world of warcraft rpg: lands of mystery web extras

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  • 8/10/2019 World of Warcraft RPG: Lands of Mystery Web Extras

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  • 8/10/2019 World of Warcraft RPG: Lands of Mystery Web Extras

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    Greetings! We wrote so much information for Lands of Mystery that it didnt all fit in the book. What to do withall that extra material? Give it away, of course!

    LANDSOFMYSTERYWEBBONUSES

    FROMCHAPTER6: CIVILIZATIONSThe following sections were cut from Chapter 6.

    Dragon ErrataLands of Mystery incorrectly describes all blue

    dragons as able to cast spells. This is incorrect;

    many blue dragons, especially young ones, cannot

    cast spells. Therefore, eliminate the Spells special

    attack for both blue whelps and blue drakes.

    This change also reduces the dragons ChallengeRatings. The new CRs are: blue whelp 5, blue drake

    15.

    However, note that dragons who can cast spellsdo not need spellbooks. They store their spell

    knowledge in a separate part of their minds, as

    described in the book.

    Blue Dragon Whelpsas Player Characters

    Blue dragons are guardians of magic. The

    constantly seek magical knowledge and artifacts inorder to prevent evil forces from discovering them.

    A blue dragon might take human form and workwith mortals to further his understanding of the

    world, as well as to discover items of power. While

    the numbers of the blue dragonflight are few, blue

    dragons grow more confident about reentering theoutside world, and many find the thrill of a life

    outside their cavern homes exhilarating.

    The blue dragon characters described here are of

    the youngest age category (whelps). Some alteration isrequired to play an older dragon; talk to your GM.

    Names: The majority of blue dragon names use

    gos as a suffix. Additionally, many blue dragonsare named after the color of blue their scalesresemble, i.e. Azuregos.

    Blue Dragon WhelpRacial Traits +4 Strength, +6 Intellect, +2 Spirit, +4

    Charisma. Blue dragons are strong, charismatic,and possess an iron will, but more than anything,

    they are highly intelligent, and masters of the

    arcane arts.

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    Medium: As Medium creatures, blue dragon whelps

    have no special bonuses or penalties due to size.

    Blue dragon base land speed is 40 feet. Additionally,they can fly at a speed of 150 feet with poor

    maneuverability, and have a swim speed of 60 feet.

    Darkvision: Blue dragon whelps can see in the dark

    up to 120 feet. Darkvision is black and white, but itis otherwise just like normal sight.

    Breath Weapon (Su): Blue dragon whelps can usea breath weapon as a standard action. This weapon

    is a 30-foot cone of cold. Creatures caught in thecone take 1d6 points of cold damage per two of

    the blue dragons HD (minimum 1d6), Reflex half

    (DC 10 + 1/2 blue dragons HD + blue dragons

    Sta modifier). Creatures that fail this save alsosuffer a mana burn effect as a 4th-level caster (Will

    negates; DC 10 + 1/2 blue dragons HD + blue

    dragons Cha modifier).

    Spell-Like Abilities: 3/day detect thoughts,wavesend*; 2/day fog cloud; 1/day control

    weather, waterworks*. Caster level 1/2 HD; save

    DC 10 + spell level + blue dragons Cha modifier.* See Lands of Mystery, Chapter 9: New Rules. Spells: A blue dragon casts spells as a mage of a

    level equal to half his Hit Dice. These levels stack

    with actual mage levels for spellcasting purposes;

    a blue dragon whelp 2nd-level mage, for example,casts spells as a 3rd-level mage.

    Unlike other magi, blue dragons do not need

    spellbooks to prepare their spells; rather, a blue

    dragon stores his spell knowledge in a separate partof his mind that functions as a spellbook blue

    dragons effectively have the Spell Mastery feat for

    all the spells they know. A blue dragon can learn a

    new spell from a scroll, spellbook or other sourcejust as any other mage can, except he does not

    need to scribe it into a spellbook and thus spends

    no money to do so. Blindsense (Ex): Blue dragons can pinpoint creatures

    within a distance of 60 feet. Opponents the dragon

    cant actually see still have total concealment against

    the dragon.

    Immunities (Ex): All blue dragons are immune tocold, sleep, and paralysis effects.

    Water Breathing (Ex): A blue dragon can

    breathe underwater indefinitely and can use his

    breath weapon, spells, and other abilities whilesubmerged.

    Skills: Blue dragons have a +8 racial bonus on

    Swim checks to perform a special action or avoid a

    hazard. In addition, blue dragons can always chooseto take 10 on a Swim check, even when distracted

    or endangered. He can use the run action while

    swimming, provided he swims in a straight line.

    Automatic Languages: Common and Draconic. Bonus Languages: Darnassian, Dwarven, Goblin,

    and Thalassian. Blue dragons have associated with

    the elves for the centuries, and more recently they

    Page from a Tattered JournalFound in an unimpressive stretch of icy rock in

    Northrend.Ten more were taken this week, and I fear that I

    will soon join them. The tusked ones have grown

    impatient again, and the livestock that we raise are

    no longer sufficient to sate their voracious appetites.I thank the spirits that Elisa is too small for them

    to consider her a meal. Sometimes I wonder why

    I continue to live under these conditions. With so

    many friends dead, I now know there is little or nohope for my future. The thought of escape crosses

    my mind each day, but their hunters are too swift

    and too skilled. Perhaps the ruins we have been

    exploring will hold salvation, but my dreams showme only further darkness.

    We first found the ruins almost a month ago,

    and Im confident that some of the objects we

    found there were magical, but none of us know

    how to use them. We havent found any weapons just pots and other random objects but I

    suspect we wouldnt be able to do much even if we

    did find a weapon or two among the objects. Still,

    this ruin is the best hope we have of escape, eitherthrough finding something useful or just digging

    deep enough to create a place to hide. Our time

    is running out.

    By the time I found the page, whatever ruins

    he spoke of had long eroded into dust. I hope the

    writer found what he was seeking, but his chances

    were bleak. The journal contained a few otherreadable pages, but I have yet to transcribe them

    into modern Common. I suspect the ruin he found

    was probably created by the titans, and thus I findit intriguing. I have to wonder if magnataur settled

    in that area intentionally, perhaps one of their

    shaman detecting the magical aura in the area.

    Whatever the reasoning, the ruin seems to havecompletely disappeared, or the writing could have

    been transpor ted but I find that unlikely. I dont

    see any reason why the journal would have been

    moved far from where it was written.

    study the unique skills of dwarven, gnome, and

    goblin engineers.

    Favored Class: Mage. A multiclass blue dragonwhelps mage class does not count when determining

    whether he suffers an XP penalty for multiclassing

    (see World of Warcraft the Roleplaying Game,

    Chapter Three: Classes, Multiclass Characters,XP for Multiclass Characters).

    Level Adjustment: +5.

    MagnataurThe following information was cut from the magnataur

    section.

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    works on machinery, and lasts a lot longer! If we can

    do that, we can make even huge, bulky engines small

    enough to fit in a car! But our problem is, we blew

    up our last gnomish shrink ray last week, so we needanother one. We know a gnome in Steamwheedle

    Port who owes us a favor, so if you could go get one

    from him, that would be great. Ill pay you 200 gold,

    and if you get it back here in 3 days and we win therace, Ill double your fee!

    Sounds simple enough. If the players agree, Arty writesthem a signed note telling the Steamwheedle gnome,

    Felya Waterfinder, that hes collecting on his debt,

    and to hand over the device to these duly appointed

    representatives, et cetera, et cetera. The playersmust then travel to Steamwheedle Port and back in 3

    days (which doesnt give them a lot of time to standaround). Some possible kinks to throw in (besides

    a random encounter or two along the way): Felya can make the ray gun, but doesnt

    have the parts. The players have to rush back to

    Gadgetzan to get them, which could make them

    late. If they bribe her with 100 gp, though, shellcome along, so they dont have to come all the

    way back to the port. They can use Diplomacy to

    knock this down to 50 gp.

    While the goblins arent sure what theplayers are up to, they saw them chatting with

    the gnomes so somethings up. They send a

    team to follow the party, potentially leading to afight (or a goblin thief trying to make off with theshrink ray).

    The heroes may have a tinker in the party

    whos capable of making a gnomish shrink ray

    (or thinks he is). Making a ray with a durationlong enough for the racer increases the Craft

    (technological device) DCs by 5. Let the character

    try to make the device, but keep the result roll

    secret until the race. If he failed his check, therace begins normally but suddenly the gnome

    car shrinks to about 1/4 normal size and

    speed! Needless to say, the gnomes arent toohappy with this result.If the players get the ray gun, they get paid,

    and the gnomes put it to good use, shifting the

    die roll by 1 in their favor on race day. If they win,

    they give the shrink ray to the party as a bonusgift, since they dont need it any more. It used

    most of its oomph in the race, so now its a normal

    shrink ray.

    See the Alliance Players Guidefor a descriptionof the gnomish shrink ray.

    FROMCHAPTER7: ADVENTURESThe following information was cut from the Off to

    the Races adventure in Chapter 7.

    Gnomish Miniaturization DeviceOnce the players are alone, Arty Sandgunner

    approaches them (in much the same way Izzik does

    privately). He thanks them for returning the engine and

    asks if they might be able to help out. The nasty goblinswill do anything to win, including try to steal gnomish

    property! Not only that, theyll try to make off with

    intellectual property, too. Thats why he needs the help

    of someone not associated with the raceway.He tells the players:

    Everyone knows about the fantastic invention

    called a gnomish shrink ray, right? Well, the onlybad thing about it is it only lasts a few seconds. Ill let

    you in on a secret were trying to make one that

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    Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the OpenGame License, version 1.0: Any and all Sword and Sorcery Studio or Blizzard logos and identifying marks and trade dress, including all Swordand Sorcery Studio or Blizzard Product and Product Line names, including but not limited to Warcraft, World of Warcraft, World of Warcraft:The Role-Playing Game; Magic & Mayhem; More Magic & Mayhem; Lands of Mystery; all text under the Description header of any creature,spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized names, names of artifacts,beings, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and allstories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography,likenesses, poses, logos, symbols, or graphic designs, except such elements that already appear in the System Reference Document and are alreadyOGC by virtue of appearing there. The above Product Identity is not Open Game Content.

    Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this volume is designated as OpenGame Content and may only be used in accordance with the Open Game License.

    OPEN GAME LICENSE Version 1.0a

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    original material by E. Gary Gygax and Dave Arneson.Warcraft: The Roleplaying Game Copyright 2003, Blizzard EntertainmentWarcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard EntertainmentWarcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Lands of Conflict Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard EntertainmentWorld of Warcraft: The Roleplaying Game Copyright 2005, Blizzard EntertainmentWorld of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard EntertainmentWorld of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment