episode lxi: the siege!blackmoor.mystara.net/mmrpg/s3/dab061atl11.pdf · the plains of hak. the...

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permiss ion, all rights reserv ed© 1975 Wizards. Dave Arneson’s Blackmoor: Episode LXI: The Siege! is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserv ed. This product contains no Open Gaming Content. Episode LXI: The Siege! ATL 11 By Tad Kilgore and Tim Barth The Afridhi have attacked up and down the length of the Swamp. Fel and Dukane still struggle under siege. Uther asks you to support and prevent the Afridhi from gaining a key bridgehead in the swamp. Can you? A Dave Arneson’s Blackmoor Special Event for Player character levels 2-12. The results of this special directly affect the outcome of the war.

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Page 1: Episode LXI: The Siege!blackmoor.mystara.net/MMRPG/S3/DAB061ATL11.pdf · the plains of Hak. The last time this occurred, the might of the Peshwah nation was shattered and the Ten

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permiss ion, a l l

rights reserv ed© 1975 Wizards. Dave Arneson’s Blackmoor: Episode LXI: The Siege! is ©2007 Zeitgeist Games, Inc. Zeitgeis t Gam es

is a trademark of Zeitgeist Games, Inc. All Rights Reserv ed. This product contains no Open Gaming Content.

Episode LXI: The Siege!

ATL 11

By Tad Kilgore and Tim Barth

The Afridhi have attacked up and down the length of the Swamp. Fel and Dukane still struggle under siege. Uther asks you to support and prevent the Afridhi from gaining a key bridgehead in the swamp. Can you?

A Dave Arneson’s Blackmoor Special Event for Player character levels 2-12.

The results of this special directly affect the outcome of the war.

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Episode LXI: THE SIEGE! -2 of 49- Barth and Kil;gore

Preface by Dave Arneson:

One day, a little over thirty years ago, I

discovered that I was bored. The campaign that I was running had

become a drag. It was consumed with

these long tedious battles and constant bickering over historical details. These

most recently uncovered details would

mess up next week’s battle. Curses on all such books! Why not just use one

source and be done with it? CLICK!

Graph paper, pencil, the old 20-sided dice we never used, some really poorly

sculpted plastic monsters…I began to

imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with

critters and gold! This dungeon needs a

name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By

Sunday night the first six levels of the dungeon were done and the gaming

table in the basement had been

transformed into a small medieval town with a castle. A dungeon seemed like a

good idea since it would keep the

players from running all over the place. We still needed some more details… Ah!

I drew a map of the town and the

country around it. These last details took me most of the rest of the week to

complete. I was really excited about this

idea. Now everyone could be a hero like in a book but without a tight (and often

dumb!) plot. They could do just about

anything that they wanted to do, for better or for worse. In that short time,

Blackmoor was born. The campaign

setting now known as Blackmoor was done within the month with additional

details added as needed. Both the

setting and the rules continued to grow over the weeks. Most, but alas not all,

the guys liked the game and wanted to keep playing. So the next few weeks

were spent fleshing things out and

trying to maintain the structure. In a very real way I have continued to “flesh

things out” over the last thirty years.

I continue to run the Blackmoor campaign in the games I judge at

conventions and in my classroom. Over

the years some 5,000+ people have

adventured in Blackmoor in excess of 1,500 game sessions. The roads are well

traveled but the adventures never end.

(Orlando, 2004)

Introduction to Blackmoor by Dustin

Clingman:

Welcome to the magical world of Dave

Arneson’s Blackmoor! The original

Blackmoor campaign began over thirty years ago and served as the impetus for

an entirely new gaming experience where every player could be both a

fantastic hero and a winner. The game

that would become Dungeons & Dragons relied heavily on the core

discoveries made while Dave Arneson

created a new gaming genre through his exploration of Blackmoor with his core

group of players.

So what’s the big deal with Blackmoor? It’s a distinct and compelling world to

adventure in. Blackmoor provides a

solid, almost classical launching point for players of all gaming backgrounds.

Before there were adventure or role -

playing games, there was Blackmoor. Blackmoor can be defined by its key

precept: High Fantasy. Powerful heropes

defend the land against impossible odds. What could be more fun that

that? The frontier kingdom of Blackmoor sits in quite a precarious

position. Ruled by the young King Uther

Andahar, Blackmoor is beset on all sides by enemies and would be

conquerors. Blackmoor’s enemies range

from the savage Afridhi to the amorphous super being, The Egg of

Coot. On a moment’s notice, the people

of Blackmoor must be prepared to take up arms to defend themselves from

invasion or even worse horrors.

Compound this poli tical turmoil with the constant discovery of new power

and horrible monstrosities to find a

populace quite uneasy with their lot in life. Some of them take up arms to

define their destinies rather than

waiting to become victims of fate. These

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Episode LXI: THE SIEGE! -3 of 49- Barth and Kil;gore

brave adventurers serve a heroic

purpose for both people and country.

What is Dave Arneson’s Blackmoor:

The MMRPG (Massively Multiplayer

Role Playing Game)?:

Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to

participate alongside each other in groups of 4 to 6 players (and up to 7

players when necessary) in the rich

fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The

campaign allows players to travel all over the world attending conventions

and game days that are running Dave

Arneson’s Blackmoor events. Since the rules for the campaign are the same

everywhere in the world, players can

quickly jump right into the action just about anywhere people are playing

without having to worry about house

rules. These complete rules can be found in Dave Arneson's Blackmoor:

The MMRPG Campaign Sourcebook or

by visiting www.dablackmoor.com.

Notes to the Judge:

The most important part of Dave

Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and

that of the players is paramount to the

game. With this in mind, you may alter the episode as necessary to ensure the

enjoyment of the group and accommodate any unforeseen actions of

the players. However, this ability should

not be construed to reward foolish actions by players. In those situations,

players should earn what they deserve.

We ask that you as the judge use common sense in these situations.

The judge prior to play should read the

complete episode. The duration of the event should be approximately three

and a half (3.5) hours of game play with

time before and after the event for brief record keeping and preparation. When

you run a Dave Arneson’s Blackmoor:

The MMRPG episode we assume that

you have access to the following books: Dave Arneson’s Blackmoor, the Player’s

Handbook, the Dungeon Master’s

Guide, and the Monster Manual. You should also have a set of dice (at least

one d4, d6, d8, d10, d12, and d20), a

way to track combats (such as graph paper or battle mat), some scrap paper,

and a writing implement. In addition,

you should be familiar with Dave

Arneson’s Blackmoor: The MMRPG Campaign Sourcebook.

The players should have fully completed

Blackmoor character sheet, a character

log sheet, a set of dice, a writing implement, and any other useful tools

for play such as scrap paper or a

miniature to represent their player character. You should have at least four

players to have a sanctioned event.

Prior to beginning play, the ATL (Average Table Level) should be

determined to select the appropriate

level of play. To do this, the total level of all players including EL racial

adjustments (such as Westryn +1EL),

followers, and animals that are not “class features” are added together

(“Class feature” animals are animal

companions, familiars, and paladin mounts and do not affect ATL.) The total

levels are than divided by six players regardless of the number of players at

the table. This number constitutes the

party’s ATL. The party may choose to round up or down if the particular

number is not an offered ATL.

Time Units:

The Blackmoor calendar has thirty-

seven (37) weeks, with each week

lasting a ten-day (10). Every character is allowed thirty-seven (37) time units

(each unit being a week) for the Dave

Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December

31). Playing this event is a cost of one

(1) time unit.

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Episode LXI: THE SIEGE! -4 of 49- Barth and Kil;gore

Judge's Background

The war with the Afridhi has reached a

standstill. Although the forces of the north have managed to defeat the

Afridhi in several engagements, the

sheer mass of Afridhi population has made absolute victory uncertain.

Fel and Dukane linger in a wasting siege and the efforts of the King to lift

the siege have been unsuccessful.

The Afridhi have begun to move up and own the length of the Swamp. Raids

have scoured the lands of Rissa Aleford.

A call has gone up for support. The heropes of Greyhawk are asked to

muster.

Dependent on ATL, players will be asked to each defend a different area of

the swamp. Each plays an important

tactical role for completely different reasons. The overall success of the

campaign is dependent on holding these

positions.

The Afridhi have been successful in

campaigns to the far west and south,

and have redirected their resources into the plains of Hak. The last time this

occurred, the might of the Peshwah nation was shattered and the Ten

Duchies fell.

Both the Peshwah and the Bothers report that the Afridhi move in mass

across the plains, in numbers not seen

since the invasion of Ten.

Episode Summary

The players are either contacted via

their metaorgs and asked to meet with

Lyssa Aleford or they are directly recruited by agents of the baron and the

King.

Players will be given an understanding of the mass of Afridhi moving their way

and come to an understanding of the

full threat the Afridhi pose. Players will be given a chance to call in favors in the

Barony to help them with challenges they face. Likewise, they will have a

chance to gather information before

heading to their assigned defensive

objective.

The amount of preparation time that

players have will tie out to the amount

of time the spend gathering information and shopping.

Once players arrive at their site, they

will have time to survey the land and prepare for coming battle.

The battle occurs as a series of waves.

Tactics are detailed with each wave.

Preparation for Play

Ask the PCs for a listing of items in

every body slot, as well as any items readily in view, and record this

information.

Please see if the players have any of the following certs:

o Friend In Ringlo Hall

o Thanks of the Brothers

o Favor of Sir Kay Degern

o Acceptance of Peshwah na Kurell

o Favor of the Church of Henrin

o Emnity of the Vampires Defeated (vampires automatically attack

PCs in between wave four and

five)

o Thanks of Sonia

o Wise in Counsel

o Donated a Ship to the War Effort

o Favor of Zikk the Boater

o Gratitude of the Unchained

o Favor of the Vestfold Thieve’s Guild

o Final Outcome: Rescued Rissa

Aleford

o Rider of Dukane

o Hero of Heronport

o Favor of the King’s Companions

o Frostkissed

o Any Favors of the Cabal

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Episode LXI: THE SIEGE! -5 of 49- Barth and Kil;gore

o Any Commendations form the

Eldritch Underground

o Any Invitations to join the Sile nt

Guard

Players will have a chance to cash in favors if they so choose in this episode

and be able to use their certs to access

direct aid from their allies.

Note that players who posses Emnity

of the Vampires defeated will

automatically trigger this cert, although the vampires will make a

separate attack between waves three and four.

Let players know what favors can be

redeemed on the cert for Day of Reckoning. Once they have made their

choices, allow players to access the full

page cert: Day of Reckoning. Note that with the exception of FrostKissed

any cert used to derive benefit from Day

of Reckoning is considered used out of play and must be attached to the Day

of Reckoning.

Frost Kissed who choose to contact the Temple of Sachwynne will receive a

Potion of Healing appropriate to their

level:

o Levels 1-4: Cure Light Wounds

o Levels 5-8: Cure Moderate Wounds

o Levels 9+: Cure Serious Wounds

Determine which players are members

of meta-orgs. Let them know that they

have been asked to visit Baroness Lyssa Aleford in South Pim, and determine

what they can do to assist her in resisting the Afridhi.

Note that Characters who rescued the

Baroness in Episode 34: Temple of the Frog are treated by her as boon

companions. Ad lib this as needed.

The Hook!

Make certain players understand this is a timed event. Failure to complete

means failure in the event.

Please read or paraphrase to the players

There is war. The Afridhi come on now

in vast number. To the north Fel and Dukane struggle underneath siege. The

Afridhi move across the swamp, burning

and looting as they go. These are hard times.

Baroness Lyssa Aleford has let it be

known far and wide that she seeks aid. Her standing army has been battered by

raids from the east. Rissa has publicly

announced that the Afridhi will overrun her territory by spring unless her

position is supported or Blackmoor counterattacks.

The north is rife with rumors.

You find yourself in South Pim chasing some. Whether you come at the behest

of your superiors, out of interest in the

welfare of the north, or in pursuit of mercenary coin, South Pim has become a

hub from whence the defense of the

Dismal Swamp is planned.

South Pim is a city swollen beyond its

borders. The War Road out into the

swamp has been transformed. Makeshift stockades have been erected,

each supporting a unit of Uther’s army.

The colors of Dragonia fly beside the Banner of Maus. Aleford has received

some support from her King.

You find yourself easily directed to the ancestral home of the Alefords.

Compared to the houses in Maus and Blackmoor, this is modest. A two storied

house sits behind a low unmanned wall,

and tucked back into a corner of the village.

Your mounts are seen to with quick and

pleasant efficiency by brown haired Thonian boys. Her chamberlain walks

with a slight limp and introduces himself

as Sir Roderic Bruno, ushering you into a well appointed parlor and offering you

tea. He is in his late fifties and has the

looked of an old warrior. His hands are deeply scarred.

“This mistress will be with you shortly

he adds,” ad eaves the room with a cursory bow.

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Episode LXI: THE SIEGE! -6 of 49- Barth and Kil;gore

Allow the players a chance to introduce

themselves to each other & discuss why they are here. When they are done

discussing the current situation, please

read or paraphrase the following.

A woman in her early forties enters the

room and rewards you with a wide

smile. She is dressed for the field and her boots are caked with mud. Her

chain shirt has the gleam of mithral and

the long sword at her hip is well made and clearly often used. She pours

herself tea, drops in some cane sugar and sips it slowly.

“Forgive my attire and my lack of

manners. However, I need a good stiff cup of tea. I am Baroness Lyssa

Aleford, sole daughter of Hans Aleford

and Defender of the Lakes. I think you for coming to see me and for coming to

the aid of my people.

“I seek your help holding key positions across the swamp. I fear the task is

only suited for those of heroic blood. I

have been told, that you are cut of such a clothe.

“Please, you must have questions, ask.”

Q: What is going on with the Afridhi?

Tell us about their army? When are the

going to attack? Etc.

She its and sips again form her tea.

“The Afridhi,” she says, “are moving in force across the Hak. I fear we would

have already felt the weight of their

onslaught if not for the action of the Peshwah and the Brothers. This last

spring a daring raid into the heart of the

occupied Hak freed some 3,000 Peshwah and some 1,800 Tenians from

the clutches of the Afridhi. Without

slaves, the Afridhi’s advance was delayed. This bought us some time,

and has bolstered the numbers of the

Brothers and also the Peshwah.

“But still, the Afridhi come on.”

“I share intelligence with the Brothers of

the Greenwood with great regularity. We have learned many things from the

former slaves.

“The Afridhi have conquered the last of

their enemies in the far west and turn their eyes toward Blackmoor. We have

heard their home beyond the Goblin

Kush supports numbers of Afridhi beyond reckoning. If what we have

heard is correct, some 50,000 Afridhi

have crossed the Hak into Ten or are in transit.

“The last time so many marched against

us, it was the Peshwah who held them at bay, and at the cost of their god,

Hadeen. The remnants of that force were still enough to take Ten. A new

force marches to us, emboldened by the

manifestation of their god. Fresh Afridhi legions will be a scourge upon

the land.

Q:What have you heard about Zugzul?

Zugzul, as many of you know, has

taken flesh. Some say this is his avatar. Others say it is his hell spawn

son. Regardless, his mark is upon his

people.

There are rumors of wicked changes in

his people. Black magic has warped

their flesh and we fight a force we have not seen before. I have heard tales of

twenty foot tall men wreathed in flame.

I have heard of assassin that stink of smoke and can walk through walls.

Q: Why send us? Why not use the army

or the Cabal?

We are too few. Besides, the army is deployed securing our points of

population. We are under constant

observation and I fear they will overrun us if we shift a substantial force.

Besides, Blackmoor is built on the deeds

of a few brave heroes. You are cut of that cloth I hope?

Q: What help can you give?

I hope you have called in what contacts

and favors you may have. I can offer

you little beyond the safety of my house.

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It is urgent that you proceed as quickly

as you can to your assigned location. The Afridhi are mustering all along the

frontier.

Uther sends more troops from Dragonia and the dwarves muster forth support

for us. However, these forces are days

away.

Q: What are we defending?

A tower made of the same black stone as Castle Blackmoor sits in the swamp to

the southeast, close to the river. The Cabal erected it long ago and charged it

with pure White Magic as a ward

against the Afridhi the last time they attacked. The ward has weakened with

time, but still prevents teleportation

magics from working correctly in this area. It does, however, still contain a

great deal of magical power, enough to

charge the Afridhi’s Heart of Zugzul further and use it to dry out the area of

swamp near it, or perhaps for the Avatar

to consume to increase his own power. Either case would be… unfortunate. You

must go to this tower and hold it against

all comers until we can reinforce the position properly.

When players are finished asking

questions, proceed to the following section of box text. If players press

particularly hard on questions not covered here, Lyssa Aleford will let them

know that getting full reconnaissance

has been very difficult and very dangerous. Their mission is, in part, a

reconnaissance in force.

“I wish I could do more to support you, but the situation is dire and my

resources have been tapped feeding the

troops mustered here and supporting my people. I beg you hurry. We have

reason to believe that the Neck has

already fallen to the Afridhi crossing from Silverbell. You need to be in

position as soon as is possible.

You may stay in the manor as long as you need to prepare for your

expectations. However, do not linger.

Finally, I must warn you that

teleportation magic has completely destabilized. No one has been able to

reliably teleport across the Swamp since

the siege began.

Proceed to the next section

Chapter 1: South Pim

The map for South Pim is detailed Appendix IV. Allow players to spend

what time they want in the town.

However, the longer they take getting to their assigned area, the more hazard

three is for them. Players who spend

more than the afternoon in South Pim will not have time to prepare their site

once they arrive. The first wave will

commence one hour after their arrival.

Those who leave early the first morning,

will have 5 hours to prepare their site

for defense.

Of note in South Pim:

The Swamp Dragon--Area 13: The Swamp Dragon is the Inn and watering

hole in South Pim. Players who want to

gather information here will receive the following results:

DC 5: The Afridhi have crossed

into the Swamp.

DC 10: The Swamp Gnomes of

the Rotter clan have pulled back

from the Neck. They say the Afridhi have landed in force.

DC 15: The Brothers have

pulled back from Croc’s Nest and are basing themselves out of

Vestfold.

DC 20: There have been Afridhi spotted with flaming red eyes

that can make their weapons

burn.

DC 25: There have been some

Afridhi spotted that can turn themselves into Smoke.

DC 30: Patrol of Cumasti scouts

spotted a 30 foot tall Afridhi. It was wreathed in flame and left

char marks on the ground as it

walked.

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Shopping: Players can purchased

standard equipment and any alchemical equipment they desire while in South

Pim. No magical items are available.

Spell Casting The highest level priest in town is Casilla at 7th level cleric of

Elgath. She will be very reluctant to

cast any spells on players as she is the primary source of magical aid for the

town. Getting her to do so requires a

DC 25 diplomacy check and costs twice normal book prices. She is happy to

relay her information on the circle to the PCs however, but has no additional

information beyond that which the

Baroness gave.

Chapter 2: The Circle

When players are ready to travel to The

circle of stones, please read or

paraphrase the following box text. Players arrive here one hour before

sunset if they spent more than an afternoon in South Pim. They arrive five

hours before sunset if they did not.

The swamp is unusually quiet. The air has the occasional sharp sting of smoke.

The last half mile has slightly less

ground cover, and you can see through the mallorn trees to a circle of standing

stones resting on a slight mound ahead.

It seems quieter here, almost as if even the mosquitos avoid the area.

Maps are provided in Appendix IV.

The area does have some ground cover, enough to grant approaching troops

some cover if they position themselves

for it. There isn’t much the PCs can do about the surrounding area, but trees

can be cut to create barricades between

the stones, creating a makeshift fortification. It takes approximately a

half hour to cut trees and barricade the

space between two of the stones adequately; this can be done in such a

way as to leave arrow slits if a PC can make a DC 15 Knowledge (architecture

and engineering) check, or a DC 20

Craft check related to some type of woodworking. These wooden barricades

are Hardness 5 with 60 hp for each

section (the area between two stones).

Chapter 3: Wave One--Scouts

Time: Just after sunset

Lighting: Dusk. Illumination shadowy

20% concealment unless overcome by

lighting.

This group moves up cautiously. Allow

PCs on guard listen and spot checks at

the Afridhi move onto the map. If players are not setting watch, allow

listen and spot checks as it seems

appropriate.

Afridhi Scouts (EL 9)

1 Scout Leader (Smoke Born Rog7)

3 Scouts (Smoke Born Rog6)

2 Trackers (Fire Born Rgr6)

2 Wolves (animal companions to the

trackers)

Tactics: The Afridhi are not here to fight

to the last man. Their goals is to

determine how strong the opposing force is, both in terms of the PCs skills

and equipment. At least one of them

will move completely around the circle trying to draw fire and get a feel for how

the characters are deployed on watch

and in defense. The Afridhi will leave if they take more than 50% losses. The

Afridhi will use their combat whistles to

communicate back and forth during the fight. They are communicating to each

other how many opponents there are, what their apparent skills are and what

their disposition is. The trackers’ wolf

companions will remain with them on guard against any PCs who try to

approach and attack the trackers in

melee.

Players with martial weapon proficiency

will understand what these tactics

reflect probing reconnaissances with a DC 15 Intelligence check.

The Smoke Born will use any

substantial lit fire source to flood the area with smoke as per pyrotechnics if a

retreat is in order. They are immune to

this effect themselves and prefer to fight in a cloud of smoke, but don’t wish to

hinder the archers’ fire. If a retreat is

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Episode LXI: THE SIEGE! -9 of 49- Barth and Kil;gore

necessary, the Smoke Born will do so

via their gaseous form ability.

One of the Afridhi archers will sound

their signal horn as soon they draw fire

from the players.

Chapter 4: Wave Two— “If You

Can’t Break the Man…”

Time: This encounter occurs just before midnight.

Lighting: It is pitch black. Total

darkness applies.

The Afridhi move up under the effect of

a Wolf’s Sight cast from scrolls.

Sundering Crew (EL 10) 1 Flamebrother Captain (Afridhi

Sorcerer 7/Flamebrother 3) 2 Flamebrother Lieutenants (Afridhi

Sorcerer 7/Flamebrother 1)

2 Afridhi Destroyers (Fire Born Afridhi Barbarian 1/Fighter 6)

Tactics: This group has been instructed to attempt to weaken the PCs by

destroying some of their equipment or

barricades. The sorcerers will make free use of their Sundering Spell feat (see

Appendix V: New Rules Items for

details) to cast Elemental Bolt (Fire) on the barricades and on PCs equipment

(typically weapons, armor, and shields,

but sometimes other items such as necklaces, headbands, or

gloves/gauntlets). The Captain will cast

a Wall of Fire spell surrounding the circle, and then use his remaining 4th

level spells to cast Scorching Ray

augmented by the Sundering Spell feat. If the PCs clump up anywhere, some of

the sorcerers may opt to drop a Fireball

spell instead. While the sorcerers are doing this, the

Destroyers will move up and attack barricades or PCs as appropriate.

When fighting PCs, they will make

liberal use of sunder attacks and their Improved Sunder feat. This group has

been instructed to fight to the death, to

deal as much damage as possible to the PCs and their equipment.

Chapter 5: Wave Three—“The

Strong and Silent Types…”

Time: This encounter occurs forty-five minutes after the last wave.

Lighting: Moonrise will occur as the

Afridhi make their assault. This gives shadowy illumination to 100’.

As a follow-up to breaking the PCs equipment, the Afridhi are attempting a

surgical sneak attack on the party to

remove them from the circle quickly. This task has been given to the two

orders of monks dedicated to Zugzul.

These orders have developed tactics for just this sort of strike in other Afridhi

campaigns.

Ninja Attack (EL 11)

6 Azzarimushti (Monk 6/Azzarimushti

2)

2 Ahananamushti (Monk 5/Assassin 4)

Tactics: The Ahananamushti (Afridhi for

‘killing fist’; monk/assassins) will use

their wands of silence on the Azzarimushti (‘burning fist’; grappling

monks) Initiates from off the map. All of

the monks will then use their oil of greater magic weapon (+2) (accounted

for in the stat blocks), potion of wolf’s

sight, and potion of invisibility. This will allow the monks to attack without fear

of being seen or heard (invisibility is a

+40 to Hide; silence renders a Listen check impossible), effectively

guaranteeing a surprise round. They

will approach sneakily anyway just in case, taking 10 on Hide checks as they

approach the circle. Just before the

surprise round (if still undetected), the assassins will use true strike for their

first attack.

Surprise Round: The grapplers will spread out among targets (preferring

obvious casters) to immobilize them.

Note that the silence effect on the grapplers means that verbal casting is

impossible here. The assassins will deal their first death attacks to the targets

that appear to have the weakest

Fortitude saves (mage types, rogue types, and whatever evidence gathered

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Episode LXI: THE SIEGE! -10 of 49- Barth and Kil;gore

by the scouts) and spring attack away.

Note that the assassins do have contact poison on their gloves for this first

strike.

Seemingly from nowhere you see Afridhi striking into the heart of your camp!

Several are wearing red face masks and

loose fitting red clothing with a flame motif, apparently a uniform, with a sash

around their waists. Others are

similarly garbed but in jet black. All are intent on your deaths…

Round 1: Assassins will drink their second potions of invisibility and then

move while studying a surviving

opponent; grapplers will attempt to gain pins and deal damage from within pins.

Round 2: Assassins will apply their

second dose of poison to their gloves (no risk of accidental poisoning due to

poison use ability) and move again.

Grapplers will maintain.

Round 3: Assassins will cast true strike

in anticipation of the next round;

grapplers will continue to maintain grapples and pins and deal damage.

Round 4: Assassins will death attack

their targets (death attack and poison); grapplers will release dead targets and

move to new targets if necessary, piling

onto those targets which have a better chance of breaking free.

After this point, the assassins will

continue to death attack every three rounds on a grappled target (as

grappling makes them flat-footed and thus susceptible to a death attack),

unless engaged. If engaged, they will

attempt to disengage to maintain their study. This group, like the last, is a

kamikaze death squad instructed to kill

all of the PCs or die trying. If any are somehow captured, they will kill

themselves as soon as the opportunity

presents itself.

Chapter 6: Wave Four—

‘Scorched Earth’

The smell of burning swamp vegetation

fills your nostrils as you recover from the latest attack. It seems that more of them

might be approaching; you feel certain

they aren’t done with you yet tonight.

Time: This attack occurs about twenty

minutes after the previous wave.

Illumination: It is a waning half moon.

The Flamebrothers have sent a

detachment to capture the circle by

burning the PCs in.

Artillery Strike (EL 12)

5 Flamebrother Lieutenants (Sorcerer

7/Flamebrother 2)

3 Flamebrother Lords (Sorcerer

7/Flamebrother 3)

Tactics: They will approach close enough to use their most damaging

spells (Medium range). The Lieutenants

will drop wall of fire spells in the circle form around the circle of stones; the

others will drop empowered fireball

spells in the area of the circle. They will attempt to maintain range; once the

wall of fire spells are cast the Flamebrothers will retreat to further

range as fireball is Long range. If any

PCs approach to within 50’, the Flamebrother will attempt to retreat

while using Sundering Spell to break

their equipment. This group will retreat if 50% of their numbers drop or they

run out of all spells above 1st level.

Chapter 7: Wave Five—‘Bring the Rain!’

Time: This encounter occurs two hours

before sunrise

Illumination: It is overcast and pitch

black.

It seems the Afridhi will keep coming all night. You look up to see an armed and

armored Afridhi riding what appears to

be a smoking horse with flaming hooves coming towards you, almost floating off

the ground. As he approaches, arrows of

fire begin to fall on your position.

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Episode LXI: THE SIEGE! -11 of 49- Barth and Kil;gore

Archery Assault (EL 13)

5 Afridhi Rainmakers (Fire Born Fighter 8)

1 Handmaiden Acolyte (Cleric

7/Handmaiden 3)

1 Crematorix (Wizard 7/Crematorix 3)

1 Champion of Zugzul (Smoke Born

Afridhi Fighter 7/Blackguard 2 mounted on a Nightmare

Tactics: Before attacking, the Acolyte

will buff herself as detailed in her stat block. The wizard will stay with the

archers and cast haste on them in the

first round, then use battlefield control spells and/or touch spells through

spectral hand. The Champion will then

ride his Nightmare into the camp, striking from his mount’s back with

Ride By Attack (the Nightmare is

wearing horseshoes of the zephyr to deal with the swampy terrain). His job is to

keep the PCs occupied while the archers

do their job and as such will sunder with impunity rather than attempting to

damage the players. Note that the Nightmare’s etherealness and astral

projection powers do not function here

as teleportation has been blocked. The Nightmare will use its Smoke ability

every round; the Champion is immune

to its effects.

The Rainmakers will fire on any targets

as they become available, attempting to

concentrate fire when possible to take out PCs from maximum range (165ft

thanks to Far Shot); be sure to take

their two Power Critical feats into account if a threat is landed, giving

them a +8 bonus to confirm the critical.

The Acolyte will give quickly join the fight after she has buffed herself and

become the anvil upon with her

champion hammers.

Chapter 8: Wave Six—‘… Your

Bones Will Be Dust…’

Time: This combat occurs right before

sunrise.

Illumination: The rising sun causes the

battlefield to be lit with shadowy illumination.

Sunrise approaches… you have been

fighting all night. Out of the rising sun, you see a team of Afridhi approaching.

They appear extremely competent. The

woman, obviously a priestess, screams a challenge to you as they rush to the

attack.

The Chosen of Zugzul (EL 14)

Arhan Tika, Cleric 8/Handmaiden 7

Azzara the Crematorix, Wizard

7/Crematorix 4

Flamebrother Baldev, Sorcerer

7/Flamebrother 4

Devanand, Champion of Zugzul, Smoke Born Barbarian 1/Fighter

6/Blackguard 2, riding a Nightmare

Dhanur the Rainmaker, Fire Born Fighter 10

Ahanani Deathbringer, Smoke Born Rogue 5/Assassin 4

Tactics: Arhan will open with her

firestorm spell using her Greater Domain ability to maximize it, followed

by the quickened fireball. Azzara will

start off with the fire-substituted acid fog centered to catch as many PCs as

possible. Baldev will begin with mind

fog in the same area as Azzara’s acid fog. Devanand will rage and charge in

to the attack against the target most in

need of tanking. Ahanani will have been invisible at the beginning (via

spell) and will open with a death attack

on the target that appears to have the weakest Fortitude save; this attack also

has poison and a true strike spell

attached to it. Adjust tactics as needed to best challenge the party. This is a

Conclusion A:

Players Hold the Obelisk

The sunrises and the air is thick with the stench of blood and smoke. The Afridhi

have come at you all night long and you

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Episode LXI: THE SIEGE! -12 of 49- Barth and Kil;gore

feel the grinding weariness of a night

without rest.

You stand and the north is stronger.

How many are there? There are a few

less this sunrise. In the distance, however, you hear their horns. Drums

pulse the beat of a heart. You have won

this battle. There are more to be fought.

These players earn the cert: Patent of

Nobility a well as Record of Distinction.

These players are also invited to join Lyssa Aleford’s command.

Conclusion B:

Players Hold the Line

Players quit the field during wave 5 or 6.

There were too many. You fled into the night pursued by drums and warhorns.

The smell of smoke thick in the air. Thee

are less than there were before. Of this you have no doubt. Victory will not be

easy. Of this you are sure. However,

you are certain that at another time, on other ground, you will emerge victorious.

You receive word later that the Afridhi

have taken the obelisk for their own purposes and used it to dessicate a 10

mile radius around it. However, other

troops were able to cut them off and prevent them from using the Heart

further. It is a setback, but perhaps not

an insurmountable one.

Players earn the cert: Commendation

from Lyssa Aleford. These players are

also invited to join her command.

Conclusion C:

Players Quit the Field

Defeat tastes bitter. The Afridhi come en

masse and will not stop. You do not know what fate awaits the north.

Lyssa Aleford receives you with a look of dismay as you report what has

transpired.

“IWe have received word from other scouts – the area around that circle has

been dessicated by Toska Rusa using

the Heart, as well as a path from Ten.

The Afridhi have a clear dry road of barren land straight from the Misauga to

the road between Croc’s Nest and

Dukane. I fear for us all. If our heroes have failed us, then our prospects are,

indeed, grim.”

Players who quit the field on waves 3 & 4 earn a War Record.

Players who quit on waves 1 & 2 receive

zero recognition.

Rewards

Experience

ATL 9: 3,000 XP

Gold:

ATL 9:

Mementoes

Day of Reckoning

You have chosen to contact your friends

and allied across Blackmoor and call

out for Aid. By attaching the cert specified below to this cert, you will

derive the benefit listed below. The attached cert will no longer have a

benefit for you, as your benefactor will

have paid his or her debt.

Friend In Ringlo Hall: Player gains

access to Elven Elementalist Prestige Class

Thanks of the Brothers: Player is given

access to Docrae Outlook Prestige Class

Favor of Sir Kay Degern: Kay sends a

Squire to serve the player during the

episode. The Squire is detailed in the episode and functions as a cohort for

this episode (only one may be redeemed

per table)

Acceptance of Peshwah na Kurell:

Player is given access to Lawgiver of

Raelralataen.

Favor of the Church of Henrin: Player

is granted access to Raise Dead at half

price for this episode

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Episode LXI: THE SIEGE! -13 of 49- Barth and Kil;gore

Thanks of Sonia: Sonia gives players a

scroll of Protection from Energy crafted at 7th level of use

Wise in Counsel: Sirk na Jota sends

you an Irfat warrior to aid you in the upcoming battle. The Irfat is detailed in

the spisode and functions as your

cohort for this episooe (only one may be redeemed per episode

Donated a Ship to the War Effort:

Uther provides you with access to one of the following and you may purchase

and cert the item:

o Bead of Force

o +1 weapon of Afridhi Bane

o Any +2 Stat Increase Item

o Any +4 stat increase item

Favor of Zikk the Boater: Zikk

will get you to your destination quickly. It takes you four hours less to get to

your point of defense.

Final Outcome: Rescued Rissa Aleford: Rissa sends her champions into the

field with a promise to have them

resurrected if they fall.

Hero of Heronport: The people of

Heronport have put you in their

prayers. The player receives a one time +5 sacred bonus to any one d20 roll.

The bonus may be declared AFTER the

die has been rolled. Odir is watching voer them.

Favor of the King’s Companions: Uther’s companions agree to send what aid they

can, but als their aid comes too late..

Players are able to purchase any item at this Convention’s marketplace that is

under under 9,000 gp in value at a 25%

discount

Any Invitations to join the Silent Guard:

Players may redeem n Invitation join the

Silent Guard to receive intelligence as to the composition of any one wave of

enemies they will face in the coming

battle. Waves are revealed on order and in sequence and players will need to

expend sufficient invitations if they wish

to know the composition and number of all waves. DMs will provide the number

of enemies and class and type of

opponents in each wave for each favor

used in this way.

Shopping Certificate: The Wizard’s

Cabal

The Cabal recognizes the import of what

the players are doing ,and provides

access and support to the player’s war effort.

One arcane scroll of 1st level:

Scroll name: _____ Scroll Value _____gp

One arcane scroll of 2nd level:

Scroll name: _____ Scroll Value _____gp

At a cost of one Wizards’ Cabal

favor this player gains access to one of

the following:

• One arcane scroll of 3rd level:

Scroll name: _____ Scroll Value _____gp

• Amulet of Health +2 (4,00gp)

• Wand of a 2nd level arcane

spell____: Value _____

00000 00000 00000 00000 00000

00000 00000 00000 00000

00000

• Headband of Intellect +2

(4,000gp)

At a cost of Three Wizards’ Cabal favors this player gains access to one of

the following:

• One arcane scroll of 4th level: Scroll name: _____ Scroll Value _____gp

• Wand of a 3rd level arcane spell____: Value____

00000 00000 00000 00000 00000

00000 00000 00000 00000 00000

• Ring of Counterspells (4,000gp)

• Upgrade any +1 weapon to Bane,

Aberration.

At a cost of eight Wizards’ Cabal

favors, this player gains access to one

the following:

• One arcane scroll of 5th level:

Scroll name: _____ Scroll Value _____gp

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Episode LXI: THE SIEGE! -14 of 49- Barth and Kil;gore

• +4 Amulet of Endurance

(16,000 gp) • +4 Headband of Intellect

(16,000 gp)

• +4 Gloves of Dexterity (16,000 gp)

• +4 Belt of Giant Strength

(16,000 gp) • +4 Periapt of Wisdom (16,000

gp)

• Upgrade a weapon to +3 (player pays difference in value between

original item and the new one)

• Craft a Weapon from

adamantine, if the wielder has

adamantine

Commendations may be used in lieu of

favors. Circle the items purchased.

SSuuppppoorrtt ffrroomm tthhee EEllddrriittcchh

UUnnddeerrggrroouunndd

The Eldritch Underground is willing to

support your efforts if you have developed a reputation with them. For

each commendation or favor you

redeem, you gain the access to the following:

Hat of Disguise Value 1,800 gp.

Cloak of Charisma +2 Value 4,000 gp Circlet of Persuasion Value: 4,500 gp

Access to the spell Lion’s Pounce

Access to the spell Rhino’s Charge Access to the feat Energy Substitution

Access to the feat Improved Familiar

May not be sold or traded as these items

The Barony of the Lakes Holds

You in High Regard

Due to your actions defending the

frontier from assault by the Afridhi,

Baroness Lyssa Aleford has asked that you join her command.

Making this decision should not be

made lightly. You may only belong to one command.

During the war you will receive war

records and commendations. You may collect these together to gain rank in

one command. Once you’ve begun

earning ranks in one command you may transfer to another at one rank

lower than your current position and

you may never return to the command you have left.

3 records or commendations – Sheriff –

You may declare that you are in service of Lyssa Aleford and the King when on

business and may be offered supplies as

they are available. You receive a +2 on all checks involving social interaction

with citizens of Uther’s lands. You are required to donate at least 5,000 gp in

magic and masterwork items in support

of the war to achieve this rank.

5 records or commendations – Swamp

Warden – you are given command of a

detachment of infantry. You must have at least one rank in survival. You are

responsible for equipping your

detachment. You are required to give 10,000 gp in magic and masterwork

items to equip individuals within your

unit. You may are assumed to have a +5 bonus on all survival checks and all

Knowledge (nature) or Knowledge

(Blackmoor) checks involving the swamp as you are able to consult with

individuals in your command.

At this level you are a respected member of the Army and as such you

will be brought back from the dead if your remains can be secured. Note that

the Lyssa Aleford will always regain

your remains unless they are totally destroyed. She will pay half the cost of

your Raise Dead if you die while on

official business of the army. If necessary, the Navy will arrange a

Resurrection.

Higher levels of this command will be revealed in the future

All ATLS

The Cert Must not be Traded or Sold

Afridhi Signal Horn

Carved from the Horn of a Grazer, this signal horn was taken as booty from an

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Episode LXI: THE SIEGE! -15 of 49- Barth and Kil;gore

Afridhi Scout. It is set with lapus lazuli

lacquered black and red

It is a DC 10 Perform check to wind the

horn

Value: 100 gp

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Appendix I

NPCS

Favor of Sir Kay Degern

This squire is sent to assist you in the defense of the Tower if you use the Favor of Sir

Kay Degern

Master Kevin of Lichfield: Paladin 8, CR 8; M humanoid (Thonian); HD 6d10+8; hp 57; Init +1; Spd 20 ft., BaB/Grp: +8/+11; AC 24, touch 11, flatfooted 21, (+9 armor, +3

shield, +1 dex, +1 deflection); Atk/FullAtk: +12 melee (1d10+4/19-20, bastard sword

+1); or +11 melee (1d8+2/x2, morning star) or +9 missile, (1d6+3/x3, throwing ax); Full Atk: +12/7 melee (1d10+4/19-20, bastard sword +1); or +11/6 melee (1d8+2/x2,

morning star) SA: Smite evil 2/day, SQ: Aura of good, Detect Evil, Divine Grace, Lay

on hands, Aura of Courage, Divine Health. Mount, remove disreas 1/week; Space/Reach: 5ft/5ft; Al: LG, SV: Fort +9, Ref +5, Will +5; Str 16, Con 12, Dex 12, Int

10, Wis 12, Cha 14

Skills and Feats: Knowledge (Nobility and Royalty) +11, Knowledge (Religion) +11, Ride +12, Exotic weapon Proficiency (bastard sword), Mounted Combat,

Rideby Attack, Spirited Charge

Possessions: Plate Mail +1, Heavy Steel Shield +1, Bastard Sword +1, morning star, throwing ax (2), ring of protection +1, wand of cure light wounds (15

charges) Heavy warhorse and tack, lance

Paladin Spells known (2/1 DC 11+Spell level)

1—bless weapon, divine favor: 2nd—shield other

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good

spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one

normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidenta lly

smites a creature that is not evil, the smite has no effect, but the ability is still

used up for that day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma

bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of

12 or higher can heal wounds (her own or those of others) by touch. Each day

she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to di vide her healing among

multiple recipients, and she doesn’t have to use it all at once. Using lay on

hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in th is

way requires a successful melee touch attack and doesn’t provoke an attack of

opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear

(magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is

conscious, but not if she is unconscious or dead.

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Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases,

including supernatural and magical diseases.

Turn Undead (Su): When a paladin reaches 4th level, she gains the

supernatural ability to turn undead. She may use this ability a numbe r of times

per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an

unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a

warpony (for a Small paladin). Once per day, as a full-round action, a paladin

may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one -third the paladin’s level.

The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The

mount is the same creature each time it is summoned, though the paladin may

release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously.

The mount also appears wearing or carrying any gear it had when it was last

dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it

was carrying. The paladin may not summon another mount for thirty days or

until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin

takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time

per week for every three levels after 6th (twice per week at 9th, three times at

12th, and so forth).

Notes: Master Kevin is ever the chivalric Knight. He will refer to the players as Sir and

Ma’am and will be polite and deferential at all times. He is here in service to the crown

and views it as his duty to take care of the character he has been dispatched to defend. He will not reject a direct order, but he will do everything in his power to protect his

charge.

Wise in Counsel: Sirk na Jota sends this Irfat warrior to assist you.

Peshwah na Kiwa am Irfat: Fighter 8; Cr 8, Medium Humanoid (Peshwah); HD

8d10+16; hp 74; Init +3, Spd: 30ft; Bab/Grp: +8/+11; AC 22 (+6 armor, +3 dex, +2 deflection, +1 shield), touch 13, flat footed 15; Atk: +14 melee (1d8+6/19-20, MW Two

blade Sword) or +12 melee (1d4+2/19-20, dagger) +11 missile (1d8/X3 Long Composite

Bow); Full Atk: +12/+12/+7/+7 melee (1d8+6/19-20 Two Bladed Sword); Space/reach 5ft/5ft.; AL: LN; Saves: Fort +8, Ref +6, Will , +4; Str: 17, Con: 14; Dex

17; Int 10, Wis 10, Cha 10

Skills and Feats: Ride +10, Animal Handling +9, Jump +10, Horse Bond, Exotic Weapon Proficiency Two Bladed Sword; Weapon Focus (Two bladed Sword), Two

Weapon Fighting, Two Weapon Defense, Weapon Specialization (Two bladed

sword), Greater Weapon Focus (Two bladed Sword), Iron Will, Improved Two weapon Fighting

Possessions: MW Double Sword, Potion of Cure Moderate Wounds, Heavy

Steppes Charger; Chain Shirt +2, 4 daggers, long composite bow and 20 arrows, Ring of Protection +2, Gauntlets of Ogre Power

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Notes: Peswah na Kiwa has been sent by the Irfat to honor a debt of blood and steel.

He has utmost respect for the player who he is here to guard and lets the player know the Sirk sends his thanks. Kiwa will not allow his charge to fall. He will do everything

in his power to protect the person he has been assigned to support. He will not relent.

He will take risks. He will place himself between danger and his charge. He is Irfat. Death is a gift. It lets him ride with his kinsmen in the sky

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Appendix II

The Bad Guys

All EL calculations based on a 6 person table

AATTLL 99

Wave 1 – EL 9 Scouts SSccoouutt LLeeaaddeerr ((11)):: Male Smoke Born Afridhi Rog5, CR 6; Size/Type: Medium Humanoid (Human, Afridhi) Hit Dice: 5d6+10; hp: 37; Initiative: +7 Speed: 30 ft.; Armor Class: 17

(+3 Dex, +4 armor), touch 13, flatfooted 14; Base Attack/Grapple: +3/+4; Attack: +7 +1

dagger (1d4+2/19-20) or +7 thrown dagger (1d4+2/19-20); Full Attack: same ;Space/Reach: 5ft/5ft Special Attacks: gaseous form 1/day, pyrotechnics (smoke effect

only) at will, Sneak Attack +3d6 Special Qualities: Evasion, Fire Resistance 5, Immunity

to Smoke, Trapfinding, Trap Sense +1, Uncanny Dodge, 20% miss chance AL: LE; Saves: Fort +4, Ref +8, Will +2 Abilities: Str 12, Dex 16, Con 14, Int 16, Wis 10, Cha 10

Skills and Feats: Balance +13, Climb +9, Disable Device +11, Escape Artist +11,

Hide +19, Jump +11, Listen +8, Move Silently +11, Open Lock +11, Search +11, Spot +8, Tumble +13; Dodge, Improved Initiative, Weapon Finesse

Possessions: +1 dagger, 8 MW daggers, +1 studded leather, cloak of resistance

+1,

SSccoouuttss ((33)):: Male Smoke Born Afridhi Rog4, CR 5; Size/Type: Medium Humanoid

(Human, Afridhi) ; Hit Dice: 4d6+8; hp 30; Initiative: +7; Speed: 30 ft; Armor Class: 16

(+3 Dex, +3 armor), touch 13, flatfooted 13; Base Attack/Grapple: +3/+4; Attack: +7 dagger (1d4+2/19-20) or +7 thrown dagger (1d4+2/19-20); Full Attack: same;

Space/Reach: 5ft/5ft Special Attacks: gaseous form 1/day, pyrotechnics (smoke effect

only) at will, Sneak Attack +2d6; Special Qualities: Evasion, Fire Resistance 5, Immunity to Smoke, Trapfinding, Trap Sense +1, Uncanny Dodge, 20% miss chance;

AL: LE; Saves: Fort +3, Ref +7, Will +1; Abilities: Str 12, Dex 16, Con 14, Int 16, Wis 10,

Cha 10;

Skills & Feats: Balance +12, Climb +8, Disable Device +10, Escape Artist +10,

Hide +18, Jump +10, Listen +7, Move Silently +10, Open Lock +10, Search +10, Spot +7, Tumble +12; Dodge, Improved Initiative, Weapon Finesse

Possessions: 9 MW daggers, MW studded leather, elixer of fire breath

Afridhi Archers (2): Male Fire Born Afridhi Rgr4, CR 5; Size/Type: Medium Humanoid (Human, Afridhi); Hit Dice: 4d8+8 hp 36; Initiative: +3; Speed: 30 ft. (6 squares); Armor

Class: 17 (+3 Dex, +4 armor), touch 13, flatfooted 14; Base Attack/Grapple: +3/+4;

Attack: +9 MW Composite Longbow (+2 Str) (1d8+2 plus 2d6 fire/x3 plus 2d10 fire); Full Attack: +7/+7 MW Composite Longbow (+2 Str) (1d8+2 plus 2d6 fire/x3 plus 2d10

fire); Space/Reach: 5ft/5ft; Special Attacks: Combat Style (archery), Favored Enemy

(Humanoid [human]), Of His Fire (Su), The Price of Failure (Su), Wild Empathy; Special Qualities: Animal companion, Fire Resistance 15, Touched by Flame (Su); AL: LE;

Saves: Fort +6, Ref +7, Will +2; Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10

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SSkkii ll llss aanndd FFeeaattss:: Handle Animal +7 (+11 w/ wolf companion), Hide +9,

Knowledge (geography) +8, Knowledge (nature) +10, Listen +8, Move Silently +10, Spot +8, Survival +8: Endurance, Point Blank Shot, Precise Shot, Rapid

Shot, Track, Weapon Focus (longbow)

Equipment: MW Composite Longbow (+2 Str), 40 fire arrows, MW chain shirt, Afridhi signal horn

Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had

Flaming Burst (listed in stat block).

The Price of Failure (Su): Explode for 2d6+1 for every point below zero when

damage is inflicted on the Fore Born sufficient to drop their hit point total below

zero. This affects everyone in a ten-foot radius of the Fire Born who does not worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a

coup de grace would explode for 2d6 +16 damage to all within 10 feet who do not worship Zugzul.

Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if

they use fire in any way.

Wolf Companion: Medium Animal; Hit Dice: 2d8+4 hp13 ; Initiative: +2; Speed: 50 ft. (10

squares); Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Attack/Grapple: +1/+2; Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee

(1d6+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Trip, Tricks (attack x2 [all creatures],

down, fetch, heel, seek, track); Special Qualities: Link, Low-light vision, scent, share spells; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 13, Dex 15, Con 15, Int 2, Wis

12, Cha 6

Skills& Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)

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Wave 2 – EL 10 If You Can’t Break the Man…

Flamebrother Lieutenant: (1) Male Human Sor7/Flm1; CR 8; Medium Humanoid

(Human, Fire); HD 8d4+16; hp 42; Init +3; Spd 30 ft; AC 18 (+3 dex, +1 deflection, +4

armor), touch 14, flat-footed 15; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; Full Atk same; SA Arcane spells; SQ Familiar,

Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5, Will +7; Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 20(+5);

Skills and Feats: Concentration¹ +12, Intimidate¹ +5, Knowledge (arcana) +5,

Knowledge (religion) +5, Spellcraft +3. Empower Spell (PH 93), Enlarge Spell (PH 94), Energy Substitution (DABPG 32) (Fire), Sundering Spell

Equipment: Ring of Protection +1, Cloak of Charisma +2, sickle, light crossbow,

20 bolts, scroll of wolf’s sight x5

Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 8)

Spells: DC 15+level, 6/8/7/6/4 per day

0: 1st:

2nd: 3rd: 4th:

Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2

levels, Sundering +2 levels

0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,

open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),

elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, burning blades of fiery vengeance; 4 – wall of fire

Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like

smoldering coals.

Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]

descriptors (although he may cast them by using the Energy Substitution feat).

Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.

Restricted items: A Flamebrother may not use any items not consecrated by a

priestess of Zugzul; this means among other things that they cannot pick up a

fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell completion items for any spells that lack the [Fire] descriptor.

Flamebrother Recruit: (2) Male Afridhi Sor6; CR 6; Medium Humanoid (Human); HD 6d4+12; hp 32; Init +3; Spd 30 ft/x4; AC 17 (+3 dex, +4 armor), touch 13, flat-footed

14; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; SA Arcane spells; SQ Familiar, Alertness; AL LE; SV Fort +6, Ref +5, Will +5;

Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 16(+3)

Skills & Feats: Concentration¹ +11, Intimidate¹ +4, Knowledge (arcana) +5, Knowledge (religion) +4, Spellcraft +3; Empower Spell (PH 93), Enlarge Spell (PH

94), Energy Substitution (CAr 79) (Fire), Sundering Spell.

Equipment: Sickle, light crossbow, 20 bolts, spell component pouch

Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 6)

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Spells: DC 13+level, 6/7/6/4 per day

0: 1st:

2nd: 3rd:

Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2

levels, Sundering +2 levels

0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light, open/close,

detect magic

1 – mage armor, lesser elemental orb (fire), elemental bolt (fire), true strike

2 – scorching ray, glitterdust

3 – fireball

Afridhi Destroyers: (2) Male Fire Born Afridhi Bbn1/Ftr4; CR 6; Medium Humanoid

(Human); HD 4d10+1d12+15; hp 58; Init +1; Spd 20 ft/x3; AC 19 (+8 armor, +1 dex),

touch 11, flat-footed 18; Base Atk/Grapple +5/+9; Atk +11 +1 greataxe (1d12+8 plus 1d6 fire plus 2d6 fiery blades;20/x3 plus 2d10 fireplus 2d6 fiery blades); Full Atk

same;SA Of His Fire (Su), Rage, The Price of Failure (Su); SQ Fast Movement, Touched by Flame (Su), fire resistance 15; AL LE; SV Fort +9, Ref +2, Will +1; Str 18(+4), Dex

12(+1), Con 16(+3), Int 8(-1), Wis 10(+0), Cha 11(+0)

When Raging: Str 22, Con 20, hp 68, AC 17 (touch 9, flat-footed 16), Atk +13 +1 greataxe (1d12+11 plus 1d6 fire, 20/x3 plus 2d10 fire), Full Atk same, Will +3.

Skills and Feats: Handle Animal +7, Hide¹ +0, Knowledge (religion) +1, Ride¹ +8:

Power Attack (PH 98), Cleave (PH 92), Improved Sunder (PH 96), Weapon Focus (PH 102) (Greataxe), Weapon Specialization (PH 102) (Greataxe), Power Critical

(DABPG 37) (Greataxe).

Equipment: +1 greataxe, MW full plate, potion of cure moderate wounds

Spell Effects: wolf’s sight (CL 3), fiery blades of burning vengeance (CL 8)

Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had

Flaming Burst (listed in stat block).

The Price of Failure (Su): Explode for 2d6+1 for every point below zero when

damage is inflicted on the Fore Born sufficient to drop their hit point total below

zero. This affects everyone in a ten-foot radius of the Fire Born who does not worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a

coup de grace would explode for 2d6 +16 damage to all within 10 feet who do

not worship Zugzul.

Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if

they use fire in any way.

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Wave 3 – EL 11 The Strong and Silent Type…

Azzarimushti Initiate: (6) Male Afridhi Mnk6; CR 6; Medium Humanoid (Human);HD

6d8+12; hp 52; Init +6; Spd 50 ft/x4; AC 16 (+2 dex, +4 misc), touch 16, flat-footed 14;

Base Atk/Grapple +4/+11; Full Atk +9/+9 One -handed, Flurry of Blows (1d8+5;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex),

Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of

Body(Ex); AL LE; SV Fort +7, Ref +7, Will +8; Abilities: Str 16(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 8(-1)

Skills & Feats: Balance¹ +9, Concentration¹ +11, Escape Artist¹ +11, Jump¹ +18,

Knowledge (religion) +8, Tumble +13: Improved Disarm (PH 95)², Combat Reflexes (PH 92), Improved Initiative (PH 96), Improved Unarmed Strike (PH

96)², Improved Grapple (PH 95), Deflect Arrows (PH 93)², Stunning Fist (PH

101)², Weapon Focus (PH 102) (Unarmed Strike).

Equipment: potion of wolf’s sight, oil of greater magic weapon (+2), potion of

invisibility

Ahananamushti: (2) Male Human Mnk5/Asn2; CR 7; Medium Humanoid (Human); HD

2d6+5d8+7; hp 51; Init +4; Spd 40 ft/x4; AC 18 (+4 dex, +4 misc), touch 18, flat-footed

18; Base Atk/Grapple +4/+3; Atk +10 Unarmed Strike (1d8+1/x2); Full Atk +7/+7 Unarmed Strike (1d8-1;20/x2); SA&SQ Uncanny Dodge(Ex), Armor Restriction, AC

Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow; Fall(Ex), Purity of Body(Ex), Sneak Attack, Death Attack (Fort DC 15),

Poison Use, Poison Resistance; AL LE; SV Fort +5, Ref +11, Will +7; Abilities: Str 8(-1),

Dex 18(+4), Con 12(+1), Int 16(+3), Wis 16(+3), Cha 14(+2);

Skills & Feats:: Balance¹ +14, Disguise¹ +6, Hide¹ +14, Jump¹ +15, Move

Silently¹ +14, Tumble +16, Use Magic Device +12: Dodge (PH 93), Mobility (PH

98), Spring Attack (PH 100), Improved Unarmed Strike (PH 96)², Deflect Arrows (PH 93)², Stunning Fist (PH 101)², Weapon Finesse (PH 102).

Equipment: headband of intellect +2, gloves of dexterity +2, cloak of charisma +2,

potion of wolf’s sight, potion of invisibility x2, oil of greater magic weapon (+2), wand of silence (25 charges), 2 doses terinav root poison (contact poison, DC 16,

1d6 Dex/2d6 Dex)

Spells: DC 13+level; spells per day 2

1 – feather fall, obscuring mist, true strike

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Wave 4 –EL 12 ‘Scorched Earth’

Flamebrother Lieutenant: (3) Male Human Sor7/Flm1; CR 8; Medium Humanoid

(Human, Fire); HD 8d4+16; hp 42; Init +3; Spd 30 ft; AC 18 (+3 dex, +1 deflection, +4

armor), touch 14, flat-footed 15; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; Full Atk same; SA Arcane spells; SQ Familiar,

Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5,

Will +7; Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 20(+5);

Skills and Feats: Concentration¹ +12, Intimidate¹ +5, Knowledge (arcana) +5,

Knowledge (religion) +5, Spellcraft +3. Empower Spell (PH 93), Enlarge Spell (PH

94), Energy Substitution (DABPG 32) (Fire), Sundering Spell

Equipment: Ring of Protection +1, Cloak of Charisma +2, sickle, light crossbow,

20 bolts, scroll of wolf’s sight x5

Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 8)

Spells: DC 15+level, 6/8/7/6/4 per day

0: 1st:

2nd: 3rd: 4th:

Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2

levels, Sundering +2 levels

0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,

open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),

elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, slow 4 – wall of fire

Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like

smoldering coals.

Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]

descriptors (although he may cast them by using the Energy Substitution feat).

Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.

Restricted items: A Flamebrother may not use any items not consecrated by a

priestess of Zugzul; this means among other things that they cannot pick up a

fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell completion items for any spells that lack the [Fire] descriptor.

Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2

levels, Sundering +2 levels

0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,

open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),

elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, burning blades of fiery vengeance; 4 – wall of fire

Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like

smoldering coals.

Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]

descriptors (although he may cast them by using the Energy Substitution feat).

Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.

Restricted items: A Flamebrother may not use any items not consecrated by a

priestess of Zugzul; this means among other things that they cannot pick up a

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fallen weapon in combat and use it. Flamebrothers also may not use spell

trigger or spell completion items for any spells that lack the [Fire] descriptor.

Flamebrother Initiate: (5) Male Human Sor7; CR 7; Medium Humanoid (Human, Fire);

HD 7d4+14; hp 37; Init +3; Spd 30 ft/x4; AC 17 (+3 dex, +4 armor), touch 13, flat-footed 14

Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by

spell; Full Atk same; SA Arcane spells; SQ Fami liar, Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5, Will +5; Abilites Str 10(+0), Dex

16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 19(+4)

Skills and Feats: Concentration¹ +12, Intimidate¹ +4, Knowledge (arcana) +5, Knowledge (religion) +5, Spellcraft +3: Empower Spell (PH 93), Enlarge Spell (PH

94), Energy Substitution (DABPG 32) (Fire), Sundering Spell

Equipment: Ring of Protection +1, Cloak of Charisma +2, Lesser Rod of Empower

Spell, sickle, light crossbow, 20 bolts

Spell effects: Wolf’s Sight (CL 3), mage armor (CL 7)

Spells: DC 14+level, 6/7/7/5 per day

0: 1st:

2nd: 3rd:

Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2

evels, Sundering +2 levels

0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light, open/close, detect magic; 1 – mage armor, lesser elemental orb (fire), elemental

bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust;

3 – fireball, dispel magic

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Wave 5 – EL 13 ‘Bring the Rain!’

Afridhi Rainmaker: (4) Male Fire Born Afridhi Ftr8; CR 8; Medium Humanoid (Human,

Fire); HD 8d10+16; hp 78; Init +5; Spd 30 ft/x4; AC 21 (+5 armor, +5 dex, +1

deflection), touch 16, flat-footed 16; Base Atk/Grapple +8/+11; Atk +16 +1 composite longbow[+3] with fire arrow (1d8+6 plus 2d6 fire plus 2d6 fiery blades; 20/x4 plus 2d10

fire); Full Atk +14/+14/+9 +1 composite longbow [+3] with fire arrows (1d8+6 plus 2d6

fire plus 2d6 fiery blades; 20/x4 plus 2d10 fire): SA Of His Fire (Su), The Price of Failure (Su): SQ Touched By Flame (Su), fire resistance 15: AL LE; SV Fort +9, Ref +8, Will +4;

Abilities: Str 16(+3), Dex 20(+5), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 8(-1);

Skills& Feats: Climb¹ +14, Intimidate¹ +0, Jump¹ +14, Spot¹ +6: Point Blank Shot (PH 98), Far Shot (PH 94), Precise Shot (PH 98), Rapid Shot (PH 99),

Weapon Focus (PH 102) (Longbow, Composite), Weapon Specialization (PH 102)

(Longbow, Composite), Greater Weapon Focus (PH 95) (Longbow, Composite), Sharp Shooting (BMPG 26), Improved Critical Modifier (BMPG 26).

Spell Effects: cat’s grace (CL 3), fiery blades of burning vengeance (CL 5)

Possessions: +1 mighty composite longbow +3, potion of cat’s grace, oil of fiery blades of burning vengeance, +1 chain shirt, ring of protection +1, cloak of

resistance +1, 50 fire arrows, Potion of Haste

Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had Flaming Burst (listed in stat block).

The Price of Failure (Su): Explode for 2d6+1 for every point below zero when

damage is inflicted on the Fore Born sufficient to drop their hit point total below zero. This affects everyone in a ten-foot radius of the Fire Born who does not

worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a coup de grace would explode for 2d6 +16 damage to all within 10 feet who do

not worship Zugzul.

Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if they use fire in any way.

Champion of Zugzul: (1) Male Smoke Born Afridhi Bbn1/Ftr6/Blk2; CR 10; Medium Humanoid (Human); HD 8d10+1d12+27; hp 98; Init +1; Spd 20 ft/x3; AC 27 (+9 armor,

+3 shield, +1 dex, +2 natural, +2 deflection), touch 13, flat-footed 26; Base Atk/Grapple

+9/+13; Full Atk +15/+10 One-handed (1d8+7;19-20/x3, +1 Battleaxe); SA Rage 1/day, Detect Good, Smite Good 1/day (+3 attack, +2 damage) SQ Fast Movement(Ex),

Poison Use, Aura of Evil(Ex), Dark Blessing(Su), permanent 20% miss chance, gaseous

form 1/day, pyrotechnics (smoke effect only) at will, Fire Resistance 5, Immunity to Smoke; AL NE; SV Fort +16, Ref +6, Will +6; Abilities: Str 18(+4), Dex 12(+1), Con

16(+3), Int 10(+0), Wis 12(+1), Cha 16(+3)

When Raging: Str 22, Con 20, hp 116, AC 25 (touch 11, flat-footed 24), Atk +17 +1 battleaxe (1d8+9/19-20/x3), Full Atk +17/+12 +1 battleaxe (1d8+9/19-20/x3), Will +8

Skills & Feats: Concentration¹ +4, Handle Animal +8, Hide¹ +8, Intimidate¹ +15,

Knowledge (religion) +2, Ride¹ +15; Improved Critical (PH 95) (Battleaxe), Mounted Combat (PH 98), Ride-By Attack (PH 99), Spirited Charge (PH 100),

Power Attack (PH 98), Cleave (PH 92), Improved Sunder (PH 96), Weapon Focus

(PH 102) (Battleaxe), Weapon Specialization (PH 102) (Battleaxe).

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Equipment: +1 battleaxe, +1 full plate, +1 heavy steel shield, 1 dose giant wasp

poison (injury poison, DC 18, 1d6 Dex/1d6 Dex), cloak of Charisma +2, gauntlets of ogre power, horseshoes of the zephyr (on the Nightmare)

Nightmare: (1) CR 5; Large Outsider (Evil, Extraplanar); Hit Dice: 6d8+18; hp: 45; Initiative: +6; Speed: 40 ft. (8 squares), fly 90 ft. (good); Armor Class: 24 (-1

size, +2 Dex, +13 natural), touch 11, flat-footed 22Base Attack/Grapple: +6/+14;

Attack: Hoof +9 melee (1d8+4 plus 1d4 fire); Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2); Space/Reach: 10 ft./5 ft.; Special Attacks:

Flaming hooves, smoke; Special Qualities: Astral projection, darkvision 60 ft.,

etherealness; Saves: Fort +8, Ref +7, Will +6; Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12; Skills: Concentration +12, Diplomacy +3, Intimidate +10,

Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive

+10, Spot +12, Survival +10 (+12 on other planes and following tracks); Feats: Alertness, Improved Initiative, Run; Challenge Rating: 5; Alignment: Neutral evil;

Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare snorts and neighs

with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16

Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6

minutes after leaving the cone. The cone lasts 1 round, and the nightmare use s it once as a free action during its turn each round. The save DC is Constituti on -

based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farthe r

away. The smoke does not obscure the nightmare’s vision at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Handmaiden Acolyte: (1) Female Human Clr7/Hnd2; CR 9; Medium Humanoid (Human, Afridhi); HD 9d8+9; hp 67; Init +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield,

+1 dex, +1 deflection), touch 12, flat-footed 23; Base Atk/Grapple +6/+8; Atk +12 MW

battleaxe (under greater magic weapon) (1d8+2 plus 2d6 fire; 20/x3); Full Atk +12/+7 MW battleaxe (under greater magic weapon) (1d8+4 plus 2d6 fire; 20/x3); SA Rebuke

Undead(Su), divine fire, domain powers (Evil, Heart of Fire, War); SQ Spontaneous Casting, Restricted Spells, fire resistance 5; AL LE; SV Fort +7, Ref +4, Will +14; Str

14(+2), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 20(+5), Cha 12(+1)

Buffed: Female Human Clr7/Hnd2; CR 9; Large Humanoid (Human, Afridhi); HD 9d8+27; hp 85; Init +1; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, +1 dex, +1 deflection,

-1 size), touch 12, flat-footed 23; Base Atk/Grapple +9/+16; Atk +22 MW battleaxe(

under greater magic weapon) (2d6+12 plus 2d6 fire; 20/x3); Full Atk +22/+17 MW battleaxe (2d6+12 plus 2d6 fire; 20/x3); SA Rebuke Undead(Su), divine fire, domain

powers (Evil, Heart of Fire, War); SQ Spontaneous Casting, Restricted Spells, fire

resistance 5, DR/3 good; AL LE; SV Fort +7, Ref +4, Will +14; Str 24(+7), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 20(+5), Cha 12(+1)

DF: +3/+3 10rds; DP: +6 str, +3 bab, +9 hp, 9 rounds; RM:+4 str, +2 con, DR/3 good

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Skills & Feats: Concentration¹ +11, Heal¹ +15, Knowledge (religion) +11,

Spellcraft +11. Extra Turning (PH 94), Leadership (PH 97), Weapon Focus (PH 102) (Battleaxe²), Divine Wisdom, Faithful.

Equipment: MW battleaxe, +1 full plate, +1 heavy steel shield, ring of protection

+1, periapt of Wisdom +2, wand of cure serious wounds (10 charges)

Spell Effects: fiery blades of burning vengeance (CL 9), greater magic weapon (CL

9), divine power (9th) [5 rounds left], divine favor (CL 9) [6 rounds left], righteous

might (CL 9) [6 rounds left]

Spells: DC 15+level; Domains Evil, Heart of Fire, War; spells per day

6/6+1/5+1/4+1/3+2/2+1: 0–-cure minor wounds x3, detect magic, guidance,

light; 1st--protection from good*, cure light wounds x2, bless, divine favor, shield of faith, sanctuary ;2nd--spiritual weapon*, cure moderate wounds x2, silence x2,

lesser restoration ; 3rd--fireball*, cure serious wounds, fiery blades of burning

vengence, dispel magic x2; 4th--unholy blight*, divine power*, cure critical wounds, greater magic weapon, freedom of movement; 5th--flame strike*, mass

cure light wounds, righteous might

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Wave 6 – ‘… EL 14 Bones Into Dust…’

Chosen of Zugzul; (13) Size/Type: Huge Construct; CR 8; Hit Dice: 14d10+40 (132 hp)

Initiative: +1; Speed: 30 ft.; Armor Class: 27 (-2 size, +2 Dex, +2 Shield, +4 Armor, +11 natural), touch 9, flat-footed 25; Base Attack/Grapple: +10/+28; Attack: +1 Battle Axe

+20 melee (3d6+11/x3); Full Attack: +1 Battle Axe +20/+15 melee (3d6+11/x3);

Space/Reach: 15 ft./10 ft.; Special Attacks: none; Special Qualities: Construct traits , energy resistance 15/fire, darkvision 60 ft., constant fire shield (CL 6/hot), low-light

vision; AL: LE; Saves: Fort +5, Ref +6, Will +5; Abilities: Str 30, Dex 12, Con -, Int 8,

Wis 11, Cha 10

Skills & Feats: Jump +27: Power Attack, Weapon Focus (Battle Axe), Improved

Sunder, Improved Bull Rush, Awesome Blow

Equipment: None (battleaxe is incorporated into its form)

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Appendix III

The Maps

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13. The Swamp Dragon

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Appendix IV: Player Handouts

The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void

them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall __ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one

per table) __ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin

__ Thanks of Sonia __ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort

__ Favor of Zikk the Boater (max one per table)

__ Final Outcome: Rescued Rissa

Aleford __ Hero of Heronport

__ Favor of the King’s Companions

___ Invitations to the Silent Guard (you may redeem as many as you like)

The Siege Favor Redemption Character: ___________________________

The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall

__ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one per table)

__ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin __ Thanks of Sonia

__ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one

per table)

__ Final Outcome: Rescued Rissa Aleford

__ Hero of Heronport

__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you

may redeem as many as you like)

The Siege Favor Redemption

Character: ___________________________

The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall

__ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one per table)

__ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin __ Thanks of Sonia

__ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one

per table)

__ Final Outcome: Rescued Rissa Aleford

__ Hero of Heronport

__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you

may redeem as many as you like)

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The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void

them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall __ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one

per table) __ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin

__ Thanks of Sonia __ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort

__ Favor of Zikk the Boater (max one per table)

__ Final Outcome: Rescued Rissa

Aleford __ Hero of Heronport

__ Favor of the King’s Companions

___ Invitations to the Silent Guard (you may redeem as many as you like)

The Siege Favor Redemption Character: ___________________________

The following favors may be redeemed in this adventure . Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall

__ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one per table)

__ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin __ Thanks of Sonia

__ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one

per table)

__ Final Outcome: Rescued Rissa Aleford

__ Hero of Heronport

__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you

may redeem as many as you like)

The Siege Favor Redemption

Character: ___________________________

The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall

__ Thanks of the Brothers

__ Favor of Sir Kay Degern (max one per table)

__ Acceptance of Peshwah na Kurell

__ Favor of the Church of Henrin __ Thanks of Sonia

__ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one

per table)

__ Final Outcome: Rescued Rissa Aleford

__ Hero of Heronport

__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you

may redeem as many as you like)

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The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you

wish to redeem and put a check mark beside them. Using these favors here will void

them.

Please check off and have ready the favors you wish to use before heading to your table .

__ Friend in Ringlo Hall

__ Thanks of the Brothers __ Favor of Sir Kay Degern (max one

per table)

__ Acceptance of Peshwah na Kurell __ Favor of the Church of Henrin

__ Thanks of Sonia

__ Wise in Counsel (max one per table)

__ Donated a Ship to the War Effort

__ Favor of Zikk the Boater (max one per table)

__ Final Outcome: Rescued Rissa

Aleford __ Hero of Heronport

__ Favor of the King’s Companions

___ Invitations to the Silent Guard (you may redeem as many as you like)

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Appendix V New Rules

New Templates

Fire Born

Since the Avatar of Zugzul came among the Afridhi, his will has been made manife st i n the possession of certain of his subjects. For some who are touched by the flame lord

in this way, the result is insanity and death. For others, the essence of the god is left in

them and they became other than they were before. These are known as the Fire Born.

The Fire Born are revered by the common Afridhi. To the clergy, they are gifts given by

Zugzul to aid in the war with the unburned. The fire born are always removed from

their old life and put in service to the Temples of their god. They are often used as eli te guards, shock troops or special agents by the Temple.

Often the flame born are put in service to the Handmaidens of Zugzul and support them

in their conquests. It is in this role that most of the armies of Blackmoor have come to know them. They are often the troops assigned to break up notes of resistance or

overwhelm the guard of a noble.

Creating the Fire Born

Fire born is an acquired template that can be added to any Afridhi who has been

possessed by Zugzul. The fire born use all the base Afridhi’s statistics and abilities except as noted here.

Special Attacks: Fire Born gain the following special attacks

Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had Flaming

Burst.

The Price of Failure (Su): Explode for 2d6+1 for every point below zero when damage is inflicted on the Fore Born sufficient to drop their hit point total below zero. This effects

everyone in a ten foot radius of the Fire Born who does not worship Zugzul. For

example, A Fire Born brought to -16 hp as a result of a coup de grace would explode for 2d6 +16 damage to all within 10 feet who do not worship Zugzul.

Special Qualities: Fire Born have the following Special Qualities

Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if they use fire in any way.

Resistance to fire 15

Challenge ratings: +1 CR

Smoke Born

The Smoke Born are made from the anguish of loss. Not all who dwell underneath the

clouds of Zugzul’s fires embrace his teachings or find his wisdom palatable. Smoke

Born come into being when hatred and rage at the actions of the Fire Lord overtake a soul and seep into his heart, corrupting and perverting him. Their torment is planned

by Zugzul and their rage the fuel that burns them to smoke, destroying what is kind in

them and replacing it with an acrid ache for vengeance.

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Smoke Born are made from thesould of those whose spirit has been burnt to ash by the

manipulations of Zugzul. Their physical form is consumed in part by the process that transforms them into Smoke Born and their features shift and flow. They smell of

smoke and seem to melt in direct light.

Smoke Born are used by the priesthood of Zugzul as skulks and assassins. They excel at night time reconnaissance.

Smoke Born is an Acquired template

Smoke Born her the following in game benefits.

+8 Hide

Unstable shape: Smoke born are not wholly made of flesh and sometimes weapons

attacks will pass right through their ever shifting form. All attacks targeting the smoke born have 20% miss chance

Of the mists: Smoke born may transform themselves into billowing smoke. They may use Gaseous Form 1/day

DR 5 Fire

Touched by ash: Smoke born are immune to effects of smoke, and have no difficulty breathing when exposed to it. Likewise, their vision is not impaired.

Affinity to Smoke: Pyrotechnics (smoke effect) at will

+1 CR

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New Monsters

Chosen of Zugzul

Size/Type: Large Construct

Hit Dice: 6d10+30 (66 hp)

Initiative: +2

Speed: 30 ft. (6 squares)

Armor Class: 25 (-1 size, +2 Dex, +2 Shield, +4 Armor, +8 natural), touch 11, flat-

footed 24

Base Attack/Grapple: +4/+13

Attack: MW Battle Ax +11 melee (2d6+5)

Full Attack: MW Battle Ax +11 melee (2d6+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: none

Special Qualities: Construct traits, energy resistance 15/fire, darkvision 60 ft., constant fire shield (CL 6/hot), low-light vision

Saves: Fort +3, Ref +5, Will +3

Abilities: Str 20, Dex 14, Con 0, Int 8, Wis 11, Cha 10

Skills: Jump +14

Feats: Power Attack, Weapon Focus (Battle Ax), Improved Sunder

Environment: Any

Organization: Solitary or gang (2-4)

Challenge Rating: 5

Treasure: None

Alignment: Always lawful Evil

Advancement: 7-14 HD (Huge); 15-21 HD (Colossal)

Level Adjustment: —

The Chosen of Zugzul are the product of the creation of Zugzul’s avatar. Imbued with

the corrupted essence of the plane of fire, Chosen of Zugzul are fusions of the earth where they fell, the corpse of the men they once were, the essence of their evil god, and

the touch of the infernal that taints all that Zugzul touches.

Chosen of Zugzul still bear some semblance of their past human life and are capable of thought and independent action. The purest servants of their god, what they see, he

sees, and they are often deployed both as servants and monitors to the clergy of Zugzul.

Chosen of Zugzul can also be directly created by an act of will by their god, and this is how he rebuilds their number. This process involves numerous human sacrifices and

involves the destruction of the sould of its victims.

Chosen of Zugzul are often equipped with better arms and armor by the Handmaidens of Zugzul or by the avatar himself. This is often a mark of their standing in the eyes of

their god.

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Fire Shield (Su): The Chosen of Zugsul can wreathe itself in the flames of the god at

will. This causes damage to each creature that attacks it in melee. The flames also protect it from either cold-based and water-based attacks. Any creature striking it with

its body or a handheld weapon deals normal damage, but at the same time the attacker

takes 1d6+6 points of damage. This damage is fire damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach

are not subject to this damage if they attack you. While under the effects of the Fire

Shield, the chosen appears immolated, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The flames are

warm to the touch. The chosen takes only half damage from cold or water based

attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

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New Prestige Classes

Azzarimushti

The Azzarimushti (an Afridhi word meaning ‘burning fist’) are an order of monks

dedicated to Zugzul. Most start their training as monks and the training requires a

certain aptitude in that class, but some are fighter/monks. They rival a different orde r equally dedicated to Zugzul, the Ahananamushti (‘killing fist’), made up of

monk/assassins, but will work together with them when necessary.

Requirements:

o BAB +4

o Improved Unarmed Strike, Improved Grapple o Str 13+, Con 13+, Wis 13+, all without magical aid

o Concentration 10 ranks, Escape Artist 10 ranks, Knowledge (religion) 5 ranks

o Ki strike (magic) o Must worship Zugzul

o Lawful Evil alignment

Level BAB Fort Ref Will Special

1 +0 +2 +2 +2 Monk abilities, fire resistance 5

2 +1 +3 +3 +3 Fire shield (standard action), DR 1/-

3 +2 +3 +3 +3 Fiery fists

4 +2 +4 +4 +4 Fire resistance 10, DR 2/-

5 +3 +4 +4 +4 Spell Resistance, Death’s Touch

6 +4 +5 +5 +5 Bonus feat, DR 3/-

7 +5 +5 +5 +5 Fire resistance 15, improved grab

8 +6 +6 +6 +6 Quivering Palm, DR 4/-

9 +6 +6 +6 +6 Flame blast, fire shield (move action)

10 +7 +7 +7 +7 Fire resistance 20, DR 5/-

11 +8 +7 +7 +7 Improved fiery fists

12 +9 +8 +8 +8 Bonus feat, DR 6/-

13 +9 +8 +8 +8 Immune fire, rise of the phoenix

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist

(Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge

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(religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis),

Spot (Wis), and Tumble (Dex).

Skills per Level: 2 + Int modifier

Hit Die: d10

Monk Abilities (Ex): An Azzarimushti adds their monk and Azzarimushti levels together to determine unarmed damage, AC bonus, and fast movement according to the

monk class.

Fire Resistance (Su): An Azzarimushti gains fire resistance of increasing strength according to the chart.

Fire Shield (Sp): At will, an Azzarimushti can generate a nimbus of flame around his

body as a standard action. This shield deals 1d6 +1 per class level fire damage to anyone that comes in contact with it. The target may make a Reflex save to negate the

damage unless they are grappled by the Azzarimushti, in which case they take this damage every round until no longer grappled. The shield can damage an opponent a

number of times up to the Azzarimushti’s class level, at which point the shield

dissipates and must be reactivated with another standard action. At 9 th level, the Azzarimushti can activate his fire shield as a move action.

Damage Reduction (Ex): An Azzarimushti’s fire-hardened body can shrug off blows

more easily. They gain DR 1/- at 2nd level, and this value increases by 1 every two levels.

Fiery Fists (Su): Starting at 3rd level, a Azzarimushti’s unarmed strikes are considered

flaming weapons and deal an extra 1d6 fire damage per hit.

Spell Resistance (Su): At 5th level, the Azzarimushti gains spell resistance equal to 9

plus the total of their monk and Azzarimushti levels.

Death’s Touch (Sp): At 5th level, the Azzarimushti gains the ability to cast enervation 3 times per day as a spell-like ability, but as a melee touch attack only. The saves are

Wisdom based.

Bonus Feats: At 6th and 12th levels, the Azzarimushti gains a bonus feat chosen from the following list. The Azzarimushti must meet all prerequisites.

- Deflect Arrows, Elemental Fists (fire only), Energy Fists (fire only), Fleet of Foot,

Greater Deflect Arrows, Greater Snatch Arrows, Stunning Fist, Snatch Arrows, Thick Skinned

Improved Grab (Ex): At 7th level, the Azzarimushti gains the Improved Grab special

quality and can attempt to start a grapple as a free action upon a successful unarmed strike.

Quivering Palm (Su): At 8th level, an Azzarimushti can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use

this quivering palm attack once a week, and he must announce his intent before

making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Azzarimushti

strikes successfully and the target takes damage from the blow, the quivering palm

attack succeeds. Thereafter the Azzarimushti can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level.

To make such an attempt, the Azzarimushti merely wills the target to die (a free action),

and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer i n

danger from that particular quivering palm attack, but it may still be affected by

another one at a later time.

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Flame Blast (Sp): At 9th level, the Azzarimushti gains the ability to project flames

outward from his body. He gains the following spell-like abilities: 3/day – scorching ray, 1/day – fireball. The save DCs are Wisdom based; caster level is ½ the Azzarimushti’s

total character level.

Improved Fiery Fists (Su): At 11th level, the unarmed strikes of a Azzarimushti are considered flaming burst weapons. In addition, half of the extra damage from these

strikes is considered profane damage and so bypasses fire resistance.

Immune Fire (Su): A 13th level Azzarimushti no longer takes damage from fire effects.

Rise of the Phoenix (Su): Once an Azzarimushti reaches 13th level, his mastery of his

art has become so tied to Zugzul that he becomes an outsider with the lawful, evil, and

native subtypes. None of his statistics change as a result of this, but he is no longer subject to effects which only affect humanoids, and is subject to effects targeting

outsiders (such as protection from evil). In addition, he gains darkvision to a 60ft range.

Furthermore, once per day when the Azzarimushti is reduced to between –1 and –9 hit points, he explodes in a fireball effect cast at 10th caster level. This causes no damage

to him due to his immunity to fire. When this happens, he immediately heals enough damage to put him at ¼ of his normal hit point total.

CCrreemmaattoorriixx

Crematorix are Afridhi wizards, females who are part of the clergy but of a different

order – the order dealing with death rites and funerals, and the passage of the soul to

Zugzul for his use. They frequently study necromantic spells alongside fiery evocations, and many study the spells used to summon or call elementals and devils to Zugzul’s

service. Several of their order are the most accomplished war leaders of the Afridhi armies.

Requirements:

o Int 16+ (without magical aid)

o Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks, Spellcraft 10 ranks

o Spell Focus (necromancy), Spell Focus (evocation), Greater Spell Focus in either

Evocation or Necromancy, Energy Substitution (Fire)

o Ability to cast 4th level arcane spells

o Ability to cast at least 10 different spells with either the [Fire] or [Death]

descriptors, or of the Necromancy school

o Must be an Afridhi female

o Must worship Zugzul

o Must have a familiar.

Level BAB Fort Ref Will Special Spellcasting

1 +0 +0 +0 +2 Clergy, dual specialization, spell

restrictions, devilish familiar

+1 level of arcane

spellcasting

2 +1 +0 +0 +3 Death touch 1/day +1 level of arcane

spellcasting

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3 +1 +1 +1 +3 Free thought 1/day +1 level of arcane spellcasting

4 +2 +1 +1 +4 Spontaneity +1 level of arcane spellcasting

5 +2 +1 +1 +4 Arcane mastery +1 level of arcane spellcasting

6 +3 +2 +2 +5 Death touch 2/day +1 level of arcane spellcasting

7 +3 +2 +2 +5 Free thought 2/day +1 level of arcane spellcasting

8 +4 +2 +2 +6 Spontaneity +1 level of arcane spellcasting

9 +4 +3 +3 +6 +1 level of arcane

spellcasting

10 +5 +3 +3 +7 Death touch 3/day +1 level of arcane

spellcasting

11 +5 +3 +3 +7 Free thought 3/day +1 level of arcane

spellcasting

12 +6 +4 +4 +8 Spontaneity +1 level of arcane

spellcasting

13 +6 +4 +4 +8 +1 level of arcane

spellcasting

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha),

Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), Speak

Language (n/a), Spellcraft (Int), Use Magic Device (Cha)

Skill Points per Level: 2+Int modifier.

HHDD:: dd44

Clergy: Crematorix are considered handmaidens and as such enjoy all of the same rights and privileges as their clerical sisters. The order of Crematorix is in charge of all

funeral rites and sacrifices to Zugzul. They also gain the Martial Weapon Proficiency

(battleaxe) feat for free.

Dual Specialization: Crematorix gain a kind of specialization in both evocation and

necromancy upon becoming a crematorix. They gain an extra spell per day of each level, which may be used for either an evocation or necromancy spell. However, a

crematorix turns away from higher level ability in the illusion or enchantment schools.

They may not learn or cast spells of higher than 5th level from these schools.

Spell Restrictions: Crematorix may never cast spells with the [Water] or [Cold]

descriptor, although they can cast them through use of the Energy Substitution feat.

Spells with the [Earth] or [Wood] descriptor are cast at caster level –4.

Devilish Familiar: A crematorix gains an imp as a familiar, as if through the Improved

Familiar feat. Their existing familiar is killed in a ceremony and fed to the imp as a

sacrifice to Zugzul for their mastery of the arcane. The crematorix suffers the experience penalty for this sacrifice.

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Death Touch: At 2nd level, the Crematorix gains the Death Touch ability as per the

Death domain once per day. She gains another use of this ability every 4 levels thereafter.

Free Thought: Once per day a crematorix may exchange one memorized spell for any

other spell in their spellbook as a full round action. They must have a divine focus available to use this ability.

Spontaneity: The crematorix chooses a number of spells equal to their intelligence

modifier that they know. They can spontaneously cast these spells a number of times per day equal to their Intelligence modifier by sacrificing a spell of equal or higher leve l.

The spells chosen for this ability must be Necromancy spells, Evocation spells with the

[Fire] descriptor, or summon monster spells that can be used to summon Fire subtype elementals or devils.

Arcane Mastery: A crematorix of 5th level or higher can always take 10 on a caster level check, regardless of distractions.

FFllaammeebbrrootthheerr

Requirements:

o Cha 16+ (without magical aid)

o Ability to cast 3rd level arcane spells spontaneously o Ability to cast at least 6 spells with the [Fire] descriptor

o Knowledge (religion) 5 ranks

o Any two of: Enlarge Spell, Empower Spell, Maximize Spell, Quicken Spell o Afridhi male

o Must worship Zugzul

o Must not have a familiar, or must kill it upon attaining the first level of this class

Level BAB Fort Ref Will Special Spellcasting

1 +0 +0 +0 +2 Fire subtype; restricted spells, restricted items

+1 arcane spellcaster level

2 +1 +0 +0 +3 +2 Cha +1 arcane spellcaster

level

3 +1 +1 +1 +3 Force of personality +1 arcane spellcaster

level;

4 +2 +1 +1 +4 Avatar’s knowledge +1 arcane spellcaster

level

5 +2 +1 +1 +4 Bonus feat +1 arcane spellcaster

level

6 +3 +2 +2 +5 +2 Cha +1 arcane spellcaster

level

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Episode LXI: THE SIEGE! -44 of 49- Barth and Kil;gore

7 +3 +2 +2 +5 Reactive casting 1/day +1 arcane spellcaster

level

8 +4 +2 +2 +6 Avatar’s knowledge +1 arcane spellcaster

level

9 +4 +3 +3 +6 Bonus feat +1 arcane spellcaster

level; bonus feat

10 +5 +3 +3 +7 +2 Cha +1 arcane spellcaster

level

11 +5 +3 +3 +7 Reactive casting 2/day +1 arcane spellcaster

level

12 +6 +4 +4 +8 Avatar’s knowledge +1 arcane spellcaster

level

13 +6 +4 +4 +8 Transcendence +1 arcane spellcaster

level

Class skills: Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge

(religion) (Int), Spellcraft (Int)

Skill points per level: 2+Int modifier

HD: d4

Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like smoldering coals.

Restricted spells: A Flamebrother may not cast spells wi th the [Cold] or [Water]

descriptors (although he may cast them by using the Energy Substitution feat). Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.

Restricted items: A Flamebrother may not use any items not consecrated by a

priestess of Zugzul; this means among other things that they cannot pick up a fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell

completion items for any spells that lack the [Fire] descriptor.

+2 Cha: Flamebrothers gain an increase in their Charisma at 2nd, 6th and 10th leve ls as their ties to Zugzul become more potent and the blood of the god fills them more fully.

Force of Personality: At 3rd level the Flamebrother learns to make all lesser beings fear

him. All opponents within 10 feet who have fewer Hit Dice than the Flamebrother must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma

modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the

character’s Charisma modifier. The Flamebrother can use this ability once per round as

a free action.

Avatar’s Knowledge: At 4th, 8th and 12th levels, the blood of the god flowing through the

Flamebrother’s veins grants them understanding of new abilities. The Flamebrother

gains a new spell known of any level the Flamebrother can cast. The spell must have the [Fire] descriptor but may be from any class list.

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Bonus feat: At 5th and 9th levels, the Flamebrother gains a bonus feat from the

following list. The Flamebrother must meet all prerequisites of the feat.

- Combat Casting, Empower Spell, Energy Substitution (Fire), Enlarge Spell,

Maximize Spell, Quicken Spell

Reactive Casting: Once per day, a Flamebrother may cast a 0 or 1st level spell as part of an attack of opportunity. The spell must be one that deals fire damage to the target

of the AoO. The Flamebrother can do this twice a day at 11th level.

Transcendence: At 13th level, the Flamebrother becomes fully infused with the blessings of his god. He gains the Elemental type.

Handmaiden of Zugzul

Prerequisites:

BAB +4

Wisdom 16+ (without any magical aid)

4th level divine spellcasting

Access to Heart of Fire, Death, Evil or War domain

Leadership feat; cohort must be an Afridhi

10 ranks Knowledge (religion)

Must worship Zugzul; female only

Lawful Evil alignment

Special: Must be chosen for training as a Handmaiden by the existing Handmaidens. To gain this appointment, the Handmaiden must go through a test of fire wherein a

portion of her body is permanently burned and scarred, bringing her very close to

death. The Handmaiden takes a permanent -2 penalty to Constitution from this ordeal.

Skills: 2+Int modifier per level

Class skills: Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int),

Knowledge (religion) (Int), Spellcraft (Int)

HD: d8

Level BAB Fort Ref Will Special Spellcasting

1 0 0 0 2 Extra domain, resist fire 5, forbidden spells

+1 level existing

divine casting class

2 1 0 0 3 Divine fire

+1 level existing

divine casting class

3 1 1 1 3 Bonus feat

+1 level existing

divine casting class

4 2 1 1 4 Resist fire 10 +1 level existing divine casting

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class

5 3 1 1 4 Greater domain

+1 level existing

divine casting class

6 4 2 2 5 Bonus feat

+1 level existing

divine casting class

7 5 2 2 5 Extra domain, resist fire 15

+1 level existing

divine casting class

8 6 2 2 6 Flame's death

+1 level existing

divine casting class

9 6 3 3 6 Bonus feat

+1 level existing divine casting

class

10 7 3 3 7 Resist fire 20

+1 level existing divine casting

class

11 8 3 3 7 Greater domain

+1 level existing divine casting

class

12 9 4 4 8 Bonus feat

+1 level existing divine casting

class

13 9 4 4 8 Immune fire

+1 level existing divine casting

class

Extra domain: The Handmaiden chooses another domain from Zugzul's domain choices (Death, Evil, Heart of Fire, War), and gains access to the spells for her domain

slots as well as the granted power of the domain. The Handmaiden gains this ability again at 7th level.

Resist fire: The Handmaiden learns to be at one with the blessings of Zugzul throughout her training, gaining resistances to fire as she gains levels according to the

chart.

Forbidden spells: Handmaidens are proscribed from casting any spells with the [Water]

or [Cold] descriptors. [Wood] and [Earth] spells are cast at caster level -4.

Divine fire: At 2nd level, the Handmaiden learns to infuse he r fire spells with the might

of Zugzul. All of her spells with the [Fire] descriptor deal half of their damage as profane damage, bypassing any resistance or immunity to fire.

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Bonus feat: A Handmaiden gains bonus feats at 3rd, 6th, 9th and 12th levels, chosen

from the following list: Divine Charisma, Divine Wisdom, Empower Spell, Energy Substitution (Fire), Enlarge Spell, Faithful, Maximize Spell.

Greater domain: At 5th and 11th levels, the Handmaiden gains extra power from her domain abilities. Choose one domain the Handmaiden has access to. The domain powe r

for that domain changes as follows:

o Death: The death touch ability may be used 3 + Cha modifier times/day.

Additionally, once per day by using a use of the death's touch ability the

Handmaiden may lace a fire spell with the energy of death, causing any who fail the save vs the spell to take one negative level.

o Evil: The caster level bonus increases to +3, and the Handmaiden may spontaneously cast any spell from the Evil domain by using a spell of equal

or higher level and a use of rebuke undead.

o Heart of Fire: The Zugzul's flame ability may be used 3 + Cha modifier

times/day. Additionally, once per day by using a use of the Zugzul's flame ability the Handmaiden may maximize a fire spell she casts, as the feat,

without raising the level of the spell.

o War: The Handmaiden gains Weapon Specialization with the battleaxe,

andany battleaxe wielded by the Handmaiden gains the flaming special

quality when she chooses.

Flame's death: At 8th level, anytime the Handmaiden deals more than 50 points of damage to a target with a fire spell (thereby forcing a save vs. massive damage), the

DC of the save vs massive damage is increased by half her character level, rounded

down.

Immune fire: At 13th level, the Handmaiden is immune to all fire damage.

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000

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

Dave Arneson’s Blackmoor: Episode Sixty-One: The Siege by Tad Kilgore & Tim Barth, Copyright 2007 Zeitgeist Games, Inc.