episode two: a night out under the starsblackmoor.mystara.net/mmrpg/s01/episode2.pdf · from...

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Two: A Night Out Under the Stars is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE TWO: A Night Out Under the Stars By: Christopher Reed Problems arise for a small town on the edge of the Redwoods. Are you big enough to help the little people in need? Especially, when the request comes from the tavern keeper whose Inn you woke up in. But weren't you just camping out under the stars last night? A Dave Arneson's Blackmoor adventure for first and second level PCs.

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Page 1: EPISODE TWO: A Night Out Under the Starsblackmoor.mystara.net/MMRPG/S01/episode2.pdf · from running all over the place. We still needed some more details… Ah! I drew a map of the

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Two: A Night Out Under the Stars is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE TWO: A Night Out Under

the Stars

By: Christopher Reed

Problems arise for a small town on the edge of the Redwoods. Are you big enough to help the little people in need? Especially, when the request comes from the tavern keeper whose Inn you woke up in. But weren't you just camping out under the stars last night? A Dave Arneson's Blackmoor adventure for first and second level PCs.

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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 heroes 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 superbeing, 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 political 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 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 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.

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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 complete episode should be read by the judge prior to play. 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, 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 Background A group of independently minded halflings have decided to leave the town of Booh and travel to the northeastern part of Blackmoor. Their main objective is to start a small mercantile town that is a stopping point, between the small town of Jackport and the large city of Maus, for those traveling north from the Elf Road. The town, called Pebbletown, is on the border of the Redwood and the Cumasti Elves have not expressed any issue with the town so long as the logging is limited. The halflings have been importing stone from the Haven Peaks but have suffered heavily at the hands of some blackmailing bandits (goblins and beastmen) near the mountains. After each trip the halflings take to the Haven Peaks to collect needed rocks, a group of goblins, sometimes led by a beastman, comes into town demanding that they pay for the rocks that they are removing from the mountain or they will kill them. Being merchants, the halflings decided to pay for the rocks rather than to fight the goblins and beastman amongst the women and children, but the price has increased significantly each time. Now they need some help. The player characters are on a well-traveled road that connects Jackport to Maus. They have just left the small town of Jackport and are on the way to the large city of Maus to conduct business. Episode Summary The player characters leave the town of Jackport to travel to the city of Maus. They travel for a full day together on the road north. Player character descriptions and introductions are handled before the day comes to an end with them setting up a peaceful camp on a starry night. During the night, the player characters have a dream of beautiful halfling female wearing golden chain armor and wielding a crystalline short sword. She asks each player character as they dreamily sleep if they will travel with her. Those that agree are teleported to a small tavern within the halfling town of Pebbletown. Unbeknownst to the player characters, the beautiful lady

who has moved them is Tilla, a powerful halfling goddess also called “The Redeemer,” who wishes for the player characters to assist in helping the halflings of Pebbletown with their current plight. The player characters awake in fine bedding that fits each of them. All of their possessions are in the room with them and they have not been harmed. Rising from their sleep on the new day, the player characters discover they are in an inn and meet Adda Hudan, the beautiful female halfling barkeep. She inquires about their names, where they came from and how they slept, noting that coins were left on their behalf for the rooms plus a large breakfast that has already been setup for them. As the player characters eat, Adda informs them about the halfling’s plight. She notes that they are in need of bodyguards and fast, as another expedition is going to the Haven Peaks later today, as they are in need of rocks to make the deadlines for completing the town. She asks the player characters if they will assist and offers some modicum of payment. Player characters who agree to assist the halflings are introduced to Jigimy Jogridan, who is leading the rock collection expedition. Jigimy notes that they are leaving later in the day as preparations have been completed. He requests the player characters’ assistance in the preparations to shorten the leave time. As the final preparations are being handled, a small band of goblins enters the town to get payment for the last set of rocks the halflings took. As they walk through the town, they push and shove some of the townspeople, to intimidate them to continue paying for the rocks. If attacked, the goblins fight until half their number are killed or subdued and then attempt to flee. If any of the goblins get away, the other goblins from their tribe are forewarned of the assistance the player characters are providing the halflings of Pebbletown. As the player characters continue to guard the expedition, heading north towards the

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Haven Peaks on the well-traveled road, they run into a merchant caravan heading from Maus to Jackport. The player characters can learn a couple of rumors. Leaving the merchant caravan, the player characters and the expedition, led by Jigimy, continue to the base of the Haven Peaks without incident. As they search about for adequate rocks, the player characters are attacked by several goblins. Any goblins that previously escaped are also here and provide assistance in knowledge of the player characters’ abilities and extra muscle. The expedition retreats in fear as the battle rages on. Having defeated the goblins, the player characters and the expedition realize that if they are to gather enough good quality rocks, they will need to climb slightly up the mountainside and figure out a way to collect them. Climbing up the mountainside requires a low DC Climb check with failure resulting in sub-dual damage being taken. Having climbed higher up the mountainside, not only do the player characters locate a number of good quality rocks, but also they find a small cave. Inside the small cave are two rooms, one that houses the goblins when they are resting and the other beastmen. As the player characters start to make their way down the mountainside, a voice comes from behind the rocks telling the whole group to hold their position. Suddenly, a High Thonian man comes out from behind a rock wearing fine clothing. He informs the player characters that he is a noble of a lesser house that has laid claim to ownership of the area and demands a tribute for passing through his lands. He continues by informing the player characters that the halflings are stealing from his land. All of this is, of course, untrue. Rather the High Thonian man is nothing but a finely dressed thief who was on his way to Maus and decided to try and get a few coins from what he perceived as easy prey. The rogue only enters combat if attacked, as there are far more of them (player characters) then him and he decides that today is not the day for a fight.

If the player characters side with the rogue’s side and believe his story, the halflings are greatly disappointed but being merchants agree to pay the “noble” his fair share for passing through his lands and taking various rocks. The trek back to Pebbletown is slow and uneventful. The player characters are thanked for their assistance with not only collecting the rocks but handling the blackmailing bandits. Introduction You have just left the town of Jackport to travel to the walled city of Maus, the largest population center in the North. Perhaps the city’s sheer size or wealth has called you to travel there, or perhaps you are seeking a particular good or service that is only available in the enormous economic center known as Maus. Whatever the reason, you found several other adventuring types who were making the trek north. You leave Jackport and travel on the road north for a full day. As the last rays of sunlight start to disappear from the cloudless sky behind the horizon, you can feel your muscles tiring from your journey thus far. A peaceful night’s sleep under a starry night sky might be exactly what you need before traveling further. Have the player characters provide a character description and introduction for each other. Once this is finished, continue with the next chapter. Chapter 1: Dreams As you lie upon the soft ground looking up, you see countless stars of varying brightness shinning down upon you and your traveling companions. Continuing to gaze up, you see a streak of light race across the night sky. Soon, your eyelids start to grow heavier with each passing

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second until you pass into the world of dreams. At first, you start to have the usual dreams that creep into your mind during the late night hours. As your dreams continue, you find yourself gazing up at the stars while you lie out under them in the night. Looking out at the night stars, you see one start to slowly grow brighter and brighter and also gradually grow in size. Staring at the light, you notice that it is a small little humanoid creature walking through the sky towards you. As you continue to watch, you see that it is a strikingly beautiful female halfling wearing golden chain armor and wielding a crystalline short sword. She continues to walk towards you until she is just outside of arms reach from you. With a warm smile, she begins to speak, “Greetings traveler, I hope you are resting well. Would you mind traveling with me?” The woman is Tilla, a halfling goddess also called “The Redeemer.” She wishes to gain the players characters’ permission to teleport them to a small tavern within a small halfling town nearby called Pebbletown. However, she does not reveal this fact to them. In fact, the only question she answers is if the player characters ask her why she wants them to travel with her, to which she replies, “There are those who are in need of your assistance.” If any player character refuses, she politely asks them to reconsider. If they do not, she informs them that she believes “it to be the right thing to do.” At this point, she compels the player character to come and the player finds themselves agreeable to her suggestion and begin walking into the night sky with the beautiful halfling woman. When all player characters have agreed to travel with her, one way or another, continue with the following: The rest of your dreams during your peaceful sleep are but a blur in your head. As you awake you discover that you are not under the stars but rather inside. In fact, your head rests upon a large and rather soft pillow and you have been warmly tucked into a sizable bed with fine sheets.

Rubbing the sleep dust from your eyes, you peer about the room and discover that all of your belongings have been neatly tucked away in the corner of the room with the utmost care. While you seem perfectly fine and none of your belongings are missing, you have no idea where you currently are. When the player characters leave their room, continue with the next chapter. Chapter 2: Where am I? Opening the thick wooden door, you step into the hallway to discover that you are on the second floor of an inn of some sort. As you make way down the stairs to the first floor, you see that nearly all of the patrons here are halflings. Each of them is quickly eating a sizable helping of eggs, bacon and toast with strawberry jam. After peeing about for a moment, the beautiful female halfling barkeep approaches you, “Top of the morning to you. Did each of you sleep well? I hope so, but I must admit that your arrival here was most unusual. I nearly forgot; my name is Adda, Adda Hudan. What are your names and where are you from? “Ohh, and don’t worry about the rooms, coins were left on your behalf for them along with breakfast,” as she motions to a table in the corner that is covered in numerous plates and dishes with the fine morning foods of the establishment.” Adda directs the player characters to their table in the corner. The player characters likely have some questions. Possible questions with answers include: Q: How did we get here? A: No idea, I was just told by a halfling lady that a group of adventurers were in need of a room.

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Q: Where are we? A: Well, you are in the new town of Pebbletown. It is south of the city of Maus and east of the Redwood. Q: Why did you build a town here? A: Well, there are numerous travelers between the city of Maus and the town of Jackport, so we halfling merchants decided this was a good place to build a town. Q: What other establishments are located here in town? A: Well, many places are still under construction, but there is a general store that is currently open. It hasn’t been officially named as all the merchants here are waiting until the town is completed before doing so. Q: What supplies can be purchased in town? A: At the general store you can find all your basic needs. (Any item from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services.) After the player characters get settled in, she begins to tell them about the halflings’ plight. Continue with the following: Having been seated at your table, the barkeep Adda continues her conversation with you, “Not sure why you made the trip here, but perhaps it is a good thing. You see, our town has a bit of a problem. Due to the limited amount of wood the elves allow us to cut down from the Redwood, we have been importing stone from the Haven Peaks to the north near the city of Maus. “Unfortunately, after each trip a group of goblins, sometimes led by a beastman, comes into town demanding that we pay for the rocks that we took from the Haven Peaks. They told us that if we did not pay, we would be killed. Well, we are gentle and peaceful merchants and did not want a fight to occur within our new town. We agreed to pay their price. But each time the goblins return, their demands increase. The last time they came, we informed them that we could pay no more. Well, the town is in need of bodyguards and fast, as Jigimy Jogridan is heading up a rock collection

expedition that is scheduled to leave a little later today.” “I don’t mean to rush you through breakfast, but would you be willing to assist?” If the player characters agree, Adda merrily thanks them with a tilt of her head and a wide grin. She then informs the player characters that Jigimy Jogridan is currently making preparations on the wagons on the north side of town. At this point, she politely excuses herself so the player characters can enjoy their breakfast and so she can handle other matters in her establishment. At this point in time, the player characters can overhear some rumors. Allow each player character to make a DC 10 Gather Information or DC 15 Listen check to hear one rumor. With each success, allow them to roll again to learn another rumor. Continue until all rumors below have been heard by the player characters:

1. I’ve seen at least two beastmen myself. One had the head of a bison and the other one of an ape. Nasty creatures they are.

2. If you see a beastman cover your eyes as quick as you can or you risk the chance of going blind.

3. Goblins are filthy, disgusting creatures.

4. Adda is the kindest halfling woman in the entire town of Pebbletown.

5. Always keep an eye on the elves of the Redwood, as they hunt any human who enters their domain and strictly regulate how many trees can be cut down each year.

6. While Jigimy has a good heart, I think he would take on dangers far beyond him in order to save the town.

7. Clingy dust in bags is a good omen. 8. Be careful of gray hawks, I’ve heard

that merely touching one can cause your death.

When the player characters leave to meet with Jigimy Jogridan, continue with the next chapter.

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Chapter 3: The Intimidators Heading to the north part of town, you see a tall, thin halfling directing three other halflings. They currently appear to be checking the wheels of one of the two wagons located here. As you approach, the tall, thin halfling turns his attention to you, “Greetings travelers, my name is Jigimy Jogridan. I have heard that you might be willing to provide your assistance to our good town of Pebbletown by being bodyguards for our expedition. Is this true?” If the player characters agree to assist, Jigimy quickly gives his thanks and then swiftly introduces the other three halflings who have volunteered to partake of the expedition. Their names are Melo Mosscobble, Eldron Eckleberry and Pellby Puddenbarrel. Each is a local merchant’s assistant in town. Jigimy than asks the player characters their names and abilities. Once introductions have been completed, Jigimy notes that he plans to leave a little later in the day when all preparations have been completed. He requests the player characters’ assistance in these preparations to shorten the leave time. Have any player characters who agree to assist with aiding Jigimy with preparations make a DC 10 Profession (driver), Craft (carpentry) or Craft (wainwright) to notice that one of the wagon wheels needs to be replaced. If all the player characters fail this check, Jigimy discovers it about five minutes later. While unhappy, the player characters assistance can aid to a quick replacement of the wheel. As final preparations are being handled, a small band of goblins enters Pebbletown. They have come from the stony Haven Peaks to collect payment for the last set of rocks the halflings took just a few days ago. Continue with the following: As you make the final preparations and checks on the two wagons with the four halflings, Jigimy, Melo, Eldron and Pellby, you see half a dozen goblins strolling into town. As they walk past a young boy, who is playing ball with a friend, one of their

number pushes the boy over to the laughter of the other five. They continue towards your group making impertinent faces and obscene gestures at you, while your ears are filled with their devilish laughter. Despite their current attitude, they are outfitted for battle as each of them wears leather armor, carries a light wooden shield and wields a javelin and a morningstar. At this point, the goblins are sixty feet away from the player characters. Player characters attempting to speak with the goblins in goblin are treated rudely but listened to somewhat. The goblins demand payment from the halflings for the rocks they previous took from Haven Peak. If the player characters state that the payment won’t be made, the goblins laugh and point at them. If the player characters attack, the goblins fight until half their number are killed or subdued. At this point, those still standing attempt to flee to the north. Any goblins who successfully escape join the other goblins in Chapter Five. Unless the goblins are within five feet of the player characters when combat starts, they first throw their javelins at a random player character and then charge into melee with their morningstars. Once any combat starts (now or later), the four halflings on the expedition take a defensive position and avoids getting into the fight themselves. None of the combatants in this scenario will direct their attacks on the four halflings; instead they prefer to focus their attacks on the player characters as they are the real threat. ATL 1 (EL2) Goblin (6): Small Humanoid (Goblinoid), hp 7 each, See Monster Manual. Once the goblins have been defeated, the final preparations are quickly handled. Continue with the next chapter.

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Chapter 4: Merchants When the player characters head out of town with the expedition, continue with the following: You depart from the small halfling town of Pebbletown leading the expedition northwards towards the Haven Peaks on the well-traveled road that leads to the city of Maus, an enormous economic center. The road before you is flat and a gentle breeze blows in from the coast to the east. Not a single traveler save your own group can be seen anywhere. You travel for about two hours before you see a merchant caravan heading towards you. You would gather they are currently about a thousand feet or so from you. As the merchant caravan continues to move southward towards Jackport, you see it consists of two wagons each pulled by a pair of gray mules lead by a Thonian man. As the merchant caravan continues to draw closer, have the player characters make a DC 15 Spot check to notice that the two Thonian men are not wearing armor but do have a short sword within arms reach. When the merchant caravan is about fifty feet from the player characters, both wagons start to slow down and come to a stop. At this point, they start to converse with the player characters and the expedition. First, they warmly greet their follow travelers and ask if they are traveling to the city of Maus. If asked, they note that they are on their way to the town of Jackport but intend to stop at Pebbletown that lies just a couple hours ahead to rest for the evening. They are transporting lumber, which they hope to sell in Jackport. Wood is a prized commodity in this area since the Cumasti Elves only allow a very limited amount of trees from the Redwood to be cut down each year. If asked about any rumors they have heard, the two merchants can relay the following rumors to the player characters:

1. The ComeBack Inn in the city of Blackmoor was created with potent enchantments.

2. Use caution when nearing the Haven Peaks as goblins can be found up there.

3. It is said the earth and roots of the Redwood are stained in the blood of all the men the cruel elves have slaughtered. Avoid the Elf Road at all costs.

4. The Peshwah are wild and savage people.

5. Strange creatures lurk in the dark places of the Redwood.

6. For a wizard, a spell focus can be worth more than life itself.

7. Those who venture into the swamps just outside the town of Boggy Bottom often disappear.

8. The Afridhi are strong warriors who should be avoided at all costs.

9. Once heated rumors claim one’s innocence, more than words are needed to douse them.

Once the player characters are done chatting with the two merchants and start to move on again towards the Haven Peaks, continue with the next chapter. Chapter 5: Searching for Rocks, but Found Goblins Parting ways with the merchants, you continue your trek northward to the Haven Peaks, which lies just south of the city of Maus. Meanwhile, the merchant caravan continues to travel southward towards the town of Jackport. You travel for another hour before you start to near the base of the Haven Peaks. As you draw closer, you can see that a number of rocks have already been taken from the area. At this point, allow the player characters to take any desired precautions. When they start to look for adequate rocks, have them make both a DC 18 Spot and DC 18 Listen check. Those player characters who are successful on either check are not surprised by the goblins hiding amongst the large,

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nearly unmovable boulders lying about the area. The goblins range from thirty to sixty feet away from the player characters at the start of combat. Any goblins who escaped from the previous combat (see Chapter Three) are also here and provide assistance in knowledge of the player characters’ abilities and extra muscle above the six goblins stationed here. Once the combat starts, the goblins first throw their javelins at the player characters and then charge into melee. Since they are defending an area close to their lair, they fight to the death. ATL 1 (EL2) Goblin (6): Small Humanoid (Goblinoid), hp 7 each, See Monster Manual. If any goblin is captured and questioned, they can tell the player characters, in goblin, the following information:

• They live in a cave nearby a bit higher up the peaks.

• They work for a pair of beastmen. • They have been collecting payment

from the halflings for all the rocks they have been taking from their lands.

If each goblin is searched after having been defeated, the player characters find a single potion of cure moderate wounds amongst them along with their standard gear. When the player characters return to looking for adequate rocks, allow them to make a DC 10 Search check to notice that this particular area of the Haven Peaks has been picked clean of any useful rocks. At this point, have each player character make a DC 5 Spot check to notice that there are a number of potentially usable rocks a little higher up the slopes of Haven Peaks. When the player characters start to make the trek uphill, continue with the next chapter.

Chapter 6: You Have To Go Higher The journey up the side of Haven Peak does not look steep but care will need to be taken to reach an area up above that has a collection of likely useable rocks due to the slippery nature of the ground below your feet. The distance up is only sixty feet. However, to climb up the side of Haven Peaks requires a DC 5 Climb check. Those player characters who get a DC 0 or less Climb check slide ten feet down and take one point of sub-dual damage unless they catch themselves by making a DC 15 Climb check. Movement up the slope is at one-quarter speed unless a player character attempts to accelerate their climb, which allows them to move at half speed but doing so results in a –5 penalty to their Climb check. So a player character with a movement rate of thirty feet would need to make eight successful Climb checks, while a player character with a movement rate of twenty feet would need to make twelve successful Climb checks. The halflings do not go with the player characters fearing that danger might lurk up there. Once the player characters are all to the top, continue with the next chapter. Chapter 7: Into the Cave The journey down the west trail takes an hour walk through the forests. Finally reaching the area on Haven Peaks that you spotted held a collection of potentially usable rocks, you see that a number of large rocks have been piled up near a small cave likely to hide it from those below. The player characters can either search the cave and/or start rolling the rocks down the slope.

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The cave entrance is five-foot high and five-foot wide. It extends down sixty feet before it splits into two tunnels, one to the left and one to the right. The beginnings of these two tunnels can be seen from the cave entrance. The left tunnel is five feet wide and high. It extends for forty feet before opens up into the goblins’ lair, which is currently empty. The lair is oval shaped with the greatest length being about forty feet and the supreme width being twenty feet. It smells of urine and feces. Small pieces of worthless trash litter the area along with a dozen piles of dead leaves that the goblins use as beds. Nothing of value can be found here. The right tunnel is ten feet wide but only six feet high. It extends for sixty feet before opens up into the lair of two beastmen, who are walking around in a circle discussing a variety of trivial matters. The beastmen’s lair is circular shaped with a diameter of roughly forty feet. The ceiling looms ten feet above. Two large piles of hay have been laid out on the far side of the room; otherwise this underground area is rather clean. The first beastman has a bison’s head and dark brown fur. He wields a masterwork silver greataxe. The second beastman has an ape’s head and dark brown fur. He wears a necklace that has a mummified elven hand (hand of the mage). When the two beastmen notice the player characters, they immediately initiate combat. In the first round of combat, the beastmen use their spittle special attack on the nearest player character. The following round, they advance into melee, if necessary, and begin to use their greataxes on the least armored persons. They focus on different player characters believing they are tough enough to handle one opponent by themselves. Whenever possible, they use their long arms that grant them ten-foot reach, to their advantage. ATL 1 (EL3) Beastman (2): Medium Monstrous Humanoid (Beastman), hp 8 each, See Dave Arneson’s Blackmoor.

After the beastmen have been defeated, the player characters can search the room, but only find four gold pieces, nine silver pieces and ten copper pieces plus numerous bits and scraps of food. Nothing else of value lies here. Chapter 8: Who are You? Once the player characters have finished rolling down all the rocks the halflings need and start to make their way down, continue with the following: Having collected all the rocks that the halflings of Pebbletown need, you start to make your way down the slope. As you do, a voice comes from behind a nearby boulder, “All of you hold your position.” Suddenly, a High Thonian man with fine clothing steps into your view. “My name is Weg Walcrest and I am a noble of a lesser house that has laid claim to ownership of this area. In return for passing through my lands and stealing numerous potentially valuable rocks, I demand a tribute. Everything the High Thonian man says is untrue including his name. The gentleman’s real name is Ramado Poncetelia and he is a rogue and a thief, not a noble. His only intention is to trick the player characters into believing his story so he can gain a small amount of gold from them. Basically, he agrees to charge the player characters only ten gold pieces this time around, but next time he states it will have to be double that amount. A DC 15 Knowledge (nobility) check allows the player character to know that Walcrest is a powerful noble house in Newgate. A DC 25 Knowledge (nobility) check allows the player to know that there is no such noble in the Walcrest house. Ramado only enters combat if attacked, otherwise he thinks better of the situation as there are far more of them (player characters) than him.

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If Ramado is subdued and successfully intimidated, he admits that he is not a noble but rather a petty thief who was hoping to make a few coins from what he perceived as easy prey. ATL 1 (EL3) Ramado Poncetelia (1): Medium Human (High Thonian), hp 16, See Appendix I. Once the player characters start their trek back to the halfling town of Pebbletown, continue with the next chapter. Finale: Having assisted the halflings locate and collect numerous suitable rocks, you slowly trudge back to the town of Pebbletown. While the trek is long and dreadfully slow, it is rather uneventful. As you reach the outskirts of town, you see numerous halflings of various sizes and ages waiting your approach. Seeing you and the expedition, they start to cheer wildly. Adda Hudan, the beautiful female halfling barkeep, races up to your group, “Thank you for all your help. Did you run into any dangers?” Allow the player characters to tell the adventurers they had during their trip to collect the rocks. Once completed, Adda and Jigimy repeatedly thank the player characters as the entire halfling town starts to unload the rocks from the wagons. Each player character earns the Gratitude of Pebbletown. Players who willingly traveled with the halfling goddess without any coaxing earn the Thanks of Tilla. Experience Points: Reward the player characters experience points for items completed below: Chapter 1: Willingly agree to travel 50 XP Chapter 3: Assist with preparing wagons 50 XP Chapter 3: Defeat goblins 100 XP

Chapter 5: Defeat goblins 100 XP Chapter 6: Climb slope 100 XP Chapter 7: Defeat beastmen 150 XP Chapter 8: Avoid paying Ramado tribute 150 XP Finale: Successfully return rocks to town 50 XP Total: 750 XP Mementos: Below is a list by each chapter of what the player characters may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Chapter 3: Leather Armor (6) (value 10 gp each) Light Wooden Shield (6) (value 3 gp each) Morningstar (6) (value 8 gp each) Javelin (6) (value 1 gp each) Chapter 5: Leather Armor (6) (value 10 gp each) Light Wooden Shield (6) (value 3 gp each) Morningstar (6) (value 8 gp each) Javelin (6) (value 1 gp each) Potion of Cure Moderate Wounds (1) (value 300 gp). Chapter 7: “Silver Chop” - Masterwork Silver Greataxe (value 500 gp): This finely crafted silver greataxe has the words “silver chop” etched into the blade in dwarven. It grants a +1 enhancement bonus on all attack rolls but any successful hit takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). It also bypasses the damage reduction of certain types of creatures. The history behind the weapon is unknown to the player character at this point in time. Hand of the Mage (1) (value 900 gp). Greataxe (1) (value 20 gp) 4 gp 9 sp 9 cp

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Page 13

Chapter 8: Masterwork Leather Armor (1) (value 160 gp). Rapier (1) (value 20 gp). Elixir of Love (1) (value 150 gp). Potion of Aid (1) (value 300 gp). 6 gp Finale: Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the esteem domain one time with an effective level of 20. When the power has been used, void the certificate. Gratitude of Pebbletown: This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Appendix I: Notable NPCs Chapter 8: Ramado Poncetelia: Male Human (High Thonian) Rog3; CR 3; Medium-size humanoid (human); HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +2; Grp +2; Atk +2 melee (1d6/18-20, rapier); Full Atk +2 melee (1d6/18-20, rapier); SA sneak attack +2d6; SQ evasion, trapfinding, trap sense +1; AL CN; SV Fort +2, Ref +5, Will +3; Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 16. Skills and Feats: Balance +7, Bluff +14, Climb +5, Diplomacy +9, Disguise +9, Forgery +8, Jump +5, Listen +3, Search +3, Sense Motive +8, Sleight of Hand +8, Spot +3, Tumble +8; Improved Initiative, Persuasive, Skill Focus (Bluff). Possessions: masterwork leather armor, rapier, elixir of love, potion of aid, 6 gp. Description: Ramado Poncetelia is striking man in his mid-twenties. He is nearly six feet tall with a lean build. He is clean-shaven, has short blonde hair and fair skin. He wears fine silk loose fitting clothes. He is a man of many lies and getting the truth out of him can prove to be extremely difficult.

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Page 14

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). AllRights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to

indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE 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 Two: A Night Out Under the Stars by Christopher Reed, Copyright 2005 Zeitgeist Games, Inc.

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Potion of Cure Moderate Wounds

Value 300 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

“Silver Chop” - Masterwork Silver Greataxe

This finely crafted silver greataxe has the words “silver chop” etched into the blade in dwarven. It grants a +1 enhancement bonus on all attack rolls but any successful hit takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). It also bypasses the damage reduction of certain types of creatures. The history behind the weapon is unknown to the player character at this point in time.

Value 500 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Hand of the Mage

Value 900 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Masterwork Leather Armor

Value 160 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Elixir of Love

Value 150 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Potion of Aid

Value 300 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars s

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Gratitude of Pebbletown

This player character has earned the gratitude of a small halfling town that lies between the city of Maus, to the north, and the town of Jackport, to the south. Any purchases of items from Table 7-8 of the Player’s Handbook, excluding special substances and items, transport, and spellcasting and services, made by the player character within the town are at a 10% discount.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

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The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained access to the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 2: A Night Out Under the Stars

Thanks of Tilla: This player character earned the thanks of the halfling goddess Tilla for assisting a small halfling town with their problematic situation. The player character may use the granted power from the Esteem domain (DAB) one time with an effective level of 20. When the power has been used, void the certificate.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________