend to beunpredictable. They are headstrong andrebellious, unwilling to follow rules andcustoms, but often charming and attractive.The elf-brood changeling gains a bonus of+1 to charisma and takes a penalty of -1 toconstitution. Their charisma can reach 19.They share the traditional elven resistance tosleep and charm spells, but to a lesserdegree (50%).

An elf-brood changeling may be anassassin, cavalier, cleric, druid, fighter,magic user, ranger, thief, troubadour orwitch. He or she may multi-class as a cav-alier/cleric, cavalier/magic user, cleric/assassin, cleric/fighter, cleric/thief, druid/fighter, druid/magic user, druid/thief, fighter/assassin, fighter/magic user, fighter/thief,ranger/magic user, ranger/thief, cavalier/cleric/magic user, cleric/fighter/magic user,cleric/ranger/magic user, fighter/magicuser/thief, or ranger/magic user/thief.

Being raised among humans they are nottaught the languages their elven siblingslearn, and when play starts will know onlyCommon and their alignment tongue. Theymay learn as many other languages as theirintelligence allows.

Racial Limitations:

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then therace of elf-brood changeling is not a validchoice for the character:

Strength 3/18Dexterity 4/18Constitution 4/17Intelligence 6/18Wisdom 3/18Charisma 6/19

Level limitations:

Assassin 11Barbarian N/ACavalier 7Cleric 5Druid 5Fighter 8Illusionist N/AKung fu monk N/AMagic user 7Paladin N/ARanger 7Thief UnlimitedTroubadour N/AWitch N/A

Changeling (Man-brood)

Man-brood changelings are wanted aswarriors and as envoys to the mortal world.They are sturdy and less flighty than elves(taking no stat modifications), and areusually trained in the arts of war, gaining abonus of +1 to hit with the long sword andlong or short bow. They have no specialresistance to sleep or charm, and theirhuman heritage means they have noinfravision. Elves see them as reliable andtrustworthy, but staid and dull.

A man-brood changeling may be anassassin, cavalier, cleric, druid, fighter,magic user, ranger or thief. He or she maymulti-class as a cavalier/cleric, cavalier/magic user, cleric/fighter, cleric/thief, druid/fighter, druid/magic user, druid/thief, fighter/assassin, fighter/magic user, fighter/thief,fighter/troubadour, fighter/witch, ranger/magic user, ranger/thief, ranger/troub-adour, ranger/witch, thief/troubadour, thief/witch, cleric/fighter/magic user, cleric/ranger/magic user, druid/fighter/magicuser, fighter/magic user/thief, fighter/magicuser/assassin or ranger/magic user/thief.

As part of their education among the elves,man-brood changelings learn Common,elven, gnoll, gnomish, goblin, halfling,hobgoblin and orcish. They may learn up totwo additional tongues if their intelligencepermits.

Minimum/maximum ability scores (afteradjustment for race); if the ability scoresrolled do not fall within these limits, then the

Footprints — page 13 — Number 21

race of man-brood changeling is not a validchoice for the character:

Strength 3/18Dexterity 6/18Constitution 6/18Intelligence 4/18Wisdom 3/18Charisma 3/18

Level limitations:

Assassin 11Barbarian N/ACavalier N/ACleric 5Druid 5Fighter 8Illusionist N/AKung fu monk N/AMagic user 7Paladin N/ARanger 7Thief UnlimitedTroubadour 8Witch 6

POSTSCRIPT

In the Gygaxian rules, and therefore theOSRIC core rules, many race/class com-binations can achieve higher levels withhigher ability scores. I have deliberatelychosen not to do this with the variant racespresented herein.

I have not been able to find literary sourcesfor variant halflings. Halflings draw onTolkein and are already well covered inGary Gygax's writings. I could producevariant "half orcs" from the sources if Istretched the definition to include varioushalf-human man-apes, such as Thak'speople from Howard, Clark Ashton Smith'sVoormis or Burroughs' Mangani; but all theyseem to have to offer is strength andsavagery. I do not wish to introduce suchcreatures as a player character race forOSRIC. If you would like to do so, then GaryGygax did a lot of the heavy lifting for you inthe 1970s—the half-ogre from DragonMagazine #29 would be an excellentstarting point.

APPENDIX 1: AGE AND AGEING

Characters of different races age at different rates, so character age and ageing is an aspectof the character's race. OSRIC has always had rules for age, but these rules were vague and Ihave taken this opportunity to tighten up. These rules completely replace the ones in theOSRIC Core Rules. In case the GM does not wish to decide character age on a case-by-casebasis, I have supplied tables for determining starting age at the end of Appendix 2.

Characters can be classified into the following brackets according to their age:-

Human¹ Atlantean Elf Half-Elf² Dwarf Gnome Half-Orc HalflingInfant 0-2 0-3 0-5 0-3 0-4 0-4 0-2 0-3Child 3-10 4-12 6-40 4-15 5-28 5-32 3-8 4-20Adolescent 11-16 13-20 41-90 16-24 29-45 33-60 9-13 21-32Adult 17-45 21-55 91-400 25-70 46-250 61-300 14-35 33-80Middle-aged 46-60 56-75 401-600 71-95 251-320 301-400 36-45 81-95Old 61-75 76-90 601-800 96-120 321-400 401-500 46-55 96-110Elderly 76-90 91-110 801-1000 121-150 401-480 501-600 56-65 111-130Ancient 91+ 111+ 1001+ 151+ 481+ 601+ 66+ 131+

¹ Includes Northman, Southman, Amazon, Citizen of the Celestial Empire/Sun-Lander, Pict, andMan-brood Changeling, but not Atlanteans who have their own column.

² Includes Elf-brood Changeling. Although genetically elven, these changelings spend theircrucial formative years in the mortal world so ageing sets in at a mortal speed.

Footprints — page 14 — Number 21

EFFECTS OF AGEING

Most player characters will begin as adults, with a few adolescents. There is no effect in gameterms when advancing from adolescent to adult.

Entering agecategory:

Strength Dexterity Constitution Intelligence Wisdom Charisma

Middle-aged 60% / -1 50% / -1 50% / -1 -- 25% / +1 --Old 60% / -1 50% / -1 50% / -1 25% / +1 50% / +1 --Elderly 75% / -1d3 75% / -1d2 75% / -1d3 25% / +1 50% / +1 -- Ancient 90% / -1d3 75% / -1d2 90% / -1d3 25% / +1d2 75% / +1d2 --

The chance is the percentage chance that the indicated modifier will be applied.

For example, a human is touched by aghost and gains 21 years of age, whichmoves her from "middle-aged" to "old".There is a 60% chance that she will lose apoint of strength, a 50% chance each thatshe will lose a point of dexterity andconstitution, a 25% chance that she will gaina point of intelligence, and a 50% chancethat she will gain a point of wisdom. Theseadjustments can cause a character to dropbelow racial minima, but not to exceedracial maxima.

(In a "realistic" game, old age would riskdeterioration of mental stats due todementia, but in OSRIC's source literature,old age tends to be a marker for wisdomand knowledge. In game terms, I take thisto mean that senile dementia is aremovable with a cure disease spell orsimilar enchantment.)

SUPERNATURAL AGEING

The following spells or effects causesupernatural ageing:-

Being affected by a haste spell 2 yearsBeing touched by a ghost 7d6 yearsCasting alter reality 1d4 yearsCasting gate 1d6 yearsCasting limited wish 1 yearCasting resurrection 1d4 yearsCasting wish 1d4 yearsDrinking a potion of speed 1 yearSeeing a ghost 3d6 years

Using a magical device such as a wand orscroll that casts one of these spells does notcause supernatural ageing, but creating orrecharging such a device does.

MORTALITY

If for some reason it becomes necessary tocalculate the risk of death from naturalcauses/old age, then for game purposesmortality rates are:-

Infant-Adult: 0.01% per yearMiddle-aged: 0.1% per yearOld: 3% per yearElderly: 20% per yearAncient: 50% per year

APPENDIX 2: COMPILED TABLES

Table 1: Compiled level limits by class and raceDwarf Elf Gnome Half-elf Half-orc Halfling Human

Gen Dmv Lsh Vod Voz Gen Pol War Lim Gen Fbo Fdo Gai Gen Ebr Mbr Gen Gen Gen Nth Sth Ama Atl Sun Pic

Assassin† 9 7 - 6 - 10 7 7 - 8 8 7 8 11 11 11 15 - 15 10 8 7 - 15 6

Barbarian - - - 6 - - - - - - - - - - - - 9 - U U - U - - U

Cavalier - - - - - - - - 5 - - - - 9 9 9 - - U - 7 - 6 6 -

Cleric 8 7 - 6 8 7 - - 5 7 7 8 - 5 5 5 4 - U 4 7 6 9 9 -

Druid‡ - - 11 - - - 6 6 - - - - 12 - 5 5 - 6 14 7 - 6 - - 5

Fighter 9¹ 10 9 10 9 7² 5 5 6 6⁴ 8 7 7 8⁶ 8 8 10 4 U U 6 U 7 7 6

Illusionist - - - - - - 6 - - 7⁵ 5 8 - - - - - - U - 6 - 7 - -

Kung fu monk - - - - - - - - - - - - - - - - - - U - - - - U -

Magic user - - - - 7 11³ 11 10 12 - - - - 8⁷ 7 7 - - U - U - 7 9 -

Paladin - - - - - - - - - - - - - - - - - - U - - - 6 - -

Ranger - - U - 8 - 4 6 6 - - - - 8⁸ 7 7 - - U 11 11 U U - 9

Thief U U 12 U U U U U U U U U U U U U 7⁹ U U U U U U U U

Troubadour - - - - - 6 6 - - 5 5 6 5 8 - 8 - - U 8 7 6 7 - -

Witch - 7 9 6 - - - - - - - - - 6 - 6 6 - U 6 7 9 7 9 7

Footprints — page 15 — Number 21

† Assassins may not exceed level 15‡ Druids may not exceed level 14

¹ 9 (Str 18); 8 (Str 17); 7 (Str 16 and less)² 7 (Str 18); 6 (Str 17); 6 (Str 16 and less)³ 11 (Int 18); 10 (Int 17); 9 (Int 16 and less) 6 (Str 18); 5 (Str 17 and less)⁴

7 (One of Dex or Int 18+ and the other 17+), 6 (Dex and Int 17), 5 (Dex⁵or Int under 17) 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and below)⁶ 8 (Int 18+), 7 (Int 17), 6 (Int 16 and below)⁷ 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and below)⁸ 7 (Dex 17), 6 (Dex 16 and below) ⁹

Table 2: Stat limits by race (after adjustments)

Dwarf Elf Gnome Half-elf Half-orc Halfling Human

Gen Dmv Lsh Vod Voz Gen Pol War Lim Gen Fbo Fdo Gai Gen Ebr Mbr Gen Gen Gen Nth Sth Ama Atl Sun Pic

Strength

Min 8 8 8 8 8 3 3 3 3 6 7 6 6 3 3 3 6 6 3 8 3 6 3 3 7

Max 18 18 18 18 18 18 18 18 17 18 18 17 18 18 18 18 18 17 18 19 18 18 18 18 18

Dexterity

Min 3 3 3 3 3 7 7 8 8 3 3 5 3 6 4 6 3 8 3 3 3 7 5 5 6

Max 17 17 17 17 17 19 18 19 19 18 18 18 18 18 18 18 17 19 18 18 18 19 18 18 18

Constitution

Min 12 12 12 12 12 8 7 7 4 8 8 8 8 6 4 6 13 10 3 8 3 8 3 5 8

Max 19 19 19 19 18 17 17 17 16 18 18 17 18 18 17 18 19 18 18 18 18 19 18 18 19

Intelligence

Min 3 3 3 3 6 8 8 8 8 7 6 7 7 4 6 4 3 6 3 3 9 3 7 3 3

Max 18 18 18 18 19 18 18 18 19 18 18 18 18 18 18 18 17 18 18 18 19 18 18 18 18

Wisdom

Min 3 3 6 3 3 3 3 3 3 3 3 7 3 3 3 3 3 3 3 3 3 3 9 5 3

Max 18 18 19 18 18 18 18 18 18 18 18 19 18 18 18 18 14 17 18 18 18 18 19 18 18

Charisma

Min 3 3 3 3 3 8 9 6 6 3 3 3 3 3 6 3 3 3 3 3 3 3 9 3 3

Max 16¹ 16¹ 16¹ 16¹ 16¹ 18 19 18 18 18 18 18 18 18 19 18 12 18 18 18 18 18 19 18 18

¹ Dwarfs' charisma is treated as 1 point higher with respect to other dwarfs (2 points in the case of Leshiy).

Table 3: Starting ages by race and class

Human Atlantean Elf Half-Elf Dwarf Gnome Half-Orc HalflingAssassin 20+1d4 -- 130+5d6 25+2d8 75+3d6 80+5d4 18+1d4 --Barbarian 15+1d4 -- -- -- 40+5d4 -- 12+1d4 --Cavalier 20+1d4 22+1d6 130+5d6 24+2d8 -- -- -- --Cleric 20+1d4 22+1d6 140+5d6 30+2d8 90+3d8 100+3d8 18+1d4 --Druid 21+1d4 -- 150+5d6 32+2d8 90+3d8 100+3d8 -- 36+3d4Fighter 16+1d4 20+1d6 130+5d6 22+3d4 40+5d4 60+5d4 13+1d4 28+3d4Illusionist 30+1d6 33+1d8 150+5d6 -- -- 100+2d12 -- --Kung fu monk 20+1d4 -- -- -- -- -- -- --Magic user 24+2d8 33+1d8 150+5d6 32+2d8 90+2d12 -- -- --Paladin 18+1d4 20+1d6 -- -- -- -- -- --Ranger 20+1d4 22+1d6 140+5d6 28+2d8 80+3d6 -- -- --Thief 20+1d4 22+1d6 100+5d6 22+3d6 75+3d6 80+5d4 18+1d4 34+2d4Troubadour 20+1d4 22+1d6 110+5d6 22+3d6 -- 90+5d4 -- --Witch 21+1d6 24+1d6 -- 22+3d8 80+5d6 -- 20+1d6 --

Multi-class characters tend towards the higher end of the age range. For multi-class characters, select the range that gives the highest possible age, and roll on it twice, using the higher result.

Footprints — page 16 — Number 21

Combined Combat Chartby Steve Wachs

Below is a combined combat chart to replace the combat tables in the DMG.Combined combat table 1Penalties to hit are treated as adjustments to armor class while bonuses are added to the die roll.Fighter Cleric Thief M-U MonsterPaladin Monk AssassinIllusionist (Hit Adjusted to hit armor classRanger Druid dice) 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10

0 1-4 1-5 < 1-1 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 24 25 261-2 1-3 1-1 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 24 25

5-8 6-10 1 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 243-4 4-6 1+ 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23

7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 225-6 7-9 9-12 11-15 2-3+ 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21

4-5+ 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 207-8 10-12 13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20

16-20 6-7+ 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 209-10 13-15 17-20 8-9+ 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

21+ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2011-12 16-18 21+ 10-11+ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

19+ 12-13+ -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1913-14 14-15+ -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

16+ -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1715-16 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1517+ -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

The chart below takes into account the Special Note Regarding Fighter's Progression (beneath the Fighter's Attack Matrix in the DMG). I have also, while trying to stay as true to the original as possible, evened out the progression of the other classes, and monsters.Combined combat table 2Penalties to hit are treated as adjustments to armor class while bonuses are added to the die roll.Fighter Cleric Thief M-U MonsterPaladin Monk AssassinIllusionist (Hit Adjusted to hit armor classRanger Druid dice) 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10

0 1-2 1-3 <1-1 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 24 25 261 1-2 3-4 4-5 1-1 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 24 252 3 5-6 6-8 1 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 243 4-5 7-8 9 1+ 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 234 6 9 10 2+ 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 225 7-8 10 11-12 3+ 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 216 9 11-12 13 4+ 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 207 10-11 13-14 14-15 5+ 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 208 12 15-16 16-18 6-7+ 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 209 13-14 17-18 19-20 8+ 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

10 15 19-20 21-22 9+ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2011 16-17 21 23-24 10-11+ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2012 18 22 25-26 12-13+ -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1913 19-20 23 27-28 14-15+ -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1814 21 24 29-30 16+ -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1715 22-23 25 31-32 17+ -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1616 24 26 33-34 18+ -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

17+ 25+ 27+ 35+ 19+ -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Footprints — page 17 — Number 21

How Much Experience Did We Get For That Dragon?by Ardano Silverbow

One of the most difficult things aboutfighting dragons (aside from simple survival)is figuring out how many experience pointsthey are actually worth. So here, for yourviewing pleasure, is a complete list of theexperience point values for each dragonfrom the Monster Manual. These values arecalculated from the table in the DMG, p.85.Tiamat and Bahamut are not included sincethey are unique and have a set value.

The reader will note that many of thedragons, particularly the small ones, are notworth much experience. This is where thetreasure hoard will fill in the gp of course.

The following list gives the special abilitiesthat all dragons of a certain age will have.Some types of dragons have additionalspecial and exceptional abilities. Thoseabilities are noted in parenthesis by thedragon names.

General notes:For all very young and young dragons,special abilities include:detection abilitiescombat intelligenceminor breath weaponpossible spell use (exceptional)

For all sub-adult and young adult dragons,special abilities include:detection abilitiescombat intelligencemajor breath weapon (exceptional)possible spell use (exceptional)

For all adult and older dragons, specialabilities include:detection abilitiescombat intelligencesaving throw bonusfear auramajor breath weapon (exceptional)possible spell use (exceptional)

Chromatic DragonsBLACK DRAGONS (no additional specialabilities)

SIZE & AGE XP XP w/spellssmall, very young 411 536small, young 447 572small, sub-adult 533 658small, young adult 569 694small, adult 755 880

small, old 791 916small, very old 827 952small, ancient 863 988

avg, very young 656 831avg, young 712 887avg, sub-adult 818 993avg, young adult 874 1049avg, adult 1180 1355avg, old 1236 1411avg, very old 1292 1467avg, ancient 1348 1523

huge, very young 980 1255huge, young 1060 1335huge, sub-adult 1240 1515huge, young adult 1320 1595huge, adult 1750 2025huge, old 1830 2105huge, very old 1910 2185huge, ancient 1990 2265

BLUE DRAGONS (no additional abilities)

SIZE & AGE XP XP w/spellssmall, very young 980 1255small, young 1060 1335small, sub-adult 1240 1515small, young adult 1320 1595small, adult 1750 2025small, old 1830 2105small, very old 1910 2185small, ancient 1990 2265

avg, very young 1608 2008avg, young 1716 2116avg, sub-adult 1924 2324avg, young adult 2032 2432avg, adult 2740 3140avg, old 2848 3248avg, very old 2956 3356avg, ancient 3064 3564

huge, very young 2390 2990huge, young 2530 3130huge, sub-adult 2820 3420huge, young adult 2960 3560huge, adult 4000 4600huge, old 4140 4740huge, very old 4280 4880huge, ancient 4420 5020

GREEN DRAGONS (no additional specialabilities)

SIZE & AGE XP XP w/spellssmall, very young 656 831small, young 712 887small, sub-adult 818 993small, young adult 874 1049small, adult 1180 1355

Footprints — page 18 — Number 21

small, old 1236 1411small, very old 1292 1467small, ancient 1348 1523

avg, very young 980 1255avg, young 1060 1335avg, sub-adult 1240 1515avg, young adult 1320 1595avg, adult 1750 2025avg, old 1830 2105avg, very old 1910 2185avg, ancient 1990 2265

huge, very young 1608 2008huge, young 1716 2116huge, sub-adult 1924 2424huge, young adult 2032 2532huge, adult 2740 3140huge, old 2848 3248huge, very old 2956 3356huge, ancient 3064 3564

RED DRAGONS (additional special ability:low AC; additional exceptional ability: highdamage)

SIZE & AGE XP XP w/spellssmall, very young 2308 2708small, young 2416 2816small, sub-adult 2624 3024small, young adult 2732 3132small, adult 3440 3840small, old 3548 3948small, very old 3656 4056small, ancient 3764 4164

avg, very young 3440 4040avg, young 3580 4180avg, sub-adult 3870 4470avg, young adult 4010 4610avg, adult 5050 5650avg, old 5190 5790avg, very old 5330 5930avg, ancient 5470 6070

huge, very young 5126 5976huge, young 5302 6152huge, sub-adult 5628 6478huge, young adult 5804 6654huge, adult 7380 8230huge, old 7556 8406huge, very old 7732 8582huge, ancient 7908 8758

WHITE DRAGONS (no additional specialabilities)

SIZE & AGE XP XP w/spellssmall, very young 235 310small, young 260 335small, sub-adult 320 395

small, young adult 345 420small, adult 450 525small, old 475 550small, very old 500 575small, ancient 525 600

avg, very young 411 536avg, young 447 572avg, sub-adult 533 658avg, young adult 569 694avg, adult 755 880avg, old 791 916avg, very old 827 952avg, ancient 863 988

huge, very young 656 781huge, young 712 837huge, sub-adult 818 993huge, young adult 874 1049huge, adult 1180 1355huge, old 1236 1411huge, very old 1292 1467huge, ancient 1348 1523

Metallic Dragons

BRASS DRAGONS (no additional specialabilities)

SIZE & AGE XP XP w/spellssmall, very young 411 536small, young 447 572small, sub-adult 533 658small, young adult 569 694small, adult 755 880small, old 791 916small, very old 827 952small, ancient 863 988

avg, very young 656 831avg, young 712 887avg, sub-adult 818 993avg, young adult 874 1049avg, adult 1180 1355avg, old 1236 1411avg, very old 1292 1467avg, ancient 1348 1523

huge, very young 980 1255huge, young 1060 1335huge, sub-adult 1240 1515huge, young adult 1320 1595huge, adult 1750 2025huge, old 1830 2105huge, very old 1910 2185huge, ancient 1990 2265

BRONZE DRAGONS (additional specialability: low AC)

SIZE & AGE XP XP w/spells

Footprints — page 19 — Number 21

small, very young 1155 1430small, young 1235 1510small, sub-adult 1415 1690small, young adult 1495 1770small, adult 1925 2200small, old 2105 2280small, very old 2185 2360small, ancient 2265 2440

avg, very young 1908 2308avg, young 2016 2416avg, sub-adult 2224 2624avg, young adult 2332 2732avg, adult 3040 3440avg, old 3148 3548avg, very old 3256 3656avg, ancient 3364 3764

huge, very young 2840 3440huge, young 2980 3480huge, sub-adult 3270 3870huge, young adult 3410 4010huge, adult 4450 5050huge, old 4590 5190huge, very old 4730 5330huge, ancient 4870 5470

COPPER DRAGONS (no additional specialabilities)

SIZE & AGE XP XP w/spellssmall, very young 656 831small, young 712 887small, sub-adult 818 993small, young adult 874 1049small, adult 1180 1355small, old 1236 1411small, very old 1292 1467small, ancient 1348 1523

avg, very young 980 1255avg, young 1060 1335avg, sub-adult 1240 1515avg, young adult 1320 1595avg, adult 1750 2025avg, old 1830 2105avg, very old 1910 2185avg, ancient 1990 2265

huge, very young 1608 2008huge, young 1716 2116huge, sub-adult 1924 2324huge, young adult 2032 2432huge, adult 2740 3140huge, old 2848 3248huge, very old 2956 3356huge, ancient 3064 3464

GOLD DRAGONS (additional special ability:low AC; additional exceptional ability: highdamage). N.B. Gold dragons have

automatic spell use.

SIZE & AGE XP w/spellssmall, very young 4040small, young 4180small, sub-adult 4470small, young adult 4610small, adult 5650small, old 5790small, very old 5930small, ancient 6070

avg, very young 5976avg, young 6152avg, sub-adult 6478avg, young adult 6654avg, adult 8230avg, old 8406avg, very old 8582avg, ancient 8758

huge, very young 5992huge, young 6184huge, sub-adult 6526huge, young adult 6718huge, adult 8310huge, old 8502huge, very old 8694huge, ancient 8886

SILVER DRAGONS (additional special ability:low AC; additional exceptional ability: highdamage)

SIZE & AGE XP XP w/spellssmall, very young 2308 2708small, young 2416 2816small, sub-adult 2624 3024small, young adult 2732 3132small, adult 3440 3840small, old 3548 3948small, very old 3656 4056small, ancient 3764 4164

avg, very young 3440 4040avg, young 3580 4180avg, sub-adult 3870 4470avg, young adult 4010 4610avg, adult 5050 5650avg, old 5190 5790avg, very old 5330 5930avg, ancient 5470 6070

huge, very young 5126 5976huge, young 5302 6152huge, sub-adult 5628 6478huge, young adult 5804 6654huge, adult 7380 8230huge, old 7556 8406huge, very old 7732 8582huge, ancient 7908 8758

Footprints — page 20 — Number 21

Magical Miscellaneaby C. Wesley Clough

While many players covet magical weaponsand armor, and potions and scrolls can benice, it is really in the realm of those itemsknown as miscellaneous magical items that theheart and soul of magical items can be found.Boots that allow your character to move incomplete silence or even levitate into the air,belts that make the wearer as strong as agiant, cloaks that make you appear to bethree feet from where you actually are or turninto wings and allow you to fly, crystal balls thatallow you to see far off places within them andmedallions that let you hear the thoughts ofothers... these are the items that truly evoke thefeelings of awe and wonder in characters andmore importantly in the players of thosecharacters. There is a reason that some latereditions or games derived from Classic D&Dand AD&D renamed the category that theseitems fall into as 'wondrous items' because thatis exactly what they are.

One of the—I don't want to say 'problems'—'difficulties' with AD&D being over 40 years oldnow is that many people have been playing itfor a long time. Such jaded players have seenlots of magic items over the decades that theyhave been playing, and because of this thewonder felt in discovering something new canbe lost little by little until finding another magicitem becomes merely an exercise in writing iton the character sheet. One way to combatthis slow descent into apathy about what isdiscovered is to change up magical items,adding new ones to the game through othersources. The following five miscellaneous mag-ical items are presented for use in your AD&Dgames in the hopes that they can help keepthat sense of wonder amongst your players forjust a while longer.

Boots of the Puma (XP Value: 1,000, gp SaleValue: 7,000)

These high soft boots are made of leather andtrimmed with the short tawny fur of a mountainlion. When worn they allow the wearer to makeprodigious leaps, springing either 15' upwardsor 20' ahead. When leaping ahead, thecharacter can perform an attack at the end ofthe leap as if he or she had charged. Whilewearing the boots, the character always landson his or her feet, and only takes 1 point ofdamage per die from falls.

Cloak of Tatters (XP Value: 1,500, gp SaleValue: 6,000)

Looking shabby and worn, and often coveredin small tears and patches, these cloaks do not

fit the common idea of what a magical itemshould look like. Despite its somewhat odiousappearance, however, a cloak of tatters canbe a tremendous boon for its wearer,especially if that wearer is a thief. The cloakcan move on its own accord, confusingopponents and interfering with attacks bywrapping around weapons. This grants thewearer a +1 bonus to AC against melee andmissile attacks and a +1 bonus on savingthrows against area of effect spells andattacks. Additionally, a thief or other characterwith the ability to pick pockets can use thecloak to try to pick the pockets of people up to6' away; such attempts use the charactersnormal pick pocket chances for success, butthe chance of being discovered is only halfnormal.

Gator Tooth Charm (XP Value: 1,000, gp SaleValue: 5,000)

This large tooth is from an alligator or crocodileand is covered in engraved symbols and runesof power. A small hole has been drilled at thebase of the tooth allowing it to be strung ontoa necklace or leather strap. When worn next tothe skin the gator tooth charm allows thewearer to hold his or her breath for six times aslong as he or she normally could, and to seenormally underwater regardless of the clarity ofthe water. This will not allow a character to seeany better through seaweed or any other solidphysical objects, but floating silt, algae, orother such cloudy impediments will not impairthe character's sight.

Hallowed Chalice (XP Value: 5,000, gp SaleValue: 25,000)

This large golden cup isencrusted with pearls andwhite onyx; a prayer to thecollective gods of weal hasbeen engraved aroundthe rim. If clean fresh wateris placed in the chaliceand the prayer recited(takes one full round), thewater will be transformedinto holy water (one vial'sworth) for as long as it restsin the chalice and for one round thereafter. Ifthe chalice is instead filled with wine and theprayer recited, the contents of the cup aretransformed into a healing draught that willcure 3-10 (1d8+2) points of damage to anywho drink directly from the chalice. Such ahealing draught will only affect a givencharacter once per day (further drinks will onlybe normal wine for that character).

Footprints — page 21 — Number 21

Helm of Alertness (XP Value: 2,000, gp SaleValue: 12,000)

Made of steel and leather, this open-facedhelmet has an open eye engraved on thebrow. While worn the character is surprisedonly on a 1 (rather than the normal 1-2),although there is no additional benefit tocharacters that are already more difficult tosurprise, such as rangers. Merely passingwithin 10 feet of a secret or concealed doorallows the wearer a 1 in 6 chance ofnoticing it, although it doesn't make thewearer more likely to locate one during astandard search. Finally the wearer is able tobetter see through deceptions, doubling hisor her chance to see through a disguise (seethe Assassin class) and granting the wearera +1 to all saving throws against illusions andphantasms.

Glarck's Remote Spell Booksby Bryan Fazekas

One of a traveling magic-user's greatestdifficulties is carrying spell books. By theirnature spell books are heavy, andmagic-users of any significant experiencerequire numerous books. The books are alsoextremely valuable, subject to damage ortheft. During his long life the arch-mageGlarck tried many solutions to this problem,including:

• Books stored at an inn [had to travel backto the inn to memorize spells, and hadthem stolen once].

• Books packed on a donkey [worked fineuntil a troll killed and ate the donkey;Glarck could not carry the books].

• Books packed in a Bag of Holding[worked fine until the Bag was destroyedby an enemy Fireball, spraying his booksacross the Astral Plane].

The arch-mage also produced lower weighttraveling books that held a reduced numberof spells. While that helped reduce theweight problem, it did not eliminate it. As anarch-mage he still required a lot of books,more than he could easily carry in a pack.

Glarck tried scrying his books using variousspells and magic items but, while he couldsee the books, he had to have someoneopen the books and turn pages, and a wayto communicate with that person. His pathseemed fruitless, but he persevered, andafter decades of experimentation, hesuccessfully produced the first Remote SpellBook.

Remote Spell Books resemble standard spellbooks of good quality. They are of typicalsize (12"x8"), but have covers that areheavier than normal, of dragon hide or asimilar material. Each book is magicallybound to a translucent gem which resem-bles those used to make Gems of TrueSeeing. The gem detects as magical andmost who look through the gem see what-ever is on the other side, although the viewis obscured by the translucency of the gem.

Magic-users looking through the gem see

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something different: they see the pages ofthe spell book the gem is bound to. Byconcentrating upon the book, themagic-user can view any page within it,and may memorize spells from the bookexactly as if it was in front of him. The bookdoes not need to be open – the magic ofthe gem allows viewing of any and allpages, one at a time, within the closedbook. This power functions across anydistance as long as the gem and spell bookare on the same plane. If on differentplanes, the gem appears cloudy to themagic-user and nothing can be seen.

The book and gem are bound tightlytogether; when holding the gem andconcentrating on the book, a magic-userwill know the direction in which the booklies, and by a subtle vibration will be able togauge roughly how close the book is,although once within a mile of the book themagic-user will be unable to discriminateany further. Triangulation will be required toactually locate the book. If a magic-userpossesses the book, but not the gem? Whileholding the book and concentrating on thegem, the magic-user will get a similar feel,knowing the direction of the gem and byvibration roughly how far away it is. In eithercase the magic-user must concentrate onthe missing item to detect it. If the book andgem are on different planes, the magic-userwill feel disoriented when concentratingand the vibration will feel dissonant.

During his life Glarck produced more thanthirty Remote Spell Books. His personal bookswere each dedicated to a single spell level,but many of the books he created for otherscould hold any level of spell. His seniorstudents were believed to have producednearly a hundred more of the Remote SpellBooks, although none of these were of themaster's quality.

After his death Glarck's personal books were

never discovered, nor were the gemsbound to those books. His notes on thesecrets of manufacturing Remote SpellBooks were never found, and the records ofhis students are fragmented andincomplete.

The books Glarck produced for others andthe books of his students crop up from timeto time, although as a general rule anywizard fortunate enough to acquire one ofthese books does not brag of it. Those whohave spoken out have spent a large part oftheir time defending their property fromthieves.

Each book has 30 to 120 (10d10+20) pages.Typically a spell requires one page per spelllevel to record it, so a 9th level spellconsumes 9 pages. Books generally have 10to 40% of the pages blank, while the filledpages list spells valued by adventuringwizards. Glarck's 9th level spell book isreputed to be more than 400 pages, amassive tome.

Adding or removing pages from a RemoteSpell Book breaks the magic binding thebook to its gem. It is believed that a gemcan be re-bound to its book although,without Glarck's original notes, the process isunknown.

Plot Hooks

Remote Spell Books provide a wide varietyof plot hooks.

An arch-mage has advertised that she willpay as much as 20,000 gp for a RemoteSpell Book and its gem, plus the value of thespells it contains.

The party acquires a Remote Spell Book orits gem, and has the opportunity to trackdown the other piece.

As part of an adventure involving a RemoteSpell Book, the party may contest with arival NPC party to find the items, or mayhave to defend the item against theft.

The party may be hired to track down thenotes of Glarck's senior students.

Author's Note: This item was inspired by adiscussion on the Roll For Initiative podcast.The hosts discussed the idea of scrying aspell book to memorize from it, and itoccurred to me that this would be a verycool item to have; as a bonus for the DM, itwould provide many plot hooks.

Footprints — page 23 — Number 21

Ride the Lightning!by Ian Slater

Lightning and magnetism are under-rep-resented in the magic user spell selection.Magnetism seems like a natural fit for AD&D—all those armored and armed fightersrunning around. The U.A. illusionist spellChromatic Orb gives a taste of this: it has amagnetic orb as one of the options.

Here are some further metallic manipulationspells for the mighty magic-users in yourcampaign. Shocking!

SPELL LISTING2nd LevelRabyon's Disambiguation

3rd LevelAljinntar's Wall of ShieldsEmyar's Armor LockFoggenbottom's Firm RejoinderKonkarrin's Iron ShieldMajnar's Metallic SympathyThe Ring of DamaraanThe Terrifying Torsional Talon

4th LevelTor Kan's Baleful SyphonUmememar's Ferrous Manipulation

5th LevelMorrengoth's Master of ArmsEmyar's Collective Disarmament

Spell Descriptions

Rabyon's Disambiguation

Level: Magic user 2 Components: V,S,MRange: 1" per level Casting Time: 2 segDuration: 1 rd/3 lvls Saving Throw: Neg.Area of Effect: Special

By use of this spell the magic-user can, as athief of equivalent level, find and removemetallic traps and open doors with metalliclocking mechanisms. He may also triggertraps with the same odds. Levers andmechanisms meant for simple physicalmanipulation (e.g. an unlocked doorhandle) can be manipulated without a roll.The spell requires the magic user to place aminiature hammer and a needle in thepalm of his hand while speaking the words,"szerelje szét".

Aljinntar's Wall of Shields

Level: Magic user 3 Components: V,S,MRange: ½" per level Casting Time: 3 segDuration: 1 rd/lvl Saving Throw: Spec.Area of Effect: 1" rad circle per level

Aljinntar's signature spell causes all shieldbearers in the area of effect to make a saveversus magic. If they fail, their shields are

torn from their grasp and drawn to thecaster. For each shield captured, the castermay either reduce frontal AC by 1 point,reduce "to hit" bonus for flank attacks by 1point on the side the shield is placed, orreduce "to hit" bonus for rear attacks by 1point. The front, right flank, left flank, andrear ACs can each be improved by amaximum of 4 points. The caster cancapture 1 shield per level. The caster isrequired to take a piece of tortoise shell andhold it between two hands while speakingthe words, "pajzs fal". The caster must alsostate whether he wishes a captured shieldto be placed in front of him, on a left flank,on a right flank, or to his rear.

Emyar's Armor Lock

Level: Magic user 3 Components: V,S,MRange: 1" per level Casting Time: 3 segDuration: 1 rd/lvl Saving Throw: Neg.Area of Effect: Special

Emyar's Armor Lock freezes metallic armor inits place, reducing movement to 3",eliminating dexterity bonus to AC, andmaking all attacks by the armored victim -4to hit. When the magic user is 10th level orhigher she may also attempt to crush thevictim. The victim must make a BB/LG roll; ifthe roll is failed, the victim cannot move andtakes 1-8 HP of damage. In addition, armormust save versus crushing blow or bedestroyed. The material component of thisspell is a lodestone and a small metal plate.The command phrase for this spell is "fémzár", and the somatic component involvesthe caster holding the metal plate andhitting it three times with a fist clenchedaround the lodestone.

Foggenbottom's Firm Rejoinder

Level: Magic user 3 Components: V,S,MRange: 1" per level Casting Time: 3 segDuration: 1 rd/lvl Saving Throw: NoneArea of Effect: 1 creature

Foggenbottom's Rejoinder produces a burstof magnetic force that can have a varietyof effects. The burst is targeted with astandard to hit roll, adding the caster's RAAto the "to hit" roll (and to the initiative roll) aswith any other missile attack. In addition,add +1 "to hit" for every 2 levels ofexperience. On a successful attack, thecaster may:

1. Disarm an opponent with a metalweapon (to hit number suffices)2. Trip a charging armored opponent (to hitnumber must exceed required number by 2)3. Knock over an armored opponent (to hitnumber must exceed required number by 4)

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For example, a 5th level magic user (+2)with a 16 dexterity (+1) who rolls a 15 to hitwould be able to disarm an opponent ofAC 3, trip a charging opponent of AC 5 andknock over an opponent of AC 7. Themagic user may try any of these actionsonce per round for the duration of the spell.The material component of this spell is amailed glove dipped in candle wax madefrom rust monster bones, the glove must beworn and swung in a slapping motion, whileshouting the word "ütés".

Konkarrin's Iron Shield

Level: Magic user 3 Components: V,S,MRange: Self Casting Time: 3 segDuration: 2 rds/lvl Saving Throw: Spec.Area of Effect: 1" x 1" radius sphere

Konkarrin's Iron Shield creates a protectivesphere of magnetism around the magic userthat repels metallic substances. The shieldnullifies the effects of a shocking grasp spelland halves the damage of a lightning boltor any other electrical spell. If a saving throwis made versus electrical attack, the attackcan be reversed on to its sender (a save isstill possible for the victim). With respect toany hand-hurled missiles (axes, darts,javelins, spears, etc.) with metal in them, thesphere provides AC 0 to the magic user.With respect to small device-propelledmissiles (arrows, bolts, bullets, sling stones,etc.) with metal it provides AC 1, andagainst all other forms of attack with metalinvolved it provides AC 2. Attacks by metalcreatures (e.g. iron golems) are at -4 to hit.The material component of this spell is adiamond worth 100 gp which is held tightlyin the hand while speaking the words "vaspajzs", the diamond disappears when thespell duration is over.

Majnar's Metallic Sympathy

Level: Magic user 3 Components: V,S,MRange: 1" per level Casting Time: 3 segDuration: 1 rd/lvl Saving Throw: Neg.Area of Effect: 1" radius circle

When the metallic sympathy is cast allvictims in the area of effect must make asaving throw, and all those who fail will findtheir metal weapons ripped out of theirhands and attracted to the nearest metalsurface. Victims wearing metallic armormust make a second saving throw to avoidbeing immediately drawn to other armoredfigures in the AOE or to the nearest metallicsurface, whichever is closer. Lightly metal-armored victims in the AOE save againstbeing drawn together at -2; heavilymetal-armored victims at -4. Armored

opponents take 1-4 hp of damage eachupon collision; armored targets that hit ametallic surface take 1-6 damage.Removing a weapon or armor from a metalsurface requires a successful BB/LG roll; onecan be made every round. Magnetizedopponents stuck to each other or to ametallic surface lose their dexterity bonus toAC. The material component of this spell is apiece of lodestone which is held high whilespeaking the words "fém hozzám".

The Ring of Damaraan

Level: Magic user 3 Components: V,S,MRange: 0 Casting Time: 3 segDuration: 1 rd/2 lvls Saving Throw: Neg.Area of Effect: ½" radius circle

The Ring of Damaraan surrounds the casterwith a powerful magnetic field. All attackswith metallic weapons (or weapons withmetallic components) in the A.O.E. are at -1and force the weapon- wielder to saveversus breath weapon. For melee weapons,the wielder's strength-damage modifier isapplied as a bonus to the save. If the savefails, the weapon is snapped up by themagnetic field to whirl around the caster ata 5' radius( each weapon is oriented so thatthe caster will not be struck). For everyweapon captured by the spell, the caster'sAC drops by 1 and targets that attempt toget through the ring take 2 hp damage. Thematerial component of this spell is alodestone carved into a ring. For theduration of the spell, the ring must be wornand the words "ring vas" softly chanted.

The Terrifying Torsional Talon

Level: Magic user 3 Components: V,S,MRange: 1" per level Casting Time: 3 segDuration: 1 rd/3 lvls Saving Throw: Neg.Area of Effect: 1 ft³ of metal/level

The Terrifying Torsional Talon allows themagic user to emit a pure beam ofmagnetic force that can be used in avariety of ways:

Crush opponents in metal armor (takes 1round): armor must roll a save versuscrushing blow. If it succeeds, the spell does 2hp damage; if it fails, the spell does 2 hp ofdamage per level of caster.

Pull off metal armor components (takes 1round): the magic user can target onepiece of armor (e.g. an arm, a leg, thebreastplate etc.). On a failed save, thevictim's armor piece is removed, giving hima 1 point AC penalty.

Throw metal armored opponents (takes 1round): on a failed save, the victim is thrown

Footprints — page 25 — Number 21

up to 1" per level of the caster, and takes1-6 damage on landing. The maximumweight of the victim is 500 gp per level.

Disarm opponents carrying metal weapons(takes 1 round): on a failed save, the victimcan be disarmed, and his weapon thrownup to 10" per level distant.

If the target fails its save the caster can pickanother opponent and, with a successful "tohit" roll, pull the two together. . They bothtake 1-4 damage from impact and thenboth victims are magnetically linked and willstay together until the spell wears off, unlesseither rolls a successful BBLG – takes 1 round

Take down a Wall of Iron (takes 2 rounds):roll as per dispel magic (base 50%: +5% perlevel of caster above target; - 2% per levelof target above caster) to succeed.

The material component of this spell is alodestone (not consumed in casting)carved into the shape of a pair of brassknuckles. The magic-user emulates thedesired effect, while speaking the words"mágneses mező".

Tor Kan's Baleful Syphon

Level: Magic user 4 Components: V,S,MRange: 2" per level Casting Time: 4 segDuration: 1 rd/lvl Saving Throw: Spec.Area of Effect: 1" radius sphere per level

The Baleful Syphon temporarily drains theenergy from magical weapons and armor,reducing them to mundane items for theduration of the spell. All magic items saveversus disintegration (with their bonusesapplied to the saving throw). Those that faillose their bonuses and these are transferredto the spell caster as magical energy. Thisenergy can be redirected into the form of alightning bolt. The bolt has a number of forksequal to the cumulative plusses of all themagic weapons/armor, limited to a numberof forks equal to the Magic User's level. Eachfork does 1-4 hp damage, and the magicalplusses of the items are divided up amongstthe forks in any way desired to create bonusdamage. For example, a 9th level MU caststhe spell and there are 14 plusses of magicweapon/armor from items that fail theirsaves. He can make one bolt with amaximum of 9 forks; one fork could have +6to damage, and the remaining could have+1 each etc. Any victim hit by a fork cansave for half damage. The materialcomponents of the spell are a diamond anda sapphire, each of at least 50 gp value.Both are held together while reciting thewords of the spell, "mágikus villám"

Umememar's Ferrous Manipulation

Level: Magic user 4 Components: V,S,MRange: 1" per level Casting Time: 4 segDuration: 1 rd/lvl Saving Throw: Spec.Area of Effect: Special

Umememar's signature spell allows the MUto control creatures made of (or partiallymade of) metal. Percentage chance ofcontrol is determined by magic-user leveland creature type:

Iron golems - 70% + 1% per levelEarth elementals - 50% + 1% per levelXaren/Xorn - 40% + 1% per levelRust monsters - 30% + 1% per levelAzer - 30% + 1% per level

Control lasts for 1 round per level. Thecreature can be made to do whatever thecaster desires, but all directed attacks bythe controlled creature are at -2 to hit. Thematerial components of this spell are a smallpiece of lodestone and a piece of metalfrom a pair of shackles. Both are held whilespeaking the words of the spell, "vaskatona".

Emyar's Collective Disarmament

Level: Magic user 5 Components: V,S,MRange: 1" per level Casting Time: 5 segDuration: 1 rd/lvl Saving Throw: Neg.Area of Effect: ½"x ½"x½" circle per level

When Emyar's spell is cast, each victim in thearea of effect must save versus spells orhave a randomly-determined metallicweapon (or shield) ripped from his hand. Ifno weapons are being held, a randomlydetermined metallic item on the victim'sperson will be taken. The metallic objectsare drawn into a floating sphere 20' abovethe magic user's head. Thereafter, themagic user can try an additional time every2 rounds the spell is active to collectweapons (necessitating additional savingthrows). Any time before the spell durationends, the magic user can take thecollected magnetized weapon sphere andcast it as far as the range of the spell. If usedas a weapon, the sphere requires a "to hit"roll from the magic-user (with all appropriateRAA modifiers and range modifiers for amissile weapon) and does 1 hp of damageper weapon contained in the sphere. Thematerial component of this spell is alodestone and a pair of silver daggers.These are held together in a bag whilespeaking the words "Minden harc megáll".

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Morrengoth's Master of Arms

Level: Magic user 5 Components: V,S,MRange: ½" per level Casting Time: 5 segDuration: 1 rd/lvl Saving Throw: Spec.Area of Effect: ½" radius circle + ½" per level

Morrengoth's Master of Arms allows thecaster to use magnetic force to manipulatearmor in two ways:

1. If the armor is empty, the magic user cananimate it to attack, no save required. Theanimated armor has a THACO equal to thecaster, and 1 hp per level of the caster. Theanimated armor has an AC equal to thebase AC of the armor (e.g. leather is AC 8)plus 2 (2 points worse, so leather would beAC 10 if animated). The animated armorgets one attack per round, and does 1 to (8- base armor AC ) points of damage. For

example, a suit of chain mail would do1-(8-5) or 1-3 hp of damage per hit. Thecaster may animate 1 suit of armor for every2 levels of experience.

2. If the armor is being worn and a targetwithin the area of effect fails its savingthrow, the magic user may use the spell tointerfere with the wearer's movement; thismeans a 1 point AC penalty and a -1 to hitfor every 3 levels of experience of thecaster. 1 target may be affected per 3levels of experience of the caster.

The material component for this spell is acustom-made, small metal model of a suit ofarmor (at least 100 gp value; not consumedin the casting). The magic user holds themodel above his head while chanting thewords, "mestere a fegyverek".

Footprints — page 27 — Number 21

Monsters of All SizesMonster Rescaling for Advanced Dungeons& Dragons

by R. N. Bailey

Monster statistics listed in the AdvancedDungeons & Dragons monster manualstypically represent average specimens.Sometimes, however, there comes a needfor monsters that are weaker or tougherthan the norm.

The question is, "How do you make amonster more, or less powerful?" Monstersdo not have levels like player characters, sohow would one do that? Do you just add ortake away a few Hit Dice? Do you increaseits Armor Class to make it tougher? The rulesfor 1st and 2nd edition say little about chan-ging the power of a monster. This systempresents a concise, logical system toincrease or decrease a monster's power in1st edition or 2nd edition Advanced Dun-geons & Dragons so as to give a greaterdepth to standard monsters and to giveplayers a few surprises.

The Basics of Monster Rescaling

Most monsters can have their scores andabilities increased or decreased as aDungeon Master sees fit. This might be forsmaller or younger specimens of a particularcreature, or older, more powerful speci-mens. This also allows the DM to rescaleweaker monsters for higher-level dungeons,and vice-versa.

However, some monsters cannot or shouldnot be rescaled in power. Any monster thatnormally has scaled powers, such asdragons in 2nd edition, should not use thissystem. Obviously, unique creatures shouldnot be rescaled (no juiced-up tarrasquesplease). The DM should read over themonster description and based on thenature of the monster determine whether ornot would be a good candidate forrescaling. Non-player character humansand demi-humans should rarely be rescaledupwards. Player characters should never berescaled.

The following presents a simple step-by-stepprocess for increasing or decreasing thepower of monsters.

TABLE 1: RESCALED HIT DICE Original Hit Dice

PowerSteps

< 1-1 HD 1-1 1 2 3 4 5 6-9 10-15 16+

–5 Steps –3 hp* 1 hp 1-2 hp 1-3 hp 1-4 hp 2-5 hp 1-1 HD –5 HD –6 HD –8 HD–4 Steps –2 hp* 1-2 hp 1-3 hp 1-4 hp 2-5 hp 1-1 HD 1 HD –4 HD –4 HD –5 HD–3 Steps –1 hp* 1-4 hp 1-4 hp 2-5 hp 1-1 HD 1 HD 2 HD –3 HD –3 HD –3 HD–2 Steps same 2-5 hp 2-5 hp 1-1 HD 1 HD 2 HD 3 HD –2 HD –2 HD –2 HD–1 Step same same 1-1 HD 1 HD 2 HD 3 HD 4 HD –1 HD –1 HD –1 HD+1 Step 1-1 HD 1 HD 1½ HD 3 HD 4 HD 5 HD 6 HD +1 HD +1 HD +2 HD+2 Steps 1 HD 1½ HD 2½ HD 4 HD 5 HD 6 HD 7 HD +2 HD +3 HD +4 HD+3 Steps 1½ HD 2½ HD 3½ HD 5 HD 6 HD 7 HD 8 HD +4 HD +5 HD +6 HD+4 Steps 2½ HD 3½ HD 4½ HD 6 HD 7 HD 8 HD 9 HD +6 HD +7 HD +8 HD+5 Steps 3½ HD 4½ HD 5½ HD 7 HD 8 HD 9 HD 10 HD +8 HD +10 HD +12 HD*Monsters cannot have less than 1 hp.

1. Power Step Change: First, you mustchoose how powerful you want the monstercompared to its original size and power.Monsters can increase or decrease up tofive steps in power from their original HitDice. You will find the steps listed under theheading "Power Steps" on the TABLE 1:RESCALED HIT DICE above. Changes propor-tionally affect Hit Dice, Armor Class, dam-age dice inflicted, Strength score, thepower of special abilities, and, in somecases, the monster's actual size.

–5 Steps: Very young specimens (newbornor hatching); alternately, could beextremely old and/or infirm adults.–4 Steps: Young specimens, toddlers, old orinfirm adults.

–3 Steps: Young juveniles, weaker adults.–2 Steps: Larger juveniles, very small adults.–1 Step: Females (many monsters havesmaller females, but not all), small/weakadults, or near adult juveniles.+1 Step: Slightly more powerful adults (e.g.sub-leader types).+2 Steps: Powerful adults, leader types orchampions.+3 Steps: More powerful adults, olderspecimens, chieftains.+4 Steps: Very powerful/older adults,superior specimens.+5 Steps: Extraordinarily powerful adults,super-heroic specimens, or rare advancedmonsters.

Footprints — page 28 — Number 21

2. Hit Dice Change: A monster gains or losesHit Dice with each step it increases ordecreases. Find the column that matchesthe monster's original Hit Dice on TABLE 1:RESCALED HIT DICE and then cross-reference that with the power step youselected. Any entry without a "+" or "-"indicates the monster's new Hit Dice or hitpoint range. Numbers listed with "+" or "-"indicate how many Hit Dice are added orsubtracted from the original Hit Dice. Thus, a16+ Hit Dice monster that moves +5 stepspicks up 12 extra HD.

3. Size Change: An increase or decrease insteps may equate to a change in amonster's size. Whether or not this happens iswholly dependent on the nature of themonster and, to a lesser extent, the whim ofthe Dungeon Master.

Typically, monsters of semi-intelligence orless (4 or less) will increase in size for eachstep they move. These include (but are notlimited to) most mammals, fishes, insects,spiders, snakes, dinosaurs, jelly/oozes/slimes,plants and fungus, other animal-likemonsters (anhkheg, muckdweller, etc.),fantastic monsters (bulette, chimera,manticore, roper, yeti, etc.), elementals andelemental-kin, and in rare cases someundead, demons, slaad, or other similarcreatures.

Some monsters will increase in power butnot increase in size. These include mostbipeds, those relatively human-like in app-earance, and/or monsters of higher intel-ligence. These monsters will generallyincrease a maximum of +25% in total sizeregardless of how many steps they increasein power. These types of monsters candecrease in size proportionally to how manysteps they move down (to account foryounger or weaker specimens).

Each step changes the monster's size by apercentage proportion of its original size.Numbers listed under the "Size Change"column on TABLE 2: Size Proportion ChangeReference indicate the percentage changein the monster's original height/size. Notethat no creature can minimize smaller than¼" in size.

As an example of a monster changing insize, let's say a 10' long crocodile (normallySize Rating Large) is rescaled to move upthree power steps. This increases its size by100%, or 20' long.

TABLE 2: Size Proportion Change ReferencePower Steps Size Change 1" 6" 1' 2' 5'–5 Steps –75% ¼" 1½" 3" 6" 15"–4 Steps –50% ½" 3" 6" 12" 30"–3 Steps –25% ¾" 4½ " 9" 18" 45"–2 Steps –15% 1" 5" 10"20" 51"–1 Step - - - - - -+1 Step +25% 1¼" 7½" 15"30" 76"+2 Steps +50% 1½" 9" 18"36" 90"+3 Steps +100% 2" 12" 24"48" 120"+4 Steps +150% 2½" 15" 30"60" 150"+5 Steps +200% 3" 18" 36"72" 180"

TABLE 2: Size Proportion Change Referencegives the DM a quick method for figuring theexact size of a monster. The numbers ininches and feet across the top indicate amonster's original size. Only 1", 6", 1', 2', and5' size increments are listed. With this list theDM should be able to figure out a rescaledcreature's new height/size by cross-refer-encing its original size with the number ofpower steps changed.

As an example, for a 7½' tall monster thatincreases two steps, the DM first selects the5', 2' and 6" inch columns (roughly equatesto 7 ½'). He then looks in the "+2 Steps" row,takes the numbers in each of those threecolumns, and adds them together to findthe monster's new size. This monster wouldend up being 7'6" + 3' + 9" = 135 inches tall,or 11'3". That is a 50% increase for a 7½' tallmonster.

TABLE 3: RESCALED ABILITIESPower Steps

STR AC INT Special AbilityModifier

–5 Steps –5 –5 two lower –4–4 Steps –4 –4 next lowest –3–3 Steps –3 –3 next lowest –2–2 Steps –2 –2 same –1–1 Step –1 –1 same same+1 Step +1 +1 same same+2 Steps +2 +2 same +1+3 Steps +3 +3 next highest +2+4 Steps +4 +4 next highest +3+5 Steps +6 +6 two higher +4

4. Strength Change: The "STR" column onTABLE 3: RESCALED ABILITIES indicateschange in a rescaled monster's Strengthscore. Increase or decrease the monster'sStrength by the amount listed. If a monsterdoes not have a Strength score listed in itsdescription, ignore this step.

5. Armor Class Change: The "AC" column onTABLE 3: RESCALED ABILITIES indicateschange in a rescaled monster's Armor Class.Increase or decrease the monster's AC bythe amount listed.

Footprints — page 29 — Number 21

6. Intelligence Change: Weaker or moreadvanced specimens of a monster mayalso change in their base racial intelligencerating. However, this is wholly optional; theDM should only change intelligence if it isdeemed cogent to the monster type andthe context it is used.

Listings of "same" under the "INT Change"column on the TABLE 3: RESCALED ABILITIESindicate no change for the indicated powerstep; "next highest/lowest" and "two higher/lower" on the table indicate a change inintelligence category cf. "EXPLANATORYNOTES" section under the heading"INTELLIGENCE" in the monster manuals. Thus,a monster with an "average" intelligencerating that moves to the next highestcategory would have a new rating of "very".

7. Special Ability Modifier: The numberslisted under the "Special Ability Modifier"column on the TABLE 3: RESCALED ABILITIESindicate change to the power of therescaled monster's special or innate abilities.Increase or decrease each of the monster'sspecial abilities by the amount listed.However, since there are many widelydiffering special abilities, the DM must use hisown good judgment to determine what andhow a particular special ability is rescaled.As a rule, the Special Ability Modifier is anincrease or decrease of +/- 1 or +/- 5%,whichever applies best to the particularsituation. This should apply to duration,saving throw, number of creatures affected,and how frequently the ability can be used.

Frequency of Use: This is the number oftimes a monster can use an ability in a givenperiod of time, e.g. once per day or threetimes per week. Adjust the time category byusing the "Special Ability Modifier" columnon TABLE 3: RESCALED ABILITIES. Each "+" or"-" changes the time frequency category byone step: rounds become turns, turnsbecome hours, hours become days, daysbecome weeks, and so forth. Thus, whenmoved +1 step, a monster with an abilityuseable once per week can now use theability once per day.

Damage: If the special ability causesdamage, use the TABLE 4: RESCALED DIEDAMAGE (located in the next section) torescale the damage base inflicted.

Do not rescale damage caused by spell-likeabilities, such as damage from a fireballspell (see below for details).

Spell-casting Ability: Monsters that castspells as a magic-user or cleric of a certainlevel will have this ability rescaled inproportion to the number of steps moved.Thus, a guardian naga has the spell-casting

ability of a 6th level cleric. Moved up threesteps, it will have the spell-casting ability ofan 8th level cleric.

Spell-like Abilities: These innate powersmimic magic-user or cleric spells of thesame name. The monster will cast these at alevel equal to its new Hit Dice unless itnormally casts a spell at a much higher orlower level. In these cases, use the modifiednumber to find the monster's new castinglevel.

For example, most devils use their innatespell-like abilities at a level equal to their HitDice. In this case, rescale the casting levelto the new Hit Dice. However, a Styx devilhas 11 Hit Dice but uses its imprisonmentability as if cast by a 22nd level caster. In thiscase, the caster level would move up ordown based on its rescaled step. Therefore,a +5 step Styx devil would use this ability at26th level (+4 modifier).

Non-Spell-like Powers: This is a broadcategory that covers many widely differentabilities, such as gaze attacks, energy drain,ability score drain, breath weapons,sleep-causing attacks, poison (damage-causing; for death-causing poison seebelow), paralysis, constriction, and physicaland weapon immunities/reduction. Usethese general guidelines when adjustingthese abilities:

Damage: For damage causing abilities,rescale the base die damage using TABLE 4:RESCALED DIE DAMAGE.

Duration: Adjust the duration of the ability inproportion to the number of steps movedbased on the "Special Ability Modifier"number located on TABLE 3: RESCALEDABILITIES. If the duration is a variable range,such as a victim is paralyzed for 1d6 rounds,increase the die base on the TABLE 4:RESCALED DIE DAMAGE. If times goes byrounds or turns, increase or decrease thenumber by +1 or –1 based on the number ofsteps moved.

Saving Throw: Adjust any saving throws bythe number listed under the "Special AbilityModifier" on TABLE 3: RESCALED ABILITIES.

Undead Turning: Adjust the undead'sposition on the "Type of Undead" column onTable III "Matrix for Clerics Affecting Undead"(DMG, p.75) by its "Special Ability Modifier"on Table 3 "Rescaled Abilities". Example: awraith decreased by two steps in powerwould have a special ability modifier of -1,and would thus move one step down on the"Type of Undead" column in the DMG to beturned as if it were a ghast.

Footprints — page 30 — Number 21

Death-Causing Powers: For special abilitiesthat slay victims outright (such as a deathgaze from a Bodak, groan from a banshee,or poison that causes death [not damage]),increase or decrease the save modifier, asnoted above under the "Saving Throw"heading.

8. Scaled Die Damage: Finally, each stepmoved will reflect an increase or decreasein base die damage for physical attacks,including monsters that use melee or missileweapons. The monster's base die damageshould be rescaled regardless of whether or

not its actual size has changed. Altereddamage is a proportional reflection of achange in the monster's overall power andprowess in combat.

On the table below, cross-reference themonster's base damage die with its newpower step. This indicates its new basedamage die. Attacks that use multiple dicefor damage should increase all dice. Forexample, an owlbear that moves up threesteps increases its claw damage from 2d6 to2d12.

TABLE 4: Rescaled Die DamageBase Dmg –5 Step –4 Step –3 Step –2 Step –1 Step +1 Step +2 Step +3 Step +4 Step +5 Step

1 0 0 1 1 1 1-2 1-3 1-4 2-5 1-61-2 0 1 1 1 1 1-3 1-4 2-5 1-6 1-81-3 1 1 1 1 1-2 1-4 2-5 1-6 1-8 1-101-4 1 1 1 1-2 1-3 2-5 1-6 1-8 1-10 1-121-6 1 1-2 1-3 1-4 2-5 1-8 1-10 1-12 2-16 2-201-8 1-2 1-3 1-4 2-5 1-6 1-10 1-12 2-16 2-20 2-24

1-10 1-3 1-4 2-5 1-6 1-8 1-12 2-16 2-20 2-24 3-301-12 1-4 2-5 1-6 1-8 1-10 2-16 2-20 2-24 3-30 3-36

9. Move Change: Any time a monster changes Size Rating, its base Move can change as well.The table below is a quick reference for altering the base Move of a creature. First, checkunder the "Original Size Rating" column, then across to the "New Size Rating". The listingindicates the change in base Move percentages. Round up any fractions to the nearest wholenumber. Therefore, a Tiny creature readjusted to a Huge creature would have its base Moveincreased by 100%.

TABLE 5: MOVE CHANGE BASED ON NEW SIZE New Size Rating Original Size Rating

T S M L H G G +100% G + 200%T=tiny (2' tall or less) same+25% +50% +75% +100%+150%+200% +250%S=smaller than typical human (2'+ to 4') -25% same+25% +50% +75% +100%+150% +200%M=man-sized (4'+ to 7') -50% -25% same+25% +50% +75% +100% +150%L=larger than man-sized (7'+ to 12') -75% -50% -25% same+25% +50% +75% +100%H= huge (12'+ to 25') -75% -75% -50% -25% same +25% +50% +75%G=gargantuan (25'+) -75% -75% -75% -50% -25% same +25% +50%

Note on Size Ratings: The Size Ratingclassifications listed on this table are drawnfrom 2nd edition Advanced Dungeons &Dragons. For those 1st edition users, simplyignore the Tiny, Huge, and Gargantuanratings but retain the size breakdowns aslisted in each category as it relates to thechange in its base Move.A Few Examples of Monster Rescaling: Listedbelow are a few examples of the monsterrescalingpocess in action.

Zombies: A DM is creating an adventure fora character party of that is on average 5thlevel. He wants it to feature zombies, manyzombies. Normal zombies are just fodderchumps for this adventuring group.Furthermore, 5th level clerics automaticallyturn zombies. He could simply throw hordeafter horde of zombies after the party, but

this would simply not make sense within thecontext of the adventure. Instead, the DMdecides to make tougher zombies byincreasing their power by 1 step.

Size & Movement: Since these are zombiescreated from humans, they will not increaseto the next Size Rating or movement.

Hit Dice: Since normal zombies have 2 HitDice they pick up an additional dice, givingthem a total of 3.

Damage: An increase of 1 step makes theirphysical attacks inflict 1d10 instead of thenormal 1d8.

Armor Class: The zombies Armor Class alsoincreases by 1 to give them AC 7.

Special Abilities: Zombies really do notpossess any special abilities other than that

Footprints — page 31 — Number 21

bestowed by undead status. Since theyhave only increased in power by one step,they are still turned as zombies.

Spirit Nagas: In this same adventure the DMwants the party to go up against spiritnagas. At 11 Hit Dice, adult types of thismonster might be a little tough for the party.The DM decides to make two or threeyounger spirit nagas for the party to fight. Hedecides to drop them 3 steps in power.

Size & Movement: The nagas' 15' size isreduced by 25% to 11' long and drops theirSize Rating to Large. A change in Size Ratingalso drops their Move base by 25% from 12to 9.

Hit Dice: A 3 step decrease reduces their HitDice from 11 to 8.

Damage: Bite damage drops to 1.

Armor Class: Armor Class drops to AC 7

Special Abilities: The nagas' special abilitiesdrop in power by 2 steps. In the case of thepoisonous bite and the charming gaze,victims will receive a +2 bonus to savingthrows versus those effects. The spell-castingability as a magic-user and cleric is reducedby 2 levels each, making them 3rd level and2nd level casters respectively.

Red Dragons (First Edition): Using this systema Dungeon Master can rescale dragons,making them far tougher than listed undernormal 1st edition AD&D rules. No moreweakling dragons the players can thrash ina couple of rounds. Now an ancient reddragon will make them quake in their boots.

In this case, the DM would have to drop thestandard scaling method detailed under theMONSTER MANUAL entry for "Dragon". The"hit points per die" method normally usedwith dragons is dropped, as it is too difficultto work within the context of this system.Instead, dragons have a Hit Dice that isscaled by their growth stage.

The column titled "normal" on the reddragon example below indicates themidpoint for the dragon's Hit Dice listed inthe MONSTER MANUAL. A red dragonnormally has 9 to 11 Hit Dice. We can takethe midpoint Hit Dice—10 in this case—asthe starting point for rescaling. For the sakeof meshing with this system, there are noweleven growth stages.

Hit points are rolled as per standardmonsters, i.e. 1d8 per Hit Die. The dragon'sbreath weapon inflicts damage equal to itscurrent hit points as normal.

The Rescaled First Edition Red Dragon–5 Step –4 Step –3 Step –2 Step –1 Step Normal +1 Step +2 Step +3 Step +4 Step +5 Step

Growth Stage

Hatchling Veryyoung

Young Sub-adult

Youngadult

Adult Matureadult

Old Very old Venerable Ancient

AC 4 3 2 1 0 –1 –2 –3 –4 –5 –7Move 6/18 6/18 9/24 9/24 9/24 9/24 12/30 12/30 12/30 12/30 12/30HD 4 6 7 8 9 10 11 13 15 17 20Claw 1-2/1-2 1-3/1-3 1-4/1-4 2-5/2-5 1-6/1-6 1-8/1-8 1-10/1-10 1-12/1-12 2-16/2-16 2-20/2-20 2-24/2-24Bite 3-9 3-12 6-15 3-18 3-24 3-30 3-36 6-48 6-60 6-72 9-90Size 12' 24' 36' 40' 48' 48' 60' 72' 96' 120' 144'

Footprints — page 32 — Number 21

The Wizard's Laboratoryby Marco

The image of a of a wizard's or alchemist'sworkroom with its mysterious paraphernalia isiconic in DUNGEONS AND DRAGONS. Whenthe DM needs to describe such a laboratory,DUNGEON MASTERS GUIDE Appendix I is ofgreat service. What is lacking, however, is aguide to the weird, fantastic substances thatmight be in the flasks, retorts, bottles, vials,cups, urns, jars, amphorae, vases, beakers, andso on, found therein. If players want toexperiment with the containers, Appendices Iand K only give physical descriptions of thecontents. What follows are 100 types of thingsthat might be found in a container in a wizard'slab, intended to complement the tables in theDUNGEON MASTERS GUIDE. Note that thiscatalog has redundancies, with some itemsturning up under different entries. While this listcan be used to randomly generate thecontents of containers, it should be donecautiously, for too many magic items orexcessively dangerous effects can turn up thisway. This list may be better used as a source ofideas. Abbreviations for reference books arebelow:DMG

PHUA

MM1MM2

FFDDG

LLOAGADLADSGWSGMP

Dungeon Masters GuidePlayers HandbookUnearthed ArcanaMonster ManualMonster Manual IIFiend FolioDeities & Demigods (1st printing only)Legends & Lore (and later DDG printings)Oriental AdventuresGreyhawk AdventuresDragonlance AdventuresDungeoneer's Survival GuideWilderness Survival GuideManual of the Planes

01 ALCOHOLIC BEVERAGEroll d12:

1 beer2 mead3 hard cider4 wine, white (1-20 gp)5 wine, red (1-100 gp)6 brandy (20-200 gp)7 whiskey (10-60 gp)8 rum (10-60 gp)9 liqueur (5-40 gp)10 absinthe (10-80 gp; save vs. poison at +2

or experience mild hallucinations)11 pure alcohol (if ignited, explodes for

3-18 damage to all within 5'; save vs.wands for ½)

12 wine of drunkenness (single sip causesgreat intoxication with no save; drinker

is comatose on 2nd sip; see DMG pages82-83)

02 BAUBLE, MAGIC80% likely to be camouflaged among 4-24similar beads, marbles, pearls (worth 100 gp),cubes, scarabs, prisms, etc.; roll d20:

1 pearl of the ebbing tide (OA)2 pearl of power (any possible, including

cursed variant)3 pearl of protection from fire (OA)4 pearl of the rising tide (OA)5 pearl of the sirines6 pearl of wisdom (cursed variant is also

possible)7 cube of force8 cube of frost resistance9 cubic gate10 Daern's instant fortress11 figurine of wondrous power (ebony fly)12 iron bands of Bilarro13 lens of ultravision14 prism of Greyhawk (GA)15 scarab of death16 scarab of enraging enemies17 scarab of insanity18 scarab of protection (either cursed

variant is also possible)19 scarab versus golems (any possible)20 pellet missile (roll d6)

1 sling bullet +12 sling bullet +23 sling bullet +34 sling bullet of impact5 bead of force6 sphere from a necklace of

missiles (any possible)

03 BEADShundreds of beads of all colors and sizes,made of mundane materials (glass, wood,bone, metal, coral, shell, clay, stone, etc.)

04 BEANS, MAGIC3-12 beans from a bag of beans; see DRAGON#171, "101 Surprises in a Bag of Beans" for ideas

05 BLOODmay be from any creature; 60% likely to beclotted into a hardened or gelatinous mess;35% likely to be treated with a substance thatkeeps blood fresh and fluid; 5% chance ofspecial blood (roll d4)

1 firedrake blood (covered by a layer ofwater)

2 medusa blood (save vs. poison or die iftouched; die without save if imbibed;an article of clothing dipped in bloodacquires the properties of a cloak ofpoisonousness)

3 tarrasque blood

Footprints — page 33 — Number 21

4 viscous maroon mass that attacks(HD 1, D 1-4, otherwise as ochre jellyper MM1)

06 BODY PARTS, EXOTICroll d12 (consult monster entries in MM1,MM2, or FF):

1 fire beetle luminescent glands2 firefriend abdomens3 eyes (up to DM if there are residual

special properties; roll d10)1 beholder (beholder,

spectator, eye of the deep,gorbel)

2 charming (floating eye, spiritnaga, umber hulk, yeti,charonadaemon,ultrodaemon)

3 petrifying (basilisk, greaterbasilisk, medusa, greatermedusa, dracolisk)

4 deadly (catoblepas, sea hag,bodak, pyrolisk)

5 glowing (blindheim, eye killer,opinicus)

6 frost man7 boalisk8 retriever9 babau10 phoenix (1-4; 5,000 gp each)

4 forester's bane berries5 horns (in open vase or urn; roll d6)

1 al-mi'raj horns2 hollyphant tusks3 unicorn horn (1-2)4 ki-rin horn (1-2)5 horned devil horn (1-4)6 tarrasque horn (1-2)

6 imorph livers7 violet fungus branches8 retch plant fruits (1-3; in large

container)9 gloomwing mandibles (1-4 sets of 4;

25 gp per mandible)10 tenebrous worm bristles11 phoenix talons (1-4; 5,000 gp each)12 vampire tree leaves (see DDG,

"Melnibonéan Mythos")

07 BONESroll d10:

1 3-18 bones or fragments; any sourcepossible

2 1-6 petrified bones/fossils3 2-7 pieces of fine ivory (10 gp each)4 powdered bone; any source possible5 1-6 small animal skulls (birds, cats,

dogs, fish, mice, rabbits, rats, etc.)6 1-6 whole bones covered with

carved or painted runes7 5-40 teeth/fangs; any source

possible; 5% likely to be magicalteeth: if spread on dirt, a like numberof skeletons (60%) or berserkers (40%)spring up to serve the planter for 6hours

8 2-12 fangs from vampires,pĕnanggalans, or jiki-ketsu-gaki (seeOA)

9 bone devil tail spines (1-3)10 tiny animated skeleton (bird, mouse,

rabbit, squirrel, etc.; HD ¼, D 1-2,otherwise per MM2, "Skeleton,Animal")

08 BRAINlarge glass flask of liquid in which issuspended a whole brain; roll d6:

1 pickled dead brain (any speciespossible)

2 living brain; ESP or telepathy revealsthe brain is alive but hopelesslyinsane

3 psionic brain; 201-300 strength points;roll for attack and defense modesnormally, but always has at leastmind blast; roll for 4 minor and 2major disciplines (level of mastery4-16), disregarding any that areuseless to a brain without a body;brain's species, alignment, history,personality, goals, etc., are up to DM

4 ustilagor (attacks by emotionprojection or psionics)

5 intellect devourer (under effects ofpsionic reduction)

6 oriental dragon flight organ (frombrains of most oriental dragons;radiates magic; ingredient for potionsof flying)

09 BUGSsealed container of insects, arachnids, ormyriapods; 20% chance of being deadhusks (in which case the number of bugs incontainer is tripled); roll d20:

1 20-200 ants (30% likely to be fire antswith very painful sting)

2 1-20 beetles (any type possible)3 1-12 caterpillars (with small twigs with

leaves; 25% chance there are also1-6 cocoons)

4 1-10 centipedes5 3-18 cockroaches6 1-6 crickets7 2-7 earwigs8 2-8 fireflies (in transparent container)9 5-30 fleas (diseased on a 5%)10 3-18 flies (40% chance of also 5-40

maggots with bits of rotten meat)11 1-3 hornets12 4-16 lice (diseased on a 5%)

Footprints — page 34 — Number 21

13 4-9 locusts or cicadas14 3-12 mosquitoes (diseased on a 5%)15 3-12 moths16 praying mantis (on a twig)17 1-8 scorpions (20% likely to be

poisonous, requiring save vs. poisonat +1 or take 1-6 damage and beincapacitated for 1-4 days)

18 1-4 spiders (10% likely to bepoisonous, requiring save vs. poisonat +2 or take 1-4 damage and beincapacitated for 1-3 days; containeralso filled with cobwebs)

19 2-7 ticks (diseased on a 5%)20 1-4 wasps (with small nest)

10 BUGS, MAGICspell effects are triggered by opening orbreaking container, which can be used as amissile; roll d8:

1 creeping doom (dissipates in 1 turn;moves in random direction)

2 insect plague (dissipates in 6 turns)3 scarab of death4 magic cocoons (3-18; silk spun from 1

cocoon can be used to fashion amagic cloak, robe, carpet, hat, rope,etc.)

5 magic moths (moths flutter out andcoalesce into magic symbol after 1round, then fall dead to the floor;any magic-user or cleric variantpossible)

6 locust plague (huge swarm emergesand lays waste to 5-50 square milesof farmland)

7 monster (roll d12)1 4-24 cerebral parasites

(flea-sized specks in glasscontainer; if released attachthemselves to nearest psionicbeing)

2 1-2 huge centipedes3 giant centipede4 cifal (many more bugs than

can fit in container swarm outto form monster)

5 1-6 ear seekers (jar full ofrotting wood bits; unlesssomeone puts an ear againstthe contents for some reason,these will likely not harmopeners)

6 firefriend7 gaki (in fly form; see OA; roll

d4)1 jiki-ketsu-gaki2 jiki-niku-gaki3 shikko-gaki4 shinen-gaki

8 1-4 goldbugs

9 2-12 pernicons10 large scorpion11 large spider12 giant tick (2 HD)

8 giant bug (single bug enlarges togiant version after being released;dispel magic restores creature tonormal size; roll d20)

1 ant, giant (70% worker, 30%warrior)

2 ant lion, giant3 assassin bugs (a male and

female)4 bee, giant (40% bumblebee,

50% worker honeybee, 10%warrior honeybee)

5 beetle, giant (roll d8)1 bombardier beetle,

giant2 boring beetle, giant3 death watch beetle4 fire beetle5 jishin mushi (OA)6 rhinoceros beetle,

giant7 slicer beetle8 stag beetle, giant

6 cave cricket7 dragonfly, giant8 firefriend9 fly, giant (50% bluebottle, 50%

horsefly)10 gloomwing11 hornet, giant12 mantis, giant13 megalocentipede14 pedipalp, giant15 scorpion, giant16 solifugid, giant17 spider, giant18 termite, giant harvester (70%

worker, 30% warrior)19 tick, giant20 wasp, giant

11 BULDING SUPPLIESlarge earthenware urn or amphora; roll d12:

1 cement/mortar2 plaster/stucco3 rolls of twine/cord4 lacquer5 nails6 sand7 gravel8 lime9 paint (any color possible) or

whitewash10 sawdust11 small ceramic tiles12 fixtures (4-24 loose brass, bronze, or

iron fixtures; roll d12)

Footprints — page 35 — Number 21

1 hinges2 hooks3 chain links4 bolts5 gears6 ball bearings7 strips8 clasps9 rods10 rings11 latches12 disks

12 CHALK, COLORED40% likely to be powdered (single randomcolor); 60% chance of 3-12 multi-coloredchunks; enough for 1-4 magical diagrams(see S4: THE LOST CAVERNS OF TSOJCANTH)

13 COBWEBS30% chance of also housing a live spider; 4%chance of being enchanted for use infashioning a cloak of arachnidia or rope ofentanglement

14 CONDIMENTSroll d12:

1 salt2 sugar3 molasses4 honey5 cocoa powder6 garlic7 lemon juice8 vinegar9 mustard10 dried hot peppers11 spices (1-100 gp for whole container)12 herbs (see DMG Appendix J, pages

220-221)

15 CORROSIVEliquid acid (50%) or base (50%); direct hitinflicts 4-16 HP, splash does 2-8 HP; if an acidand base are combined, mixture heats andbursts, doing 2-8 HP splash to all within 10'

16 COSMETICSroll d12:

1 makeup (rouge, kohl, powder, etc.)2 balm or unguent (10-60 gp for jar)3 soap (25% chance of being scented,

worth 2-20 gp for container)4 perfume (5-100 gp for vial)5 myrrh (1-20 gp for jar)6 frankincense (1-10 gp for jar)7 unguent from giant bee royal jelly

(3,000-8,000 gp for jar; see MM2)8 magic perfume (1-4 applications;

behaves as philter of love for others;lasts 3-18 turns)

9 skunk or wolverine musk (10% likely tobe giant skunk/wolverine musk; seeMM1)

10 ambergris (2-40 gp toperfume-makers)

11 cursed makeup (causes permanentloss of 2-5 Charisma; reversed byremove curse)

12 philter of beauty

17 CULTURESroll d6:

1 baker's yeast2 brewer's yeast3 cheese cultures4 mother of vinegar5 curdled milk6 contaminated cultures (opener

contracts mild acute disease; seeDMG page 14)

18 DECOY70% likely that container contents areenchanted with Nystul's magic aura; 30%likely that contents are illusionary; see DMGAppendix I, page 218, under "GeneralDescription of Container Contents" fordescription of contents

19 DEFOLIANThandful of powder inflicts 3-18 damage onplant or fungus monsters, or destroys allvegetation in a 10'x10' area; 2-12 handfulstotal

20 DICEroll d4:

1 set of knucklebones2 set of 2-5 spinners (i.e., dreidels)3 set of 2-12 dice made of wood, clay,

or bone; a set is 20% likely to be ivory(worth 1-4 gp per die); a set is 20%likely to be marked with strangerunes instead of numbers; each die is5% likely to be loaded in some way;roll d10 for each die (at most 1 magicdie per container):

1 d42 d6 (2% likely to be a cubic

gate)3 d84 d105 d126 d147 d168 d20 (2% likely to be magic,

functioning as deck of manythings that is missing THE VOIDand DUNJON; die vanishesafter being rolled, unless theresult is JESTER, FOOL, or IDIOT)

Footprints — page 36 — Number 21

9 d2410 d30

4 set of eight diagram coins (OA)

21 DIRT/ROCKSroll d10:

1 ordinary dirt2 rich loam3 wet clay4 fine sand5 black volcanic sand6 thick mud7 small rocks or gravel8 powdered glass9 sandling infant (2-7" in diameter; in

sealed jar; no effective attack)10 denzelian eggs (1-4)

22 DOMINOESurn or vase with complete set of 28 (60%) or55 (40%); roll d12 for materials (listed valuesare per piece):

1 wood2 bone3 stone or clay4 lapis lazuli (2 gp)5 malachite (2 gp)6 obsidian (2 gp)7 turquoise (2 gp)8 ivory (5 gp)9 coral (8 gp)10 crystal (8 gp)11 onyx (8 gp)12 jade (15 gp)

23 DRUGeach container holds 1-20 doses; roll d20:

1 AMNESIA: save vs. poison or forgeteverything that occurred over last1-4 days; if PC takes 2nd dose in sameday, he saves at -2 or forgetseverything for last 1-4 months

2 ANESTHETIC: neutralizes all pain for1-8 hours; gives temporary bonus of3-12 HP, even if this places userabove maximum HP

3 APHRODISIAC: acts as philter of lovefor 6-10 turns without long-termconsequences

4 BLINDNESS: save vs. poison or usergoes blind for 1-2 days

5 COURAGE: user immune to all feareffects, magical and non-magical,for 1-2 days

6 DEAFNESS: save vs. poison or usergoes deaf for 1-2 days

7 DISEASE CURING: 30% chance ofcuring any non-magical diseaseoutright; otherwise reduces diseaseseverity by one level (see DMG page14): thus, TERMINAL disease becomes

SEVERE, SEVERE becomes MILD, andMILD disease is completely cured

8 ENRAGING: save vs. poison orbecome berserk for 3-6 rounds(double attacks or +2 to hit)

9 EUPHORIC: save vs. poison or beincapacitated, but very happy, for1-4 hours; very addictive

10 HALLUCINOGENIC: save vs. poison oruser is affected as though byconfusion for 2-12 turns

11 HEALING: heals 2-5 HP outright, andaccelerates natural healing to 2-5 HPper day for 5 days

12 HIBERNATION: save vs. poison at -1 orfall over apparently dead; as feigndeath for 1-4 days

13 INSANITY: save vs. poison or developrandom insanity (see DMG page 83)lasting 1 week

14 INTOXICATING: save vs. poison orbecome intoxicated (see DMG page82-83); state of intoxication is "great"

15 MIND-DESTROYING: save vs. poison at-2 or be affected as by feeblemindfor 2-7 days

16 NAUSEA: save vs. poison or beincapacitated by nausea andvomiting; on success, user is still -2 onall actions; lasts 1-6 hours

17 POISON ANTIDOTE: user makes extrasave vs. poison at +4 against anypoison in his system; if successful,poison is neutralized

18 SOPORIFIC: save vs. poison or fallasleep for 2-12 hours; on success,user has -2 Strength and -2 Dexterityfor that period due to sleepiness; if amajor effort is made to wake sleeper,he is allowed another save at -2, butif successful is sleepy for theremainder of the duration; if usersleeps, he gains 2 HP from refreshingrest

19 STIMULANT: user can function withoutrest for 72 hours; thereafter must restat least 12 hours or lose 1 point ofConstitution per hour; collapses atConstitution under 3; Constitutionrecovered at 1 point per hour of restAFTER 1st mandatory 12 hours

20 TRUTH SERUM: save vs. poison or usercannot lie for 1-2 days; can stillmislead with partial truths

24 DRUG, MAGICeach container holds 1-8 doses; all weaklyradiate unknown magic, for these are weirdalchemical concoctions; roll d20:

1 AGING: user ages 1-10 years; ifconsumed immediately before

Footprints — page 37 — Number 21

imbibing a longevity potion, drugeliminates any chance of potionhaving reverse effect; furthermore,user is now treated as though he hasNEVER consumed a longevity potionprior to taking drug, should he usemore of these potions in the future

2 ALERTNESS: user needs no sleep for 1week; is immune to magic sleep;thereafter requires twice as muchsleep for 1 week or loses 1 point ofConstitution per day; collapses atConstitution under 3; Constitutionrecovered at 1 point per day ofcomplete rest

3 CHANGING: permanentlypolymorphs user into anothercreature as druid reincarnate spell; ifsave vs. poison is failed, user hascreature's mind; 2nd dose restoresoriginal form and mind

4 CURSE REMOVAL: cures curses orother magical afflictions (geas,feeblemind, quest, or others at DM'sdiscretion); topical use allowsremoval or disposal of cursed rings,weapons, or other items that cannotbe discarded (no effect on graftedartifacts/relics such as Hand ofVecna)

5 DREAMING: save vs. poison at -4 orfall into an unarousable sleep for 5-20hours; 5% chance per hour that userdreams of other times and places,similar to vision spell; roll 2d6: 2-6,attention of hostile extra-planarbeing is attracted; 7-9, irrelevantdream of fantastic place; 10-12,dream gives vague but usefulinformation related to a problem athand

6 ENDURANCE: user receives 1-6 pointsof Constitution for 6-48 hours,including bonus HP; any damage issubtracted from bonus first

7 ETERNAL LIFE: user doomed tobecome undead after death (see FFp.115; DM's choice); resurrection orraising no longer affects user

8 ETERNAL SLEEP: save vs. poison oruser falls into unarousable sleep for1,000 years; no aging in this time;neutralize poison wakes victim only ifhe FAILS a save vs. magic

9 FORGETFULNESS: save vs. poison orhave total memory loss; levels, skills,proficiencies, and languages areunaffected; only restoration reverseseffect

10 LYCANTHROPY: user permanentlybecomes a lycanthrope; only

removable by level 12 cleric castingcure disease in first 3 days; roll d12:

1 werebear2 wereboar3 wererat4 wereshark5 wereserpent (as minion of Set;

see LL, "Egyptian Mythos")6 weretiger7 werewolf8 seawolf (80% lesser, 20%

greater)9 selkie10 jackalwere11 tagamaling buso (OA)12 foxwoman (if user is elf

female) or hu hsien (if user ishuman female; see OA);otherwise reroll

11 MIND ENHANCING: user becomespsionically aware for 3-18 days; rollfor psionic strength, attack/defensemodes, and disciplines (level ofmastery is always 1); there is chanceequal to the user's likelihood ofhaving psionic ability in the first placethat effect is permanent; if used byalready psionic character, givestemporary bonus of 51-150 strengthpoints, 1 new attack and 1 defensemode, and plus 1-4 in level ofmastery of all disciplines; if usedtwice in a month, causes permanentinsanity

12 PANACEA: cures any disease, evenmagical; effective against anythingwhere cure disease spell applies(e.g. green slime)

13 RESTORATION: restores lost energylevels; 1 level per dose

14 ROTTING: save vs. poison or userafflicted by rotting diseaseequivalent to periapt of foul rotting;effect ends after 3-12 weeks; can becured in same manner as withperiapt

15 SATIETY: user needs no food or waterfor 2 weeks; thereafter requires twiceas much for 2 weeks (see WSG pages50-52)

16 STENCH: user's body odor has effectsof troglodyte stench for 1-3 days

17 STRENGTH: user receives 2-7 points ofStrength for 6-48 hours, but loses likeamount of Dexterity; for Strength over18, each extra point raises score tonext category: i.e., person with 17Strength is raised to 18/01 by 2 bonuspoints, 18/51 by 3 points, 18/76 by 4points, 18/91 by 5 points, 18/00 by 6points, and 19 Strength by 7 bonus

Footprints — page 38 — Number 21

points18 TRANCE: user falls into a trance for

1-8 hours, during which his mindtravels to other planes as contactother plane spell; user can specifyhow many planes removed andwhat questions to ask (up to 5questions)

19 UNIVERSAL ANTIDOTE: neutralizes anypoison if imbibed or applied topoisoned substance; user isfurthermore totally immune to poisonfor 1-4 days after consumption

20 VISION: user has perfect vision incomplete or even magical darknessfor 1-4 days

25 DUST, MAGICroll d6:

1 dust of appearance2 dust of disappearance3 dust of dryness4 dust of illusion5 dust of sneezing and choking6 dust of tracelessness

26 DYEany color possible; 10% likely to be magicaldye that causes permanent color changeto creature or object that liquid is appliedto; dispel magic restores original color;container holds 2-24 applications; 1application treats 1 humanoid or suit ofarmor

27 EGG, EXOTIClarge jar of sand cradling a large egg; rolld20:

1 achaierai (hatches in 3-36 weeks)2 basilisk (80% lesser, 20% greater;

hatches in 2-24 weeks)3 behir (hatches in 2-24 weeks)4 couatl (hatches in 3-36 weeks)5 denzelian (hatches in 10-100 years)6 diakk (hatches in 2-24 weeks)7 dragon (all hatch in 4-48 weeks; roll

d10)1 chromatic dragon (each of

the 5 equally likely, notincluding Tiamat)

2 metallic dragon (each of the

5 equally likely, not includingBahamut)

3 special dragon (roll d4)1 cloud dragon2 Greyhawk dragon

(GA)3 mist dragon4 shadow dragon

4 oriental dragon (roll d8)1 chiang lung (OA)2 li lung3 lung wang4 pan lung5 shen lung6 t'ien lung7 tun mi lung (OA)8 yu lung

5 dragon turtle6 dragonne7 dragonnel8 dracolisk9 dragonet (1-3 eggs in

container; hatch in 2-24weeks; roll d4)

1 faerie dragon2 firedrake3 ice lizard4 pseudo-dragon

10 hydra (hatches in 3-36 weeks;roll d4)

1 hydra2 lernaean hydra3 pyrohydra4 thessalhydra

8 fire lizard (hatches in 2-24 weeks)9 nabassu demon (hatches in 10-100

weeks)10 naga (roll d3; all hatch in 3-36 weeks)

1 guardian naga2 spirit naga3 water naga

11 owlbear (hatches in 2-12 weeks)12 phoenix (hatches in 10-20 days)13 remorhaz (hatches only if frozen)14 rock reptile (appears to be rough

ovoid stone; hatches in 10-40 days)15 giant strider (hatches in 1-12 weeks)16 wyvern (hatches in 2-24 weeks)17 bird- or reptile-man (1-3 eggs; all

hatch in 2-8 weeks; roll d10)1 aarakocra2 babbler3 dire corbie4 eblis5 firenewt6 harpy7 kenku8 lizard man (5% chance of

lizard king)9 humanoid tengu (OA)10 troglodyte

Footprints — page 39 — Number 21

18 magic egg (roll d4)1 egg of desire (any possible)2 egg of reason3 egg of shattering4 golden goose egg (1-4; 100

gp each)19 petrified dinosaur egg20 rotten eggs (from any egg-laying

creature: ankheg, aspis, basilisk,behir, bloodhawk, clubnek,cockatrice, eblis, firefriend, firenewt,formian, griffon, harpy, hippogriff,kenku, pyrolisk, sahuagin, thork,troglodyte, vulchling, etc.; 2-5 eggsfor creatures size S, 1-3 eggs for sizeM, and 1 egg for size L)

28 EMBALMING FLUIDfluid that prevents decay if used to treat acorpse; 10% chance of being magicsubstance that animates the dead (bodyrises as a coffer corpse; a speciallyprepared body rises as a mummy); undeadcreature is not under animator's control;container holds enough fluid for 1-4 bodies

29 EXPLOSIVEpowder or liquid; explodes if shaken,heated, or burned, inflicting 6-36 damageto all within 20' (save vs. wands for ½damage)

30 FEATHERSroll d6 for source:

1 ordinary bird feathers or down (anyspecies possible)

2 prehistoric bird (e.g., axe beak,phororhacos, or other extinct bird)

3 bird-like monster or hybrid creature(aarakocra, boobrie, clubnek,cockatrice, eblis, kenku, griffon,owlbear, pegasus, peryton, pyrolisk,giant raven, etc.)

4 extra-planar being (achaierai,couatl, type I demon, deva, erinyes,diakk, hollyphant, lammasu,planetar, solar, etc.)

5 phoenix feathers (3-12; worth 50 gpeach)

6 Quaal's feather token (1-3)

31 FERTILIZERhandful of powder adds 2-8 HP to plant orfungus monsters, or acts as plant growth in a10'x10' area; 2-12 handfuls total

32 FISHlarge glass flask or bowl of water with 1-8small fish; each has 10% chance of beingdead; roll d8:

1 ordinary fish (30% chance of exotic

brightly colored reef fish)2 poisonous spined fish (save vs. poison

at +2 or die if pricked)3 seahorses4 jellyfish (25% chance of being

phosphorescent)5 nautilus6 crayfish7 small floating eyes (1-2 HP each)8 small quippers (1-2 HP each)

33 FLASHINGopaque container holds a crystal thatalternately radiates magical light anddarkness, each effect lasting ½ second,creating strobe effect

34 FOOD75% is relatively fresh and edible, 20% ismoldy or rotten (see WSG page 58 foreffects of spoiled food); 5% is magicallytreated to prevent spoilage; roll d20:

1 biscuits/bread2 broth (beef, chicken, fish, vegetable,

etc.)3 butter4 cheese (various)5 cookies/pastries/muffins6 eggs7 flour (various)8 fruit (e.g. apples, apricots, cherries,

grapefruits, grapes, lemons, oranges,peaches, pears, persimmons,pomegranates, plums, prunes, raisins,or berries: blackberries, blueberries,raspberries, strawberries, etc.)

9 grain (various)10 gruel/pudding/soup/stew11 jelly/marmalade/preserves12 legumes (beans, lentils, peas, etc.)13 milk (cow, goat, coconut, soy, etc.)14 meat (beef, fish, fowl, pork, mutton,

etc., either raw, cooked, salted,dried, jerked, smoked, marinated,etc.)

15 nuts (various)16 pickles17 roots (carrots, ginger, onions,

potatoes, radishes, etc.)18 salad (various leafy greens)19 sausages (various)20 shellfish (clams, mussels, oysters,

scallops, etc.)

35 FOSSILS1-6 pieces; roll d6:

1 fossils (small bones or entire smallcreatures such as trilobites ornautiloids)

2 petrified wood chunks3 uncut amber (100 gp each; 20%

Footprints — page 40 — Number 21

chance of having embedded insect)4 coral (25% chance of being worth 50

gp each)5 teeth6 small petrified eggs

36 FREEZINGfrost-covered container holding magicallycold substance; damage values shown arerespectively for direct hits and splash; roll d6:

1 ordinary crushed ice2 dry ice pellets3 liquid nitrogen (damage 1-4/1-2)4 liquid oxygen (damage 1-8/1-4; if

thrown on a fire, causes an inferno torage out of control, tripling anydamage done by the fire)

5 liquid helium (damage 2-12/1-6)6 liquid that freezes solid any creature

or item that touches it unless immuneto cold or saves vs. petrification;endure cold protects against liquidbut is cancelled, resist cold or ring ofwarmth provide appropriate savebonuses; frozen creature dies unlessSYSTEM SHOCK at ½ is made;otherwise creature thaws in 2-9 turns,or immediately if exposed to magicalfire (taking no damage from fire)

37 FUNERARY URNroll d10:

1 urn full of cremated ashes2 canopic jar with a single mummified

organ3 urn or covered bowl with a rotting

head4 urn or covered bowl with a skull5 urn or covered bowl with a

mummified hand (2% chance ofwearing magic ring; roll under

"JEWELRY, SMALL" using d4 instead ofd12)

6 jar or urn with 1-3 shrunken heads7 reliquary with a withered finger,

tooth, bone fragment, etc.8 large clay jar holding a mummified

cat9 jeweled votive (worth 5,000 gp)

holding the Head of Vecna (witheredhuman head with single shriveledeye; no properties other thanSTRONGLY radiating magic; hopefullyplayers are not stupid enough to fallfor this one)

10 undead (see "MONSTER" sub-entry#19)

38 GARBAGEroll d10:

1 broken glass, clay, ceramic shards2 rotten fruits and vegetables, rinds,

pits3 rotten meat, gristle, offal, bone

fragments4 rotten fish, fish heads, fish bones5 crumpled, torn, burnt papers and

scrolls6 ashes, cinders, old coals, spent

incense7 rotting leaves, twigs, and pieces of

wood8 rotting, torn rags9 rocks, rubble, and dirt10 excrement (roll d12)

1 urine2 dung3 dried bird droppings4 guano (5% likely to be

infected with rabies; openersaves vs. poison or contractsdisease; fatal in 2-5 months)

5 1-4 live dung beetles withdung balls

6 sweat7 bile8 gallstones9 vomit10 bezoars11 ambergris (2-40 gp to

perfume-makers)12 mixed foul material (10% likely

to cause disease in opener;10% likely to be infested by 1-6rot grubs

39 GASif container is transparent, appears empty(60%) or full of swirling mist (40%) that can beof any color; gas forms 20' radius cloud ifcontainer is unsealed; dissipates in 1-20rounds; roll d12:

Footprints — page 41 — Number 21

1 poison (save or die)2 sleep (save vs. poison or fall into

unarousable sleep for 3-12 hours)3 weakness (save vs. poison or lose

2-12 strength, minimum 3, for 1-10hours)

4 blinding (save vs. poison or blinded;lasts 2-12 rounds after leaving cloud)

5 laughing (save vs. poison or lapseinto uncontrollable laughter for 1-6rounds; 50% likely to drop anythingbeing held)

6 stinking (as stinking cloud spell)7 obscuring (reduces vision to 3')8 corrosive (as death fog spell; items

must also save vs. acid)9 flammable (if there are open flames

present, explodes for 4-24 damageto all within 20'; save vs. wands for ½)

10 gorgon breath (save vs. petrificationor be turned to stone)

11 harmless (see DMG Appendix I, page217, under "Odors" for smell)

12 creature in gaseous form, trapped incontainer by powerful enchantments(roll d12)

1 nycadaemon2 dao3 faratsu demodand4 kelubar demodand5 shator demodand6 djinni7 efreeti8 ki-rin9 marid10 ogre mage11 vapor rat12 yochlol

40 GEMS1-10 gems of a single type, determined perDMG pages 25-26; 40% chance that gemsare powdered, with total value of amount incontainer equal to 1/10 the base value of thegem type (i.e., a jar full of powderedobsidian is worth 1 gp, while diamond dust isworth 500 gp for the whole amount)

41 GEOMETRIC SOLIDScollection of 4-16 small carved geometricsolids (sphere, cone, pyramid, torus,cylinder, tetrahedron, cube, octahedron,dodecahedron, icosahedron, complexstellated polyhedrons, etc.); roll d12 under"DOMINOES" for material (quoted values areaverage values per solid)

42 GLOWINGglass container filled with liquid that glowsequal in intensity to a light spell; any color ispossible; if container is unsealed, glow slowly

fades over 24 hours

43 GLUEvery strong; 4% chance of sovereign glue(1-10 oz.)

44 GREASE/FAT4% chance of being taer fat; otherwise nospecial properties (see DSgpge 57)

45 HAIRhair/fur from any possible animal or monster;20% chance of enough human hair tofashion fine wig; 5% chance of special hair(roll d6)

1 fragments of golden fleece (worth100-400 gp)

2 displacer beast fur (can be used tofashion one cloak of displacement)

3 umpleby fur (delivers single staticelectricity shock for 1-2 damage iftouched)

4 korred hair (turns into 50-200 gp worthof gold if sprinkled with holy water,see MM2)

5 cursed hair (functions as rope ofconstriction)

6 magic wool (see LL, "Finnish Mythos")

46 HERBSany possible from DMG Appendix J, pages220-221

47 HOMONCULOUS FLUIDpre-prepared fluid for creatinghomonculous; needs 1 pint of magic-user'sblood and appropriate spells to form ahomonculous (see MM1)

48 HOTsteaming crucible holding liquid that is keptmagically hot without ever evaporating orboiling off; damage values are respectivelyfor direct hit and splash; touching containerwith unprotected skin does 1 HP damage;roll d6:

1 boiling water (damage 1-6/1-2)2 molten wax (damage 2-8/1-4)3 hot oil (damage 2-12/1-6)4 molten lead (damage 2-16/1-8)5 molten steel (damage 2-20/1-10)6 magma (damage 2-24/1-12)

49 INCENSEincense pellets or sticks; roll d6:

1 ordinary incense (1-100 gp foramount in container)

2 putrid-smelling incense3 everburning incense (worth 500 gp to

a religious institution; see S4: THE LOST

Footprints — page 42 — Number 21

CAVERNS OF TSOJCANTH)4 incense of meditation (2-8 pieces)5 incense of obsession (2-8 pieces)6 mixture of incense of meditation and

obsession (1-4 pieces of each)

50 INKroll d6:

1 ordinary ink2 special ink suitable for spell scrolls

(enough for 3-18 levels of spells)3 ink for inscribing a single random

protection scroll (any from DMG orUA)

4 invisible ink (revealed by heating)5 special invisible ink (non-magical

alchemical preparation that isinvisible when dry, but glows mauvein magic darkness, ajealously-guarded secret amongDrow, whose innate abilities make itideal for secret messages)

6 ink from giant octopus, giant squid,or kraken

51 IRRITANThandful of powder causes all within 10'x10'area to be incapacitated for 2-8 rounds byitching unless save vs. poison is made; ifpowder is picked up without glove, hand isuseless for 2-8 rounds; 2-12 handfuls total

52 JEWELRY, SMALLurn or jar with 1-4 jewelry pieces (rings, pins,brooches, necklaces, earrings, amulets,medals, etc.); values per DMG page 26; 10%chance that all are worthless fakes, 10%chance of one special item (roll d12)

1 piece is set with a magic gem (75%)or pearl (25%); roll d20 under "STONE,MAGIC" or d6 (instead of d20) under"BAUBLE, MAGIC"

2 magic ring (any possible from DMGor UA)

3 ring of protection from stoneguardians (see MM2, "StoneGuardian")

4 special ring (all from GA; roll d4)1 Admundfort ring of leadership2 lucky ring of the Wild Coast3 cursed ring of the Great

Kingdom4 ring of the Pomarj (any

possible)5 agathion in object form6 demon's amulet (any demon

possible; see MM1)7 devil's talisman (any devil possible;

see MM1)8 lich's phylactery (location of lich is up

to DM, but may well be the owner of

the workroom)9 night hag's magic periapt (see MM1)10 miscellaneous magic item (roll d20)

1 amulet of inescapablelocation

2 amulet of life protection3 amulet of the planes4 amulet of proof against

detection and location5 amulet versus undead (any

possible)6 brooch of shielding7 medallion of ESP (any

possible)8 medallion of thought

projection9 necklace of adaptation10 necklace of missiles (any

possible)11 necklace of prayer beads

(any possible)12 necklace of strangulation13 periapt of foul rotting14 periapt of health15 periapt of proof against

poison (any possible)16 periapt of wound closure17 talisman of pure good18 talisman of the sphere19 talisman of ultimate evil20 talisman of Zagy

11 holy symbol (roll d8)1 prayer beads2 wooden holy symbol3 iron holy symbol (2 gp)4 silver holy symbol (50 gp)5 holy medallion of Almor (GA)6 holy star of the Bright Desert

(GA)7 holy symbol of Greyhawk

(GA)8 elder sign (see DDG, "Cthulhu

Mythos")12 unusual magic item (roll d12)

1 amulet of the Cairn Hills (GA)2 amulet of Furyondy (GA)3 amulet of Spinecastle (GA)4 brooch of Imog (DLA)5 Coruskian stone (GA)6 locket of the Great Kingdom

(GA)7 medallion of Malog (GA)8 Medegian bracelet of lost

ships (GA)9 necklace of Almor (GA)10 purple gem of the Vesve

Forest (GA)11 star of Celene (GA)12 Tusmit's battle crescent (GA)

53 KEYS

Footprints — page 43 — Number 21

4-24 keys of various sizes, shapes, andmetals; 25% chance that one is made ofprecious metal, possibly set with gems(50-300 gp); 5% chance that one is magicaland can unlock any lock, even magical,with 2-12 charges before breaking; up toDM whether any of the keys fit a lockelsewhere in the dungeon

54 LEYDEN JARprimitive Leyden jar, a glass bottle with innercoating of metal, cork stopper, and a metalrod through cork; first to touch rod isshocked for 1-6 HP (save vs. wands for ½)

55 LIQUID, MAGICoil or other liquid substance for topical use;container holds 1-12 applications; roll d20:

1 BARKSKIN: reproduces effects ofbarkskin spell; skin develops textureof bark; 1 application covers 1humanoid; lasts 1-4 days or until userbathes; 2nd application prior to the 1st

wearing off results in permanentlignification with no saving throw (seeMM2, "Barkburr")

2 BLENDING: as robe of blending; 1application covers 1 humanoid; lasts1-4 days or until user bathes

3 DISPLACEMENT: as cloak ofdisplacement; 1 application covers 1humanoid; lasts 1-4 days or until userbathes

4 DISSOLUTION: completely liquifies anyorganic substance (skin, flesh, wood,chitin), leaving behind bone, metalequipment, etc.; 1 pint dissolves 1cubic foot; if used as missile, a pintinflicts 6-48 HP on direct hit, 3-24 HPon splash

5 DISTANCE DISTORTION: if spread onfloor, reproduces distance distortionspell, except an earth elemental isnot needed and specific effect israndom (i.e., 50-50 chance ofdoubling or halving dimensions);treatment lasts 1-6 weeks; 1 oz. treats100 square feet

6 ENCHANTMENT PROTECTANT:permanently renders objectimpervious to effects of rod ofcancellation, Mordenkainen'sdisjunction, or disenchanter attack; 1application covers sword, 5applications cover suit of armor

7 FAERIE FIRE: reproduces effects offaerie fire spell when treated object isin the dark; not visible during the day;1 application covers sword, 5applications cover suit of armor or 1humanoid; lasts 3-12 weeks

8 FIRE RESISTANCE: garment impervious

to fire if dipped in water mixed with 1application; effect wears off in 2-8weeks or until garment is washed

9 FLAWLESSNESS: if used to polish agem, increases stone to next basevalue; reroll value of stone as perDMG p 26, disregarding rolls of ‘9' or'10' that reduce value of stone; 1application treats 1 gem

10 INDICATOR: if applied to a liquidsample changes color of solution;container holds 10-100 drops; roll d6for type of indicator fluid:

1 turns black any poisonousliquid

2 turns pink drinkable water(only applies to the samplebeing tested: i.e., if water isdrawn from a source infestedwith throat leeches, thesample will turn pink if therehappens not to be a leech init)

3 turns red potions of delusion(without ruining normalpotions)

4 turns green blood/urine/salivafrom a diseased being

5 turns purpleblood/urine/saliva from ashape changed orpolymorphed being(including lycanthropes,dopplegangers, etc.)

6 turns yellow blood/urine/salivafrom a being under theeffects of anenchantment/charm spell(charm person, geas, quest,etc., including possession bymagic jar, psionicdomination)

11 MYSTERIOUS: use DMG appendix K,pages 221-222, to describesubstance; it is non-toxic and has noobvious special properties, otherthan radiating magic; identify orother magic provide only vague orconflicting information

12 OIL, MAGIC: roll under "OIL" sub-entry#8, with amount in containerequivalent to 1 potion

13 PURIFYING: as potion of sweet water;amount in container equivalent to 1potion

14 REGENERATION: user regenerates 1HP per round; 1 application covers 1humanoid; lasts 1-4 days or until userbathes; 2nd application prior to the 1st

wearing off results in permanentgrowth of tumors, appendages, and

Footprints — page 44 — Number 21

useless uncoordinated extra limbs(user loses 1-4 points of Charisma andDexterity, but permanently gains 5-30HP)

15 ROCK TO MUD: permanently liquifiesstone into mud, as transmute rock tomud spell; 1 oz. treats 1 cubic foot ofstone; if used as missile against stonegolem, stone guardian, bowler,crysmal, galeb duhr, sandling,storoper, etc., inflicts 6-48 HP ondirect hit, 3-24 HP on splash; if usedon a petrified being, a mud-manarises

16 RUST PROTECTANT: permanentlyrenders metal impervious to acid andcorrosion, including rust monsterattack; metal becomes moreattractive to xorn or xaren; 1application covers sword, 5applications cover suit of armor, 20applications needed for iron golem

17 STONE TO FLESH: permanentlyrestores to flesh a creature that hasbeen turned to stone; 1 applicationtreats 1 humanoid; if applied to anordinary statue or other stoneformation that has never been alive,permanently transforms it into anenveloper (HD depends on theamount of stone being transformed)

18 STONESKIN: reproduces effects ofstoneskin spell; lasts until user sustains1-4 hits or bathes; 2nd applicationprior to the 1st wearing off results inpermanent flesh to stone with nosave; 1 application covers 1humanoid

19 TRANSPARENCY: causes invisibilitythat is not dispelled by attacking; 1application covers 1 humanoid; lasts3-12 hours

20 WARMTH: garment functions as ringof warmth if dipped in water mixedwith 1 application; effect wears off in2-8 weeks or until garment is washed

56 MAGIC CONTAINERroll d20:

1 alchemy jug2 beaker of plentiful potions3 bowl of commanding water

elementals4 bowl of watery death5 decanter of endless water6 efreeti bottle7 eversmoking bottle8 flask of curses9 iron flask10 chalice of the Shield Lands (GA)11 goblet of the Great Kingdom (GA)

12 jug of holding (as bag of holding; anysize possible; only liquid can beplaced inside due to narrow neck)

13 djinni bottle (as ring of djinnisummoning)

14 fire pot of commanding fireelementals (as brazier ofcommanding fire elementals)

15 fire pot of sleep smoke (as brazier ofsleep smoke)

16 urn of transmuting (as bag oftransmuting)

17 urn of tricks (as bag of tricks; anypossible)

18 everfull mug (command word fillswith ale, beer, or mead, up to 6times/day; worth 2,500 gp, 200 x.p.;see L1: THE SECRET OF BONE HILL)

19 everfull pitcher (command word fillswith ice cold water, hot herbal tea,or excellent wine, up to 3 times/day;worth 2,500 gp, 200 x.p.; see L1: THESECRET OF BONE HILL)

20 wide-mouthed lidded urn holding asphere of annihilation (cannot bemoved out of urn)

57 METAL SCRAPS1-12 pounds of dust, filings, beads, chunks,shards, or bits of wire; roll d20 (listed valuesare per pound):

1 bronze (2 c.p.)2 copper (1 s.p.)3 silver (1 e.p.)4 electrum (5 gp)5 gold (10 gp)6 red gold (20 gp)7 platinum (50 gp)8 mithril (250 gp)9 adamantite (400 gp)10 lead (1 c.p.)11 brass (1 c.p.)12 pewter (2 c.p.)13 orichalcum (1 gp; bronze-gold alloy)14 iron (2 c.p.)15 fine steel (5 s.p.)16 stainless steel (1 gp; weapon or

armor made from alloy that includes1 lb of this steel saves vs. acid or rustmonster attack at +5)

17 meteoric iron (100 gp; identifiable bydwarf or gnome; a weapon madefrom alloy that includes 1 lb ofmeteoric iron is always effective vs.beings vulnerable to cold iron)

18 magic steel (weapon or armor madefrom alloy that includes 1 lb of thissteel will be at +1 enchantment)

19 metallic arsenic (save vs. poison ordie if handled)

20 other (tin, nickel, antimony, etc.)

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58 MINERALS2-7 small chunks; roll d20:

1 flint2 lodestones3 crystals (brightly colored but

worthless)4 phosphorescent stones5 pumice6 coal7 salt (20% chance of being

powdered; roll d3)1 rock salt2 sea salt3 natron

8 fool's gold9 sulfur (20% chance of being

powdered)10 moonmilk (thick milk-like fluid found in

limestone caves)11 small gpum flowers12 mica13 ochre (20% chance of being

powdered)14 solidified lava (in bizarre shapes)15 uncut ornamental stones (see DMG

page 26)16 uncut semi-precious stones (see

DMG page 26)17 geodes (25% chance of containing

valuable gems: 1-4 uncut quartzes,rock crystals, or amethysts, worth 10gp each)

18 meteorites (1 gp per chunk; aweapon made from alloy thatincludes iron smelted from 1 chunk isalways effective vs. beingsvulnerable to cold iron)

19 valuable ore (roll d4)1 gold (1 s.p. per chunk)2 platinum (1 gp per chunk)3 mithril (3 gp per chunk)4 adamantite (5 gp per chunk)

20 radioactive ore (thick lead cruciblewith 1-4 small nuggets; glow slightly inpitch darkness, blazing blue withultravision, yet radiate no magic;save vs. poison if handled: on failure,victim loses 2 points of Strength for 1day and after 2-8 hours noticesblisters on hands; if any nuggets aretaken, all within 20' must save eachhour or lose 1 Strength; the onecarrying ore saves at -2; Strengthrecovers at 1 per hour after PC isremoved from aura; at Strength 2, PCcannot walk, and at -1, PC is dead;see S3: EXPEDITION TO THE BARRIERPEAKS)

59 MONEY6-120 coins; roll d12:

1 copper

2 silver3 electrum4 gold (4% chance of also holding 1-6

goldbugs)5 platinum (2% chance of also holding

a coin of Almor; see GA)6 bronze (4 b.p. = 1 c.p)7 mithril (1 m.p. = 5 p.p.)8 adamantite (1 a.p. = 8 p.p.)9 worthless tokens (wood, iron, brass,

tin, etc.)10 gilded lead11 permanent magical fools gold12 exotic coins (from OA, DLA, or

LANKHMAR: CITY OF ADVENTURE; rolld12)

1 fen (1 c.p.)2 yuan (5 c.p.)3 tael (1 e.p.)4 ch'ien (1 p.p.)5 ch'ao (4-80 rolled up paper

notes; worthless outside ofKara-Tur; roll d3)

1 1 ch'ao notes2 10 ch'ao notes3 100 ch'ao notes

6 iron tik (1 c.p.)7 bronze agol (1 s.p.)8 silver smerduk (1 e.p.)9 gold rilk (1 gp)10 diamond-in-amber glulditch

(100 p.p.)11 steel piece (1 p.p.)12 skull coin (2-24 copper coins;

each pays for passage of upto 10 people over the RiverStyx; charonadaemons neverbetray users of tokens; seeMM2, "Charon" and"Charonadaemon")

60 MONSTERroll d20:

1 BIRD-/BAT-HOUSE: large covered urnwith side hole and possibly a smallperch on exterior; single tamecreature lives inside; roll d8:

1 bat2 carnivorous flying squirrel3 gryph (2 HD)4 stirge5 webbird6 minimal (e.g., eagle, hawk,

owl, raven, vulture; all arefound in MM2)

7 faerie dragon (age up to DM)8 polymorphed being in form of

songbird (determined persub-entry #15 below;disregard unique beings)

2 BUGS: see sub-entry #7 under "BUGS,

Footprints — page 46 — Number 21

MAGIC"3 CONJURATION: opaque container; if

opened or smashed, one randommonster is summoned with puff ofsmoke; roll d10: 1-7 corresponds tomonster summoning I-VII, 8-10corresponds to druidic animalsummoning I-III; creature not underany control, but not necessarilyhostile

4 EXECUTIONER'S HOOD: smallexecutioner's hood (HD 2+2) linesinterior of wide-mouthed urn; jumpsonto face of anyone peering inside

5 FLAMING: open fire pot with burningfire; roll d6:

1 fire bats (1-4 flap out if pot isdisturbed)

2 fire snake3 magnesium spirit (flares up

and attacks if pot is disturbed)4 shinen-gaki (OA)5 phantom stalker

(polymorphed into fire snake,thoqqua, miniature firetoad,tiny magman, etc.)

6 fire elemental (8 HD; flares upto full size and attacks if pot isdisturbed)

6 GASEOUS: monster blows out whencontainer is opened; roll d20:

1 dao2 djinni3 efreeti4 marid5 air elemental (8 HD)6 smoke para-elemental (8 HD)7 mihstu8 vortex9 ildriss grue (in fog form)10 vapor rat11 ogre mage12 ki-rin13 crimson death14 yochlol15 nycadaemon16 faratsu demodand17 kelubar demodand18 shator demodand19 vampire20 special (roll d4)

1 dust devil (as clericspell)

2 mist giant (see DDG,"Melnibonéan Mythos")

3 shirokinukatsukami (insmoke form; see OA)

4 manifestation of Hate(see LL, "NehwonMythos")

7 GUARDIAN: large wide-mouthed urn;

roll d4:1 guardian daemon (smoke

with animal face puffs outand materializes intodaemon)

2 guardian familiar (curled up inthe bottom of container; levelof master is up to DM)

3 xag-ya (50%) or xeg-yi (50%)tentacles lash out whencontainer is opened, followedby body

4 iron cobra coiled insidecontainer

8 HUMANOID: bound in fetal position,gagged, and stuffed into large clayjar or urn; roll d20:

1 boggle2 booka3 brownie4 buckawn5 gnome 6 grig7 grippli8 grung (GA)9 jermlaine10 killmoulis11 kobold12 meenlock13 mite14 sea sprite (in urn of seawater;

see GA)15 snyad16 sprite17 svirfneblin18 tasloi19 vegpgmy (1-3 HD)20 xvart

9 LEMURES: flask of 1-20 oz. of veryviscous throbbing fluid; each oz.poured onto the ground expandsinto 1-6 lemures

10 LIGHT: large sealed round glass flaskwith luminous fire dancing inside; rolld4:

1 will-o-wisp (attacks on 10%, ortries luring opener into a trapon 90%)

2 boggart (in will-o-wisp form;form is stable until container isopened)

3 lantern archon (MP)4 crystalmists (community of 50;

see GA)11 LIGHTNING: large sealed round glass

flask with dancing ball of sparks thatperiodically shoots gouts and arcs ofelectricity to the sides; opening flaskreleases nimbus (see GA) orquasi-elemental lightning (6 HD); 50%chance of each

Footprints — page 47 — Number 21

12 MIMIC: posing as large amphora orurn (7 HD)

13 PICKLED CREATURE: large glass jar orflask of liquid in which floats anapparently pickled creature; theseare alive and flee or attack ifcontainer is unsealed or broken; rolld20:

1 aspis larva2 brain mole (can attack those

in range even if jar is stillsealed)

3 camprat (GA)4 centipede (60% huge, 40%

giant)5 compsognathus6 faerie dragon (age up to DM)7 luck eater8 minimal (only those small

enough to fit in a large flask:baboon, badger, dog, hyena,lynx, etc.)

9 muckdweller10 pernicons (1-12)11 scum creeper12 large spider13 carnivorous flying squirrel14 stirge15 giant tick (2 HD)16 ustilagor17 vargouille18 webbird19 normal animal (roll d10)

1 badger2 bat3 cat4 otter5 rat6 raven7 skunk8 poisonous snake9 squirrel10 weasel

20 humanoid (roll d8)1 atomie2 booka3 brownie4 galltrit5 grig6 homonculous7 jermlaine8 killmoulis

14 PLANTER: lidded clay pot of dirt; rolld10 (mold patches are 1' square):

1 obliviax2 mandragora (1+1 HD)3 small whipweed (HP 5 for

base, 6 for stalks)4 small shrieker (HP 3)5 small violet fungus (HP 3)6 phycomid colony

7 zygom colony8 brown mold9 russet mold10 yellow mold

15 POLYMORPHED CREATURE: largeglass flask with a live tiny humanoid,frog, bird, mouse, insect, etc.;actually polymorphed being,trapped by powerful enchantments;roll d12:

1 lower planar being (roll d12)1 mezzodaemon2 nycadaemon3 babau demon4 type III demon5 type IV demon6 type V demon7 cambion8 quasit9 erinyes10 ice devil11 imp (large spider form)12 night hag

2 upper planar being (roll d6)1 astral deva2 monadic deva3 movanic deva4 hound archon (small

dog or puppy form;see MP)

5 planetar6 phoenix

3 gold dragon4 silver dragon5 efreeti6 marid7 phantom stalker8 pixie9 sirine10 green slaad11 oriental creature (see OA; roll

d8)1 chiang lung2 lesser nature spirit3 common oni4 go-zu oni5 me-zu oni6 shan sao (2 HD; bird or

humanoid form)7 crow tengu8 humanoid tengu

12 special/unique (roll d10)1 cat lord (in kitten form)2 demon lord3 arch-devil4 duke of Hell5 oinodaemon6 solar7 titan8 general of the animal

kings (OA)

Footprints — page 48 — Number 21

9 greater nature spirit(OA)

10 oonai (see DDG,"Melnibonéan Mythos")

16 SHRUNKEN CREATURE: largetransparent flask holding tinymonster; determine creature typeper sub-entry #3 above("conjuration"); if monster is released,immediately enlarges to full size;creature is not necessarily hostile

17 SLIME: large sealed flask or bottleholding small amount of viscousslime; roll d6:

1 ordinary slime mold2 green slime (HP 2)3 olive slime (HP 4)4 slime creature (infected

rodent or other smallmammal: HD 3+2, HP 5)

5 slithering tracker (HP 5;attacks right away on 10%,otherwise follows party ifcontainer is left unsealed)

6 symbiotic jelly (casts charmmonster to get a PC to take it,hopefully into a monster lair)

18 SNAKE: clay urn with lid; if opened, asnake rears its head up; 50% chanceof poisonous snake (asp: save vs.poison or die) that executes a danceof death (see FF, "Necrophidius")before attacking; 50% chance of aflame snake (see LL, "EgyptianMythos")

19 UNDEAD: opaque container sealedwith lead, adamantite, and/or silver;roll d20:

1 shadow2 haunt (alignment and goals

up to DM)3 spectre4 ghost5 groaning spirit6 huecuva (polymorphed into

insect, bat, or rat)7 poltergeist8 wraith9 small animal skeleton

(badger, cat, rabbit, rat,squirrel, etc.)

10 demi-lich (skull and dust all incontainer)

11 vampire (dust or in gaseousform; vampire dust assemblesinto full-strength form in 1-3rounds)

12 pĕnanggalan head/gut (inurn full of vinegar; bursts out ifunsealed and attacks in rage;after 7 hours starts decaying;

body rotted long ago whilehead was preserved)

13 black and red 1,000 gp gems(first to touch either is hauntedby nightmares of whisperingcowled figure exhorting himto perform blasphemousatrocities; PC always wakes interror just before figure revealsits shrouded face; cursepersists even if gems are lost;can be removed by eitherobeying dream figure andturning chaotic evil, or bydestroying both gems; in lattercase, PC is visited by an eyeof fear and flame while alonein the future)

14 shrunken drelb (not a trueundead)

15 trilloch (container seemsempty, but opening it freestrilloch which attaches itself toparty)

16 skeleton head (snaps atincautious PCs as 1 HDmonster for 1-4 damage)

17 zombie head (snaps atincautious PCs as 2 HDmonster for 1-4 damage)

18 crawling claw (AC 7, MV 10",HD 2-4 hp, #AT 1 blow or 1grip, D 1-4 for blow and 1-6 forgrip on unarmored targetsonly, SA grip does automaticdamage each round, SDmagic weapons strike anddamage as normal weapons;see DRAGON #32)

19 son of Kyuss worm (jumps ontoopener as 4 HD monster)

20 gaki (see OA; roll d4)1 jiki-ketsu-gaki (in insect

form)2 1-4 jiki-niku-gaki (in

insect form)3 shikko-gaki (in insect

form)4 1-3 shinen-gaki (in

flame form)20 WORMS: live worms inside glass jar;

roll d4:1 1-4 bookworms (HP 2)2 2-16 rot grubs (HP 1)3 1 giant worm (AC 10, MV 6",

HD 1, AL N, #AT 1, D 1-4, SApoison - save or take extra 1-6damage, SD none; seeLANKHMAR: CITY OFADVENTURE)

4 1-6 son of Kyuss worms (jump

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onto those nearby as 4 HDmonsters)

61 MOUTHopaque jar with wide mouth; forms teethand bites those reaching inside for 1-6damage; functions as bag of devouring withrespect to items placed within

62 MUSHROOMS, DRIEDroll d4:

1 nutritious food (for 1-4 people for 1day)

2 poison (save vs. poison at +1 or die)3 sickening (save vs. poison or be

incapacitated by nausea andcramps for 1 day)

4 hallucinogenic (save vs. poison oract confused for 2-8 turns)

63 NATURAL OBJECTSroll d20:

1 acorns2 bird nests3 cocoons4 coral, sea fans, etc.5 cork6 crab/lobster shells, claws, legs, etc.7 dried leaves/twigs8 eggshells9 feathers10 flower bulbs11 hardened resin/sap12 honeycombs13 hornet nests14 pine cones15 pine needles16 sand dollars, sea urchins, starfish, etc.17 seashells18 shed snake skins19 tree bark20 wasp nests

64 NOISEnoise constantly emitted by container ifopened; see DMG Appendix I, page 217,under "Unexplained Sounds and WeirdNoises"; 70% of the time always emits samenoise; 25% of the time emits random sound;5% of the time container emits a specialsound (roll d10)

1 androsphinx roar (progressivelystronger roar each time container isopened; 3rd roar shatters container)

2 dragonne roar3 mobat screech4 screaming devilkin scream5 cloaker subsonic moaning (roll d4 for

pitch; see MM2)6 groaning spirit wail7 death watch beetle clicking

8 dune stalker sonic vibration (affectsthose in a 60' line from mouth ofcontainer)

9 sussurus dronesong10 whispers (as whispering wind by level

3 caster, except all within range canhear message; content andlanguage are up to DM)

65 ODORodor is constantly emitted by container ifopened; see DMG Appendix I, page 217,under "Odors"; 70% of the time always emitssame odor; 25% of the time emits randomodor; 5% of the time emits a special smell(roll d4)

1 ghast stench2 troglodyte stench3 skunk musk (without blinding effects)4 stinking cloud (lasts 1 turn before

dissipating)

66 OILroll d8:

1 flammable lamp oil (2-7 flasksequivalent)

2 Greek fire (1-4 flasks equivalent; doesdouble the damage of ordinaryflasks of oil)

3 waterproofing oil (see DSgpge 57)4 scented oil (worth 2-20 gp)5 fine olive oil (worth 1-4 gp)6 peanut oil/paste7 oil and water in transparent flask8 magic oil (roll d10)

1 oil of acid resistance2 oil of disenchantment3 oil of elemental invulnerability

(any possible)4 oil of etherealness5 oil of fiery burning6 oil of fumbling7 oil of impact8 oil of sharpness (any possible)9 oil of slipperiness10 oil of timelessness

67 ORIGAMI2-9 origami pieces; 4% chance of includinga piece or set that functions as figurine ofwondrous power, except animatedcreature(s) saves vs. fire at -5

68 PAINTpaints or pigments of any color; 3% likely tobe a pot of Nolzur's marvelous pigments; 2%likely to be a single jar of paints ofBlackmoor (see GA; roll d6 to determinewhich color paint is in jar)

69 PATHOGEN

Footprints — page 50 — Number 21

powder released into air by openingcontainer, causing a random disease to allwithin 15'; save vs. poison at -1 to avoid;opener saves at -5, and has +2 penalty on"Severity" roll (see DMG page 14)

70 PEBBLES5-20 with no special properties; 30% chanceof being carved; roll d6 for collection's motif:

1 unique runes2 dots (1-6 per pebble)3 lines (1-4 per pebble)4 shapes (circle, triangle, square,

pentagon, hexagon, heptagon,octagon, nonagon)

5 stars (3-12 points)6 hole (round, triangular, square, or

pentagonal) bored completelythrough pebble

71 PLANT, POTTEDopen dirt- or water-filled vase or urn; 25%chance of plant being wilted or dried(except algae, obliviax, or fungi); roll d12:

1 cut flowers2 blooming orchids (quite beautiful)3 ordinary houseplant4 grass5 fern6 ordinary carnivorous plant

(butterwort, pitcher plant, sundew,venus flytrap, etc.)

7 cactus8 moss9 bonsai (5% likely to be miniature

hangman tree, quickwood, or blackwillow, with no effective physicalattacks)

10 algae (in water)11 obliviax12 fungi (roll d8; mold patches are 1'

square; mold, shrieker, andphycomid containers are lidded;monster attacks if container isuncovered)

1 mushrooms (see"MUSHROOMS, DRIED" foreffects)

2 1-3 small shriekers (HP 3)3 1-3 small violet fungi (HP 3)4 phycomid colony5 zygom colony6 brown mold7 russet mold8 yellow mold

72 POISON1-6 doses in container; roll d4:

1 ingestive (type A-E equally likely: 20%each)

2 insinuative (type A-D equally likely:

25% each)3 contact (sticky paste; save vs. poison

at +1 or die; 1 dose coats abook-sized object)

4 special poison (ingestive poison thatis saved against at +3, but notsubject to neutralize poison or detectpoison spells)

73 POLLENroll d6:

1 ordinary pollen2 saffron (10-100 gp for amount in

container)3 sneezing powder (1 handful causes

all within 10' to becomeincapacitated by fits of sneezing for2-12 rounds; 2-7 handfuls incontainer)

4 tri-flower frond pollen (1 pinchrequires save vs. poison or fall asleepfor 2-5 turns; 2-5 pinches in container)

5 mantrap pollen (1 pinch requiressave vs. poison or becomeentranced for 2-7 hours; 1-4 pinchesin container)

6 yellow musk creeper pollen (1 pinchrequires save vs. magic or becomeentranced for 2-5 turns; 2-5 pinches incontainer)

74 POTIONany possible from DMG or UA; 2% likely to bea special potion (roll d3)

1 oriental dragon control (OA)2 oriental human control (OA)3 Istar's truth (DLA)

75 QUICKSILVER (MERCURY)fun to play with, but quite toxic

76 RUNES3-12 small tablets bearing a small rune orcartouche; roll under "DOMINOES" formaterials; 5% likely to also have a magicaltablet (roll d8; caster level for spells is up toDM)

1 seal of deception (OA)2 seal of vigor (OA)3 tablet of spirit summoning (OA)4 explosive runes5 sepia snake sigil6 symbol (any clerical)7 symbol (any magic-user)8 wizard mark

77 RUSTflakes of rust, verdigris, tarnish, or othercorrosion products

78 SALVE

Footprints — page 51 — Number 21

salve of minor medicinal use; 40% chance ofhealing 1-4 HP if applied to a fresh openwound; 5% chance of being Keoghtom'sointment (5 applications)

79 SAND, COLOREDany color possible; 40% chance ofmulti-colored sand in rainbow layers inside atransparent container

80 SCALESroll d6 for source:

1 snake2 lizard3 fish4 exotic (giant snakes, nagas, giant

lizards, kuo-toa, lamia noble,babbler, basilisk, behir, lizard man,gorgon, sahuagin, sea lion, merman,hippocampus, triton, afanc, verme,ophidian, yuan-ti, troglodyte,muckdweller, kamadan snakes,medusa hair, etc.)

5 dragon (roll under "EGG, EXOTIC"sub-entry #7)

6 extra-planar being (e.g., baku,hydrodaemon, cambion, nabassu,type V demon, abishai, horned devil,or unique being: Demogorgon,Mammon, Tiamat, Bahamut, etc.)

81 SCROLLS2-9 rolled scrolls in open vase or urn; roll d10for each:

1 blank (suitable for magic scroll, perDMG p. 117; roll d4)

1 papyrus (2 gp)2 parchment (4 gp)3 vellum (8 gp)4 fine rice paper (15 gp; 0%

chance of copying failure)2 notes (equations, star charts,

astrological symbols, magicdiagrams, formulas, ingredient lists,timelines, names, prayers, curses,poems, prophecies, philosophy,musical notations, anatomicdrawings, engineering designs,doodles, gibberish, profanities,blackmail material, command wordsfor magic items, True Names ofextra-planar beings, etc.)

3 map (roll d8)1 treasure map (see DMG page

120)2 map of surrounding region3 map of fantastic city,

kingdom, or plane4 map of dungeon complex

(may be partial and/orinaccurate)

5 map of another dungeoncomplex (may be partial,inaccurate, or fake)

6 nautical chart (showing reefs,shoals, and currents)

7 ancient map (worth 100-2,000gp to a historian or collector)

8 magic map (when held,generates a map of areabeing traveled; does not showsecret doors until discovered,but does ignore effects ofdarkness, distance distortion,guards and wards, illusionarywalls, etc.; map fades in 2hours, but can be copiedbefore that)

4 contract (with a Lower Planar being;signed in blood; terms of contractare up to DM)

5 potion formula (for any single potionfrom DMG or UA; may require spellsfor preparation)

6 scroll prepared for the casting of aspell such as exaction, spiritwrack,cacodemon, torment, or binding(identity of target is up to DM)

7 artistic scroll (100-1,200 gp)8 magic scroll (any possible from DMG

or UA; magic-user or cleric scrollshave 4% chance of being wu jen orshukenja scrolls, respectively)

9 oriental magic item (see OA; roll d6)1 charm of protection from

disease2 charm of protection from fire3 charm of protection from

spirits4 charm of protection from theft5 paper of forms6 scroll of protection from spirits

10 trap (roll d6; caster level is up to DM;for results #5-6, reroll under "SCROLLS"for actual contents using d6 insteadof d10)

1 sepia snake sigil2 explosive runes3 symbol (any magic-user)4 symbol (any clerical)5 illusionary script6 secret page

82 SEALEDopaque crystal vial sealed with crystalstopper; something rattles inside; vial isunbreakable and impervious to chime ofopening, any divination, and almost allspells; disintegrate, wish, or alter realitydestroys entire vial and its mysteriouscontents83 SECRETIONSfluid milked or distilled from various possible

Footprints — page 52 — Number 21

creatures; roll d20 (consult monster entries inMM1, MM2, or FF for potential properties ofthese substances):

1 aboleth mucus2 acid (ankheg, giant slug, black

dragon, sheet ghoul, flumph, aspiscow, kelubar demodand, dracolisk,thessalhydra, tenebrous worm)

3 giant bee honey (20% is royal jelly)4 glue (adherer, cave fisher, faratsu

demodand, mimic, killer mimic, giantsundew, zygom milk)

5 ink (kraken, giant octopus, giantsquid)

6 musk (flumph, skunk, giant skunk,troglodyte, witherstench, wolverine,giant wolverine)

7 ophidian poison8 pollen (mantrap, tri-flower frond,

yellow musk creeper)9 rust monster secretions10 red slaad pellets11 slime (gelatinous cube,

ochre/mustard jelly, gray/crystalooze, black/brown/dun/whitepudding, stunjelly)

12 slippery (boggle oil, babau slime)13 spores (roll under "SPORES")14 stench kow milk15 taer fat16 toxic spittle (gibbering mouther,

nereid, giant harvester termite)17 undead residue (ghost ectoplasm,

mummy dust, vampire dust, demi-lichdust)

18 vegetable enzymes(barkburr/direburr sap, mantrapsecretions, phycomid fluid, tri-flowerfrond sap, twilight bloom syrup,ustilagor secretions, black willowstomach acid)

19 venom (from any poisonous monster:e.g., snakes, nagas, giantwasp/hornet/bee, tiger fly, assassinbug, giant centipedes, giantscorpions, giant spiders, poisonousfrog/toad, kamadan, thessalhydra,medusa, wyvern, masher, rays,dragonfish, giant catfish, miner, imp,galltrit, grell, pseudo-dragon,tentamort, thri-kreen, piscodaemon,stegocentipede)

20 webbird webbing strands

84 SEEDS1-100 ordinary seeds (80%), or 1-6 viableseeds of plant monster (20%); for the latterroll d20:

1 treant2 witherweed3 bloodthorn

4 choke creeper5 forester's bane6 hangman tree7 mantrap8 retch plant9 giant sundew10 tri-flower frond11 twilight bloom12 black willow13 vampire tree (see DDG,

"Melnibonéan Mythos")14 vampire cactus (GA)15 whipweed16 wolf-in-sheep's-clothing17 yellow musk creeper18 needleman19 plant spirit (single seed among 3-18

ordinary ones sprouts a tree that willbe associated with a plant spirit; rolld3)

1 dryad (always an acorn)2 bajang (OA)3 bisan (OA)

20 cursed acorn (if planted in a forest,gradually corrupts it; plants turnstunted, withered, andfungus-infested; forest becomespopulated by giant black squirrels,witherstenches, zorbo, giant spiders,ettercaps, death watch beetles,assassin bugs, rot grubs, kech,quicklings, spriggans, giant toads,shambling mounds, giant catfish,miners, worgs, yeth hounds,bloodhawks, stirges, giant ravens,vulchlings, gloomwings, direburrs,mud-men, hangman trees, blackwillows, quickwoods, choke creepers,bloodthorns, forester's banes,kampfults, basidironds, phycomids,zygoms, needlemen, boggarts,will-o-wisps, shadows, groaning spirits,evil treants, ogres, green or blackdragons, foxwomen, werewolvesposing as woodsmen, greenhags inforbidding cottages, etc.; humanoidskilled in the forest have a tendencyto rise as skeletons, zombies, orghouls; 10 square miles corrupted peryear; druids working together candelay process by 1 year per totalnumber of levels, but eventualcorruption is inevitable unless thetwisted oak that springs from thecursed acorn is found and destroyed;see DUNGEON #11, "The Black Heartof Ulom")

85 SHELLS5-20 seashells, starfish, urchins, sand dollars,etc.; 10% likely to be rare cowrie shells 1-20gp each

Footprints — page 53 — Number 21

86 SHIPship in a bottle; 4% likely to be a folding boat

87 SLUGScontainer also holds a small amount ofwater and some rotting leaves or sticks; rolld8:

1 large but ordinary slugs (2-5)2 glowing slugs (1-6)3 snails (2-5)4 flatworms (4-11)5 sea cucumber (in seawater with

algae)6 giant leech (1 HD, only 1-4 HP)7 throat leech (1-4)8 scum creeper

88 SOLVENTalcohol, acetone, toluene, ammonia, ether,formaldehyde, etc.; PCs cannot identifyliquids; very pungent or acrid, andinhalation causes dizziness; explodes for 3-18damage to all within 5' if ignited (save vs.wands for ½); 4% likely to be ultimatesolution (27 oz.)

89 SPECIMENSsealed glass jars or flasks full of clear fluidwith floating pickled body parts or wholecreatures; roll d20:

1 ears2 eyeballs3 livers4 lungs5 hearts6 stomachs7 entrails/intestines8 kidneys9 brains10 heads11 scalps (human or humanoid)12 hands13 fingers14 feet/hooves/paws15 tongues16 tentacles17 bladders18 gallstones19 bezoars18 embryos19 small animals (e.g., mice, snakes,

lizards, frogs, crabs, insects, spiders,worms)

20 deformed small animal/embryo (e.g.,extra vestigial limbs, missing limbs,eyeless, two-headed, conjoined,bloated, tumor-infested)

90 SPELL COMPONENTSsingle material component for a randomspell; perishable components (mistletoe,fresh berries, etc.) are 20% likely to bespoiled; amount is up to DM, but enough for4-16 castings is suggested for consumedcomponents, 1-4 castings for reusablecomponents, or 1 casting for expensiveand/or manufactured objects (e.g.,valuable gem, miniature chest forLeomund's secret chest); roll d6:

1 magic-user (any from PH, UA, or GA)2 illusionist (any from PH or UA)3 cleric (any from PH, UA, or GA)4 druid (any from PH or UA)5 wu jen (any from OA)6 shukenja (any from OA)

91 SPORESif container is thrown, spores explode in10'x10'x10' cloud from point of impact; rolld12 for source:

1 ASCOMOID: ascomoid sprouts 1-4days after spores are spread on dirtor compost; inhaling spores kills orblinds victim as ascomoid attack

2 BASIDIROND: equal chance ofhallucinatory or poisonous spores;inhaling spores affects victim asbasidirond attack; basidirond sprouts1-2 days after poisonous spores arespread on dirt or compost

3 MOLD, BROWN: 5'x5' patch sprouts2-8 turns after spores are spread onany surface; further growth dependson heat availability

4 MOLD, RUSSET: 5'x5' patch sprouts2-12 turns after spores are spread onany surface; inhaling or touchingspores affects victim as russet moldattack

5 MOLD, YELLOW: 5'x5' patch sprouts2-12 turns after spores are spread onany surface; inhaling spores affectsvictim as yellow mold attack

6 MYCONID: roll d6:1 distress (useless without other

myconids)2 reproducer (2-5 myconids

with 1 HD sprout 6-60 turnsafter spores are spread on dirtor compost)

3 rapport (useless without othermyconids)

4 pacifier (usable againstothers)

5 hallucinator (usable againstothers)

6 animator (reanimate onedead body, but creaturecannot be controlled)

Footprints — page 54 — Number 21

7 PHYCOMID: colony sprouts 2-12 turnsafter spores are spread on dirt orcompost

8 SHRIEKER: 3-8 sprout 4-16 turns afterspores are spread on any surface

9 VIOLET FUNGUS: 3-8 sprout 4-16 turnsafter spores are spread on anysurface

10 ZYGOM: colony sprouts 2-12 turnsafter spores are spread on dirt orcompost

11 GAS SPORE: container full of tinyrhizomes that infect those exposedas gas spore touch

12 MI-GO: 1-2 mi-go (see DDG, "CthulhuMythos") sprout 2-200 days afterspores are spread on any surface

92 STONE, MAGIC75% chance of being camouflaged among6-30 similar non-magical stones or gems; rolld20:

1 gem of brightness2 gem of insight3 gem of seeing4 gem of wishes (OA)5 ioun stone (any possible)6 jewel of attacks7 jewel of flawlessness8 philosopher's stone (either variant

possible)9 stone of controlling earth elementals10 stone of good luck11 stone of weight12 fire elemental gem (as brazier of

commanding fire elementals, exceptelemental can be summoned fromany existing fire; see G3: HALL OF THEFIRE GIANT KING)

13 fire gem (see LL, "Chinese Mythos")14 Nanorion stone (see DDG,

"Melnibonéan Mythos")15 gem with continual light cast upon it16 invisible gem (glow in pitch darkness;

worth 500 gp as novelty)17 piece of amber with a fly inside that

can be called forth as an ebony fly18 crystal with eyeball inside (eye reacts

to light; crumbles to dust if crystal isbroken)

19 gem with tiny moving image at thecore (content of the scene is up toDM)

20 soul gem (e.g., lich phylactery,demi-lich eye, slaadi soul gem, prisonfor binding or trap the soul spells,receptacle for magic jar; identity ofbeing associated with gem is up toDM)

93 TADPOLES4-40 tadpoles in flask or pot of water andvegetable debris; 10% chance of insteadholding 1-3 large tadpoles of amphibianmonsters (roll d8)

1 killer frog2 poisonous frog3 blindheim4 bullywug5 grippli6 grung (GA)7 giant toad8 poisonous toad

94 TAR/PITCHno special properties

95 TRAPcaster level for spell-based traps is up to DM;roll d20 (for sub-entries #1-9, and perhaps#10-12, there can be something else incontainer at the DM's option):

1 fire trap on stopper2 glyph of warding (any possible) on

stopper3 Leomund's trap on hinged lid or

cover4 sepia snake sigil on label5 permanent alarm on container6 permanent antipathy on container

(parameters of spell are up to DM)7 poison needle or barb on stopper

(save or die)8 contact poison on stopper (save at

+1 or die)9 sovereign glue on stopper10 scything blade along seam of lid of

large urn (damage 1-6; 50% chanceof severing a fingertip if maximumdamage is inflicted)

11 explosive runes on label12 dust of sneezing and choking in

container13 oil of fiery burning in container14 bag of devouring lines interior of

wide-mouthed urn15 gas from gas spore in container

(treat as exploding gas spore)16 gas (roll under "GAS" using d10

instead of d12)17 electrically charged metal flask (first

to touch with bare hand is shockedfor 1-8 damage; save vs. wands for½)

18 crucible shatters as egg of shatteringwhen opened

19 opaque urn shoots 1-3 darts whenopened (1-4 damage each; 20%likely to be poisoned: save or die witheach hit)

20 opaque urn sprays fluid when

Footprints — page 55 — Number 21

opened (roll d4)1 blue dye (visibly stains

opener's skin for 2 days)2 musk (see MM2, "Skunk"; 20%

likely to be giantskunk/wolverine musk: seeMM1)

3 poison (save or die)4 acid (damage 2-8; save vs.

wands or permanently lose1-3 Charisma)

96 UTENSILSopen vase, urn, or cup with 1-8 wands, quills,spoons, stirring rods, or other utensils; roll d20for each (no more than 1 magic item incontainer):

1 wand (roll d6)1 plain non-magical wand2 valuable wand (i.e., ebony,

ivory, inlaid, etc., worth 10-100gp)

3 false wand (with Nystul'smagic aura)

4 wand ready to beenchanted/charged (anywand from DMG, UA, or GA)

5 magic wand (any from DMGor UA)

6 special wand (all from GA; rolld6)

1 Bisselite wand ofpeace

2 Scant wand of storms3 dark wand of the

Sulhaut Mountains4 fire wand of Suloise5 wand of Highfolk6 Yatil wand of zooming

2 quill or feather (roll d4)1 quill (10% likely to be finely

made, worth 1-6 gp)2 magic quill (never needs to

be dipped in ink)3 peacock feather (1 gp)4 Quaal's feather token (any

possible)3 stylus (10% likely to be finely made,

worth 1-6 gp)4 stirring rod (10% likely to be silver,

worth 1 gp)5 spoon (10% likely to be silver, worth

1-3 gp)6 spatula7 measuring stick/ruler8 tally stick (set of 2-5)9 chopsticks (pair; engraved with

Oriental characters; 10% likely to belacquered or ivory, worth 1-4 gp forpair)

10 glassware (roll d4)1 test tube (40% likely to be

stained)2 pipette/dropper3 short length of glass tubing4 distillation coil

11 tool (roll d12)1 small mallet2 chisel3 burin4 file5 scissors/shears6 small hand saw7 small metal bar8 short length of metal wire9 small paint brush10 long needle11 tuning fork12 long hook

12 personal effect (roll d10)1 comb (10% likely to be ivory,

silver, or inlaid, worth 1-20 gp)2 hairbrush (10% likely to be

ivory, silver, or inlaid, worth2-40 gp)

3 hairpin (10% likely to be setwith jewel, worth 50-500 gp)

4 hand mirror (25% likely to besilver, worth 20 gp)

5 pipe (10% likely to be carvedmeerschaum, worth 5-30 gp)

6 folding fan (10% likely to beivory and painted silk, worth10-100 gp)

7 wind fan (folded)8 spectacles (10% likely to have

silver or gold frames, worth5-60 gp)

9 glasses of Arcanist (DLA)10 magic lenses set in frame

(separating lenses from framehas 50% chance of destroyingeach lens; roll d4)

1 eyes of charming2 eyes of minute seeing3 eyes of the eagle4 eyes of petrification

(non-cursed variant isalso possible)

13 piece of wood (roll d6)1 ordinary gnarled stick/twig2 forked divining rod3 hollow reed/bamboo4 cut length of lumber5 cut length of rare wood (e.g.,

ebony, mahogany, cedar,camphor; worth 1-4 gp)

6 cut length of fungus woodfrom the Underdark

14 diamond mace (OA)15 Murlynd's spoon16 spoon of stirring17 lens of detection (with frame and

Footprints — page 56 — Number 21

handle)18 musical instrument (roll d8)

1 chime2 flute3 pipes4 chime of hunger5 chime of interruption6 chime of opening7 flute of wind dancing (DLA)8 pipes of the sewers

19 weapon (roll d8)1 arrow (20% likely to be a

variant from OA; roll d4)1 armor piercer2 frog crotch3 humming bulb4 leaf head

2 bolt (60% light, 40% heavy)3 dagger4 knife5 jitte (OA)6 sai (OA)7 siangkam (OA)8 uchi-ne (OA)

20 magic or special weapon (roll d4)1 missile (roll d12)

1 silver arrow2 arrow +13 arrow +24 arrow +35 arrow +46 arrow of direction7 arrow of slaying (any

possible)8 black arrow of Iuz +3

(GA)9 arrow of law (see DDG,

"Melnibonéan Mythos")10 bolt +111 bolt +212 bolt +3

2 dagger (roll d12)1 silver dagger (100 gp)2 dagger +13 dagger +1, +2 vs.

creatures smaller thanman-sized

4 dagger +25 dagger +2, longtooth6 dagger +2, +3 vs.

creatures larger thanman-sized

7 dagger +38 dagger of venom9 dagger of throwing +110 dagger of throwing +211 dagger of throwing +312 dagger of throwing +4

3 knife (roll d6)1 knife +12 knife +2

3 buckle knife +14 buckle knife +25 buckle knife +36 buckle knife +4

4 hornblade (any variantpossible)

97 WATERroll d8:

1 pure drinkable water2 foul undrinkable water (see WSG

page 60 for effects of tainted water)3 apparently clean water with a throat

leech4 infected water (causes parasitic

infestation; see DMG page 14)5 sea water6 potion of sweet water7 holy or unholy water (50% chance of

each; equivalent of 1-4 vials)8 water from the River Styx (see MM2,

"Charon")9 magical water (no obvious

properties; if poured on a patch ofdirt, 2-12 mud-men spring up)

10 small water weird (HP 6; container isnot large enough for targets to bedrowned)

98 WAXsub-entries #1-3 are 5% likely to be magical,suitable for dipping 2-5 candles ofinvocation (alignment pre-determined byDM); roll d8:

1 beeswax (20% chance of beingcolored)

2 tallow3 adipocere (corpse wax; if magical,

can only be used for evil-alignedcandle of invocation)

4 ambergris (2-40 gp toperfume-maker)

5 2-5 candles (60% wax, 40% tallow)6 1-2 candles of invocation (any

alignment possible)7 1-4 pieces of honeycomb8 1-4 crude wax effigies (40% likely to

be stuck with pins and/or nails)

99 WEAPONSlarge clay urn with 3-12 weapons or missiles;roll d20:

1 arrowheads (20% likely to bearrowheads for a variant from OA;roll d4)

1 armor piercer2 frog crotch3 humming bulb4 leaf head

2 quarrel heads (60% light, 40% heavy)3 spear heads4 javelin tips

Footprints — page 57 — Number 21

5 slings6 sling bullets7 darts8 blowgun needles9 throwing knives (unusable as melee

weapons)10 caltrops11 saps12 garrots13 whips14 iron spikes15 shaken (OA)16 shurikens (any variety possible; see

OA)17 kawanaga (OA)18 kyoketsu-shogi (OA)19 nekode (OA)20 magic weapons (1-3 in a container

full of similar non-magical weapons;roll d12)

1 sling bullet +12 sling bullet +23 sling bullet +34 sling bullet of impact5 sling of seeking +2 (only 1 in

container)6 dart +17 dart +28 dart +39 dart of homing10 dart of the hornets' nest (any

possible)11 cord of Ekbir +1 (only 1 in

container; see GA)12 whip of Zeif +3 (only 1 in

container; see GA)

00 ZEPHYRwhen container (usually opaque) isuncovered, constantly blows out air untilcovered again; roll d10:

1 draft (as zephyr spell)2 gust (as gust of wind spell by level 10

caster)3 gale (equivalent of strong gale, per

DMG page 53, wide enough toaffect one ship)

4 vacuum (perpetually sucks air andparticles with strength of gust of windspell by level 5 caster)

5 wind and vacuum (each timeuncovered alternates betweensucking air and blowing it out,including debris sucked in byprevious opening; strengthequivalent to gust of wind spell bylevel 5 caster)

6 breathing (container seems to gentlyinhale and exhale)

7 incense (constantly emits delicatestream of fine-smelling incensesmoke)

8 smoke (as eversmoking bottle,except command word not neededto replace lid)

9 continuously blows out gas (roll under"GAS" using d10 instead of d12)

10 blasts out vapors as giantbombardier beetle attack (includingauditory effects) each timecontainer is uncovered.

Footprints — page 58 — Number 21

by Ian Slater

Magic-users and illusionists are my favoriteclasses to play. I recently had the idea,based on the illusionist model, to constructsub-classes of magic user for every kind ofarcane magic. My first stab at this is a "conjuror / summoner"magic user subclass. In the fantasy works ofsuch authors as Vance, Moorcock andHoward there is ample precedent for theconjuror / summoner wizard. These wizardssummon powerful monsters and make pactswith other planar beings to gain power.Conjurors have to be smart, fast, andpersuasive so they have minimum scores inintelligence, dexterity and charisma. Theyare like generic magic users with regardsproficiencies (weapon & non-weapon),armor, spell progression, HD, levelprogression, spell research rules etc.Conjurors are usually drawn from wealthyfamilies, as conjuration magic requires ex-pensive components, and they start thegame with 300-400 gp. In addition, sinceconjuration magic is about compellingbeings into service, conjurors usuallyallocate their initial wealth to either buyingand training guard dogs (or other appro-priate animals) or hiring henchmen/hirelingsfor protection. Higher level conjurors replacethese common animals and servants withfantastic animals and monsters. Conjurorsneed this extra protection because theyhave a severely restricted spell list,particularly at lower levels. Conjurors, like illusionists, narrow their rangeof practiced magic to excel in their area ofspecialization. Their spell list contains about83 spells (including dual-classified spells, likeevocation/conjuration) as compared to the250 spells of the PHB magic user. The spell list contains mostly spells of theconjuration/summoning type, but also in-cludes a small number of charm spells,divination and contact other plane spells(sothey can find the beings they want conjure),and also a few spells that every arcane spell

caster should know e.g. Read Magic. I alsogive conjurors access to Extension andRary's Mnemonic EnhancerIt is possible to stick with the conjurationspells already available, but I wouldencourage DMs to create further spells tosupplement the lean levels.To address the limitations on their class,conjurors often research new spells (I haveincluded some below for an example), andcreate and collect magic items e.g. scryingitems, other-planar access and com-munication items, defensive items, wand ofmagic missiles, etc.In exchange for what they give up,conjurors gain enhanced conjuration magic(detailed below). Basically, conjurors castall conjuring spells as if they were a higherlevel caster.I have also added a mechanic whereby re-placing the material components of a spellcan change the spell's effect (an ideasuggested—but not detailed—in the PHB,p.64). Finally, I have modified the spell descriptionsof four existing spells: Protection from Evil,Flame Arrow, Monster Summoning andConjure Elemental.Magic-User Subclass: Conjuror

Level Titles

1 - Gatherer2 - Retriever3 - Persuader4 - Compeller5 - Impeller6 - Diabolist7 - Spellbinder8 - Summoner9 - Conjuror

Alignment: any Lawful

Hit Dice: d4 (progression as magic user)

Armor: none

Weapon Proficiencies: as magic user

Starting Resources: all conjurors start thegame with 300-400 gp; a portion of thisamount must be spent on eitherdomesticated guard animals appropriate tothe conjuror's home region, or henchmen/hirelings.

Weapons Allowed: as magic user

Ability score minimums: 15 dexterity, 16intelligence, 13 charisma

Racial Limitations: per PHB Magic-User

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General Magic Related Abilitiesa) Same spell progression chart as theregular magic user; same processes forreading, casting, learning, transcribing,memorizing spells and using scroll spells (e.g.spells not known, higher level spells) as theregular MU.b) Initial spells are Read Magic, Find Familiar,Unseen Servant, and then either Push orCharm Person. A conjuration/summoningspell will be given to the conjuror by hismaster as his "free spell" (cf. DMG, p.39) ateach new experience level.d) +10% on the "to know" percentage forconjuration / summoning spellse) Modifications to four existing spells(Protection from Evil, Flame Arrow, MonsterSummoning and Conjure Elemental), newspells as noted, and the following generalability: all conjuration / summoning spells arecast by conjurors as if they were 2 levelshigher. This does not impact the spellprogression chart, but it does impact theeffective casting level of the spell, range,area of effect, damage, etc.f) The ability to substitute more expensiveand rare components in any given creaturesummoning spell to control selection oroptions available. For example, for aMonster Summoning spell, by substituting a400 gp diamond, or an ogre's skull, theconjuror could choose to call ogres from thesummoning list instead of receiving arandom creature. Alternatively, for the samespell, the conjurer could include a newmonster on the summoning list as long as themonster was of similar power (e.g. HD, AC,Special Abilities etc) to those on Iist.The DMwill determine what rarity or value of item isappropriate to the desired result. He candeem a component insufficient or, in rarecases, have the spell behave in a way thatis dangerous to the conjuror.New Magic ItemsConjurors create magic items to enhancetheir power. For example:Tornwith's Amulet of Conjuration (MU/Ill.)When wielded by a magic user this amuletaugments the use of conjuration magic. Byexpending one charge it will increase byhalf (rounded down) the total number ofcreatures conjured. For example, a monstersummoning IV spell normally calls 1-3creatures, but a magic user who spends onecharge of the amulet could call 1-3+1. Fortwo charges, twice the number of creaturesmay be summoned: casting monstersummoning IV would call 2-6 creaturesinstead of 1-3. For three charges, thenumber of creatures summoned can be

tripled. The amulet will have 40 - 1d8charges when found. The amulet can onlybe recharged by an 18th level magic user,and each recharge costs one MonsterSummoning VII spell. Amulet value: 6000 xp, 30,000 gp.Modified Spell Descriptions for Existing SpellsProtection from EvilWorks as described in the PHB with thefollowing exception: if the conjuror replacesthe listed material components with a dropof mercury, and a bar of pure iron dipped inelectrum (not consumed with the casting)then spell may protect againstenchanted/summoned creatures of anyalignment. However, the strength of theprotection is reduced: attacks are-1(instead of -2) to hit the protectedcreature, and saves caused by such attacksare +1(instead of +2) on the protectedcreature's dice roll.Flame ArrowWorks as described in the PHB with thefollowing exceptions: the duration of thespell is one round per level; the magic usercan touch one arrow or crossbow bolt persegment for the duration of the spell to amaximum of 1 arrow per level; each missilemust be discharged by the end of the spell'sduration. All arrows do standard damage(+1 of damage if the victim is not imperviousto fire). If hit, the victim must save versus spellor his gear is on fire and all his items mustsave versus normal fire or be destroyed. Thisspell is cast as if the conjuror was 2 levelshigher than his current level.Monster SummoningWorks as described in the PHB with thefollowing exceptions: all monstersummoning spells have casting timesreduced by 1, and it takes half the time forsummoned creatures to arrive. In addition, 1extra monster is summoned for every 4 levelsof the conjurer's adjusted level e.g. a 6thlevel conjurer will cast as if an 8th levelmagic user, so he gets to add 2 monsters tohis roll. Finally, on the chart roll, the conjurergets +/- 1 per 2 levels. The monster levelcharts in the back of the MM2 are used forall monster summoning spells. Conjure ElementalWorks as described in the PHB with thefollowing exceptions: the type of elementalneed not be decided upon beforememorizing the spell; if the MU ceasesconcentration on the elemental it mustmake a saving throw, if it is successful it canattack the MU. There is always a 2% chancethat the elemental will turn on its conjuror

Footprints — page 60 — Number 21

regardless of concentration, and this checkis made at the end of the second and eachsucceeding round. For every 3 levels ofexperience the conjuror gets an additionalround without checking e.g. a 4th levelconjuror checks at the end of the thirdround and every 2 rounds thereafter; at 7thhe checks at the end of the fourth roundand every 3 rounds thereafter etc. Theelemental can be controlled at a distanceof 5". Recall that the spell is cast at 2 levelshigher than the conjuror's current level for allpurposes but the checking for controlmentioned above.Spells Knowable

• Spells with a * have modifieddescriptions (see below)

• Spells with a + are cast at 2 levelsabove current conjuror level

• Spells in italics are from UA• Spells in bold are new spells

(described below)• For spells with an X, the spell

description appears in & Magazine,Issue 8 - Urban Adventures(http://www.and-mag.com/2014/02/urban-adventures/)

1st LevelAmillian's Ambient Avian +XArmor +Charm PersonFind Familiar +Khostin's Vermin Throng +XKintor's Commencement +Kintor's Embryonic Rejoinder +Mount +Protection from Evil*Push +Read MagicThe Tailor of Munnar the Mad +XUnseen Servant +Write

2nd LevelThe Banquet of Munnar the Mad +XDust DevilForgetJauncil Tinnobassar's Avian Guardians +Lintash's Monster Summoning Prime +Scare

3rd LevelFlame arrow *+Kassnar's Magnificent Yellow Jacket +Material +Monster Summoning I *+Mohrgull's Magnificent Mount I +Protection from Evil, 10' radius*Sepia Snake Sigil +SuggestionTellentir's Spell of the Quinquagenarian

Screens +

4th LevelAmsargoth's Conjure the Carrion +Charm MonsterExtension IEvard's Black Tentacles +Mohrgull's Magnificent Mount II +Monster Summoning II *+Rary's Mnenmonic Enhancer

5th LevelConjure Elemental *+Contact Other PlaneDismissal +Distance Distortion +Dolor +Extension IILeomund's Secret Chest +Monster Summoning III *+Mohrgull's Magnificent Mount III +Svintooth's Mighty Carriage +Tisin's Libram Cache +

6th LevelThe Cruel Cube of Munnar the Mad +Death Spell +Enchant an Item +Ensnarement +Extension IIIInvisible Stalker +Korganders Unicorn +Monster Summoning IV *+Mohrgull's Magnificent Mount IV +Spiritwrack

7th LevelCacodemon +Charm PlantsDrawmij's Instant Summons +Monster Summoning V *+Mohrgull's Magnificent Mount V +Mordenkainen's Magnificent MansionPower word, Stun

8th LevelBindingMass CharmMonster Summoning VI*+Mohrgull's Magnificent Mount VI +PermanencySymbol +The Pandimensional Armory of Aranath theTriumphant +Tenbir's Mighty Tower +Trap the Soul +

9th LevelMonster Summoning VI *+Mohrgull's Magnificent Mount VII +Gate +Power Word, KillPrismatic Sphere Wish

Footprints — page 61 — Number 21

NEW SPELL DESCRIPTIONS

Kintor's Commencement

Level: Conjuror 1 Components: V,S,M Range: 3" Casting Time: 1 seg.Duration: 1 rd/lvl Saving Throw: NoneArea of Effect: 3' radius circle

Kintor's signature spell creates a gate, in theshape of a 3' radius circle, that is designedto allow summoned monsters to appear, butdoes not manifest any monsters at this level.The gate has the following properties:a) Solid objects may not pass through it, so ifit is conjured within 10 feet of the magic userit will act as a barrier giving -4 to AC fromthe front only (this will also block the MUfrom direct frontal shots, and block visibilityfor everyone including the magic-user).b) If there is an existing gate or inter-dimensional portal within the area of effectof the spell, it has a chance equal to the(caster's level x 5%) - (5% per level differ-ence between the creator of the gate andthe caster) of interfering with that gate. Ifthis is achieved, roll a d4: 1-3 - gate is disrup-ted; 4 - gate is now controlled by the MU.c)Any magic users within the area of effectthat cast blink, dimension door, teleport orthe like during this spell's duration must roll asaving throw or their spell is disrupted andthey fall unconscious for 2-4 rounds.The material component for this spell is asmall stone and a handful of sand.

Kintor's Embryonic Rejoinder

Level: Conjuror 1 Components: V,S,MRange: 3" Casting Time: 1 seg.Duration: 1 round Saving Throw: Neg.Area of Effect: (a) 3" radius half- sphere infront of MU; (b) 2" radius sphere;

Kintor's Embryonic Rejoinder opens up asummoning gate, but it is too weak to allowactual monsters through. Instead it allowseither blinding light or deafening sound topenetrate through.

a) Light: victims in the area of effect mustsave versus spell or be blinded for 1-4 rounds(-4 to hit)

b) Sound: victims in the area of effect mustsave versus spell or be deafened for 1-6rounds (-1 to hit, 1 point AC penalty)

The material component for this spell is apiece of shale snapped in two.

Jauncil Tinnobassar's Avian Guardians

Level: Conjuror 2 Components: V,S,MRange: Self Casting Time: 2 seg.Duration: 5 rds/lvl Saving Throw: NoneArea of Effect: Special

When cast the avian guardian spellsummons into existence two small, wingedextra-dimensional beings that look like across between a bat and a monkey. Thesetwo creatures flit and fly near the magicuser, and attempt to knock missiles out ofthe air before they strike the magic user. Thecaster is AC 2 vs. hand propelled missiles,and AC 3 vs. device-propelled missiles. Theavian guardians do not confer an AC bonusagainst melee weapons; however, if attack-ed with a melee weapon, the magic usercan opt to forgo the missile protection, andinstead have the avian guardians attemptto snatch the weapon from the attacker.The victim's weapon is snatched on a failedsaving throw versus paralyzation. A snatchmay be attempted once per round, for theduration of the spell. The guardians are AC 7and have 4 HP each. The material compo-nents of this spell are a pair of matchingfeathers and a silver piece.Lintash's Monster Summoning Prime

Level: Conjuror 2 Components: V,S,MRange: 2" Casting Time: 2 seg.Duration: 2r + 1r/lvl Saving Throw: NoneArea of Effect: Special Lintash's signature spell works exactly like aMonster Summoning I spell, but with theparameters listed above for area of effect,casting time, etc. 1-4 monsters of one kindarrive in 1-4 rounds. The conjuror still caststhe spell as if 2 levels higher, and still gets a±1 per 2 experience levels on the chart roll.Kassnar's Magnificent Yellow Jacket

Level: Conjuror 3 Components: V,S,MRange: 1" per level Casting Time: Spec.Duration: 1 rd/lvl Saving Throw: Spec.Area of Effect: 1" x 1" x 1" cubeThis spell allows the magic user to summonvarious different creatures at different levels.MULevel

Power

1-3 spell summons bees that swarmenemies, prevent spell casting, andobscure visibility (-2 to hit), nodamage

4-6 same as 1-3, but in addition bees do 1hp damage per level of the magicuser over the duration of the spell

7-9 same as 1-6, but also summons 1-4giant bees that each do 2 hp ofdamage over the duration of the spell

10-12 same as 1-9, but the victims have anadditional -1 "to hit", and their AC ispenalized by 2 points

13-up same as 1-12, but the magic user canadditionally summon 1-6 giant wasps(see MM) that are large enough tocarry human passengers.

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The material components for this spell are acustom-made leather vest, permanentlydyed yellow with black trim (not consumedin the casting), and an iron and silverbracer.

Mohrgull's Magnificent Mount I

Level: Conjuror 3 Components:V,S,M Range: Special Casting Time: 2 seg.Duration: 6tns+1tn/lvl Saving Throw: NoneArea of Effect: Special

Mohrgull's spell is a specialized version ofmonster summoning, and there is amatching Mount spell for each level from3rd upwards. It summons 1 monster per 3levels of experience of the conjuror to serveas a mount. The mount stays for longer thana normal summoned monster, and it iscompletely at the magic user's command.Mohrgull's Magnificent Mount I summonseither a horse or a camel depending on theenvironment. The material components forthis spell are a pearl worth at least 20 gpand a small leather bag.

Tellentir's Spell of the QuinquagenarianScreens

Level: Conjuror 3 Components: V,S,MRange: 1" per level Casting Time: 3 seg.Duration: 1 rd/lvl Saving Throw: NoneArea of Effect: 1" x 1" x 1" cube/level

Tellentir's spell is useful for situations wherethe magic-user is relatively exposed tomissile fire. The spell conjures 20-50 (d4+1 x10) floating screens that surround themagic-user at random intervals and randomheights within the spell's area of effect. Eachscreen is the height of the magic-user and 3feet across. The screens are made of a lightsubstance, similar in consistency to parch-ment. Any missile that is shot towards themagic user will suffer a -1 penalty to hit forevery 10 screens conjured due to obscure-ment of vision. The screens may be easilypushed aside, but doing so will slow themovement rate of the victim by ½ for theduration of the spell. The spell's materialcomponent is a piece of parchment withthe spell command word written on it 50times in ink made from tortoise blood, squidink and tree sap.

Amsargoth's Conjure the Carrion

Level: Conjuror 4 Components: V,S,M Range: 1" per level Casting Time: 4 seg.Duration: 1 rd/lvl Saving Throw: NoneArea of Effect: Special

Amsargoth's spell draws to the caster smallvermin (as might be found in an urbansetting). These can be directed at any

target the caster chooses. The magic usercasting this spell should roll on the chartbelow to see what vermin appear (d10):

d10 Outcome1-2 1-4 giant spiders3-4 3-6 rats 5-6 1-6 huge spiders7-8 2-8 wild dogs9-10 1-10 rot grubs

For every 2 levels above 8th, the magic userrolls once more on the table, ignoringduplicates. At most, the caster can receiveeach result once. The spell's materialcomponent is a dead insect that has beencovered in honey and a copper piece. Thespell's material components are a copperpiece, and a dead insect that has beencovered in honey. The caster tosses thecopper piece away from himself, andcrushes the insect between his fingersbefore smearing it into his palms.

Mohrgull's Magnificent Mount II

Level: Conjuror 4 Components: V,S,MRange: Special Casting Time: 3 seg.Duration: 6tns+1tn/lvl Saving Throw: NoneArea of Effect: Special

This spell summons one obedient mount forevery three levels of the conjuror'sexperience; it serves the caster or adesignated target's command. Mohrgull'sMagnificent Mount II summons giant rams,giant stags or giant sea horses, dependingon the environment. The materialcomponents of this spell are a pearl worthat least 50 gp and a small leather bag.

Mohrgull's Magnificent Mount III

Level: Conjuror 5 Components:V,S,M Range: Special Casting Time: 4 seg.Duration: 1hr+1hr/lvl Saving Throw: NoneArea of Effect: Special

This spell summons one obedient mount forevery three levels of the conjuror'sexperience; it serves the caster or adesignated target's command. Mohrgull'sMagnificent Mount III summons giant lizards,dire wolves or giant pikes, depending on theenvironment. The material components ofthis spell are a pearl worth at least 100 gpand a small leather bag.

Svintooth's Mighty Carriage

Level: Conjuror 5 Components: V,S,MRange: 1" per level Casting Time: 5 seg.Duration: 1hr/lvl Saving Throw: NoneArea of Effect: Special

Svintooth's signature spell summons awyvern carrying an iron cage in its talons. Up

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to eight medium-sized creatures, or theequivalent, may be carried in the iron cageat a time. After summoning, the wyvern willfly passengers in the cage at maximummove (24") for as long as desired within theduration of the spell. The material com-ponent for this spell is a black pearl worth noless than 100 gp, the wing of a bat, and asmall custom-made iron cage (50 gp value;not consumed in the casting). If the custom-made cage is damaged while the spell is inuse, the actual cage is destroyed as well.

Tisin's Libram Cache

Level: Conjuror 5 Components: V,S,MRange: Touch Casting Time: 1 turnDuration: Until discharged Saving Throw: NoneArea of Effect: SpecialWhen the magic user casts the libramcache on her spell book, the spell "sits" untilactivated. When the spell book fails asaving throw, rather than be destroyed, thetome is transported to a pocket dimensionwhere, for each point under the requiredsave that was rolled, it will stay 24 hoursbefore returning to the magic user. Forexample, if the tome required a 10 to saveagainst acid and a 7 was rolled, the tomewould be gone for 3 days. The materialcomponent for this spell is a speciallyprepared silk bag that must be filled withpowdered gold and placed in a dark spacefor a week.The Cruel Cube of Munnar the Mad

Level: Conjuror 6 Components: V,S,MRange: 1" per level Casting Time: 6 seg.Duration: 1 turn Saving Throw: Neg.Area of Effect: 1" x 1" x 1" cubeThis spell creates a transparent cube of aglass-like material which is open on the top.The cube is AC 5 and has hit points equal tothe total hit points of the magic user whocreated it. Inside the cube will be one of thefollowing:1. Black Pudding2. Ochre Jelly3. Grey Ooze4. Green Slime5. Gelatinous CubeIf the target makes its save when the spell iscast, the cube misses the target, but is stillthere. If the target fails its save, it is trappedin the cube and takes damage every roundfrom the cube's occupant. The victim canescape the cube by breaking its walls or bybeing rescued. The victim may be rescuedwhen someone throws a rope down into thecube, or levitates them out etc. The wallsare too slick to climb. Even after escaping,

the victim still has to deal with having theoccupant on its clothing and armor, etc. Forthe duration of the spell, the cube can bethrown until it traps a target. The spell'smaterial components are a drop of vinegar,a pinch of copper dust and a drop of anyone of the above creatures.

Korgander's Unicorn

Level: Conjuror 6 Components: V,S,M Range: 1" per level Casting Time: 6 seg.Duration: 1 turn/lvl Saving Throw: Spec. Area of Effect: SpecialKorgander's Unicorn summons a unicorn forthe magic-user to use as a mount. Unicorn: AC 2; MV 24"; HD 4+4; ATT 3: DA1-6,1-6,1-12; SA charge and attack with horn(+2 to hit, 2-24 damage), horn a remedyagainst all forms of poison; SD: sensesapproach of enemy at 24" distance, movesilently and surprise opponents on a 1-5,dimension door 36" once per day, savingthrows as 11th level magic-user, cannot becharmed or held, death spells do not affectthem. The magic-user casting the spell must not beevil in alignment. The unicorn can be usedfor travel, healing, and can be used forstealth applications because of its ability tosurprise others and not be surprised. Themount may be led into battle, but will notdirectly battle good or neutral creatures. Forexample, it will help the magic user avoidthose creatures, but will not attack themunless attacked. The material componentsof this spell are a pair of +1 daggers (con-sumed in the casting), and two coppercoins fused together.Mohrgull's Magnificent Mount IV

Level: Conjuror 6 Components: V,S,MRange: Special Casting Time: 5 seg. Duration: 1hr+1hr/lvl Saving Throw: NoneArea of Effect: SpecialThis spell summons one obedient mount forevery three levels of the conjuror's exper-ience; it serves the caster or a designatedtarget's command. Mohrgull's MagnificentMount IV summons giant spiders, giantamphibious snakes, or ice toads, dependingon the environment. The material com-ponents of this spell are a pearl worth atleast 150 gp and a small leather bag. If thecaster substitutes a pair of 1000 gp pearlsand a ring of protection the spell summonsone mount, but the duration is permanent.Mohrgull's Magnificent Mount VLevel: Conjuror 7 Components: V,S,MRange: Special Casting Time: 6 seg.Duration: 1 day + 1hr/lvl Saving Throw: NoneArea of Effect: Special

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This spell summons one obedient mount forevery three levels of the conjuror'sexperience; it serves the caster or a desig-nated target's command. Mohrgull's Magnif-icent Mount V summons phase spiders,displacer beasts, winter wolves, or sea lions,depending on the environment. The mater-ial components of this spell are a pearlworth at least 200 gp and a small leatherbag. If the caster substitutes a pair of 1000gp pearls and a ring of protection, the spellsummons one mount but the duration ispermanent.

Mohrgull's Magnificent Mount VI

Level: Conjuror 8 Components: V,S,MRange: Special Casting Time: 7 seg.Duration: 1 day + 1hr/lvl Saving Throw: NoneArea of Effect: Special

This spell summons one obedient mount forevery three levels of the conjuror's exper-ience; it serves the caster or a designatedtarget's command. Mohrgull's MagnificentMount VI summons carrion crawlers, mant-icores, or ankhegs, depending on the en-vironment. The material components of thisspell are a pearl worth at least 250 gp and asmall leather bag. If the caster substitutes apair of 1000 gp pearls and a ring ofprotection, the spell summons one mount,but the duration is permanent.

The Pandimensional Armory of Aranath theTriumphant

Level: Conjuror 8 Components: V,S,MRange: Special Casting Time: 1 turnDuration: Permanent Saving Throw: None Area of Effect: 2"x2"x2" space per level

Aranath's signature spell creates apermanent extra-dimensional space tohouse as many weapons as can fit. Visitorsto the space may walk in and floatanywhere within the cube to obtain anydesired weapon. The PandimensionalArmory must still be stocked, but this can bedone by casting weapons through agateway to the armory; the gateway canbe opened at any time by the caster. Each2" cube of the armory may carry 40large-sized weapons/suits of armor (e.g.pole arms), or 80 medium-sized weapons(e.g. long swords, shields), or up to 200small-sized weapons (e.g. daggers, handaxes). A Pandimensional Armory created bya 14th level MU could house 560 pole arms,1120 long swords, or 2800 daggers. Anycombination of these that doesn't exceedthe maximum is permitted. The armory ispermanent, and a mage may only haveone armory active at any given time. Thematerial components of the spell are a +1

magic weapon (of any kind) or +1 shield or+1 armor, sapphire dust from a gem stoneworth at least 500 gp, and a custom-madebrass lock. These are fired in a brazier, andconsumed in the casting.

Tenbir's Mighty Tower

Level: Conjuror 8 Components: V,S,MRange: 1" per level Casting Time: 1 turnDuration: Permanent Saving Throw: NoneArea of Effect: Tower 4"x4"x20"

Tenbir's Mighty Tower constructs a full-sizedtower from the rocks and minerals in theground. The tower has the dimensionsmentioned in the area of effect. The Def-ensive Point Value of the tower (DMG pg110) is contingent on the kind of stoneavailable where the spell is cast. It takes aturn to cast the spell, and an hour for thetower to assemble itself. The tower has amaximum of eight floors with a maximum of4 rooms per floor. The tower has up to 20windows, a spiral staircase that runs thelength of the tower, and battlements atopthe tower. Along the battlements are fourgargoyle statues; each can animate onceper day. The spell's material componentsare significant: the magic user must providea diamond (or diamonds) worth no less than2000gp, a drop of his own blood, a gargoyleheart (it does not need to be fresh), and amagical hammer of at least +1 enchant-ment. With these components, the towerhas spartan furnishings. Adding a 500gpruby furnishes the tower to a normalstandard. Adding the 500gp ruby and also a500gp emerald lavishly furnishes the tower.

Mohrgull's Magnificent Mount VII

Level: Conjuror 9 Components: V,S,MRange: Special Casting Time: 9 seg.Duration: 1 day + 1 hr/lvl Saving Throw: NoneArea of Effect: Special

This spell summons one obedient mount forevery three levels of the conjuror's exper-ience; it serves the caster or a designatedtarget's command. Mohrgull's MagnificentMount VI summons chimeras, 7 headedhydras, dragon turtles or remorhazes, de-pending on the environment. The materialcomponents of this spell are a pearl worthat least 400 gp and a small leather bag. Ifthe caster substitutes a pair of 1000 gppearls and a ring of protection the spellsummons one mount, but the duration ispermanent.

Footprints — page 65 — Number 21

by Steve McFadden

An OSRIC™ adventure for characters oflevels 1-3

In the following work, the appendix is OpenOSRIC Content/Open Game Content. Allcontent, apart from the material in theappendices and that specifically indicatedat the end of the document, is ProductIdentity. Permission is granted for you toreproduce this work for personal, non-commercial use.

Advice On Using This Work: This adventure isfor characters of first to third levels, currentlyin a village (or hamlet) near a mountainrange and a boreal forest. Geographicalnames are generic to facilitate the adven-ture's integration into a GM's campaign. Allthat is needed to begin the adventure is abuilding to locate the shop of Willim theApothecary.

Playtesting was done with a small party of1st and 2nd level characters that lacked acleric. Although the tasks of collecting watersamples and making copies of the temple'sinscriptions, engravings and illustrations wereachieved by the playtest group, the primaryantagonist was not killed and it took 31 daysof game time to travel to the lake,complete the quest and return to thevillage. That cautious group experiencedone fatality during the course of theadventure.

Background: For several thousand years, theNorthwood was home to an elf tribe: anomadic group which built numerous shrinesthroughout the forest. Every summer, thetribe's members congregated about a lakethat lay within the majestic crater of a dor-mant volcano, high in the Western Mount-ains. The beauty of the site reminded theelves of their lost homeland, and they built atemple upon an island in the lake. The elvesvisited the lake and temple complex forseveral generations, until one maid'spettiness brought ruin upon her entire tribe.

Spurned by a minor lord, the young andfoolish elf maid became distraught. In anoutburst of spite, she voiced her desire thatthe object of her affections be killed—

rended body and soul—by an arch-nemesisof the tribe, a dragon. Such a trifle wouldhave normally led to nothing, but the elfmaid's act was rashly performed on thesummer solstice, in the sacred grottobeneath the temple. Thus, the curse's powerwas amplified a thousand-fold andresonated in the minds of all the maid's kin…both living and dead.Hearing its true name spoken in the minds ofthe elves it had consumed—the souls ofwhich still resided within it—the dragonturned its attention to the majestic lake.Before slaying most of the maid's kin, thedragon landed upon the lake temple,whence its bulk dislodged much of thesacred grotto's ceiling. The ceiling collapsedupon the spiteful elfling and pinned herdeep beneath the waters of the grotto'spool. Yet, the power of the maid's rash curseboth preserved her body and twisted hersoul, transforming her into an insane,tormented banshee—albeit one submergedbeneath ten fathoms of water. In time, the banshee's constant keeningagitated the lake water enough to cover itsentire surface in a thick layer of fog thatlimited vision on the lake to just twenty feetin any direction. It is now only possible toglimpse the sacred island and the elves'crumbling temple from a few of the highestpoints along the caldera. After centuries of confinement, the bansheerealized that her underwater wailing affec-ted creatures both in the lake and near itsshore. At night, the spirit's keening implantedthe suggestion of visiting the sacred isle intothe dreams of those sleeping upon theshore. In addition, those who immersed theirheads in the lake were forced to save versusmagic, or be compelled to go to the isle. Avictim who failed to go to the isle lost onepoint of wisdom per week. Realizing herpower, the groaning spirit began to drawthe occasional wanderer to the island in aneffort to gain her freedom.In response to the banshee's efforts to freeherself, the goodly magic that still lingeredupon the sacred island created a host ofskeletons (from the remains of the elves slaincenturies earlier) and caryatids to keepinterlopers from reaching and freeing theevil spirit. Those killed by the templecomplex's new sentries became zombiesand skeletons in turn, joining its throng ofeternal guardians. The frustrated banshee'scries became ever more desperate until ayear ago when the settling of a tribe of orcson the southern bank of the lake broughtthe creature new hope.

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Just a month after bringing his tribe to thelake's shore, the chieftain of the Septic Eyewas compelled by the banshee to gatherhis closest warriors and row out to thesacred island. There, the burly orc wadedthrough a contingent of skeletons, des-troyed several of the temple's caryatidcolumns, and eventually reached thetemple's grotto. In the grotto, the chieftainand his remaining warriors dived in after theglittering treasures in the pool, and wereincapacitated by the paralytic effects ofthe banshee's wail. Killed and transformedinto lacedons (marine ghouls) by thegroaning spirit's touch, these new minionshave so far been unable to free their mis-tress from her underwater barrow. However,a few more lacedons will be sufficient to liftthe largest stones that pin her, and allow thecursed elfling to escape her prison.The Hook: [to be read or paraphrased]

Willim the Apothecary spent decadesdeciphering the glyphs and images foundwithin several ruined elven shrines. Fromthose inscriptions, the apothecary learnedthat the chief temple of the Northwood'sancient rulers was located deep within theWestern Mountains, and that the elvesseemed to be healed by the waters of thetemple's sacred pool.

Willim wishes to hire and equip a party tofind the temple (apparently located on anisland set in a majestic mountain lake). Herequires the party to retrieve samples of thetemple's sacred water and make rubbings/copies of any inscriptions and illustrationsfound at the site. The party accepting thequest may need to hire a guide or to lookfor additional help, as the mountains areknown to harbor tribes of evil humanoidsand hostile wildings.

The Cottage of Willim the ApothecaryMaster Willim is actively looking for respon-sible, literate characters to search for thecentral elven temple. The apothecary willequip the party which agrees to the questwith eight goodberries and a leather port-folio containing a sheaf of blank parchment(for taking field notes). He will offer a rewardof 100gp for delivery of water samples fromthe temple, and for notes and informationregarding the site. Willim will heal charactersin his employment free of charge.Willim the Apothecary (D6): MV60' Str7 Int15Wis17 Dex8 Con14 Cha16 AC5(lignification)19hp #AT1 DAM1-2 (dagger or staff) AL-N.Druidic Spells: 1st—detect magic; entangle;predict weather; purify water; 2nd—charmperson/mammal; cure light wounds;

goodberry; 3rd—cure disease; neutralizepoison; 4th—cure serious wounds. Willim isapproaching his one hundred and fifteenthyear, but he still retains his wits and looks,appearing no older than seventy. Internally,the apothecary has begun a process oflignification that will result in his becoming atreant upon reaching 7th level. Willim hasbeen training his grandniece to assume hismantle. The young woman does not realizethat her uncle will one day walk into theNorthwood never to return. Katlyn Melliot (D2): MV120' Str9 Int13 Wis14Dex11 Con10 Cha15 AC8 (leather) 9hp #AT1 DAM1-6/1-4 (club/dagger) AL-N. DruidicSpells: 1st—detect magic; entangle; 2nd—cure light wounds. Katlyn is a descendant ofWillim's younger brother, a man who passedaway more than eighty years ago. Katlyn isyoung (18 years old), but is an experiencedhealer in her own right. Willim's apprenticehas helped her uncle fight several outbreaksof disease and saved the lives of manyvillagers over the years of her apprentice-ship. Katlyn is a respected member of thecommunity, but—to the chagrin of hermaster—she has been recently exhibitingsigns of wanderlust. Katlyn may deign to jointhe group on a temporary basis if the party'sobjective is clear, the journey will not takemore than a few weeks and the purpose ofthe expedition is noble.NPCs of Interest in the Village (possibletagalongs/hirelings):

Clengall Burne (T3): MV120' Str10 Int12 Wis11Dex16 Con10 Cha11 AC8(clothing+Dex)13hp #AT1 DAM1-6/1-4(cudgel/dirk) AL-CN.An inveterate gambler and occasional cut-purse, Clengall makes his living as a sharperin the local tavern. Although he is usually onthe lookout for an angle or mark, Clengallrecently cheated a well-connected noble-man and needs to get away for a while. Hewill accompany a party if given an equalshare of the rewards.

Harl Berlisson (F1): MV120' Str16(DAM+1) Int9Wis11 Dex11 Con16 Cha9 AC9(shield only)8hp #AT1 DAM2-7 /2-5 (dwarven boar spearor short sword)/knife) AL-NG. Harl's spear ismagical, dealing double damage to largecreatures and being capable of strikingmonsters requiring magical or silver weap-ons to be hit. Harl is a local stable hand whowishes to become a warrior. If given theopportunity, he will gladly join an adven-turing group composed of good characters.Harl has an assortment of beaten-upweapons and equipment that he hascollected over the years. His boar spear ismade from a spearhead that he dug out of

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an Alderwood tree. Forged from kromatis, atype of meteoric iron that only dwarvesknow how to handle, the spear- head wasoriginally enchanted to kill cave bears.

Brother Maddon (C2): MV120' Str11 Int11Wis13 Dex12 Con10 Cha15 AC5(chain) 11hp#AT1 DAM1-6(mace) AL-N. Clerical Spells:1st—cure light wounds; sanctuary. Maddonis an adept of the Lord of Prosperity, thelocal god of prosperity, fecundity andagriculture. The god is said to be popularwith the ladies, and his clergy do their bestto emulate His Most Puissant Holiness. Thisexplains why Brother Maddon is not fullytrusted by the men of the village and whyhe typically reserves his sanctuary spell forprotection against a cuckolded husband, ora jealous lover.

On a normal day, there are equal chancesthat the adept will be found drinking in thelocal tavern, "consoling" a widow, flirtingwith housewives in the village square,sampling the local lord's ample larder (andeven more ample kitchen maids),admonishing said lord for not tithingappropriately, or beseeching his flock toabstain from moral turpitude. A sizeablenumber of the region's children have thedark, curled locks and brown eyes thatBrother Maddon sports so handsomely.Brother Maddon may wish to leave thevillage for a spell due to some indiscretionon his part.

Jonlin Oakesleaf (R2): MV150' Str16(DAM+1)Int13 Wis14 Dex15 Con16 Cha13AC7(leather+Dex) 16hp #AT1or2 DAM3-8/2-5/1-6 (hand axe +1/knife/shortbow) AL-NG. Jonlin's hand axe was a gift from adwarf clan that dealt with the ranger'sfather for more than two decades. After theelder Oakesleaf was killed by maraudingorcs, Jonlin assumed the role of intermediarybetween the nearby dwarfholt and thevillage. Jonlin also possesses six of MasterWillim's goodberries, as he often performsservices for the ancient apothecary. If he ispromised an equal share of loot and givenassurances by Willim of the party's integrity,the ranger will accompany/guide a party.

PART 1: JOURNEY TO THE MYSTIC LAKE

Daytime Random Encounters

There is a 33% chance per day of travel of arandom encounter in the WesternMountains. If an encounter is determined,roll a d10 to determine the nature of theencounter and a d12 to determine its hour(unless otherwise specified):

1. Bull Elk: MV200' AC7 HD3 19hp #AT2DAM1-4/1-4 (antlers/antlers). The bull elkimmediately charges the first person inline (for double damage) and then runsaway.

2. Wild Boar: MV150' AC7 HD3+3 24hp #AT1DAM2-8 (tusks, charge for doubledamage). Rooting in the forest are amale boar, three sows and a few young.The sows and sounders will flee thecharacters' approach, while the maleboar will immediately charge.

3. Bison Herd (2 bulls, 7 sows, 2 calves):MV150' AC7 HD4 22/20hp(bulls)7@17hp(sows) 9/8hp(calves) #AT2DAM1-6/1-6 (horns/horns) SA: if 30'+away, bulls will charge for 2-12 damage.If the party surprises the herd and arewithin 60', the two bulls will charge andattack. Otherwise, the animals will warilymove away. If the party acts in a hostilefashion within 100' the bulls willimmediately charge.

4. Bloodhawks (x4): MV240' AC7 HD1+17/6/4/4hp #AT3 DAM1-2/1-2/1-4 (claw/claw/beak). Four bloodhawks swoop inand attack the first and last charactersin line, attempting to put the entire partyinto confusion. If the party retreats into aheavily forested area, the animals willdiscontinue their strafing. Otherwise, thebloodhawks will continue to attack untilone of the characters is killed. Followingthe remaining hawks back to their roost,gold and silver hairpins and necklacesworth a total of 13 gp will be found inthe nest [new OSRIC monster, seeAppendix].

5. Pack of Wolves (x9): MV180' AC7 HD2+212/11/10/9/9/8/7/7/6hp #AT1 DAM2-5(bite). As soon as a single wolf is killed,the entire pack will retreat.

6. Mountain Lion: MV180' AC6 HD3+2 17HP#AT3 DAM1-3/1-3/1-6 (paw/paw/bite)SA: rear claws have additional chanceof hitting for 1-4/1-4 if front paws both hit;springs 30' and surprised only on a 1 in 6.The mountain lion attacks a lonecharacter or mount in the early morningor evening. The lion will attempt tosuffocate the target, dragging it awayquietly.

7. Basel the Trapper: MV120' AC10 0-level4hp #AT1 DAM1-6/1-4 (hand axe/knife)and his mastiff Wrathbone: MV180' AC7HD2+2 12hp #AT1 DAM2-5 (bite). Basel istrapping mink and marten deep inuncharted territory. Basel will be happyto treat with a party of adventurers andswap stories over a campfire but, beinga recluse, his manners are fairly coarse.

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Given a few swigs of whatever swill theparty is carrying, the trapper will suggestthat the characters search the volcanicmountains to the northwest, which are"several days away."

8. Orc Hunters (x5): MV120' AC8(furs) HD17/6/6/5/4hp #AT1or2 DAM1-6/1-6/1-4(short bow/hand axe/dagger). Thecharacters chance upon a Septic Eyehunting party moving in the oppositedirection. If the orcs are surprised theywill scatter to the four winds. Once theyrecover, the orcs will take opportuneshots at pursuing characters but willotherwise avoid a protracted fight. Ifany escape, the orcs will bring doubletheir number of reinforcements to thesite three days later. The orcs do notcarry much in terms of treasure,possessing only copper, silver andbronze torcs and bracelets (ranging invalue from 2 sp to 18 sp) and a variety ofsemiprecious stones and fetishes (1 sp to5 sp) dedicated to the Cave Mother.The orcs' weapons are rough, butserviceable.

9. Verbeeg Hunter: MV180' AC4(chain, fur,plate) HD5+5 35hp #AT1or2 DAM4-9/4-13(thrown spears/great axe) and LargeDire Wolf: MV180' AC6 HD3+3 21hp #AT1DAM2-8 (bite). Sigvaard and his direwolf companion are looking for bison toslaughter and skin. However, theverbeeg is not above adding the skins ofa few humans to his collection; suchleather makes for excellent gloves, capsand hoods. If the party is surprisedSigvaard will fling multiple spears (he hasa collection of four) from 60', loose hiswolf, and then wade into the party withhis great axe. Sigvaard is small for his size(only 8 ½ feet tall), but he is sly andcunning. The verbeeg knows that bothhe and his wolf can outpace a party onfoot (base movement of 180') and willnot be afraid to attack. If hard pressed,Sigvaard will flee from the party in haste,but may choose to come back andattempt to slay the group at night. Thegiant-man possesses a substantialamount of mundane treasure secretedupon his body: a patterned electrumbracelet (human necklace, 3 gp); 4 gp;17sp; assorted gemstones (garnet-2gp,beryl-5gp, flawed sapphire-6gp); a set ofsilver-coated human knucklebones usedfor divination (4 gp).

10. Human Prospectors (x13): MV120' AC100-level 2@6hp(long bows) 4@5hp(spears)4@4hp(picks) 3@3hp(hammers) #AT1or2DAM1-6/1-4 (bows, spears, picks and

hammers/knife). This group is working agold vein that they recently discoveredand will be hostile to anyoneapproaching. The group captured adwarven miner many months ago andhas the unfortunate chained in a nearbyshack. Forced to act as an assayer forthe unsavory men, Bomi the Dwarf (F1):MV30'(in chains) AC10 3hp(of 6) #AT1DAM1-2 (fist) will be overjoyed to befreed. Bomi will not join the party's quest,as he needs to return to his family asquickly as possible. He will be free withadvice regarding the possible locationof a mountain lake (in the volcanicmountains to the northwest), however.

Nighttime Random Encounters

During each night spent in the mountains,there is a 33% chance of the party beingvisited by one of the following. Roll a d4 todetermine the nature of the encounter anda d12 to determine its hour:

1. Juvenile Brown Bear: MV120' AC7 HD3+319hp #AT3 DAM1-3/1-3/1-6 (paw/paw/bite) SA: automatic hug for 2-8 onsuccessful paw hit of 18. This starvingbrown bear (treat as a black bear) isalso rabid and will attack the party untodeath. Characters who are bitten havea 50% chance of contracting rabies andwill die in 14 days unless a cure disease isperformed.

2. Borglik the Ogre: MV90' AC5 HD4+1 19hp#AT1 DAM3-8 (large club). Borglik hasdescended from his mountain fast inorder to rustle a few sheep or goats fromlowland farmsteads. He will follow aparty during the daytime and attemptto surprise a single character at night,figuring that he can escape into thedark afterwards. Borglik wears an ornate,electrum-trimmed buckler as a beltornament (3 gp). He can surprise acamp guard 33% of the time.

3. Burning Hands Goblins (x7): MV120' AC8HD1-1 3@5hp (short bows) 4@4hp(javelins) #AT1or2 DAM1-4/2-5/1-4 (shortbow/javelin/knife). The goblins possessfew items of worth, but do have anassortment of agate and glass beads (2sp) and silver-trimmed bracers (3 sp).

4. Gnolls of the Poisoned Barb (x3): MV150'AC6(studded) HD2 12/11/10hp #AT1or2DAM1-8/2-8 (great bows/ bardiches).Three hunters of the Poisoned Barb packhave come out of the Western Range insearch of bison, but they are not abovecollecting the heads of a few humans.Strung through each gnoll's belt is anassortment of dwarf, human, goblin and

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orc skulls- all highly polished, inscribedwith profane symbols and trimmed insilver (3 sp/skull).

Planned Encounter (5+ days from village):

As the afternoon sun wears on, thecharacters hear a frantic, high-pitchedscream: a sound like that of a youngwoman in distress.

If the party follows the sound, it will enter aclearing where, about 100 feet away, ayoung woman struggles with two large, uglylooking brutes. One of the primitives is pullingaway from the struggle, clutching its hand inpain, while the second is drawing a knife,intent on stabbing the woman. The twohumanoids look much like humans, but arelarger and stockier, with weathered, olivecomplexions:

Orc Hunters (x2): MV90' AC7/8(leather, fursand shield) HD1 5/4hp #AT1 DAM1-6(javelins or long knives).

Dressed in furs and hand-tooled leather, thetwo have tossed some shields and javelins tothe ground while they attack the youngwoman. If the party does not dispatch themquickly, the orcs will run back to warn theirtribe mates of danger.

The orcs each have two javelins, a bonehandled long knife and a crude woodenshield, but if the party strikes immediatelythey will not have time to ready their shields.In a leather pouch about its neck, thestronger orc holds five "knucklebones" madefrom carved, semi-precious stones (1speach). Each of the orcs possesses a bonehunting whistle, used to communicate whenout of sight.

If rescued, the woman will frantically informthe party that her name is Jena Arfors, andthat her husband and mother are beingheld in a small cave only 100 yards distant.Jena was trying to escape this cave. Thethree were recently taken by orcs from theirhomestead three leagues west of thevillage. The humanoids marched the trionorth and west, higher into the WesternMountains.

Jena Arfors: MV60' (injured) AC10 2hp(normally 3) #AT1 DAM1 (bite or rock).

If the party allows the scene to unfold, theorc with the knife will slash Jena across hercheek and then beat her into submission(the raiding party has been instructed,under pain of death, to keep captives aliveand to bring all such prisoners back to theSeptic Eye's village). The orcs will then drag

the woman back to their hunting shelter.The following day, the orcs will blaze aneasily followed trail back to the Septic Eye'svillage. Upon their return a celebration willunfold, with the captives being rowed out tothe Sacred Island and sacrificed thefollowing day.

The orcs that chased Jena down weresentries stationed at the entrance of a cave[see Orc Hunting Shelter Map, location #1]that the Septic Eye has been utilizing as ahunting shelter. The cave was the former lairof a brown bear, and the orcs' occasionaluse of it has done nothing to improve thecavern's rank smell.

1. Entrance to the Hunting Shelter: Alongwith a number of fresh-cut boughs andbushes, a wood-framed, camouflaged blindhas been cast aside from the entrance tothe cave. When all of the raiding party isensconced inside, the blind is set into placeto ensure the orcs' safety. Currently, thereare no orcs on sentry duty, and as long asthe two orcs in the above plannedencounter have been dispatched, thecharacters will approach the caveunobserved.

2. Guard Wolf: Tied to a boulder with a 20'rope, a large wolf guards the tunnel at thebend. It will charge forward, snapping andsnarling as soon as a character steps intothe cave's entrance:

Wolf: MV180'(20' while on chain) AC7 HD2+213hp #AT1 DAM2-5.

If the party can dispatch the wolf in thespan of a single round, then the raiders inlocation #3 will think nothing is amiss. If

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combat continues past one round, or if thewolf retreats past the tunnel's bend, then theremaining orcs will be alerted to danger—despite their relatively inebriated state.3. Main Chamber: The final three membersof the orcs' prisoner detail are within thecavern's main chamber. Having satedthemselves on mutton and beer stolen fromthe Arfors' homestead, the orcs havebecome drunk and are just about tocommence the evening's torture session.The three humanoids will be at a disad-vantage (weapons not at hand) as long asthe party dispatched the dire wolf in quickfashion:Orc Hunters (x4): MV90' AC7(if able to pickup shields) HD1 7/5/5/4hp #AT1 DAMvarious. The leader (7hp) fights with a tree axe stolenfrom the Arfors (DAM1-8), while the othersuse stolen hand axes and long knives(DAM1-6 each). If given time, the trio willpick up their shields before grabbing Geraland Brigit Arfors from location #4. The orcswill then push the captives forward, usingthem as human shields against the party. Ifcaught unaware, the humanoids will defendthemselves at AC8. Being inebriated, theorcs fight at a -2 penalty to hit and will notact in a coordinated fashion. They havevarious fetishes and metal nuggets secretedupon their bodies (8 gp worth of goods forthe group). Each also has a polished whistle.Made of bone, these hunting whistles areused to signal their fellows while out ofeyesight.Stashed inside the chamber are two travoispiled with goods (dragged here by Geral,Jena and Brigit): 3 casks of beer, a box ofmetal fittings, a tub of lard, several coils ofrope, bags of seed potatoes, bags ofvegetable seeds, and bronze metal pots.4. Recessed Pool: A pool of water lies in thefurthest reaches of the cavern, at thebottom of a sloping floor. If they have notbeen pushed forward by the orcs (asdescribed in the above entry), Geral andBrigit Arfors are here, bound before thepool. Newly freed, Geral will take up an orc'slong knife and his former axe. Geral Arfors: MV90' (injured leg) AC103hp(out of 5) #AT1 DAM1-6(bow oraxe)/1-4(knife). He is proficient with a bow,but won't feel comfortable using a javelin.Brigit Arfors: MV60'(injured) AC10 2hp(out of3) #AT1 DAM1-2 (knife). Geral's mother, BrigitArfors, is rather frail and of no use in a fight.She will cook and tend any wounded thatare brought to her.

On the walls are once-delicate inscriptionsthat have been defaced by the orcs.Anyone with knowledge of the elventongue will recognize the inscriptions asbeing elvish in nature, even though theiroriginal meaning has been obliterated.

Epilogue to the Planned Encounter

After the party rescues the Arfors family, thehomesteaders will politely ask thecharacters to help them recover their herdof goats. A day behind the prisoner detail,and approaching the orc shelter, thedrovers (two orcs and three wolves) shouldbe easy to ambush. However, unlike theprevious five humanoids, the goat-herdingorcs have bows:

Orc Hunters (x2): MV90' AC8(furs) HD1 5/4hp#AT1 DAM1-6 (long bow or long knife).

Wolves (x3): MV180' AC7 HD2+2 11/10/9hp#AT1 DAM2-5 (bite).

If questioned, the Arfors will be able todemonstrate the orcs' whistle calls for "comeand eat" and "rally here". This knowledgecould prove useful in setting up an ambushfor the drovers or during later portions of theadventure. If the party slays the orcs andwolves, the Arfors will lead their herd back tothe village and openly praise thecharacters.

PART 2: THE MYSTIC LAKE

Random Encounters in the Lake Region

It is recommended that the DM roll forwandering monsters at least once per daywhile the party is in the Mystic Lake region.An encounter occurs 50% of the time. If adaytime encounter is determined, roll a d8to determine the nature of the encounterand a d12 to determine its hour:

Daytime Lake Region Encounters:

1. Giant Wolverine: MV150' AC4 HD4+421hp #AT3 DAM2-5/2-5/2-8 (paw/paw/bite) SA: +4 to hit due to speed; muskspray (directed, 10' cloud) acts as thereversed form of the 1st level cleric spellbless (-1 to morale, -1 to hit) and allowspredators to track any affectedcreatures for one full day. The giant wol-verine is nasty tempered, semi-intelligentand of evil alignment. Carnivorous andvery territorial, it will pursue and attackthe party for a quarter mile. If after aquarter mile the giant wolverine has notbeen killed, it will turn back.

2. Tontla-Voll: MV30' AC0 HD3 16hp #AT2DAM1d4/1d4 (wooden claw/woodenclaw) SA: invisibility, levitate and

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ventriloquism once per day as a 5thlevel MU. Fire attacks requiring a roll tohit gain a bonus of +4 to hit against atontla-voll. These creatures make savingthrows versus fire at –4, and any firedamage inflicted upon a tontla-volladds a +1. Blunt attacks from a smallweapon (i.e. a mace, club or hammer)do only one-quarter damage against atontla-voll, while large blunt weapons dohalf damage [new OSRIC monster, seeAppendix].

3. Lightning Drake: MV90'(60' in trees) AC4HD4+4 22hp #AT3 DAM1-6/1-6/1-8(claw/claw/bite) SA: lightning bolt 1d8times per day for 2d8 damage (saveversus breath weapon for no damage).Lightning bolt extends 30' and stuns for1-6 rounds unless an additional saveversus breath weapon is made. Thelightning drake surprises 50% of the timeand hunts small and medium sized prey.It will be perched in a tree, some 20' up,waiting for animals to come down agame trail [new OSRIC monster, seeAppendix].

4. Wilders of the Northwood (x5): MV120'AC8(leather) 0-level 6/6/5/4/4hp #AT1 or2 DAM1-6/1-6/1-4 (short bow/hand axe/knife); Wilder Leader (F1): MV120'AC8( leather) 8hp #AT1or2 DAM1-6(falcata/short bow) and Wilder Druid(D1): MV120' AC8(leather) 6hp #AT1DAM1-6 (falcata/sling bullet) SA: DruidicSpells: 1st level—entangle; speak withanimals. The druid has six goodberries inhis pouch, along with a silver sickle (2gp). The wilders have fetishes woveninto their hair, pinned to their clothingand worn on thongs about their necks.The druid's fetish acts as a luckstone,whereas the leader's hairpin functions asa ring of warmth. The wild men arescouring the mountains, attempting todetermine what entity has beenkidnapping members of their tribe. Thewilders will attack a party if they gainsurprise or see an advantage. Theyattempt to capture and interrogate oneperson. If approached on an equalfooting and an attempt is made toparley, the wilders will exchangeinformation regarding the presence ofhumanoids in the mountains.

5. Arbol the Treant: MV120' AC0 HD8 39hp#AT2 DAM2-16/2-16 (limb/limb) SA: cananimate a tree to attack (animated treehas similar stats to the Treant itself). Fireattacks against treants are +4 to hit anddo +1 per damage die. Treants save at-4 versus fire. Arbol normally avoids the

lake region, as he senses the evil thatresides in the surrounding forest.However, the orcs' recent activities haveprompted the treant to investigate.Arbol may follow the party if it observesthe characters eliminating fell creatures,and may even approach the party topropose an alliance of sorts. AlthoughArbol will refuse to venture within a mileof the lake, he can provide protectionto the party while they sleep as long asthe characters continue their owninvestigations and inform the treant oftheir discoveries.

6. Elven Shadow: MV120' AC7 HD3+3 18hp#AT1 DAM2-5 (fist clubbing orstrangulation) SA: drain one point ofstrength on each successful hit.Characters losing all strength becomeshadows, else regain strength at a rateof one point per hour. One of manyelven spirits wandering the lake region,an insane shadow will attempt tostrangle a lone character. Hard todetect in the forest, the elven shadowwill surprise a character 75% of the timeduring the day.

7-8. Orc Hunters (x4): MV120' AC8(furs) HD16/5/5/4 #AT1or2 DAM1-6(short bow,hand axe or ling knife). A Septic Eyehunting party comes across the party'sspoor, but hangs back. The orcs will sendthe weakest of their group to bring eightreinforcements to the site within threehours (new total of 12). The orcs do notcarry treasure as they are hunting forfood and captives.

Nighttime Lake Region Encounters

It is recommended that the DM roll forwandering monsters at least once per nightwhile the party is in the Mystic Lake region.An encounter occurs 50% of the time. If anighttime encounter is determined, roll a d6to determine the nature of the encounterand a d12 to determine its hour:

1. Owlbear: MV120' AC5 HD4+2 23hp #AT3DAM1-4/1-4/1-6 (paw/paw/bite). Ayoung owlbear will rampage throughthe party's campsite, despite anyprecautions the group has taken.

2. Elven Shadow: MV120' AC7 HD3+3 18hp#AT1 DAM2-5 (fist clubbing orstrangulation) SA: drain one point ofstrength on each successful hit.Characters losing all strength becomeshadows, else regain strength at a rateof one point per hour. One of manyelven spirits wandering the lake region,an insane shadow will attempt tostrangle any sentry that is on guard duty.

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In the darkness, the shadow will surprisea character 90% of the time.

3. Gorbron the Half-Orc Wereboar: MV120'AC4 HD5+3 26hp #AT1 DAM2-12 (tusks).Coming off a recent run-in with the giantwolverine, Gorbron will be in hismonstrous form and will be incensed atthe sight of a party of humans traipsingthrough his territory. The wereboar willattack without thought or plan. If acharacter loses more than 50% of his hitpoints to Gorbron the victim will becomea lycanthrope in 7-14 days.

4. Swarm of Stirges (x8): MV180' AC8 HD1+17/6/5/5/5/4/4/3 #AT1 DAM1-3 (piercing)SA: attacks as 4HD creature; automatic

1-4/round damage after a successful hit,until 12 points drained. The stirges live inone of the caldera's cliffs and are out forblood. They will continue attacking untilhalf their numbers are dead.

5-6. Orc Hunters (x6): MV120' AC8(furs) HD17/6/6/5/5/4 #AT1or2 DAM1-6(short bow,hand axe or long knife). A Septic Eyehunting party comes across the party,but hangs back. The orcs will send theweakest of their group to bring tenreinforcements to the site within threehours (new total of 16). The orcs do notcarry treasure as they are hunting forfood and captives.

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Location A: Caverns of the Septic Eye

If the party approaches the Mystic Lakefrom the south, it will likely come across thelair of the Septic Eye tribe of orcs. The tribeof fifty adults has its settlement on thesouthern shore, and will have variousmembers roaming about the area. Whenbetween locations B and D on the mapthere is a 10% chance per hour (cumulative)of encountering a pair of orc scouts:

Orc Scouts (x2): MV90' AC8 (furs andleathers) HD1 6/5hp #AT1 DAM1-6 (javelin x2 or long knife).

The Septic Eye tribe has diminished greatlyover the last generation. Suffering fromwilder expansion into their ancestral lands inthe Northwood, the humanoids decided toflee to the relative safety of the mountains ayear ago rather than see their tribeobliterated. On arriving at the Mystic Lake,the orcs' chieftain came to believe that theCave Mother (a traditional orc goddess)was speaking to him, and that she washighly pleased with his decision to settle onthe lake's shore. The chieftain led anexpedition to the Sacred Isle to receive the

deity's direct blessing, but he and hisretainers never returned.

Sharghak-Ahl, the Septic Eye's shaman,eventually gained control of the tribe andproclaimed their chieftain's disappearancea result of the Cave Mother's displeasure.Receiving his own instructions from thegoddess three months ago, Sharghakordered his warriors to scour the Northwood,where they immediately captured a pair ofwilder settlers. Rowed to the Sacred Isle, thehumans were tied to posts hastily erectedupon the temple's highest terrace and leftfor the Cave Mother to claim. Done whileSharghak held the island's defenders at bay,the shaman's display of power allowed himto gain absolute control over his tribesmen.

However, the Cave Mother let the shamanand other members of the tribe know in theirdreams that she was displeased with theritual. Thus, Sharghak has become obsessedwith obtaining new sacrificial victims and, ifthe party stumbles into the orcs' territory,characters will find themselves targeted forcapture and sacrifice rather than tortureand consumption.

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1. Eastern Strand: This beach is normallyempty but an abundance of old fire pits,worn equipment and cracked bones alertexplorers to the presence of nearby orcs.Pairs of scouts (discussed above) andgroups of hunters (those from the previousdaytime and nighttime encounter sections)will alternate in passing through this locationevery four hours, descending the cliff andhailing their brothers at location #2 withbone whistles and loud, hooting calls. Asthere is only one trail leading down to thebeach, an unlucky party may find itselftrapped upon the strand with little coverpresent to help escape detection.

Characters fording the river will find itbone-chillingly cold and ten feet deep,enough of a problem to dissuade all but themost desperate (or foolhardy) of players.

2. Western Strand: A single dugout canoewill be found beached on the westernstrand any time of the day or night, ready toferry members of the tribe across the river orto pick up scouts and foragers from location#1. Requiring two paddlers to operate, andholding a maximum of five occupants, thiscanoe is guarded by three warriors and awolf.

Males of the Septic Eye rotate through thisguard station on a fixed, eight hourwatch-schedule and are also tasked withguarding the approach to their lair. Thewarriors and wolf, often negligent orsleeping, will detect a party sneaking downthe trail only 50% of the time. If alerted to theparty's presence the guards will beat ahasty retreat: two warriors attempt topaddle their canoe to location #5 while thelast uses the wolf to cover his back as heruns to the lair's entry hall (location #3):

Orc Warriors (x3): MV90' AC8(furs) HD16/5/4hp #AT1or2 DAM1-6(bow, spear orlong knife).

Guard Wolf: MV180' AC7 HD2+2 9hp #AT1DAM2-5 (bite).

3. Entry Hall: The tunnel system's firstchamber houses two male orcs and sixwolves (the bulk of the tribe's wolfpack).Maimed, and missing certain appendages,the kennel keeper and his assistant are ugly,vicious, and as surly as their charges. If givenample warning (1 round) the orcs will loosethe six wolves (leashed to the walls by thickropes). If not released, the wolves will beable to roam and engage in unrestrictedcombat throughout the room, but no fur-ther. Commotion in this chamber will notdraw the attention of the orcs in locations

#4 and #5, as the constant fighting of thewolves—accompanied by the screams andsnarls of the keepers as they beat theircharges into submission—is generally ig-nored by the rest of the tribe. Likewise, thestate of bedlam normally existing in thisroom will keep the wolves and their handlersfrom noticing any fighting that is restricted tolocations #4 or #5.

Orc Kennel Keeper: MV30' AC8(furs) HD17hp #AT1 DAM2-5(barbed whip) or 1-6(longknife). The old keeper is missing his right footand moves about slowly on an awkward,improvised peg. With a barbed whip thathas a reach of 20', the keeper is willing tolash out at anyone and anything, includinghis own people. Cracking the whip fiercely,the orc will direct his animals to surgetowards the party. The whip immobilizes atarget (-4 to victim's AC) for a subsequentround if the orc's "to-hit" roll is two or moreabove that required.

Orc Assistant Keeper: MV90' AC8(furs) HD16hp #AT1 DAM1-6(club) or 1-6(long knife).Having lost his left hand to an angry wolfsome ten years ago, the assistant keeper re-sents the beasts and beats them mercilessly.Because of this, the wolves in his care neverstay healthy and have low hit points.

Guard Wolves (x6): MV180' AC7 HD2+29/8/8/7/6/6hp #AT1 DAM2-5 (bite). Thewolves are mistreated and underfed. Onceloosed by their keeper, the cowed wolveswill hunt and chase party membersrelentlessly.

4. Common Room: The tribe's primarysleeping quarters and workspace, thischamber is the most defensible spot in thecavern system. One of the females holds akey to the iron lock that secures the northerngate and keeps curious lacedons at bay.Held tight with a thick chain, the timber-postgate can also be picked by a thief (at+10%), chopped down, or pushed over on acumulative bend bars roll (up to fivecharacters can fit in the narrow space,adding their bend bars abilities).

Within the room may be found two warriorsand ten females, most sleeping during theday and engaged in mundane tasks fromdusk 'til dawn. If attacked, the males willfight while the females attempt to fleetowards location #3 (if possible), or to diveoff the bridge and then swim to location #5.

The tunnels and the bridge connecting theentry hall and common room are elevatedeight feet above the water level and arenot obstructed by any gates. Resourceful

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players may have their characters ford thestream, or rappel 100 feet down onto thebridge from the cliff edges (above thetunnel mouths) at either end of it.

Orc Warriors (x2): MV90' AC8(furs) HD1 7/5hp#AT1or2 DAM1-6(bow, javelin, spear or longknife).

Orc Females (x10): MV90' AC8(furs) HD1-13@5hp 4@4hp 3@3hp #AT1 DAM1-4(knife).

5. Assembly Chamber: In addition to actingas a larder, kitchen and smithy, the tribesecures seven dugout canoes in this, thesystem's central chamber. Four of thedugouts seat five passengers, the otherthree capable of holding only a pair ofpaddlers. Unless silenced through magicalmeans, a battle in this room will drawSharghak-Ahl from his quarters to thenorth-west. The kennel keepers in location#3 will be unaware of a party entering thisroom unless an orc flees in that direction. Ifthis occurs, the keepers will then loose theirwolves and join the fray two rounds later.

If entered without previously alerting thetribe to its presence, the party will encounterthree male and seven female orcs dressingand butchering several game animals. Theroom is a bloody and foul mess, with theslick floor leading to penalties of -1 on allcombatants' attack rolls:

Orc Warriors (x3): MV90' AC8(furs) HD17/6/5hp #AT1or2 DAM1-6(javelin, spear orlong knife).

Orc Females (x7): MV90' AC8(furs) HD1-15/5/4/4/4/3/3hp #AT1 DAM1-4(knife).

The passage leading north to location #8 iscrammed with crude sacks and basketsbrimming with goods scavenged from thewilders of the Northwood. Found within thecontainers are copper and tin implements,clay pots, assorted grains, seed potatoesand various fabrics. Worth half a hundredgold pieces, the assorted goods are toobulky to be easily transported.

6. Shaman's Quarters: Sharghak-Ahl hasclaimed this secluded chamber as hispersonal quarters and seraglio. Sharing theroom with the shaman are his femaleconsorts, and Bluffox, his galtrit minion:

Sharghak-Ahl, Orc Shaman (C3): MV90'AC8(furs) 16hp #AT1 DAM1-6+1(spear+1)/1-6(club) Spells: Command; Cause Fear;Hold Person. Sharghak-Ahl has a silver andgold pectoral plate hung from his neck(6gp) and a bejeweled ceremonial daggersheathed at his belt (8gp, curiously missingits pommel stone). Sharghak-Ahl will leave

his magical spear in his chamber whenconfronting invaders, preferring to subduepotential captives for later sacrifice to theCave Mother.

The orc shaman will attempt to subduecharacters with his hold person spell. Failingthat, Sharghak will utilize his cause fear andcommand spells to gain the upper hand. Ifcharacters are captured by the orcs,Sharghak-Ahl will allow his followers to abusethe captives mercilessly - including all formsof maiming and non-lethal torture - but notkill them outright. The shaman will then havecaptive characters rowed to the Sacred Isle,hauled to the top of the ancient temple,and tied to posts for sacrifice.

Orc Females (x3): MV90' AC8(furs) HD1-14/3/3hp #AT1 DAM1-4(knife).

Bluffox the Galtrit: MV180' AC2 HD1-4hp 4hp#AT1 DAM1-2 (blood suck) SA: surprise on1-3, with +3 to attack if gained; drain1HP/round; bite causes disease if savingthrow failed (at +2 penalty). Bluffox is acheeky bastard with skin that is discolored(blue) by typhus. The evil galtrit acts as theshaman's spy, slinking about the cavernsystem and informing its master of the orcs'dealings. Keeping Bluffox in check is a pairof bat-like, galtrit wings pinned upon thechamber's wall - the only remains of Bluffox'ssire (who displeased Sharghak-Ahl one timetoo many). If Bluffox's body is cut open, theformer pommel stone in Sharghak-Ahl'sceremonial dagger (a garnet worth 25gp)will be found.

The tunnel leading to location #7 is blockedby a pair of sturdy gates held with a thickchain (can be picked by a thief (at +10%),chopped down, or pushed over on acumulative bend bars roll). Sharghak-Ahluses the intervening space as a prison for ayoung wilder who was captured only twodays earlier. Having completed hisinterrogation of Hurlic Svontal, the shamanhas allowed his bloodsucking minion todrain the young man to near-death. Unableto move, Hurlic will have to be healed bythe party before being escorted out of thecaverns:

Hurlic Svontal: MV0'(120' when healed)AC10 1hp(out of 4) #AT1 (when healed)DAM1-4 (knife, when healed).

7. Communing Chamber: Sharghak-Ahl usesthis room to receive communicationsdirectly from his deity. Immersing his head inthe lake's frigid water, the shaman attemptsto divine the Cave Mother's will from thefaint transmissions he hears. In addition to

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those conscious efforts, the shaman believesthat he communes with the goddess whilehe sleeps next to the waterline (protectedfrom any ghouls by the barrier he has haderected).

8. Refuse Pile: If party members decide torappel down the 100 foot cliff face andapproach the orc lair from its northerntunnel, they will come across thehumanoids' refuse pit centered squarely inthe middle of the hidden cove (locatedwhere the number 8 is situated on the map).Once in the small cove, one character willbe targeted by three galtrits. Each galtritattacks in turn and stealthily attempts todrain the victim's blood. The galtrits gain +1to their surprise rolls in dim lighting (dusk andmorning) and +2 at night:

Galtrits (x3): MV180' AC2 HD1-4hp 2/2/3hp#AT1 DAM1-2 (blood suck) SA: surprise on1-3, with +3 to hit if gained; drain1 HP/round;bite causes disease if saving throw failed.The mother and siblings of Sharghak-Ahl'sminion, these galtrits are rather dimwittedand slow. Each of the galtrits has a personaltreasure inside it: native gold nugget-2gp,beryl stone-4sp, freshwater pearl-2sp. Onlyby cutting a galtrit open can its treasure berecovered.

Party members will also have to hazardthree large, spiked pits designed to capturegiant crayfish attracted by the humanoids'pile of refuse. The pits are covered with athin network of branches and cloth toppedwith a sprinkling of earth. Lined withwickedly sharp, barbed spikes, the pits willbe obvious to any intelligent creature duringthe day, but easily missed in poor lighting(only a 50% chance of detection). Fallinginto a pit will cause 1d8 damage and pin acharacter firmly in place.

A party spending more than five rounds inthe hidden cove will be attacked by eithera giant crayfish or by two of the lacedonsthat scour the lakeshore for victims (50%chance each):

Giant Crayfish: MV60' AC4 HD3+4 17hp #AT2DAM1-6/1-6 (claw/claw). SA: surprise on 1-3.The giant crayfish will pursue the charactersa short distance up the strand, falling intoone of the orcs' pit traps on a 10% chanceper round.

Marine Ghouls (x2): MV90' AC6 HD2 13/10hp#AT3 DAM1-3/1-3/1-6 (claw/claw/bite) SA:characters must save vs. paralysis againstany successful attack or be paralyzed for d6rounds.

The passage that leads to chamber #5 is

trapped with two 10'x10' pits that are linedwith barbed stakes at the bottom. Coveredby thin mats sprinkled with sand, the pits aredetected 75% of the time if activelysearched for, and cause 1-8 points ofdamage if fallen into. Near the assemblyhall, the tunnel is blocked by a stout gate oftimber-post construction. This gate issufficient to keep lacedons and giantcrayfish at bay and is secured with a thickrope tied into a trick knot. This hawser maybe easily sawn through, or a thief mayattempt to pick the knot-lock, receiving+20% on the attempt.

Location B: Juvenile Giant Weasels

Two juvenile giant weasels have recentlymade their home at the top of the ravineleading down to the orc settlement. With awater level of only three feet, this is the mostrational point to attempt a crossing of thestream. Thus, it has proven a perfect spot forambushing prey. As the party crosses thefifty-foot wide stream, the two weasels willrush out of a tall stand of reeds and attemptto drag away random characters. Charac-ters will be in the water and moving nofaster than 6", so they are easy targets forthe fast moving predators. The weasels' aimis to grab a pair of victims and then dragthem downstream to feast upon in analcove set within the ravine's wall.

Giant Weasels, Juvenile (x2): MV150' AC6HD2+3 13/12hp #AT1 DAM1-6 SA: will latchon and suck blood at 1-4/round

In the alcove are the remains of numerousforest animals and an unfortunate orc. Thereare no valuables, but the weasel pelts willfetch 200 gp each if treated properly andhauled back to civilization.

Location C1: Yeti Ambush

The snowy, western portion of the caldera ishome to a vicious yeti. It will hear thecharacters long before they appear and willdevise an appropriate ambush. The yetiattempts to paralyze and make off with thelast character in line. If a character isabducted, a ranger should be able to trackthe yeti back to its lair. A normal characterwill have a 33% chance of success:

Yeti: MV180' AC6 HD4+4 26hp #AT2DAM1-6/1-6 (claw/claw) SA: on any 20,character is squeezed for 2d8 andparalyzed for three rounds. Fire does +50%damage. The yeti will retreat at maximumspeed if its attack goes sour.

In the yeti's snow cave the following itemsare cast randomly amongst torn clothing,

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rotting hides and shards of bone: seveniron-tipped arrows, two bronze daggers, abronze tree axe, three semi-precious stones(2 gp each), 13 sp, bronze and silver torc (6gp), and a copper necklace (2 sp).

Location C2: False Hopes

Below the Yeti's snowfield lies a mostly-submerged dugout canoe. The canoe isvisible from the crater rim above, and fromboth of the lookout points northeast of thespot. If, after defeating the Yeti, the partyslides down the snowfield, the characterswill immediately infer that two-thirds of thecanoe lies below the water line, and thatthe portion of the canoe above-surfaceappears to be in excellent condition.

However, looks are deceiving: the canoe issnapped in half and the submerged end ishiding the corpse of an orc. The corpse willnot be noticed until party members get intothe water and lift the canoe. Once thecanoe is lifted, the giant crayfish that hasbeen feeding upon the body will rush for-ward and claw at any being within reach.The party will be surprised on a roll of 1-3:

Giant Crayfish: MV60' AC4 HD3+4 20hp #AT2DAM1-6/1-6 (claw/claw). SA: surprise on 1-3.The giant crayfish will pursue the charactersa short distance up the side of the slope.

Location D: Ettercap Traps

Two juvenile ettercaps have built a set ofhidden traps amongst the forest's edge. If acharacter is caught in any of the traps, theettercaps—signaled through a series ofwebs—will scuttle through the trees to inves-tigate in 1-4 rounds. If the party looks to bein trouble, the ettercaps will attempt tolower nooses around any trapped charac-ters' necks and haul them up. Strangulationin this manner will do 1-2 points of damageevery round until the PC is dead or managesto sever the silken line with a successful hitby an edged weapon (against AC 8).

Any party member entering the area will tripa snare or net if he or she is not activelysearching for such and fails a dexteritycheck. Such a character will be freed fromthe trap if he succeeds in cutting himselfdown (successful edged weapon hit againstAC 8). Otherwise, the person will be able toautomatically wiggle free after (20-DEX)rounds.

Juvenile Ettercaps (x2): MV120' AC6 HD3+322/19hp #AT3 DAM1-3/1-3/1-8 (claw/claw/bite) SA: bite paralyzes on failed poisonsave.

The ettercaps' nests are fifty feet up, inseparate fir trees. These can be identified as

large, bulbous masses of webbing that looklike giant egg sacs. The ettercaps love shinyobjects and within their nests can be foundthe following items: an orc's bone huntingwhistle, a moderate-sized gold nugget (3gp), a bronze pectoral plate with turquoiseinsets (4 sp), an orc female's tortoise shellhairpin (1 sp), an ancient elven Periapt ofProof Against Poison, and an exquisitelycarved, ivory Wand of Light (acts as a lightspell cast at the sixth level; 11 charges). Theactivation word "aranas" is carved into thehandle of the wand in decorative, elvishscript. Climbing up to the nests may provedifficult, but can be managed as long as alogical plan is described to the GM (e.g. tieropes around a hefty rock, then throw rockup to loop about a branch).

Location E: Saving Skapti Skovsmann

Skapti Skovsmann is a wilder of the North-wood, and a woad-wearing druid to boot.He was recently condemned to die forpublicly questioning the practices of histribe's oligarchs, and for voicing his ownegalitarian views. Preferring to keep his skinintact, Skapti bashed in a jailor's skull andfled south. His clan sent one of his peers anda quartet of warriors to bring the wilderback. When the characters come upon thescene, Skapti's pursuers have caught theyoung man and begun to torture him.

The GM will have to run this encountercarefully, perhaps by having the PCs hearthe wilders long before reaching them (e.g.Skapti's screams can be heard from thelaunch point, location F). Any villager NPCwill be able to inform the players that whileNorthwood wilders are known to be crueland evil towards outsiders, is strange to seethem abusing one of their own.

Wilder Druid (D2): MV120' AC8(leather) 12hp#AT1 DAM1-6/1-4 (falcata orjavelin/dagger) Druidic Spells: 1st Level-entangle; speak with animals; 2nd level-cure light wounds. The druid possesses eightgoodberries, which he will utilize first ifwounded.

Wilder Hunters (x4): MV120' AC8(leather)0-level 6/6/5/5hp #AT1 DAM1-6/1-4 (falcataor bow/dagger)

Skapti will be grateful if freed, and he willalso inform the characters that he wants tostart to a new life in their village. If allowed,Skapti will willingly join the party on itsmission; his only condition is that he betreated equally in all respects. Skapti iswounded, out of spells and down to threehit points when rescued:

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Skapti Skovsmann (D2): MV90'(injured) AC103(of 11)hp Str12 Int11 Wis14 Dex12 Con11Cha15 #AT1 DAM1-2 (fist) AL-N. If allowed,Skapti will replace his missing kit with thewilder leader's armor and weapons. Giventime to sleep and meditate, Skapti willchoose animal friendship, entangle andcure light wounds as his preferred spells.

Location F: Launch Point

Other than near the orc settlement, this isthe only place within the caldera where thelakeshore meets the forest. Thus, the partymay construct a raft or canoe at thislocation and then drag it directly into thewater.

Building a large raft will require onecomplete day as long as the raft is simplycomposed of tree trunks lashed together(one entire tree trunk is required perpassenger). Fifty feet of rope is required tolash two tree trunks together and substitutecordage can be made by spending a daybraiding rope from natural fibers, or byspending an hour collecting ettercapwebbing from location D.

Building dugout canoes and paddles willtake one day per passenger, with threepassengers the maximum number that canbe held in any one canoe. Thus, two can-oes, holding three and two passengersrespectively, will take a party five days tofabricate. The party will have to utilize fire tospeed up the process of making dugouts(hand axes will not be sufficient to make thecanoes in less than two weeks), and thecanoes will be easily tipped unless it is statedthat outriggers are added.

The location attracts predators just becauseit is one of the only places where the lake isaccessible to the forest. Encounters withpredators will occur at least once per day(GM's discretion regarding frequency). Roll ad8 to determine the nature of the attack:

1. Giant Crayfish: MV60' AC4 HD3+4 19hp#AT2 DAM1-6/1-6 (claw/claw). SA:surprise on 1-3. The giant crayfish will rushout of the lake and attempt to drag asingle character into the water.

2. Kampfult: MV30' AC4 HD2 12hp #AT6DAM1/round (automatic strangulation).SA: surprise on 1-3. The kampfult is hidingjust within the tree line, and will attack asingle character while the rest of theparty is occupied building a craft orengaged in other activities.

3. Mountain Lion: MV150' AC6 HD3+1 16hp#AT3 DAM1-3/1-3/1-6 (claw/claw/bite).SA: surprise on 1-3. The mountain lion will

spring upon a character from a tree orrock. It will flee if wounded.

4. Elven Shadow: MV120' AC7 HD3+3 18hp#AT1 DAM2-5 (fist clubbing or strang-ulation) SA: drain one point of strengthon each successful hit. Characters losingall strength become shadows, else theyregain strength at a rate of one pointper hour. One of many elven spiritswandering the lake region, an insaneshadow will attempt to strangle a lonecharacter. Hard to detect in the forest,the elven shadow will surprise a char-acter 75% of the time during the day.

5. Tontla-Voll: MV30' AC0 HD3 16hp #AT2DAM1d4/1d4 (wooden claw/woodenclaw) SA: invisibility, levitate andventriloquism once per day as a 5thlevel MU. Fire attacks requiring a roll tohit gain a bonus of +4 against atontla-voll. These creatures make savingthrows versus fire at –4, and any firedamage inflicted upon a tontla-volladds a +1. Blunt attacks from a smallweapon (i.e. a mace, club or hammer)do only one-quarter damage against atontla-voll, while large blunt weapons dohalf damage [new OSRIC monster, seeAppendix].

6. Marine Ghouls (x2): MV90' AC6 HD213/10hp #AT3 DAM1-3/1-3/1-6 (claw/claw/bite) SA: characters must save vs.paralysis against any successful attackor be paralyzed for d6 rounds. Thelacedons are patrolling the lakeshore,looking for prey to slay and eat. They willattempt to drag one or two charactersinto the water, drowning the unfortun-ate victim after paralyzing him or her.Lacedons that escape will not informtheir fellows of the party's presence inthe region.

7-8. Orcs (x4): MV90' AC8(furs and leathers)HD1 5/5/4/4hp #AT1 DAM1-6 (javelin x 2or long knife). A group of Septic Eyehunters detects and ambushes theparty, attempting to capture individualcharacters before their entire tribereturns two hours later (a comrade hasbeen sent back to the orc village). Theyare impatient and want personal glory,but will retreat and await the tribe if theysuffer any losses.

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PART 3: THE SACRED ISLE

Due to the characters' inability to determinedirection in the dense fog, paddling to theSacred Isle will take 1-2 hours if done withdugout canoes or 3-4 hours of strenuous,meandering effort if utilizing a raft. If theparty is divided amongst more than oneboat/raft, the characters will have to tietheir craft together or risk (50% chance perhour) becoming completely separated inthe fog. If the groups' boats becomeseparated the GM should add an additional1-3 hours to the amount of time each vesselspends in the water before it reaches theisland.

GM's discretion: If the party makes toomuch noise, or if they are taking aninordinate amount of time to reach theisland, the attentions of two of thebanshee's lacedon servitors [stats given inLocation F, above] will be aroused. Thelacedons may either attack individual boatsout of sheer hunger and malice (50%), orallow the party to approach the island dueto the banshee's instructions (50%). If themarine ghouls attack and suffer significantdamage at the hands of the party, thecreatures will return to look for easierpickings at location F (see above).

The Sacred Isle has only one beach suitablefor landing any kind of craft, and this is onthe southeastern shore. Upon landing theirvessel(s) and beginning an approach to thetemple's lower level, the party will seepatches of sun-bleached bones strewnacross the island. These bones are brokenand splintered, and have obviously comefrom hominids of one sort or another. Onlythose bones closest to the landing point arenew and characters will find 1 sp worth ofbroken jewelry fragments (remnants ofceremonial armor and metal-trimmedweapon hilts) for every hour spent searchingamongst the remains lying north of thebeach.

The party will be given little time to conductsuch searches, however, as a pair of giantcrayfish will rush to attack any characterslanding upon the Sacred Isle:

Giant Crayfish (x2): MV60' AC4 HD3+422/20hp #AT2 DAM1-6/1-6 (claw/claw). SA:surprise on 1-3. The giant crayfish will rush outof the lake and attempt to drag charactersinto the water.

If the party moves away from the shorelineto escape the two crayfish it will beaccosted by the remnants of the island'soriginal skeleton defense. Although theisland is alive with birds and a few groundsquirrels, five skeletons occupying thestretch between the beach and temple stirto life (two rounds to pick themselves up)whenever intelligent beings come ashore.This motley crew is composed of thebird-picked remains of a goblintreasure-seeker, the first orc bodyguard tofall to the island's undead host, and threecrumbling elves that were killed by thedragon a millennia ago. The skeletons willchase opponents about the entire island,turning back only when trespassers havebeen run into the lake's waters. Anycharacters slain above ground while on theisland will join the undead guardians.

The orc and goblin skeletons have weaponswith which to strike opponents. The elfskeletons are broken and crumbling, andcan only rake with the jagged remains oftheir hands:

Skeletons (x5): MV120' AC7 HD1 6hp(orc)4hp(goblin) 4/3/3hp(elves) #AT1 DAM1-6(weapons) or 1-4(hands)

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The Ruined Temple1. Lower Terrace: From a distance, each ofthe temple's standing columns looks to havethe form of a nude elf maiden. Apparentlypurely decorative, the truth of the matter willbe discovered as soon as any living,intelligent creature sets foot upon either thetemple's ground or altar levels. The threecolumns will immediately transform intocaryatid columns and move to attack theintruders, fighting until destroyed or until theintruders either leave the temple proper orfully enter locations 2 or 3. At that time, theunnatural defenders will stride back to theirstations and revert to decorative statues. Two months ago, Sharghak-Ahl discoveredthat his hold person spell causes the threecaryatids to revert to their statue forms.Since that initial encounter, the priest hascontinued to employ the spell against thestone defenders, and has also successfullyused his turning ability to repel the Sacred

Isle's undead host. Fortunate for the entireregion, the evil shaman has yet to masterthe procedures his "goddess" has beenattempting to convey.Caryatid Columns (x3): MV60' AC5 22/19/18hp #AT1 DAM2-8 (stone sword). The cary-atid columns attack as 5 HD creatures.Normal weapons do only half damage tothe stone defenders and have 25% chanceof breaking with each hit. Magic weaponsreduce this effect by 5% per +1 value.2. Collapsed Entrance: Within this room alone zombie makes a futile effort to claw itsway out of the collapsed staircase. Missinghalf of its head and pinned below the waistby rubble, the orc zombie will claw at anycharacter within two feet of it. If grabbed(on a successful hit), a character will bedrawn to the zombie's mouth and bitten todeath. Under the present circumstances,this abomination is easily disposed of.

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Orc Zombie (pinned): MV0' AC10 (pinnedand exposed) HD2 6hp #AT1 (at -4 to hit)DAM1-4 (bite). Attacks on the zombie are at+4 due to its immobile status. If a characteris grasped, the zombie will automaticallyinflict 1d4 points of biting damage perround, until the monster is destroyed.

3. Grotto Entrance: Five orc zombies occupythis room, compelled by the temple's curseto guard the approach to the sacredgrotto. These zombies were the last of theorc chieftain's retinue to be slain aboveground (just under a year ago). The zombiesattack any intelligent being striding throughthe door. If the party retreats back intolocation #1 "The Lower Terrace", and thecaryatid columns have not been dealt withearlier, the characters will find themselvescaught between two sets of unyieldingadversaries:

Orc Zombies (x5): MV90' AC8 HD212/10/10/9/8hp #AT1 DAM1-8 (fist clubbingand rending).

4. Sacrificial Posts: Since the bansheeacquired her six ghoulish minions, she hasbecome more anxious to free herself fromthe temple's watery prison. The spirit hassince made tenuous contact with the tribe'snew leader and begun to influence theshaman's mind, along with the minds ofother Septic Eye members. Sharghak-Ahlbelieves that he receives direct commun-ications from the Cave Mother whiledreaming, and has been scouring theregion for sacrificial victims over the lastseveral months.

Sending warriors on raids into Wilder lands,the shaman has managed to sacrifice twohumans, to date. Left for the Cave Motherto claim, the unfortunate wilders quicklydied at the hands of the temple's guardiansand were subsequently converted intozombie guards. Like the rest of the island'sdefenders, these guardians stay near thelocation of their passing:

Human Zombies (x2): MV90' AC8 HD210/8hp #AT1 DAM1-8 (fist clubbing andrending).

Sharghak-Ahl's initial effort frustrated his"goddess" to no end, and resulted in theentire orc tribe receiving terrible dreams inthe night. Since that time, the elven spirit hasbeen attempting to refine her instructions tothe shaman and have him simply drop hissacrifices down the Sacred Well: location#5. Eventually, the orc priest will get it rightand the banshee will acquire enoughlacedons to free herself.

5. Former Sacred Well: This area is emptyexcept for the shaft leading to the grottobelow. The lacedons in location #6 will bewaiting anxiously below for any characterfoolish enough to rappel down the shaft. 6. Befouled Grotto: Residing in the temple'sformer sacred grotto are four lacedons,minions of the banshee that is trappedbelow (the two remaining lacedons will beout, patrolling the lakeshore). The elf-maid'sbody has been trapped at the bottom ofthe grotto for nearly a thousand years - hervocalizations having haunted the lake eversince. Those emanations are faint along thelakeshore and grow stronger as one nearsthe isle. Within the grotto's waters thebanshee's power is immense: the sonicvibrations of her voice are strong enough tocause paralysis in any character that entersthe water. Unless such a character makes asave versus paralyzation, he will becomeparalyzed and drown in 1d4 rounds. Acharacter that makes a successful savemust then save versus spells, else flee thetemple complex in abject fear. This secondeffect may also be avoided if a characterhad the foresight to plug his ears beforeentering the water.The lacedons found in the grotto are theformer chieftan of the Septic Eye and threeof his bodyguards. Drawn to this location bythe chief's visions, they (and the lacedonspatrolling the lake) were paralyzed by thebanshee while attempting to steal thetreasure strewn across the grotto's floor.Drowning as they fatefully descended, theorcs were transformed into ghoulish servantsby the banshee's touch. The lacedons willbe aware of the party's presence and willattack immediately:Marine Ghouls (x4): MV90' AC6 HD214/11/10/10hp #AT3 DAM1-3/1-3/1-6 SA:save vs. paralysis against ghouls' attacks orbe paralyzed for 1d6 rounds. Any character that is paralyzed above thewater surface and not protected byanother party member will either be slainand eaten on the spot (50%; takes twoadditional rounds to be slain), ormanhandled into the pool and given totheir mistress (50%). The ghouls wish to obeythe banshee, but their insanity and ravenoushunger make it hard for the spirit to fullycontrol them. If a paralyzed character isdropped into the pool and not quicklypulled out he will be lost forever,transformed into a ghoul by the insaneelf-maid (it takes 1d4 rounds for a paralyzedcharacter to drown and descend to thebottom).

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Thirty feet below the surface lies the cursedbanshee, pinned firmly by a dozenenormous boulders. The only portions of herbody visible are her face and right arm.

An individual capable of swimming down tothe evil spirit can kill the thing with repeatedblows from a lengthy magic weapon if he orshe successfully saves versus the banshee'sspecial screaming. The banshee will attacka character that comes within two feet of it.On a successful hit, the character will beinstantly killed and transformed into alacedon unless a save versus spells is made.This power is unique to the banshee of theMystic Lake, and was acquired through theterrible curse that she wrought so long ago.

Cursed Banshee: MV0' AC10 (pinned andexposed) HD7 37hp #AT1 DAM1-2 SA: withinthe grotto's waters the banshee's screamscause living creatures to be paralyzedand/or flee in fear (at maximum speed andfor one full turn, leaving behind any objectsnot in hand). The fear effect only occurs ifthe creature has not plugged its ears andfails a save versus spells. Such creatures willnever voluntarily enter the grotto again,unless made the recipient of a removecurse spell. The banshee's touch causesdeath to any living creature failing a saveversus spells, with humanoids subsequentlybeing transformed into ghouls [uniqueOSRIC monster, see Appendix].

Strewn along the bottom of the grotto is anenormous amount of treasure: the offeringsof five generations of elves. The floor of thegrotto is illuminated by a large number ofstones with continual light spells cast uponthem, and by that light an observerstanding on the ledge above will see thefaint twinkling of gold, jewelry, weapons andgemstones. Making retrieval of this vasttreasure difficult is the water's depth (20-30feet deep), the banshee's dangerous wail,and the fact that the underground portionsof the temple complex will collapse just tenrounds after the banshee is destroyed.

If the spirit is killed, then for each of the nextnine rounds spent in the grotto, individualcharacters must roll a d10 to determine if arock drops on him or her as the templecollapses (1d4 points of damage each timestruck). The chance of a rock hitting acharacter is 10% per round, cumulative.Thus, during the first round, there is a 10%chance of being struck. During the secondround, there is a 20% chance of being hit. A30% chance on the third round, and so forth.If a character stays until the tenth round, heor she will have to roll versus petrification,

with failure indicating that the character iskilled in the collapse just before reachingthe surface.

A character may attempt to scoop up atreasure once per round. Every membercombing the bottom of the grotto fortreasure will chance upon the following itemor items (roll d10):

1-4. The character finds nothing; 5. d10 silver pieces;6. d4 gold pieces;7. a gemstone worth d20 gp;8. a piece of gold jewelry worth d20 gp;9. a prayer pebble with inscriptions, but

of no value;10. a special item*.

*Special items include the following [the GMshould roll a d10 and score out each itemonce it is collected by a character,preventing duplication]: (1) Ring ofProtection +1; (2) Ring of Warmth; (3) Pearlof Power; (4) Pearl of Wisdom; (5) Brooch ofShielding (25 charges); (6) Periapt of WoundClosure; (7) Gem of Brightness; (8) IounStone (roll d4 for type: blue, pink, rose orclear); (9) Luckstone; (0) Dagger +1.

If a GM is feeling particularly persnickety, hemay have twenty members of the SepticEye, led by Sharghak-Ahl, row across theMystic Lake in response to the CaveMother's frantic wailing. Otherwise, thecharacters should have little trouble rowingback the way they came.

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APPENDIX: NEW OSRIC™ CREATURES

Bloodhawk

Frequency: UncommonNo. Encountered: 1d12+3Size: Small (3 ft tall, 6 ft wingspan)Move: 240 ft (flying)Armor Class: 7Hit Dice: 1+1Attacks: 3Damage: 1d4(talon)/1d4(talon)/1d6(beak)Special Attacks: NoneSpecial Defenses: NoneMagic Resistance: StandardLair Probability: 25%Intelligence: Semi-IntelligentAlignment: NeutralLevel/XP: 1/20 + 2 per hp

These large, grey-coloured raptors arevoracious and will attack any small ormedium-sized creatures detected within thebirds' hunting range. Living communally,and fond of tender flesh, a nest ofbloodhawks (4-15 of the birds) will swoopdown upon a party of humanoids from alldirections. Diving upon a target (at AerialAgility Level V), a bloodhawk will attempt tolatch onto the victim with its two talons (1d4damage each) and rip into the target'sneck and face with its beak (1d6 damage).If the bloodhawk successfully hits with atalon, it will continue to squeeze the targetfor 1d2 points of damage (per talon) eachround, automatically. During this time, thebloodhawk will continue to make attackswith its other talon and beak.

Bloodhawks are aggressive to a fault and,unlike predators such as wolves, willcontinue to attack a target even if the birdsare being systematically slain. It is likely thatthe creatures were originally bred for thistrait while in captivity, and werereintroduced to the wild.

Like species of other birds, bloodhawks havean undue fascination with shiny objects,particularly gemstones. If a bloodhawk nestis investigated (in a tall tree, 50-100 feetabove the ground), 1d4 gemstones and 1d8coins of varying worth will be found liningthe thing.

Cursed Banshee (Unique Creature)

Frequency: UniqueNo. Encountered: 1Size: Man-sizedMove: 0 ft (immobile)/ 90 ft (underwater, iffreed)Armor Class: 10 (immobile)/ 0 (if freed)Hit Dice: 7 (37 hit points)Attacks: 1

Damage: 0 (immobile)/ 1d2 (if freed)Special Attacks: See belowSpecial Defenses: +1 weapon or better to hitMagic Resistance: 50%Lair Probability: 100% (immobile)/ 20% (iffreed)Intelligence: VeryAlignment: Chaotic-EvilLevel/XP: 7/750 + 8 per hp

The sacred spaces of elven tribes tend tohold incredible power, imbued by themagical offerings of generations of thelong-lived beings. Those places tend to becenters of healing, acquiring their mysticalproperties from the devotional items heldwithin. However, the magical energies ofsuch a place can also be channeled infashions most unfortunate and misdirected-as in the case of the Northwood's CursedBanshee (see Background, above).

The healing powers of the Cursed Banshee'ssacred grotto preserved the elf maid's bodywhen she drowned, trapping her spirit withinher corpse and inadvertently transformingher into an undead creature. Absorbingmuch of the inner sanctum's energy overtime, the spirit's power has becomeimmense, but is restricted to the lake inwhich she resides. Her underwater keeninghas agitated the water of the Mystic Lakeenough to cover its surface in a thick layerof fog. The wailing also affects creaturesacross the entire lake, and near its shore. Atnight, the banshee's keening implantssuggestions into the dreams of thosesleeping upon the lakeshore, steering therecipients into visiting the sacred isle. Thosewho immerse their heads in the lake areactually forced to save versus magic, or becompelled to go to the isle; victims failing todo so losing one point of wisdom per week.

The sonic vibrations of the Cursed Banshee'svoice are strong enough to cause paralysisin any creature underwater, within a 30'range. This power is at will and unless acreature makes a save versus paralyzationto avoid the effect, it will become paralyzedand drown in 1d4 rounds. Creatures thatmake successful saves must then save versusspells, else flee the temple complex inabject fear. Such individuals will leave anyobjects not in hand and will never voluntarilyenter the grotto again, unless made therecipient of a remove curse spell. Thesecond effect may be avoided if acharacter has had the foresight of plugginghis ears before encountering the CursedBanshee.

The Cursed Banshee's wailing powers only

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work underwater. However, the touch of theCursed Banshee causes death to any livingcreature failing a save versus spells, withhumanoids being subsequently transformedinto ghouls. This power is unique to theCursed Banshee and works in or out of thewater.

Although the undead creature desperatelywishes to be freed from her watery prison,she does not realize that the Mystic Lake ispreserving her. If freed from her underwaterbarrow, the banshee will find that she isunable to leave the lake's confines,receiving 1d6 points of damage for everyround spent separated from it.

Lightning Drake

Frequency: Very RareNo. Encountered: 1Size: M (10 feet long)Movement: 90 feet, 60 feet while in treesArmour Class: 4Hit Dice: 4+4Attacks: 3 (claw/claw/bite) Damage: 1d6/1d6/1d8Special Attacks: Breath WeaponSpecial Defenses: NilMagic Resistance: StandardLair Probability: 80%Intelligence: LowAlignment: Chaotic NeutralLevel/Experience: 5/250 + 4/hp

Mottled lightning drakes look much like across between a juvenile dragon and acrocodile. Like their fire and water-drakecousins, lightning drakes lack a dragon'swings and do not have the ability to fly.Likewise, they tend to inhabit remotelocations far from normal human habitation.Lightning drakes' preferred habitats aretemperate and tropical forests. Lightningdrakes are usually one of the strongestpredators in a given region, but they arecareful to avoid stronger creatures, such asgreen dragons. Lightning drakes are oftenfound perched upon the highest edifices ofruined castles and cities reclaimed bynature. While in such forested environments,lightning drakes have a 3 in 6 chance ofsurprising targets.

When on the ground these carnivores scurryabout like large monitor lizards, and they aresomewhat slower than desert-dwelling firedrakes. The lightning drake's breath weaponalso differs from its fire-spitting cousin: itdischarges a powerful electrical bolt thatdelivers 2d8 hit points of damage and issufficient to stun most small andmedium-sized creatures for 1d6 rounds(save versus breath weapon for half

damage and no paralysis). These creaturesnormally lie in wait within a forest,concealing their bodies in a tree's branchesand using their precise breath attacks topick off unwary prey. This powerful bolt is 6inches wide and can only strike onecreature, but it is capable of being used 1d8times per day and extending 30 feet fromthe drake. Creatures within range of thelightning drake's breath weapon andpartially in water do not receive a savingthrow versus the breath weapon's damage,but are allowed a save versus paralysis.

Lightning drakes' tails are smaller than theircousins' ones and are not capable ofdealing damage. However, their tails areprehensile and provide the reptile enoughpurchase to allow it to engage a foe withboth of its front claws while in a tree.Scurrying and leaping from one branch toanother, lightning drakes may be hard toclose with, and the creatures will nothesitate to flee an encounter.

Lightning drakes are territorial and hunt overlarge expanses of forest. Thus, they do notcollect treasure and any valuables foundnear the creature will be incidental innature.

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Tontla-Voll (Wicked Tree)

Frequency: Very RareNo. Encountered: 1Size: MediumMove: 30 ftArmour Class: 0Hit Dice: 3Attacks: 2 (wooden "hands/claws")Damage: 1d4/1d4Special Attacks: See BelowSpecial Defenses: See BelowMagic Resistance: StandardLair Probability: 0%Intelligence: VeryAlignment: Chaotic EvilLevel/Experience: 4/200 + 3/hp

Upon the death of a quickling, there is a tenpercent (10%) chance that the evil feymanages to dodge its Abyssal fate byensconcing its spirit within a convenienthardwood. If the tree is large and mature,then the evil fey's spirit diffuses throughoutthe hardwood gradually, slowly warpingand twisting the new host before eventuallydissipating. Such a tree will emit an aura ofinherent evil, and contribute to the ambientnature of a dark-fey forest, but the largehardwood will otherwise be benign.However, if a quickling's spirit happens tochoose a sapling as a host, the young treebegins to transmogrify into a tontla-voll, or"wicked tree."

Entering the sapling, the former quickling'spsyche is driven insane as it fails, time andagain, to adjust to the limitations of its new,stationary form. Over a period of one year,this insanity manifests itself physically in agradual twisting and knotting of thestill-growing tree; as it continues to mature,the tontla-voll becomes a stunted, leaflessmockery of a tree's natural form.

After a year, all but two of a tontla-voll'sbranches wither and fall and its height dropsto less than eight feet. With each of theremaining branches acting as an arm(capable of inflicting 1d4 points ofdamage), and with a knotted bole formedinto a perversion of the original quickling'shead, the creature uproots itself out of sheerdesperation- the wicked tree no longerreceives any nourishment from theenvironment. In order to feed, the tontla-vollmust now plant its roots into a freshly killedanimal's warm corpse. Tontla-volls searchingfor prey crawl at the interminably slowspeed of 30 feet per minute.

Non-fairy humanoids of less than third levelthat observe a tontla-voll crawling along theground must save versus paralyzation, or be

held in rapt, aberrant fascination. A newsaving throw to avoid the effect is allowedeach round. A tontla-voll could immobilizeand then strangle to death many targets byusing this means alone, but wicked treesnormally utilize a combination of theirinvisibility, levitate and ventriloquism abilities(that were carried over from their original,quickling state) to capture prey. Thisparticular combination of powers makes aslow moving tontla-voll quite formidable,particularly against a single opponent. Atontla-voll performs each of these spell-likeabilities as a fifth level magic user, but eachpower is useable only once per day.

Since wicked trees need to seek out prey,they do not have lairs. However, as thecreatures are very intelligent, they oftensalvage highly conspicuous pieces ofjewelry from previous kills (e.g. goldnecklaces) and dangle said items from theirbranches in order to lure a solitary,unsuspecting victim. A victim throttled by awicked tree (occurring when the creaturelands successful hits with both of its hands)may escape in one round as long as itsstrength is greater than the tontla-voll'seffective strength of 15. Otherwise, thewicked tree will continue to choke thevictim for 1d4 points of automatic damageper round.

Like treants, tontla-volls are quite vulnerableto fire. Fire attacks requiring an attack rollgain a bonus of +4 to hit against a wickedtree. These creatures make saving throwsversus fire at –4, and any fire damageinflicted upon a tontla-voll adds a +1 perdie. Blunt attacks from small weapons (i.e.maces, clubs or hammers) do onlyone-quarter damage against a tontla-voll,while large blunt weapons do half damage.

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