

                              Forgotten Realms
                              Notebook Volume 1


Chronology                                                  1
Realms Culture Names                                        13
Book of Chondath (page 1)                                   15
Battle of Urml                                              17
Plates of the Katti'n Tundra                                18
M-U Spells                                                  21
The Singing Rocks                                           26
Psionics Enclave                                            27
Priest Gods                                                 29
Lore regarding the Time of Troubles                         44
Priests                                                     54
Critical/Fumble Charts                                      57
Peregrin's Treatise                                         66
Rumors & News of the Realms                                 68
Poisons                                                     82
INDEX                                                       88






































CHRONOLOGY
All times are in Dalereckoning. Year names are given where appropriate. The
nascent Present Reckoning timekeeping system uses the Time of Troubles
(1358 DR) as 0 PR.

  -2637   Mezro, in Chult, is founded by Ubtao.
  -2488   Empire of Raurin (Imaskari, Artificers) destroyed.
  -2135   Mulhorand founded.
  -2087   Unther founded.
  -1967   First Mulhorand-Unther War.
  -1961   Mulhorand and Unther agree on common border; peace ketween these
          nations to the present day.
  -1088   First record of trading at the future site of Waterdeep.
  -1075   Orcgate Wars in Thay.
  -1071   Orc god Gruumsh kills Mulhorand deity Re: first known deicide.
  -1069   Orcs in Thay defeated; many flee north and west.
c. -900   Rise of Narfell and Raumathar.
c. -700   The Vastar of the Orcs in the Vast.
   -734   Gilgeam becomes king of Unther.
c. -400   Augathra the Mad travels the world.
c. -200   Records indicate that the Tethyrian royal family rules Tethyr.
          Candlekeep founded; calendar of Harptos begun. First Dalesmen cross
          the Dragon Reach to Cormanthor.
c. -150   Narfell and Raumathar destroyed.
   -137   The Chultian city of Mezro is sacked.
    -52   First permanent farms in Waterdeep area.
      1   The Year of Sunrise
          The Standing Stone erected; Dalereckoning begins. Empire of Shoon in 
          Calimshan.
     10   The Year of Dreams
     20   The Year of the Fallen Fury
          The Shieldmeet becomes an important date in Faerun.
     25   The Year of Many Runes
          Church of Deneir founded.
     26   The Year of Opening Doors
          Cormyr founded by Obarskyr family.
     75   The Year of Clinging Death
          Plague racks the civilized Realms (Empires of the Sands, Vilhon). 
          Alaundo the Seer arrives in Candlekeep.
    112   The Year of the Tusk
          Date of oldest recognized map of Cormyr and the Dales.
    163   The Year of the Screeching Vole
          Last reported use of the Ring of Winter, in Cormyr.
 c. 200   Anauria noted as being destroyed by goblins. Southern barbarians 
          invade Unther and Mulhorand.
    261   The Year of Soaring Stars
          Laying of the Mythal at Myth Drannor. Myth Drannor created for all 
          races.
 c. 300   Asram and Hlondath recorded as having been destroyed by the desert a 
          exact date unknown.
 c. 350   Crearion of Northkeep. Shoonish warriors battle on the Fields of the 
          Dead.
    400   The Year of the Blue Shield
          Northkeep sunk beneath the waves.
 c. 450   Shoon Empire collapses in whar is now Calimshan.
    500   The Year of the Flame Tongue
    600   The Year of Fire and Frost
    640   The Year of the Fanged Beast
          First mining and trading encampments at Zhenthil Keep.
    661   The Year of the Bloody Tusk
          Death of Lord Eltargrim of the elves. Height of Myth Drannor.
    679   The Year of the Scarlet Sash
          End of second Untheric Empire.
    712   The Year of the Lost Lance
          Beginning of the nycaloth-led assault on Myth Drannor by the Army of 
          Darkness.
    714   The Year of Doom
          Fall of Myth Drannor.
    720   The Year of the Dawn Rose
          Gathering of the gods at the Dancing Place. Founding of the Harpers.
    756   The Year of the Leaning Post
          First fisherfolk settle in Aglarond.
    796   The Year of the Gray Mists
          Merrydale becomes Daggerdale following vampiric infestation.
    800   The Year of the Black Fist
          Rise in the power of Bane in the Realms. Drow influence in the 
          now-Ashaba valley at its height.
    834   The Year of the Leaping Lion
          Castle Greatstead (Grimstead) uilt on the borders of Shadowdale.
    863   The Year of the Wondrous Sea
          The Chultian city of Mezro disappears.
    864   The Year of the Broken Branch
          Castle Grimstead destroyed by drow.
    882   The Year of the Curse
          Nimoar's Hold built at Waterdeep's bay.
    884   The Year of the Singing Arrors
          The elves destroy a large mercenary force in Sembia.
    896   The Year of the Empty Hand
          Extensive poverty and famine from here to 900 DR.
    900   The Year of the Thirsty Sword
          Widespread war; strong leaders emerge.
    902   The Year of the Queen's Tears
          The Rotting War in Chondath decimates the country. Chondath renounces 
          claims on Sembian city-states. Cult of Dragon creates first 
          dracoliches.
    906   The Year of the Plough
          Drow driven from the Twisted Tower. Shadowdale founded.
    913   The Year of the Watching Raven
          Sembia founded under the Raven banner.
    922   The Year of the Spouting Fish
          Battle of Thazalhar in Thay. Red Wizards declare Thay independent of 
          Mulhorand.
    929   The Year of Flashing Eyes
          Chessenta rebels against Unther.
    932   The Year of Fireslaughter
          First Troll War in the North.
    934   The Year of Fell Wizardry
          First Thayvian invasion of Rashemen.
    937   The Year of the Turning Wheel
          Thesk founded along the Golden Way.
    940   The Year of the Cold Claws
          Second Troll War in the North. Ashaba, first Lord of Shadowdale, 
          merges with river.
    974   The Year of the Haunting Harpy
          Castle Waterdeep built.
    975   The Year of the Bent Coin
          Telflamm established as a royal city-state.
    976   The Year of the Slaying Spells
          Mulhorandi invasion of Thay repelled.
    992   Year of the Watching Helm
          Heralds of Faerun created.
   1000   The Year of the Wailing Winds
   1001   The Year of the Awakening
          Many ruins discovered and old magic and undead released.
   1018   The Year of the Dracorage
          Death(?) of Tchazzar, unifier of Chessenta. Rage of Dragons in Faerun 
          and the Heartlands. Peleveran, south of Chessenta, destroyed in Rage 
          of Dragons.
   1019   The Year of the Sure Quarrel
          Assassin wars in the South; many satraps killed by crossbow-wielding 
          thieves.
   1020   The Year of Smoldering Spells
          Thay develops much of its unique fire magic.
   1021   The Year of the Howling Axe
          Thay strikes against the Harpers a liches walk the Heartlands. Harpers
          go underground.
   1022   The Year of the Wandering Wyvern
          Refounding of the Harpers.
   1030   The Year of Warlords
          Zulkirs established in Thay. Aencar becomes warlord of Battledale.
   1038   The Year of Spreading Spring
          Global warming. Lands of Narfell, Vaasa, and Damara are fully free of 
          ice. Large-scale immigration begins to these lands. Aencar begins to 
          unify the Dales, takes the title "Mantled King".
   1044   The Year of Singing Shards
          Aencar the Mantled King dies. Dales split up into independent, though 
          allied, communities.
   1065   The Year of the Watching Woood
          Brindor is first king of Aglarond.
   1074   The Year of the Tightening Fist
          Zulkirs quell rebellions and rule in Thay.
   1090   The Year of Slaughter
          The Battle of the Bones. Followers of Malar mount the Great Hunt.
   1095   The Year of the Dawndance
          Imphras unites cities of Impiltur.
   1097   The Year of the Gleaming Crown
          Imphras crowned king of Impiltur.
   1099   The Year of the Restless
          New trade routes forged. First modern contact with Kara-Tur and 
          Zakhara.
   1100   The Year of the Bloodrose
   1104   The Year of the Dark Dawn
          Birth of Zulkir Szass Tam of Thay.
   1110   The Year of the Bloody Fields
          As prophesied, many battles were fought this year.
   1116   The Year of the Empty Scabbard
          The Heralds break from the Harpers.
   1117   The Year of the Twelverule
          Chessenta breaks up into city-states through 1154 DR.
   1150   The Year of the Scourge
          Plague throughout the Sword Coast. Worship of Talona and Loviatar 
          soars.
   1161   The Year of the Quiet Earth
          Merith Strongbow, eldest of the Knights of Myth Drannor, born.
   1164   The Year of Long Shadows
          Immursk greatest of Inner Sea pirates hegins his piracy career. 
          Voonlar founded.
   1180   The Year of Sinking Sails
          Sembia loses fleet in Pirate Isles.
   1181   The Year of the Shieldtree
   1182   The Year of the Tomb
          Cities of Calimshan recognize the rule of the pasha of Calimport. The 
          Malaugrym appear in Faerun. The Harpstar Wars.
   1194   The Year of the Bloody Wave
          Battle of the Singing Sands. Aglarond beats Thay.
   1195   The Year of the Midday Mists
   1196   The Year of the Shrike
   1197   The Year of the Sundered Shields
          Battle of Brokenheads. Aglarond heats Thay.
   1198   The Year of the Lean Purse
   1199   The Year of the Baldric
   1200   The Year of the Buckler
   1201   The Year of Embers
          Death of Immursk the Pirate.
   1209   The Year of the Blazing Banners
          The (naval) Battle of the Fallen. Destruction of Urdogen's pirates.
   1220   The Year of the Toppled Tree
   1271   The Year of the Frozen Flower
   1222   The Year of the Horn
          The Harpstar Wars end with the destruction of the Harper King.
   1223   The Year of the Trembling Tree
   1224   The Year of the Swollen Stars
   1225   The Year of the Winged Worm
   1226   The Year of the Bklck Buck
   1227   The Year of the Wall
   1228   The Year of the Tattered Banners
   1229   The Year of the Carrion Crow
   1230   The Year of the Long Watch
          Elf-maidens setting out for a pleasure outing are never seen again. 
          This becomes the basis for the epic poem "The Long Watch".
   1231   The Year of the Bright Star
   1232   The Year of the Weeping Wiwes
          Destruction of Sessrendale by Archendale
   1233   The Year of Many Monsters
   1234   The Year of the Full Flagon
   1235   The Year of the Black Horde
          Largest orc horde in history masses out of the North. Waterdeep 
          besieged; Calimshan threatened.
   1236   The Year of the Struck Gong
   1237   The Year of the Grotto
          Thesk and Aglarond enter into alliance.
   1235   The Year of the Lone Candle
   1239   The Year of the Bloodied Sword 
   1240   The Year of the Bright Sun
   1241   The Year of the Lost Lady
          A well-respected Tethyrian noble-woman is captured and slain by orcs.
          In her memory, orcs are wiped out throughout the South in a genocidal 
          slaughter. Orcs call this the Oear of Pushing Too Far.
   1242   The Year of the Yellow Rose
          Monastery of the Yellow Rose founded in Damara.
   1243   Year of the Blue Dragon
          Rule of the venerahle wyrm Anaglathos in Turmish. Until 1247 DR, this
          is the Time Of the Worm in that nation.
   1244   The Year of the Defiant Keep
   1245   The Year of Pain
          Loviatar worship gains great popularity a most of the modern temples
          in the North are founded at this time.
   1246   The Year of Burning Steel
          First recorded use of bombards by Lantan.
   1247   The Year of the Purple Basilisk
          Anaglathos overthrown in Turmish by popular rebellion and slain by 
          adventurers.
   1248   The Year of the Cockatrice
          Verovan last king of Westgate dies. Guilds are formed in Waterdeep
   1249   The Year of the Bold Knight
   1250   The Year of the Riven Skull
   1251   The Year of the Wandering Winds
   1252   The Year of the Empty Goblet
          Vine-blight destroys grape crop a no vine!
   1253   The Year of Beckoning Death
          Plague year in Cormyr Sembia, and the Vast.
   1254   The Year of Silent Steel
          Rising power of thieve's guilds results in many assassinations.
   1255   The Year of the Raging Flame
   1256   The Year of the Dusty Throne
   1257   The Year of the Killing Wave
          Tidal wawe strikes Calimshan
   1258   The Year of the Wilted Flowers
   1259   The Year ot the Vigilant Fist
   1260   The Year of the Broken Blade
          Many peace treaties signed this year. Halacar of Aglarond is
          poisoned; 
          his sister Ilione, tutor of the Simbul, takes the throne.
   1261   The Year of Bright Dreams
   1262   The Year of the Blaak Wind
          Killing storm raised by a Calishite mage. Guild Wars in Waterdeep.
   1263   The Year of the Tressym
          As foretols by Alaundo, these creatures became widespread
   1264   The Year of the Shattered Altar
          Widespread tomb-robbing and sacrilege.
   1265   The Year of Flowers
   1266   The Year of the Leaping Frog
   1267   The Year of the Groaning Cant
          A bountiful harvest year.
   1268   The Year of the DaYstars
   1269   The Year of the Moat
   1270   The Year of the Tooth
   1271   The Year of the Shattered Wall
   1272   The Year of the Shrieker
   1273   The Year ot the Wagon
          Magisters founded in Waterdeep. Joadath noted as being lord of 
          Shadowdale.
   1274   The Year of the Purple Toad
   1275   The Year of the Blade
   1276   The Year of the Crumbling Keep
          The Citadel of the Raven rebuilt.
   1277   The Year of the Beholder
   1275   The Year of Many Bones
   1279   The Year of the Snarling Dragon
   1250   The Year of the Manticore
          Thay nearly conquers Mulhorand before being repulse. Old Skull Inn 
          built in Shadowdale.
   1251   The Year of the Cold Soul
   1282   The Year of the Many Mists
   1283   The Year of the Crawling Clouds
   1284   The Year of the Dying Stars
   1285   The Year of the Blacksnake
   1286   The Year of the Rock
   1287   The Year of the Smoky Moon
   1288   The Year of the Roaring Horn
          Last ogre Tharkul falls. Human kingdom of Thar estahlished.
   1289   The Year of the Sighing Serpent
   1290   The Year ot the Whelm
          Dragonspear Castle falls.
   1291   The Year of the Hooded Falcon
   1292   The Year of the Wandering Waves
   1293   The Year of the Talking Skull
   1294   The Year of the Deep Moon
   1295   The Year of the Ormserpent
   1296   The Year of the Black Hound
   1297   The Year of the Singing Skull
          First recorded mention of Drizzt Do'Urden. Massacre on Watcher's Knoll
          of Tyrists by Joadath.
   1298   The Year of the Pointed Bone
   1299   The Year of the Claw
   1300   The Year of the Starfall
          Thieves' guild destroyed in Waterdeep. Joadath of Shadowdale dies. 
          Aumry and Sylune become lord and lady of Shadowdale.
   1301   The Year of the Trumpet
   1302   The Year of the Broken Helm
   1303   The Year of the Evening Sun
          Fall of the human kingdom of Thar.
   1304   The Year of the Stag
   1305   The Year of the Creeping Fang
   1306   The Year of Thunder
          Moonsea War. Mulmaster vanquished by alliance ot other cities. 
          Vangerdahast of Cormyr founds War Wizards.
   1307   The Year of the Mace
          Azoun of Cormyr born.
   1308   The Year of the Catacombs
          Dungeon exploring comes into vogue. Lhestyll becomes the Open Lord of 
          Waterdeep. Construction begins on Lhestyn's (later Piergeiron's) 
          Palace.
   1309   The Year of the Sunset Winds
   1310   The Year of the Storms
   1311   The Year of the Fist
   1312   The Year of the Griffon
          Darkhold seized by the Black Network. Teziir founded on the 
          Dragonmere. Red Sashes operating in Waterdeep.
   1313   The Year of the Shattered Oak
   1314   The Year of the Shadowtop
          The tree of this name flourishes in this year. Piergeiron becomes the 
          Unmasked Lord of Waterdeep. Rhigaerd II, King ot Cormyr defeats the 
          border raiders.
   1315   The Year of Spilled Blood
   1316   The Year of the Gulagoar
   1317   The Year of the Wandering Wyrm
          Great Plague of the Inner Sea also called the Dragon Plague.
   1318   The Year of the Tired Treant
   1319   The Year of the Fallen Throne
          The kingship of Sossal ends in bloodshed.
   1320   The Year of the Watching Cold
          The Simbul becomes queen of Aglarond.
   1321   The Year of Chains
          The Harpers reorganized. Twilight Hall founded in Berdusk.
   1322   The Year of Lurking Death
          Monstrous attacks at a 50-year high.
   1323   The Year of Dreamwebs
          Great Plague declared over. Thayvian wizards attempt to control
          others 
          through dreams; they are discovered and destroyed.
   1324   The Year of the Grimoire
          Many old magical tomes were discovered in this year, sparking a 
          renewed interest in magic.
   1325   The Year ot the Great Harvests
          Beer and wine of this year are legendary.
   1326   The Year of the Striking Hawk
   1327   The Year of the Blue Flame
   1328   The Year of the Adder
   1329   The Year of the Lost Helm
   1330   The Year of the Marching Moon
   1331   The Year of the Leaping Dolphin
   1332   The Year of the Sword and Stars
   1333   The Year of the Strikng Falcon
          Amnian Trade War. Founding of the Council of Six and the unification 
          of Amn.
   1334   The Year of the Blazing Brand
   1337   The Year of the Snow Winds
          The Evereska Charter claims the Greycloak Hills for the elves. 
          Rhigaerd II dies in the waning days of this year.
   1336   The Year of the Highmantle
          Azoun IV takes the throne of Cormyr.
   1337   The Year of the Wandering Maiden
          Charles Oliver O'Kane becomes mayor of Ravens Bluff.
   1338   The Year of the Wanderer
          Wandering Wyvern built in Sevenecho. Queen Sambryl takes throne of 
          Impiltur.
   1339   The Year of the Weeping Moon
          Aumry slain; Jyordhan becomes lord of Shadowdale.
   1340   The Year of the Lion
          Battle of the River Rising in Featherdale between Sembian and Cult of
          the Dragon forces; death of the wizard Mhzentul.
   1341   The Year of the Gate
   1342   The Year of the Behir
   1343   The Year of the Boot
   1344   The Year of Moonfall
          Retreat of the elves from Cormanthor begins.
   1345   The Year of the Saddle
          Jyordhan slain by Khelben Arunsun of Waterdeep. Time of No Lords
          (until 1348) in Shadowdale.
   1346   The Year of the Bloodbird
          Bhaal banished from Moonshae Islands. Kendrick becomes high king of 
          Moonshaes. The Friendly Arm built. Naval Battle of Lisen Sands.
          Selfaril becomes High Blade of Mulmaster.
   1347   The Year of the Bright Blade
          Zhengyi the Witch-King rises in Vaasa. Alemander IV dies in Tethyr.
          "Ten Black Days of Eleint" a Tethyrian civil war begins.
   1348   The Year of the Spur
          Khelben gives Pendant of Ashaba to Knights of Myth Drannor. Doust 
          Sulwood chosen to be lord of Shadowdale.
   1349   The Year of the Bridle
   1350   The Year of the Morningstar
   1351   The Year of the Crown
          Warlock's Crypt discovered. Plague in Baldur's Gate.
   1352   The Year of the Dragon
          Gondegal the Lost King of Arabel. Barbarians of the Ride destroy 
          Zhentarim force en route to Glister.
   1353   The Year of the Arch
          Randal Morn kills Malyk of Daggerdale. Doust Sulwood retires to 
          Arabel. Mourngrym Amcathra becomes lord of Shadowdale.
   1354   The Year of the Bow
          Prosperous harvest in the Realms. Mulmaster's New Fleet destroyed in 
          battle. Maalthiir becomes nuler of Hillsfar. House of the Lady 
          (Tymora) established in Shadowdale.
   1355   The Year of the Harp
          Zhentil Keep takes Citadel of the Raven as its own. Retreat of elves
          from Cormanthor reaches its peak. Yulash falls in civil war. Zhentil
          Keep and Hillsfar move troops to Yulash. Shaerl Rowanmantle sent by 
          Vangerdahast to Shadowdale. Shaerl and Moumgrym wed.
   1356   The Year of the Worm
          Selfaril of Mulmaster and the tharchioness of the Tharch of Eltabbar
          in Thay known as the First Princess of Thay outside of Thay exchange
          gifts. Scardale attempts to take over the Dalelands and is crushed. 
          Cormyr seizes Tilverton. Lyran the Pretender attacks Shadowdale. 
          Flight of Dragons over the Dales and Moonsea. Death of Sylune of 
          Shadowdale.
   1357   The Year of the Prince
          Aumark Lithyl unifies Ruathym. King Virdin of Damara killed in battle 
          with Zhengyi. Horustep III (age 11) takes the throne of Mulhorand.
   1358   The Year of Shadows (O PR)
          The Time of Troubles; gods walk the Realms. Destruction of Bane Bhaal 
          Myrkul and perhaps other gods. Ascendency of Cyric. Dead magic and 
          wild magic areas appear in the Realms. Mourngrym and Shaerl have a 
          son Scotti.
   1359   The Year of the Serpent
          Zhengyi is destroyed. Damara united by Gareth Dragonsbane. Tuigan 
          horde united beneath its Khahan.
   1360   The Year of the Turret
          Tuigan horde invades Faerun. Crusade against the Tuigan. King
          Azoun IV 
          kills Khahan.
   1361   The Year of Maidens
          The Banedeath a holy war in Zhentil Keep. Orthodox Banite worship 
          driven underground in that city. The Revelation of the True World of 
          Maztica.
   1362   The Year of the Helm
   1363   The Year of the Wyvern
          The Way Inn destroyed by hordes from Dragonspear. The Battle of 
          Daggerford. Ring of Winter reappears in Chult.
   1364   The Year of the Wave
          The Way Inn rebuilt.
   1365   The Year of the Sword
          Alicia of becomes high queen of the Moonshaes.
   1366   The Year of the Staff
          First Princess of Thay marries Selfaril of Mulmaster.
   1367   The Year of the Shield


------->  THE YEAR JUST ENDING. <-------
   1368   The Year of the Banner
   1369   The Year of the Gauntlet
   1370   The Year of the Tankard
   1371   The Year of the Unstrung Harp
   1372   The Year of Wild Magic
   1373   The Year of Rogue Dragons
   1374   The Year of Lightning Storms
   1375   The Year of Risen Elfkin
   1376   The Year of the Bent Blade
   1377   The Year of the Haunting

REALMS CULTURE NAMES

Region              Culture (reference)          Names

Al Qadim/Zakhara    Al-Qadim boxed set           Arabian
Amlar (Forest)      ___________________________  ______________________
Amn                 Spain and Portugal (FR3)     Spanish and Portuguese
Anauroch/Bedine     Touareg and Saharian like    Touareg and Saharian
                    desert nomads (FR13)         Bedouin
Baldur's gate       Renaissance (Maztica novels  Spanish and Portuguese
                    and FR15)
Calimshan           Arabian Sultanate (FR3)      Iranian or Turkish
Chessenta           Sparta ??? (FR10)            Ancient Greek
Chult               African (FR16)               African
Cormyr              English, French (FR0,        English, French
                    Ring of Winter)
Dalelands           ___________________________  ______________________
Damara              Classic Germanic kingdom     German
                    during the Holy Roman Empire
Dambrath            ___________________________  ______________________
Durpar              ___________________________  ______________________
Earthspur           ___________________________  ______________________
Endless Waste       ___________________________  ______________________
Estagund            ___________________________  ______________________
Evermeet            Elven/Atlantis (Elfshadow,   Elf
                    Coral Kingdom)
Fuirgar             The land of the Stone Giants
                    Eric Boyd believes.
Great Glacier       Eskimo                       Eskimo
                    Eric Boyd thinks it's clear-
                    ly an Eskimo culture, 
                    perhaps you could stretch it
                    to the Russian analogues.
                    See FR14.
Great Rift          Dwarven (FR11)               Dwarf
Halruaa             ___________________________  ______________________
Horde lands         Mongol (Hordes)              Mongol
Ice Peak (the)      Eskimo                       Eskimo
Icewind Dale        ___________________________  ______________________
Impiltur            ___________________________  ______________________
Lantan              ___________________________  ______________________
Lapaliiya           ___________________________  ______________________
Luiren              Halfling (FR16)              Halfling
Marsember, Cormyr   A clear take-off on Venice,
                    with its canals
Maztica             Central and South american   Incas, Aztec
                    Incas and Aztec (Maztica 
                    boxed set and series)
Mhair               ___________________________  ______________________
Moonsea             ___________________________  ______________________


Moonshaes           Celtic (FR2)                 Celtics, Gaelics, Whales
Northern Moonshaes  Wikings (Scandinavian)       Norwegian, Danish, Swedish
   and Luskan       (FR2/FR5)
Mulhorand           Pharonic Egypt (FR10)        Egyptian
Murghom             Baghdad (i.e. modern Iraq)
                    under a caliph, etc
Narfell             ___________________________  ______________________
Nimbral             ___________________________  ______________________
Plain of Horses     Mongol (Hordes)              Mongol
Quoya Desert        ___________________________  ______________________
Rashemen            Ukrainian/Russia (FR12)      Ukraine/Russian Peasant
Raurin (The Dust    Perhaps some pre-Saharan
   Desert)          Desert analogue (that area
                    use to be a verdant forest)
Sembia              ___________________________  ______________________
Semphar             Oops - perhaps this is the
                    Baghdad like culture -
                    instead of Murghom. See FR10
                    - Eric Boyd -
Shaar (The)         ___________________________  ______________________
Shou Lung           Kara-Tur boxed set           Chinese
Silverymoon to      ___________________________  ______________________
   Waterdeep
Sossal              ___________________________  ______________________
Thesk               ___________________________  ______________________
Tethyr              1.Caravan North Africa (FR3) Arabian and Saharian
                      - Sylvain Robert -
                    2.Classic southern European  Middle ages western European
                      kingdom
                      - Eric Boyd -
Thar                ___________________________  ______________________
Thay                Derivative of Egypt (FR6)    Egyptian (modified)
Threskel            ___________________________  ______________________
Turmish             Ottoman Empire (I?, Azure    Turk
                    Bonds)
Ulgarth             Feudal system (FR16)         French
Unther              Sumeria/Babylonia (FR10)     Sumerian/Babylonian
Vaasa               ___________________________  ______________________
Var the Golden      ___________________________  ______________________

ilhon Reach        ___________________________  ______________________


BOOK OF CHONDATH
Upon his discovery of the Realms, Bane held a great feast of blood, in celebration 
of the bloodtelling to come.  His talons were red and dripping with venom as he
descended for the first time into the new lands, and he placed his iron foot, which
burned with pillaging fire, on Burgateth, highest mountain of Chondath.  And he
crushed it, and burned it, so that afterwards it was but a lifeless hill of black glass,
burning crystal.

Then Bane, seeing the lifelessness and ruin in the middle of such beauty smiled, 
and spoke with a voice like that of carrion:  "Let this place resonate with new songs;
the cries of the warrior, the melody of clashing swords, the harmony of iron shod
boots marching in unison over the stones, the crescendo of the death wail, and the
chorus of the widow's lament.  Let this place be a tapestry upon which I shall paint
new scenes, and blood and ash shall be my pigments.  These are the things that I 
cherish, and they shall dominate this place, as they do wherever the hearts of men 
are weak and quick to desire.  The four winds shall spread these things to every
corner of this land, and no creature shall evade them.  This place is a special
symbol of my domination, and I shall name it Thurgabanteth, the Hill of Black Ruin.
It is my footstool, a portent of my final victory."

Satisfied, Bane retreated to his domain, and watched with hateful eyes as his terrible
seed began its work.
  

BATTLE OF URML

In the thunder they came
the hordes of war
and rent the hells
with the cries of bloodlust
On steel-shod beasts
that beat a tattoo
of death and destruction
on innocent breasts

The horns were blown 
the clarion calling
and ,men left their wives
and children crying
to mount their steeds
to meet the invaders
whose numbers seemed endless
from the foothills streaming

then white robed clerics
fell down on skinned knees
and prayed to Tyr
the God of justice
to right the scales 
to stop the swinging
of goblin axes
slippery with gore

'Twas then a hush
fell o'er the village
and all eyes together
goblin and mankind
in the space of a heartbeat
turned towards the mountains
a tall stony finger
the peak named Tyr's Watch

For there standing proud
at the top of the summit
a man in white armor
with white horse beneath him
right hand extended
raised towards the heavens
sunlight reflecting
from a fist of bright steel

Then swiftly he galloped
into the battle
and pointing his hand
the hand of bright metal
he called down the lightning
to strike the invaders
and goblin screams mixed
with cheers of the townfold

And fear filled the faces
where once there was bloodlust
as goblin smote goblin
and steed attacked steed
the air filled with smoke
and green droplets flying
as the battle was turned
and the raiders repelled

The battle was ended 
and slowly the victors
emerged from their quarters
to search for survivors
or bury the dead

but no sign coud be found
of the man in white armor
'Cept a fist of bright steel
in a puddle of blood












 
Plates of the Katti'n Tundra

 
 This book is three handwidths wide by five handwidths high.
The book consists of seven whale bone plates in a specially tanned seal
skin leather pouch (+2 on all saves). The first and last bone plates,
slightly larger than the others (about 1" on each side), serve primarily to
protect the other plates. The other five plates each have one spell engraved
into the front, one spell per plate.  The pouch is tied closed with four
leather tie strings, each of which has a small copper bead on the end.
A general inspection of the whole will reveal that the pouch could hold two,
maybe three more plates.

HISTORY: 
  This book was scribed by the anagakok wizards of the tribes of
the Katti'n Tundra over fifty years ago.  This was one of the first peace
overtures to unite the competing tribes.  The wizards were instrumental
in the unification partly because of their influence in the tribe, and
also because of the omens they began receiving.  Many wizards from several
tribes independently prophesied that disaster would strike the Tundra;
as protection, the wizards used all of their influence to unite the tribes.
The wizards created the Plates, which was a collection of spells well
suited for the arctic and sub-arctic environments.  Any wizard in good
standing with his tribe from any tribe could have access to the spells
on the plates.
        Thirty years later, disaster did strike.  The orc army of King Therz
of the Benteye Clan (a clan which long ago originated in the Kara Tur)
invaded the Tundra.  King Therz was goaded forward by the power hungry Clan
witch doctor Gorl (priest/mage to Grummish).  The now united tribes fought
well for two Hunting Seasons (neither side would fight during the Storm
Season).  During the second Storm Season, the traitor wizard Dambwe went
to King Therz with the Plates, one of the symbols of tribal unity, in hopes
to further his own cause.  Dambwe was beheaded by King Therz, who gave the
plates to his cousin Gorl.  Gorl and his servants, who were given a few
carefully selected spells, were able to use the magic of the Plates to give
the orcish armies an advantage.  In the fourth Hunting Season, the orcish
army defeated the last of the tribes' defenses.  King Therz personally took
part in this battle, but only at the urging of Gorl.  During the battle, King
Therz became engaged with several tribesmen.  During this fight, which
was on the edge of the battle, Gorl fell his cousin Therz with a Magic
Missile spell.  He thought none of the orcs would see, but he was wrong.
That night, he was beheaded by Therz's oldest son Tark.  King Tark, who
had always been superstitious, limited the influence of the witch doctors.
He took back the plates, not understanding that the witch doctors could
still use the spells with copies of the material and not just the original
itself, and kept them as a personal symbol of power.  About five years
later when King Tark died of natural causes, the person who assisted his
death of natural causes (many think with frost spider venom) took the Plates,
among other, although few, trophies.
        The book has been missing ever since.  Reports of the book surface
periodically.  The last major report was by the Mage Verestarin Redbeard of
the College of the High Arts in the northern realm of Pemal.  During his last
adventure, he had reportedly met an anonyous traveler, claiming to be a spice
merchant, who was interested in local lore.  The Plates were mentioned, and
the conversation turned to them.  That night, the mysterious traveler visited
Verestarin's inn room with the Plates.  For a substantial bribe, the traveler
allowed Verestarin to copy the contents of the Plates.  Copies of
Verestarin's notes were placed in the College's library, after he was
sufficiently reimbursed, of course, describing the work itself as well as
the contents Verestarin saw.  The five spells listed are the most accurate
catalog of the contents of the Plates.  It is unknown if other plates to the
set were lost over time, or even withheld from Verestarin by the traveler.
It is also possible that plates could have been added over time (Verestarin
could not do an age dating at the time), and the entire set Verestarin was
exposed to could have been a forgery, although all the spells do work fine.
 

 
M-U Spells
 
Fire Aura; (Abjuration)   
Level: 4                        Components: V,S,M
Range: 0                        Casting Time: 4 segments
Duration: 2 rounds/level        Saving Throw: Special
Area of Effect: Caster
Description: By means of this spell, the caster surrounds his body with an
aura of magical green fire.  The Fire Aura extends 1 foot from the caster's
body and provides illumination in a 10-foot radius.  The Fire Aura provides
complete immunity to all forms of fire, both natural and magical; the flames
can be extinguished only by a Dispel Magic or a similar spell.  Those
touching the Fire Aura summer 2-8 (2d4) hit points of damage; additionally,
if the touched victim fails to make his saving throw, his body is set afire
with green flames.
        The flames persist for 2-8 (2d4) rounds and can be extinguished only
by Dispel Magic or a similar spell.  Each round the victim is engulfed in
these flames, he suffers an additional 1-6 hit points of damage; the victim's
attack rolls are made with a -2 penalty during this time.
        The material components for this spell are a scrap of singed paper
and a piece of flint.

 
 
 
Heal Frost Bite; (Necromancy)
Level: 3                        Components: V,S,M
Range: Touch                    Casting Time: 1 round
Duration: Permanent             Save: None
Area of Effect: Caster or creature touched

Description:  This minor healing spell heals frostbite and minor amounts of
damage caused by cold, as well as any minor infection caused by frostbite or
cold.  The damage healed is 1-4 hit points plus 1 point per 2 levels of the
caster.  Note that the damage must be caused by cold or freezing, for weapons
such as a Frost Brand, only the extra damage caused by the cold is healed.
The material component is a clear or white gem worth at least 10 gp.
 

 
Chip; (Alteration)
Level: 1                        Components: V,S,M
Range: 30'                      Casting Time: 1 segment
Duration: Permanent             Save: None (1/2)
Area of Effect: One cubic yard of ice per level (see below)
Description:  This spell causes a volume of ice to crack and chip away.
This spell starts at the point closest to the caster, and chips one cubic
yard every 5 segments.  Note that the pieces remaining can be rather sharp.
The wizard can also use this spell to loosen densely packed snow into powdery
snow.  The spell will affect one five foot cube of snow per level, each cube
taking 4 segments to loosen.  If used against an ice based creature (para-
elemental), it will do 2-4 (1d3+1) points of damage per level of the caster,
save for half (duration instantaneous).  Note that a non solid snow based
creature would take only 1 point of damage per level, save for half.  Cold
related creatures (white puddings, white dragons, etc.) take no damage from
this spell.  The material component is a hand sized ice pick, which must have
a metal head, which is unharmed by the casting of this spell.
 
        Note that the Katti'n tribes had access to native copper, as well as
very basic metal working skills.  (They had copper swords, axes, and arrow
heads, so hand sized ice picks were available.)  This spell is useful for
creating a storage niche or even an impromptu shelter in a large ice mass,
but it does not guarantee structural integrity.  Still, a 10'x 10'x10' opening
in a mile long glacier will generally be safe.
 

 
Passice; (Alteration)
Level: 4                        Components: V,S
Range: 20'                      Casting Time: 6 segments
Duration: 4 turns + 1 turn/lv.  Save: none
Area of Effect: see below
Description:  This spell has the same effect as a Passwall spell, except it
affects ice.  The opening created is five feet wide, eight feet tall, and
ten feet deep.  This spell affects ice elementals in the same manner as a
Passwall affects earth elementals.
 
 

Fireball
This is essentially the same Fireball in the PH, with a slight change in the
material component.  Since bats are almost unknown in the arctic, this spell
was developed using whale oil.  Note that like the paper in Fire Aura, the
whale oil is a replacement worked into the spell, not an optional
substitution.  A mage learning Fireball from the Plates would need a supply
of whale oil, although perhaps another organically produced oil could
substitute.  In the tropics, dolphin oil should work ~fairly~ well, say
-10 to 20% on range and/or -1d6 damage.  At that point, the mage simply needs
to convince the local sailors (preferably Greek) to go kill a few dolphins
and bring back their carcases. :)
Spell research is also an option.
 
 
 
 
 


The Singing Rocks


The Singing Rocks are a tiny group of islands in the Sea of Swords.  
It is due west of a point almost exactly between Memnon and Myratma,
and for that reason, it is considered the boundary point between
Calimshan and Tethyr waters.  It is also an important
navigation point for sea captains afraid of drifting too far west
in their travels.
     The Singing Rocks is worthy of mention, however, not for its
navigational importance but for the odd phenomenon that
gives the islands their name.  Sailors passing close by the islands
report beautiful singing, as if by hundreds of women.  The music
has an elusive, haunting quality, but does not seem to have the 
charming effects of the song of the harpy or siren.

Rumors as to what this is range from, the music caused by a 
powerful old magical horn that was lost in the islands centuries ago,
or the souls of many women slaves that died when their ship sunk
near the islands, and some say that it is a powerful enchantment
cast by a group of female devout clerics who sing in unison,
after they were shipwrecked on the islands to try to attract other
ships to save them.

Recent investigation supports another theory:

     "The Singing Rocks are islands that have nothing to do with the
magical singing going on around them.  If one goes off at night and 
enters the water at about 150 feet from shore, the mystery becomes
clear.  A magical line is seen glowing underneath the waters.

This line forms three 6 pointed stars which meet in the center  with
an alter.  The stars are the symbol of Liira (Our Lady of Joy).  The
estimate age of the magic stars and the alter is over 900 years.

It would seem that this alter is where sea elves who follow Liira 
would come at night to worship their goddess

The singing is most likely the remnants of some ancient ceremony
of happiness or joy that was performed by the sea elves at the alter."

---From the Private Journals of Lady Kyrie of Baulder's Gate

PSIONICS ENCLAVE

Incidentally, my current campaign is running in the Forgotten Realms
(else I wouldn't be posting).  In said campaign, the psionicists were
just discovering that psionic ability could in fact be fostered just
about the time that the gods were cast down.  Until that time,
psionics had been a spurious and rare ability, known (still) as the
Talent (just as magic is known as the Art) -- some possessed it,
others did not, no one knew why.  Dedicated scholars kept exploring
the nature of psionics and eventually stumbled upon an important
discovery -- many "normal" folk might possess the Talent in latent or
passive forms rather than active ones.  This, of course, opened up
whole new vistas, and a loose, semi-secret organization of psionicists
was formed across Faerun -- the Enclave.

Information about the nature of the Talent was exchanged between
psionicists for a few decades prior to the Time of Troubles, but
eventually the members of the Enclave (after the persecution of
several of their members) reached a crisis.  Though no word of the
Enclave had been widespread, it was made abundantly clear that
psionicists were feared and reviled by much of the population.  They
were, in the eyes of the common folk, no less than mental rapists,
able to strip away the will and memories of their victims with the
evil eye.  Those who understood anything at all about psionics got it
largely confused with the Art, and viewed it as a dangerous and
corrupt offshoot at that.

And so it came to pass that the Enclave enforced the Silent Oath --
members must practice their abilities in absolute secrecy, lest the
general population bring doom upon them all.  Shortly after the Silent
Oath was rendered, all of Faerun was struck by a far worse disaster
than the perceived psionic threat -- the Time of Troubles.  Seizing
the presented opportunity, the Enclave spent much of the Godswar
policing their own.  They took active measures to eradicate knowledge
of the Talent from the population and destroy rogue psionicists who
refused to take the Silent Oath -- a task that became known as the
Cleansing.  They were quite successful in their task, and they
retreated into obscurity after it was finished.  Following the
Cleansing, nearly all of Faerun's intellectual elite believed that the
Talent had been lost -- another casualty of the Time of Troubles.


The Silent Oath persisted for the years following the Godswar, during
which time small advances in psionic study were made in secret.  Much
as mages had done for centuries, the members of the Enclave began
gathering apprentices with the latent Talent and turning them into
budding psionicists.  Bound to the Silent Oath like their brethren,
these new, younger members of the Enclave became an existential proof
for the ability to foster the Talent.

Unfortunately, there were only perhaps 150 or so active members of the
Enclave (including apprentices) scattered throughout Faerun, and the
disadvantages of a loose, far-flung organization began to manifest
themselves.  Following the Time of Troubles there were no more
persecutions (since most, if not all, of the population believed that
there was nothing left to persecute), and the psionicists began to
grow lax.  Absorbed in the details of their apprentices and the
mundane aspects of their lives, the members of the Enclave began to
loose the close-knit unity which had prompted the Cleansing and saved
them all.  The immediate threat had passed, and other aspects of
Realms politics began to grow in importance.  Communication between
the most distant members became more and more infrequent, and the
members of the Enclave grew content and provincial.

Finally, a noteworthy telepath (whose name escapes me at the moment
;-) who had settled in the peaceful town of Dhedluk several years back
began to grow concerned about the Enclave's apparent erosion.  He had
attempted to psionically contact no fewer than three of his psionic
acquaintances (founding members of the Enclave, like himself) and
failed.  After speaking with other members that he *could* contact, he
discovered a disturbing trend -- many of the psionicists were
unaccounted for.  No one had heard from them in several rides, and no
one had seen them in months.  It seemed, to all appearances, that the
psionicists were vanishing.


Forgotten Realms: PRIEST GODS


AURIL (Frostmaiden); (LD) AoC: cold Req CON 13, WIS 12, any evil Wpn: type B, ice 
axe 
(hand 
axe) Amr: chain, and shield ~A: All, Animal, Divination, Elemental (wae), 
Necromantic, 
Protection, 
Weather ma: Combat, Creation, Guardian, Healing r1 1 : as cl eri c GP: 1 ) immune 
to 
natural cold and 
+3 to save vs. cold-based attacks (no damage if save, half if failed) 8) ice storm 
once/week 13) 
summon ice para-elemental as the conjure fire elemental spell once/week for every 
1 eve 
1 over 1 2



AZUTH (The High One); (LD)----- AoC: mages, energy Req: WIS 14, INT 13, any lawful 
Wpn: 
type B 
Amr: none ~A: All, Astral, Charm, Combat, Creation, Elemental, Healing, 
Protection, Sum 
m on i ng ma: 
Divination, Guardian, Necromantic, Numbers, Sun, Weather 1~11: as cleric and mage 
GP: 1 
) can cast 
wizard spells as a mage half his level but they come from his priestly spell 
allowance-
-from one 
school only, spellcraft NWP as a bonus

BESHABA (Maid of Misfortune); (ID)~ AoC: mischief, bad luck, accidents Req: WIS 
10, CE 
Wpn: 
type B Amr: pl ate, and shi el d rlA: All, Chaos, Charm, Protection ma: Summoning, 
Divination, Numbers 
~1 1 : as cl eri c GP: 1 ) once/day can lower another's save or attack roll by one









CHAUNTEA (Great Mother); (GD)----- AoC: agri cul ture Req: WIS 12, CHA 15, NG or 
TN 
Wpn: as 
druid Amr: as druid mA: All, Animal, Elemental, Healing, Plant, Weather ma: 
Divination 
mI as druid GP: 
as druid



CYRIC (The Dark Sun); (GD)----- AoC: death, murder, the dead, strife, tyranny, 
lies 
Req: WIS 
13, INT 13, any evil Wpn: type B, long sword Amr: any MA: All, Charm, Necromantic, 
Sun 
(rev) ma: 
Divination, Elemental, Healing MI: as cleric GP: 1 ) command undead at +2 levels, 
immune to fear and 
other emotioncontrolling spells, can convert NPC followers of Bhaal and Myrkul and 
Bane 
if they fail a 
save vs spell (with a +5 if he was a priest, +2 if he was higher level, -2 is he 
was 
lower level) 5) 
summon aerial servant (as the spell) once/day






DENEIR (Lord of Glyphs and Images); (LD)----- AoC: literature, art Req: WIS 15, 
INT 15, 
any 
good Wpn: one-handed type B Amr: banded MA: All, Astral, Creation, Divination, 
Protection, Summoning 
ma: Animal, Elemental, Guardian, Healing, Plant MI: as cleric GP: 1 ) turn undead, 
+4 
to save vs. 
damage and malicious effects from books or scrolls or any magical writing (if no 
save 
is usually 
allowed he gets one anyway with no bonus), can speak any language Deneir can 
speak, can 
try to 
identify wards or runes (first INT check determines what kind of person left it, 
second 
INT check 
determines general nature of the mark)




ELDATH (Goddess of Singing Waters); (LD)----- AoC: peace, poo 1 s, spri ngs, drui 
di c 
groves 
Req: CHA 13, WIS 14, TN Wpn: staves, clubs, stones, slings, staff slings (with 
restrictions) Amr: none 
r'lA: All, Astral, Charm, Divination, Elemental (w), Healing, Plant, Protection, 
Sun 
ma: Animal, 
Creation, Necromantic, Wards, Weather m1: as cleric, but none that harm others GP: 
1 ) 
can use any E/C 
spell regardless of sphere or level (must be of sufficient level to cast), remove 
fear 
once/day, can 
parry attacks (subtracting his STR bonus+ 1 d6 points from opponent's attack roll, 
at 1 
0th level it 
becomes STR bonus+ l d l O points) 3) sleep once/day/3 levels 5) silence 15' 
radius 
once/day (one more 
per day for every additional 3 levels) 10) breathe water automatically 15) 
sanctuary 
spell in effect 
on him at all times pen: cannot fight except in defense of himself and comrades--
cannot 
initiate 
attacks, charges or ambushes



GOND (Wonderbringer); (ID)----- AoC: artifice, craft, construction Req: WIS 14, 
INT 14, 
DEX 
14, TN (can be a gnome, also) Wpn: type B, f i rearm s Amr: pl ate mA: All, 
Divination, 
Elemental, 
Protection m a: Guardi an, Heal i ng, Thought as cleric, and magical r/s/w GP: 1 ) 
+2 
using these 
proficiencies: armorer; artistic ability; blacksmithing; carpentry; engineering; 
pottery; 
weaponsmithing, open locks as a thief half his level (on average ability table, 
D~1G)

HELM (He of the Unsleeping Eyes); (ID)----- AoC: guardians, protection Req: STR 
14, WIS 
13, 
LN Wpn: type B Amr: full plate, shields ~lA: All, Guardian, Protection, Wards m a: 
D i 
v i nat i on, 
Hea 1 i ng, Thought 1~11: as cleric, and crystal balls



GP: 1 ) +2 to his surprise roll if alone or + 1 with others, glyph of warding 
(only one 
day/level, of 
any spell of level he can cast but doesn't have to be from a sphere he can cast), 
turn 
undead




ILMATER (The Crying God); (ID)----- AoC: endurance, suffering Req: CON 14, WIS 12, 
LG 
Wpn: type 
B, scourge Amr: none mA: All, Charm, Creation, Guardian, Healing, Necromantic, 
Protection, Wards ma: 
Elemental, Law, Summoning, Sun, Weather MI: as cleric GP: 1 ) +4 to saves 
involving 
endurance or 
resisting pain and +2 to CON checks for similar situations, endurance NWP as a 
bonus, 
can go without 
food and water for a number of weeks equal to his level (but has -1 to hit and 
damage 
for every 3 
weeks without), can remove fear and negate baneful emotion-based spells on up to 
two 
people/day 12) 
during extreme torture/suffering the character can be possessed by a servant of 
Ilmater 
on request of 
the character (for the duration he endures the pain but takes no damage, he cannot 
move, and dispel 
magic drives the servant out)



LATHANDER (morninglord); (GD)----- AoC: spring, dawn, birth, renewal Req: CHA 12, 
WIS 
14, any 
good Wpn: type B Amr: plate, shields mA: All, Creation, Elemental, Sun ma: 
Guardian, 
Healing, 
Protection ~1 1 : as c 1 eri c




GP: 1 ) turn undead (at +4 levels if the undead is affected by sunlight), +2 when 
using 
these 
proficiencies: appraising; artistic ability; juggling; musical instrument; pottery 
3) 
faerie fire 
once/day



LEIRA (Lady of the mists); (LD)----- AoC: deception, illusion Req: WIS 14, INT 12, 
DEX 
11, CN 
Wpn: type B Amr: any (but cannot cast their spells or use spell-like powers in 
armor) 
~lA: All, 
Astral, Chaos, Charm, Divination, Thought ma: Creation, Healing, Summoning m1: as 
cleric, and those 
relating to illusion GP: 1 ) can use illusion/phantasm scrolls w/o read magic 5) 
misdirection 
twice/day/5 levels 1 3) mislead once/day pen: cannot use true seeing or any device 
that 
uses true 
seeing or they go insane (the can use the reverse, though) note: they wear a 
silvered 
face mask that 
reflects gaze attacks and grants them a +3 to their saves vs gaze attacks, Leirans 
lie 
extensively



LLIIRA (Our Lady of Joy) (LD);----- AoC: joy, happiness, dance, festivals Req: CHA 
13, 
WIS 13, 
CG Wpn: lasso, net, type B in extreme circumstances Amr: any mA: All, Charm, 
Creation, 
Healing, Sun, 
Thought, Wards ma: Divination, Guardian, Plant, Protection m I : as c 1 eri c GP: 
1 ) 
turn undead, 
dancing NWP as a bonus, soothing word once/day (20' radius, 50~+2~/level of 
removing 
fear or other 
harmful emotionaffecting magic), +2 to hit when wrestling or using other nonlethal 
com 
bat pen: all 
special abilities are revoked if he uses a weapon that causes actual damage (must 
meditate for a full 
day to regain them)







LOVIATAR (Maiden of Pain); (LD)~ AoC: pain, hurt, torture Req: CON 15, WIS 15, LE 
Wpn: 
type B, 
whip, scourge Amr: scal e, shi el ds MA: All, Charm, Healing, Law, Necromantic, 
Sun ma: 
Animal, 
Divination, Guardian, Summoning, Weather lVII: as c1eric GP: 1 ) pain touch 
once/day/3 
levels (-4 to 
hit and -2 to DEX checks, for a number of rounds equal to his level) note: they 
wear a 
special scale 
mail that is only AC 6, occasionally those who have done well in advancing her 
cause 
will be given a 
white wand that absorbs ldlO spell levels when it disintegrates (only the one it 
was 
given to can use 
it)



MALAR (The Beastlord); (LD)----- AoC: hunters, beasts, blood Req: STR 13, WIS 12, 
CE or 
NE 
Wpn: type B, claws of ~1alar, no missile weapons Amr: any ~A: All, Animal, Combat, 
Summoning ma: 
Healing, Elemental, War MI: as cleric GP: 1 ) hunting NWP as a bonus (with a +2 
bonus) 
3) can identify 
plants and animals and pure water with 985~ accuracy 7) immune to charms of 
woodland 
creatures (like 
druids) note: claws of malar are 1 lb each, size S, type S, speed 2, damage 1 d6/ 
1 d4, 
and there is 
no penalty for fighting with one on each hand--nonbelievers who use them will be 
hunted 
down



MASK (Lord of Shadows); (ID)----- AoC: thieves, intrigue Req: WIS 14, DEX 14, NE 
Wpn: 
type B, 
knife Amr: leather, studded leather, and padded only mA: All, Astral, Charm, 
Divination, Guardian, 
Protection, Necromantic, Sun (rev) ma: Combat, Healing, Thought, Travelers m1: as 
cleric and thief

 


GP: 1 ) have the 8 thief abilities (as thief, 20 discretionary points/level), can 
use 
and understand 
thieves' cant



MIELIKKI (Lady of the Forest); (LD)----- AoC: forests, rangers, dryads Req: STR 
1~, DEX 
1~, 
CON 14, WIS 14, any good Wpn: any Amr: studded leather mA: na ma: na m1: see below 
GP: 
see below note: 
Mielikki's priests are rangers



MILIL (Lord of All Songs); (LD)----- AoC: poetry, song Req: WIS 14, INT 1~, CHA 
14, any 
good 
Wpn: type B Amr: any ~1A: All, Charm, Divination, Thought ma: Animal, Guardian, 
Healing, Summoning m 1 
: as c 1 eri c GP: 1 ) turn undead, singing OR musical instrument NWP as a bonus, 
can 
enthrall (as the 
spell) an audience with song (except those with h i gher W I S or l eve l / HD ) 1 
O ) 
song of suggest 
i on ( as spe l l ) once/ day




MYSTRA (Midnight, The Lady of Mysteries); (GD)----- AoC: magic Req: WIS 12, INT 
14, any 
good 
Wpn: type B Amr: any mA: All, Elemental, Necromantic, Summoning ma: Astral, Charm, 
Creation, Healing, 
Wards ml as cleric and mage (except magic scrolls) GP: 1 ) +2 to save vs magic, 
unaffected by magic-
dead or wild magic areas, detect magic once/day, spellcraft NWP as a bonus, turn 
undead 
note: Mystra 
is goddess of magic, while Azuth is god of spellcasters



OGHMA (The Binder); (GD)----- AoC: know 1 edge, bards Req: WIS 14, INT 12, TN Wpn: 
type 
B Amr: 
banded MA: All, Astral, Charm, Divination, Protection, Thought ma: Elemental, 
Guardian, 
Healing, 
Summoning, Time m I : as cl eri c GP: 1 ) +2 to hit while wrestling and suffer no 
penalties for 
wearing armor while wrestling, turn undead (at +4 levels vs outer planar 
creatures) 3) 
identify 
once/day when in an Oghman shrine or in a protection from evil spell 10) legend 
lore 
once/week when in 
an Oghman shrine



SELUNE (Our Lady of Silver); (LD)~ AoC: moon, stars, navigation Req: WIS 14, CON 
12, CG 
Wpn: 
type B, prefer the 'moon's hand' (smooth-head mace that has a + 1 to hit and 
damage in 
a priest of 
Selune's hands) Amr: any mA: All, Divination, Sun, Time ma: Animal, Elemental 
(wa), 
Healing, Travelers 
lVlI: as cleric GP: 1 ) turn undead, 30' infravision, navigation NWP as a bonus, 
if 
infected by a CG 
lycanthrope they can control it as a natural lycanthrope



SHAR (Mistress of the Night); (GD)  AoC: dark, ni ght, 1 oss Req: STR 14, WIS 12, 
any 
evil 
Wpn: type B Amr: chain, shields mA: All, Charm, Divination, Necromantic, Sun, Time 
ma: 
Astral, Animal, 
Elemental, Guardian, Protection I : as c 1 eri c GP: 1 ) command undead, darkness 
once/day (plus 
once/day for every additional two levels), +l to hit and damage and saves in 
darkness, 
-1 to hit and 
damage and saves in full moonlight 5) continual darkness once/day/5 levels 7) 
forget 
once/day





SILVANUS (Oak Father); (GD)----- AoC: nature, druids Req: WIS 12, CHA 15, TN Wpn: 
as 
dru i d 
Amr: as druid ~A: All, Animal, Elemental, Healing, Plant, Weather ma: Divination 
mI: as 
druid GP: as 
druid









SUNE (Firehair); (GD)----- AoC: beauty, 1 ove, passi on Req: WIS 12, CHA 16, CG 
(elves 
and 
half-elves may also be priests of Sune) Wpn: type B, darts Amr: any mA: All, 
Charm, 
Healing, 
Necromantic, Protection, Thought, Wards ma: Creation, Divination, Guardian, Sun 
1~11: 
as cleric GP: 1 
) turn undead, can attempt to charm (as spell) a member of opposite sex once/day 
(but 
if it fails she 
must meditate in a holy place before he can use it again) and the subject has a -1 
to 
save for every 
point of CHA the priest has over 16 pen: if CHA ever drops below 16 they are cast 
out 
of the faith 
note: those who have done a great service for Sune may be given a draught of 
Evergold 
which raises CHA 
by 2d4 for one day (to any others but priests of Sune it is poisonous), intense 
rivalry 
with Hanali 
Celanil



TALONA (Lady of Poison); (LD)----- AoC: disease, poison Req: WIS 14, CON 14, CHA 
12 or 
less 
(mandatory, will be reduced by tattoos by others in the priesthood), CE Wpn: type 
B, 
cermonial poison 
dagger Amr: any mA: All, Astral, Combat, Divination, Healing (rev), Necromantic 
(rev) m 
a: Charm m1: 
as cleric


GP: 1 ) +4 to save vs poison, normal save vs potions that don't allow saves 3) can 
identify pure 
poison by smell 5) identify poison in drinks by a single drop (no effect) 7) 
identify 
poison in food 
by a single bite (no effect) 10) cause disease by touch once/day

TALOS (The Destroyer); (GD)----- AoC: storms, destruction Req: STR 13, WIS 14, CE 
Wpn: 
type B, j 
ave 1 i n Amr: any r'lA: All, Combat, Elemental (wea), Sun, Weather ma: 
Necromantic, 
Summoning m1: as 
cleric, magic javelins GP: 1 ) may turn or command undead 7) lightning bolt 
once/day 
plus once/day for 
every additional ~ levels (not useable if wearing armor) 10) control weather 
once/day 
(cannot improve 
weather conditions)



TEMPUS (Lord of Battles); (GD)----- AoC: w ar Req: STR 14, WIS 12, CN Wpn: type B, 
spiked 
glove, and any ONE weapon of the priest's choice Amr: any mA: All, Chaos, Combat, 
War 
ma: Elemental 
(fe), Healing, Protection m1: as cleric, plus magical versions of their chosen 
weapon 
GP: 1 ) can 
incite berserker rage in themselves and a number of others equal to their level 
for a 
full turn and if 
he runs out of enemies he must attack the closest living thing or suffer five 
points of 
damage/round 
until it wears off (+2 to hit, damage, and saves), their special weapon is 
consecrated 
to be + 1 to 
hit and damage (if it is destroyed then they may consecrate another which takes a 
week 
at a temple), 
can tell if a weapon is magical by handling it and can determine it's exact 
plusses if 
it is the same 
type as their special weapon, have the following NWP as bonuses: armorer; blind-
fighting; 
charioteering; and weaponsmithing pen: cannot have missile weapon unless they can 
be 
used in melee as 
well note: spiked glove is 10 gp, size S, type P, speed 2, damage ld4/ld4








TORM (The True); (LD) AoC: duty, loyalty, obedience Req: WIS 14, CON 12, LG Wpn: 
type B 
Amr: any 
r'lA: All, Combat, Divination, Law ma: Guardian, Healing, Protection m 1 : as cl 
eri c 
GP: 1 ) can 
turn undead or command them to perform tasks (such as guarding a passage), his 
henchmen 
regard him as 
if he has an 18 CHA, duration of divination and protection spells are doubled, 
command 
once/day



TYMORA (Lady Luck);(LD)----- AoC: adventurers, skill, good fortune Req: WIS 15,DEX 
14, 
CG, 
(halflings can be priests of Tymora) Wpn: type B Amr: any MA: All, Charm, 
Divination, 
Numbers ma: 
Creation, Healing, Protection, Travelers MI: as cleric GP: 1 ) can modify one dice 
roll 
(declared 
before it is rolled) by 1 (d20) or 5~



TYR (The Even-Handed);(GD)----- AoC: justice Req: WIS 9, LG Wpn: type B Amr: any 
MA: 
All, 
Combat, Creation, Healing ma: Divination, Necromantic, Protection MI: as cleric G 
P: as 
c 1 eri c


UMBEMEE(The Bitch Queen);(LD)----- AoC: oceans, waves, sea winds Req: WIS 16, CON 
15,CE 
Wpn: 
type B, trident, harpoon
Armor: leather, shield, MA: All, Animal (aquatic and marine animals only), Chaos, 
Creation, Elemental 
(wa), Summoning (aquatic and marine animals only) ma: Charm, Combat, Plant, 
Protection, 
War MI: as 
cleric GP: 1 ) command aquatic undead, swimming NWP as a bonus 5) breathe water 
automatically 10) move 
through water as though they had a ring of free action, control weather once/day 
if by 
a large body of 
water (a lake is not good enough) 12) summon and control 1 d4 sharks which arrive 
in 1 
d6 rounds 
(sharks must live in that area to be sum m oned )



WAUKEEN (Merchant's Friend); (ID) AoC: trade, money, wealth Req: WIS 14, INT 12, 
CHA 
12, TN 
Wpn: type B Amr: any MA: All, Divination, Numbers, Wards ma: Charm, Guardian, 
Healing, 
Necromantic Ml: 
as cleric GP: 1 ) can command and turn undead, appraising and gem cutting NWP as 
bonuses, can discern 
true metal from false note: Waukeen was apparently destroyed in the Time of 
Troubles, 
as so his 
priests cannot receive 3rd or greater level spells





    GRUMBAR (Boss of Earth); (DG, elemental cult deity) AoC: earth Req: ? Wpn: 
club, 
dagger/dirk, knife, mace, maul, morning star, picks, scythe, sickle, sling, staff 
sling, stiletto, 
warhammer Amr: chain, shields MA: All, Elemental (e) ma: three of the following: 
Elemental (fw), 
Divination, Combat, Protection, Time, Weather Ml: ? GP: 3) can use 1st and 2nd 
level 
wizard spells of 
elemental earth aspriest spells one level higher 5) can summon an earth elemental 
once/day for one 
hour (which is under the priest's control) and then it f ades note: they receive 
one 1 
st level 
follower of the same cult at every level divisible by 5



KOSSUTH (Tyrant Among Fire); (DG, elemental cult deity)----- AoC: f i re Req: ? 
Wpn: 
bill, 
dagger/dirk, knife, stiletto, swords (all) Amr: chain, shields mA: Al 1, Elemental 
(f ) 
ma: three of 
the following: Elemental (ea), Divination, Combat, Protect i on, T i m e, Weather 
mI: ? 
GP: ~) can use 
1 st and 2nd level wizard spells of elemental fire as priest spells one level 
higher 5) 
can summon a 
fire elemental once/day for one hour (which is under the priest's control) and 
then it 
fades note: 
they receive one 1st level follower of the same cult at every level divisible by 5



AKADI (Queen of Air); (DG, elemental cult deity)----- AoC: air Req: ? Wpn: 
blowgun, 
bows, 
crossbows, dagger/dirk, dart, hand/throwing axe, javelin, knife, lasso, mace, net, 
scourge, sling, 
spear, staff sling, w h i p Amr: chain and shield ,MA: All, Elemental (a) ma: 
three of 
the following: 
Elemental (fw), Divination, Combat, Protect i on, T i m e, Weather m1: ? GP: ~) 
can use 
first and 
second level wizard elemental air spells as priest spells one level higher 5) can 
summon an air 
elemental once/day for one hour (which is under the priest's control and then it 
fades) 
note: they 
receive one first level follower of the same cult at every level divisible by 5




ISTISHIA (Water Lord); (DG, elemental cult deity)----- AoC: water
 Req: ? Wpn: belaying pin, bill, harpoon, javelin, net, scourge, spear, cutlass, 
tri 
dent Amr: chain 
and shield MA: All, Elemental (w) ma: three of the following: Elemental (ea), 
Divination, Combat, 
Protection, Time, Weather MI: ? GP: ~) can use 1 st and 2nd level wizard elemental 
water spells as 
priest spells one level higher 5) can summon a water elemental once/day for one 
hour 
(which is under 
the priest's control and then it fades) note: they receive one first level 
follower of 
the same cult 
for every level divisible by 5



BEAST CULTS ;(DG, beast cult deity)----- AoC: the animal they represent Req: WIS 9 
Wpn: 
any 
two Amr: non-magical leather, non-magical wood or hide shields MA: All, Animal ma: 
three of the 
following: Charm, Combat, Elemental (any two areas), P 1 ant, Weather MI: as 
cleric GP: 
1 ) one of the 
following: summon a number of creatures of the worshipped type (2d6 size S, 1 d6 
size 
M, 1 d2 size L, 
1 size H) which arrive in 1 d~ turns once/day, OR transform into the type of beast 
he 
worships 
once/week for :~d6 turns note: can choose to worship a monster as well (non-
natural 
animal) but the 
granted pow er i s not useab 1 e unt i 1 1 0th 1 eve 1 note: they receive one 1 st 
level follower of 
the same cult at every level divisible by 5




BANE (Dark Lord)
AoC: strife, hatred, tyranny
Req: WIS 10, STR 12, LE
Wpn: non-missile type B, javelins
Amr: any
MA: All, Combat, Law, Necromantic
ma: Healing, Sun (rev), Thought 1~1 1 : as cl eri c GP: 1 ) unaffected by fear 
magic 5) 
aura of fear 
with a 10' radius/level (those who fail to save run [70%] or attack the source of 
the 
fear) once/ day



BHAAL (Lord of Murder); (LD)~ AoC: death Req: WIS 14, CON 12, LE Wpn: type B, type 
P 
Amr: chain 
l'IA: All, Astral, Healing (rev), Necromantic (rev), Summoning ma: Charm, 
Creation, 
Combat, 
Divination, War as c 1 eri c GP: 1 ) turn or command undead 5) summon aerial 
servant 
once/day 10) p 1 
ane skipping (priest and one person for every 2 levels over 1 0th travel to 
Bhaal's 
area of Gehenna 
and then back to the Prime ~1aterial at their destination, 10' in Gehenna is worth 
a 
mile on the Prime 
material, it takes the priest a full turn to prepare for the jump in either 
direction, 
the travel is 
100% reliable but he is not protected while in Gehenna)



MYRKUL (Lord of Bones); (GD)----- AoC: the dead, decay, corruption, dusk Req: WIS 
14, 
INT 14, 
STR 14, NE Wpn: type B Amr: any mA: All, Guardian, Healing, Necromantic (rev) ma: 
Astral, Elemental, 
Time m I : as c 1 eri c GP: 1 ) command undead (can command triple the normal 
number of 
skeletons and 
zombies), immune to disease and parasites debilitating game effects (he can still 
die 
from something, 
but it won't affect him until then), + 1 to save vs death, feign death once/day 
10) can 
summon a minor 
death once/week for 10 rounds (always initiative 1, THACO 0, unaffected by cold, 
fire, 
electricity, 
sleep, E/C, AC -4, HD na, hp 33, ~AT 1, damage 2d8, MV 12) 15) can call up a Hand 
of 
myrkul (his hands 
flame for 6 rounds, if he touches someone and they fail to save vs death they 
crumble 
to dust but if 
they save the priest must do the same (no bonuses) or suffer the same fate, if 
they 
both save he
can try to use the power again up to the 6 round time limit--this power is only 
useable 
once in his 
lifetime)


Lore regarding the Time of Trouble;; and the Roll of the years.

Auril (Frostmaiden) (Great Glacier ? FM4)
Azuth (The High One)     Pool of Yeven, on River Ashaba
     South of Elven Wood (FRE2 pl3)
Bane (The Black Lord)    Zhentil Keep, Castle Kilgrave,
     Scardale, Tantras (RIP) (FREl/2)
Beast Cults (DG, beast cult deity)
Beshaba (Maid of Misfortune)  Wander everywhere (Polyhedron 71)
Bhaal (Lord of Murder)   EveningStar (Hunting Halls),
     Boarskyr Bridge (RIP) (FRE2)
Chauntea (Great Mother)  (Moonshae ?)
Cyric (The Dark Sun)     Follow the novels
Deneir (Lord of Glyphs and Images) (Selgaunt or Suzail ? FRA)
Eldath (Goddess of Singing Waters) (Iriaebor ? FRA)
Gond (Wonderbringer)     (Lantan ?)
Helm (He of the Unsleeping Eyes)   Nexus of Planes
Ilmater (The Crying God) (Mulmaster, FRA or Bloodstone
     Lands ?, FR9 p23)
Lathander (Morninglord)  (Eversult or Marsember ? FRA)
Leira (Lady of the Mists)
Lliira (Our Lady of Joy) (Hillsfar or Selgaunt ? FRA)
Loviatar (Maiden of Pain)     (Mulmaster ? FRA)
Malar (The Beastlord)
Mask (Lord of Shadows)   (Westgate ? FRA)
Mielikki (Lady of the Forest) (Mosstone in Tethyr ? FR3 p39)
Milil (Lord of All Songs)     (Selgaunt ? FRA)
Myrkul (Lord of Bones)   Waterdeep (RIP) (FRE3)
Mystra (Midnight, The Lady of Mysteries).Castle Kilgrave (RIP)  (FREl)
Oghma (The Binder)  (Procampur ? FRA)
Selune (Our Lady of Silver)   (Sylverymoon ?)
Shar (Mistress of the Night)
Silvanus (Oak Father)    (High Forest, Mosstone in Tethyr
     ? FR3 p39)
Sune (Firehair)     (Daemun ? FRA)
Talona (anc: Kiputytto)(Lady of Poison)
Talos (South: Bhaelros)(The Destroyer)
Tempus (Lord of Battles) (Hillsfar ? FRA, Ths Shaar ?)
Torm (The True)     Tantras (FRE2)
Tymora (anc: Tyche)(Lady Luck)     Arabel (FRA pl-35 Polyhedron 71)
Tyr (The Even-Handed)
Umbemee (The Bitch Queen)     Sea of Fallen Stars (FRA p35,
     FOR3)
Waukeen (MerchantUs Friend)   Unknown, persumed RIP or strand-
     ed in the Realms
Xvim (The Godson, son of Bane)     Try to kill Avatars (Polyhedron 71)

(contributed by Eric L.Boyd 1993)
MIELIKKI

The goddess known as Mielikki, Lady of the Forest, is the patron of forests, 
rangers, 
and dryads. The 
Lady wanders the forests of all Toril, although the followers of her faith are 
concentrated in 
northern Faerun. There is some evidence that Mielikki was an elven demigoddess 
before 
the rise of 
humans, and she is often depicted with mixed elven and human features. Certainly 
she is 
worshipped by 
humans, elves, halfelves, and dryads alike.
Mielikki is assisted by two divine beings of lesser power. On rare occasions when 
Mielikki rides into 
battle, Lurue, the Unicorn serves as her mount. Lurue is a beast cult deity, the 
queen 
of talking 
beasts and intelligent creatures. Lurue is also known as 'Silverymoon', and is 
often 
worshipped in the 
city of the same name. Gwaeron Windstrom is a demigod who also serves Mielikki, 
and is 
a master of 
tracking and interpreting woodland signs. He is tall and physically impressive, 
with a 
white beard 
that constantly whips about in the wind, and long white hair. He can track 
infallibly 
through any 
conditions, in or on any terrain.
Mielikki herself often serves the Silvanus the OakFather, god of nature and patron 
of 
druids. In fact 
some legends relate that she is the offspring of a dalliance between Silvanus and 
the 
elvish goddess 
of romantic love and beauty called Hannali Celanil. In any case, although Mielikki 
nl~mbers no druids 
among her faithful, her followers certainly count them as strong allies, and often 
work 
alongside the 
followers of Silvanus.
The followers of Mielikki do not organize themselves into official temples, rather 
they 
assemble in 
peaceful forest glades in collective worship to the goddess. The faithful of 
Mielikki 
organize 
themselves into three branches of devotion, known as the Triad.
The first branch of the Triad are the heart of the faith, and serve as voices of 
the 
souls of the 
trees themselves. Collectively these followers are referred to as the Heartwoods, 
and 
include dryads, 
hamadryads, and treants.
The second branch of the Triad are the spiritual followers of Mielikki, known as 
the 
Arms of the 
Forest. The Forestarms, as they are often called, are the closest fit to the 
traditional priests found 
throughout the Realms. Although they are not druids, Forestarms serve a similar 
role 
protectinrJ the 
forests of the womd.
The third branch of the Triad are the physical followers of Mielikki, known as the 
Needles. The 
Needles are rangers, who act as the warrior arm of the faith, and serve a 
defensive 
role protecting 
the forests from marauders, hurnanoids, and the followers of the god Malar. 
Included in 
this branch is 
a small religious order of woodland knights such as the Shadoweirs.



Finally the lay followers of Mielikki include many woodsmen, the occasional elf 
(especially wood 
elves), a few bards, and many of the Harpers, a secretive organization for good 
located 
in the 
northern Realms.
Following are several kits/specialty priesthoods in AD&D2 game terms designed 
specifically for NPC and 
PC followers of Mielikki.

Arms of the Forest
Tlle Forestarms serve as the priestly branch of the faithflll of Mielikki. These 
priests have many of 
the same powers as druids, although their outlook is more oriented towards the 
protection of nature 
(and forests in particular) from the forces of evil and ignorance. Many of these 
priests call be folmd 
wandering among small communities nestled at the edges of forests both great and 
small. 
They seek to 
teach humalls and other goodly races to care and respect the trees, and the life 
beneath their leafy 
bows. They try to prevent further encroachment by civilization on the remaining 
great 
forests by 
teaching careful forest husbandry. When called uc)on, they will defend the forest 
with 
force of arms 
if necessary.
The leaders of the Forestarms are often female, though there are many males among 
their 
numbers. 
Humans, elves, and half-elves serve as such priests, although technically there 
aLe 
n(~) prohibitions 
against any race serving as a priest of Mielik~l.


ARMS OF THF FORFSTS; (FORFSTARMS;) Portfolio: Protection of the Forests (Worships 
Mielikki) 
Requirements: Wisdom 14, Charisma 12; alignment NG Weapons Allowed: club, sickle, 
dart, 
spear, dagger, 
scimitar, sling, staff Armor allowed: chain mail, elven chain mail, studded 
leather, 
leather Major 
Spheres: All, Animal, Healing, Plant, Weather, Sun Minor Spheres: Divination, 
Elemental 
Magical Items 
Allowed: as priest or ranger (subject to above restrictions) Granted Powers & 
Requirements:
* Forestarms may not turn or command undead.
* Forestarms are skilled woodsmen, just like rangers, and receive the tracking 
proficiency for free. 
This skill improves for them just as it does for rangers.

* Forestarms have the same skill with trained and untamed animals as do rangers of 
the 
same level.

* Forestarms gain proficiency in both elvish and common at no cost.


* All Forestarms may cast a variant of the first level priest spell analyze magic 
(ToM) 
at will. This 
ability works only on forested areas (not characters, creatures, or objects). 
Through 
the use of this 
ability forestarms are able to detect if the ecology of a forested area is 
seriously 
disrupted.
* As with druids, Forestarms can pass through overgrown areas (thick thorn bushes, 
tangled vines, 
briar patches, etc.) without leaving a trail and at a normal movement rate after 
reaching third level.
* As with druids, Forestarms are immune to charm spells cast by woodland creatures 
(dryads, nixies, 
etc.) after reaching 7th level. Raiment:
Ceremonial dress of the followers of Mielikki is a simple tabard and trousers with 
a 
short cape. The 
shirt is usually short-sleeved, but long-sleeved in winter. The symbol of Mielikki 
is 
worn over the 
heart.
The colors of the ceremonial garb vary with the seasons, each season having a base 
color and an 
accent. Winter is white with green accents, spring green with yellow accents, 
summer 
yellow with red 
accents, and fall red with white accents. New Spells:
In addition to their normal complement of priest spells, when selecting their 
spells, 
Forestarms may 
also select from the following list: call woodland beings and comm~lne with 
nature.

Needles
The Needles are an organization of rangers based primarily in the north. Their 
members 
include elves, 
halfelves, and humans. In addition to their normal skills, they gain bonus non-
weapon 
proficiencies in 
elvish and common. In addition to their normal selection of spells, once they are 
able 
to cast priest 
spells, needles can also select from the spell call woodland beings.

Shadoweirs
Named for the greatest trees of the forests, the shadowtops and the weirwoods (see 
September 1987 
Dragon), this is a highly secretive branch of the faith that originated in the 
northern 
reaches of the 
High Forest. Its rnembers consist solely of half-elven multi-classed 
priest/rangers, 
and its 
membership has spread beyond the ~igh Forest, throughout all of Faer~m.
The Shadoweirs serve as a sort of religious knighthood of the woods. Unlike the 
Arms of 
the Forest or 
even the Needles, the Shadoweirs serve as an activist and proselytizing order who 
are 
willing to go on 
the offensive in the behalf of their sacred forests. In a sense, the Shadoweirs 
serve 
as a sort of 
woodland paladin. Moreover, they seek to advance the regrowth of ancient forests 
reduced by 
civllization. Many shadoweirs are adventurers, wandering the Realms with 
missionary 
zeal. They seek to 
halt the endless assault of civilization on their ancient homelands.


Any character taking this specialty priest kit/class must be a half-elf of NG 
alignment. Advancement 

ollows the normal rules for a multi-classed priest/ranger.

SHADOWEIR; Portfolio: Knight of the Forests (Worships Mielikki) Requirements: 
Strength 
13, 
Dexterity 13, Constitution 14, Wisdom 14, Charisma 12; alignment NG Weapons 
Allowed: 
any; prefer 
swords, bows, spears, lances, and quarterstaff Armor allowed: any; prefer chain 
mail, 
elven chain 
mail, studded leather Major Spheres: All, Animal, Combat, Healing, Plant, Weather, 
Sun 
Minor Spheres: 
Divination, Elemental, Protection Magical Items Allowed: as priest or ranger

Granted Powers & Requirements:
* Shadoweirs may not turn or command undead.
* Shadoweirs gain all the abilities of rangers.
* Shadoweirs must follow the ranger experience point progression in both their 
ranger 
and 
priest classes. Their bonus hit points due to constitution are calculated as if 
they 
are warriors (i.e 
a shadoweir with a 17 Constitution will get +3 hp / level).
* Shadoweirs gain proficiency in both elvish and common at no cost.
* All shadoweirs may cast a variant of the first level priest spell analyze magic 
(ToM) 
at will. This 
ability works only on forested areas (not characters, creatures, or objects). 
Through 
the use of this 
ability shadoweirs are able to detect if the ecology of a forested area is 
seriously 
disrupted. 
Shadoweirs are obligated to attempt to correct the imbalance, even if this 
requires 
them to go against 
the local law of the region Shadoweirs are obligated to use this ability at any 
time 
they think a 
region could be ecologically out of balance.
* Before advancing in level as a priest and a ranger, Shadoweirs must correct an 
ecological imbalance 
of significance proportional to their level (as decided by the DM).
* As with druids, shadoweirs can pass through overgrown areas (thick thorn bushes, 
tangled vines, 
briar patches, etc.) without leaving a trail and at a normal movement rate after 
reaching third level 
in both classes .



* As with paladins, shadoweirs may call for a war horse upon reaching 4th level in 
both 
classes, or 
anytime thereafter. This faithful steed need not be a horse; it may be whatever 
sort of 
creature is 
appropriate to the character (as decided by the DM). Note female shadoweirs often 
receive a unicorn 
for a mount, assuming they are of acceptable status to the unicorn. A shadoweir's 
war 
horse is a very 
special animal, bonded by fate to the warrior. The shadoweir does not really 
~call~ the 
animal, nor 
does the horse instantly appear in front of him. Rather the character must find 
his war 
horse in some 
memorable way, most frequently by a specific quest.
* As with druids, shadoweirs are immune to charm spel]s cast by woodland creatures 
(dryads, nixies, 
etc.) after reaching 7th level in both classes.
* As with druids, a shadoweir gains the ability to shapechamge into a reptile, 
bird, or 
mammal once 
per day after reaching 9th level in both classes. The size can vary from that of a 
bullfrog or a small 
bird to as large as a black bear. ~pon assuming a new form, the shadoweir heals 10 
to 
60 percent of 
all damage he has suffered (round fractions down). The shadoweir can only assume 
the 
form of a normal 
(real womd) animal in its normal proportions, but by doing so he takes on all of 
that 
creature's 
characteristics its movement rate and abilities, its Armor Class, number of 
attacks, 
and damage per 
attack. The shadoweir~s clothing and one item held in each hand become part of the 
new 
body; these 
~eappear when the shadoweir resumes his normal shape.


The items cannot be used while the shadoweir is in animal form.
The items cannot be used while the shadoweir is in animal form. Raiment:
Shadoweirs prefer suits of gleaming chainmail or studded leather armor. Many 
powerful 
forest knights 
wear ancient suits of elven chain mail they have been given by elven lords for 
their 
efforts in 
defending the forests. During ceremonies, they wear chainmail and deep forest 
green 
cloaks weaved by 
dryads from the leaves of the great trees. Their symbol is of a giant shadowtop 
tree 
with a pair of 
crossed swords ovemaying it. New Spells:
In addition to their normal complement of priest spells, when selecting their 
spells, 
Shadoweirs may 
also select from the following list: call woodland beings and commune with nature.

(Contributed by Eric L. Boyd 1993)
TORM

Torm the True is the Lord of Duty, Loyalty, and obedience. Torm figured 
significantly 
in the struggle 
over the Tablets of Fate during the Time of Troubles. Torm manifested himself in 
Faerun 
in the city of 
Tantras, across the Dragonreach from the Dalelands, and was destroyed as he 
defeated 
the avatar of 
Bane during a titanic struggle. Following the return of the Tablets of Faith to 
the 
Overgod Ao, Torm 
was reformed by Lord Ao since he had died in service to his ethos.
Prior to his battle with Bane, Lord of Strife, Torm discovered a great evil being 
done 
in his name by 
his then current high priest named Tenwealth. The followers of Torm had always 
dominated the religious 
and political activity of Tantras, but during the time of Torm's Coming, they 
began to 
actively 
persecute all unbelievers (i.e. followers of other gods). With the aid of the 
fallen 
cleric of Sune 
named Adon, Torm implicated the chief conspirators, and accused them of their 
crimes.
Torm absorbed the souls of many of his true worshippers, including the heretical 
clergy 
leaders, and 
assumed the form of a monstrous lion-headed man. He then battled Bane in a battle 
of 
mutual 
destruction, in the process destroying the besieging Zhentarim navy and creating 
many 
magic dead 
areas.
Torm, along with Ilmater, serves Tyr, Lord of Justice, in many of that god's 
endeavors. 
Many legends 
tell of Torm, who normally roams the Prime Material Plane, engaged in heroic 
combats 
with legendary 
monsters. Torm seems to often serve a role of champion or chief paladin of Tyr.
Chief among the followers of Torm are knights and warrior priests who seek to 
emulate 
his steadfast 
commitment to duty and tireless battle against evil. The followers of Torm have 
temples 
in many major 
cities of the Realms, and many individual Tormites may be encountered wandering 
the 
Realms on various 
missions of their god.
The followers of Torm organize themselves into a three level hierarchy of 
worshippers. 
The top 
hierarchy includes the clergy of Torm, who are arranged in their own strict 
hierarchy. 
These priests 
are referred to formally as the Disciples of Torm, and serve as the main 
organization 
of the faithful.
The second hierarchy includes the religious warriors of Torm. This group serves as 
the 
warrior arm of 
Torm's clergy, and go on many quests in the service of Torm. The members of this 
group 
are known as 
the Swords of Torm, and most (if not all) of its members are cavaliers. (See the 
CFH 
section on 
warrior kits.) Included in this hierarchy is an order of paladins in Torm's 
service 
known as the Order 
of the Golden Lions, which are detailed below.
Finally, the third level of the hierarchy includes the lay followers of Torm. 
Torm's 
faithful include 
many warriors and government officials, among others. Following the Time of 
Troubles, 
many have made 
pilgrimages from all over the Realms to the Temple of Torm's Coming, located in 
northern Tantras. 
Torm's followers are expected to make yeamy tithes to the local temple of Torm as 
they 
are able. In 
addition, they are supposed to follow the general religious tenets of Torm, as 
espoused 
by his clergy.
Following the Time of Troubles, the religious hierarchy of Torm's faithful was 
completely overhauled. 
Incensed by his followers persecution of other goodly religions, Torm has dictated 
a 
series of 
responsibilities and obligations for his followers. These duties are collectively 
referred to as the 
Penance of Duty, detailed below.

Penance of Duty * Debt of Persecution: Followers of Torm are obliged to undertake 
the 
Debt of 
Persecution. To repay their persecution of other religions, the truly faithful 
must aid 
other goodly 
religions reestablish themselves. * Debt of Dereliction: Followers of Torm are 
obliged 
to alleviate 
themselves of the abdication of duty in guarding against strife. To alleviate this 
debt, Tormites must 
expend all possible effort to eliminate any surviving cults of Bane, as well as 
oppose 
all efforts of 
Cyricists and the ~hentarim . * Debt of Destruction: Followers of Torm are obliged 
to 
relieve the 
destruction to the magic weave incurred during the Time of Troubles. All 'magic 
dead~ 
areas are to be 
reported and repaired. In addition, all permanent results of the magical chaos are 
to 
be similamy 
undone. (Note that this Debt has been interpreted, probably incorrectly, as a 
command 
to eradicate any 
new species appearing following the Time of Troubles.)


Following are several kits/specialty priesthoods in ADhD2 game terms designed 
specifically for NPC and 
PC followers of Torm.

Disciples of Torm
The Disciples of Torm serve as the clergy of the faithful of Torm. These priests 
are 
described fully 
in the Forgotten Realms appendix, and that description is partially duplicated 
below. 
In general they 
are required to actively implement and coordinate efforts and actions dictated by 
the 
Penance of Duty.
Currently, the Disciples of Torm are exclusively human, and the majority are male. 
However there is no 
evidence in the teachings of Torm that these are requirements of his clergy.


DISCIPLE OF TORM

Portfolio: Duty, Loyalty, Obedience (Worships Torm) Requirements: Constitution 12, 
Wisdom 15; 
alignment LG (LN) Weapons Allowed: as cleric Armor allowed: any Major Spheres: 
All, 
Astral, Combat, 
Divination, Guardian, Healing, Protection,
Summoning, Sun Minor Spheres: Charm, Elemental, Necromantic, Weather Magical Items 
Allowed: as cleric 
Granted Powers & Requirements:
* Specialty priests of Torm may turn undead as priests. They may also command the 
undead to perform 
tasks, such as guarding a passageway, without endangering their alignment.
* Henchmen following a specialty priest of Torm treat that priest as if his 
Charisma 
was 18 for 
purposes of determining loyalty, provided that those henchmen worship (or at least 
recognize the power 
of) Torm.
* The duration of divination and protection spells is doubled when the spell is 
cast by 
a specialty 
priest of Torm. Of course, a permanent spell is still permanent.
* Specialty priests of Torm may use the command spell once per day, at will.
* Specialty priests of Torm are required to follow the Penance of Duty without 
fail, 
and before 
advancing in level, serve in some fashion that helps alleviate one of the debts 
mentioned in the 
Penance of Duty. Raiment:
The ceremonial costume of the Disciples of Torm is the same in the field as in the 
temple - a full 
suit of battle armor with an ornate helm, kept in well-polished shape. Rank within 
the 
church 
hierarchy is shown by the color tints of the armor - orich church approved shaded 
inks 
rubbed into the 
metal itself. The lowest rank has a bloodstained red similar to that of Tempurans, 
then 
rising 
(according to local customs) to sunrise orange, harvest yellow, dragon green, and 
a sky 
blue for the 
patriarches of the faith. The greatest heroes of Torm are entitled to have a dusky 
purple polish 
rubbed onto their armor.

Order of the Gollden Lions
Following Torm's rebirth, the clergy of Torm founded a new order of paladins to 
serve 
as holy warriors 
of Torm. These champions are specially dedicated to serving the Penance of Duty, 
and 
wander the Realms 
in Torm's service. Failure to actively serve the spirit and meaning of the Penance 
of 
Duty will result 
in a loss of paladinhood, regainable only by a difficult quest in the service of 
Torm 
according to the 
goals of the Penance of Duty.
In AD&D2 terms, members of this order are 'specialty paladins~ in the tradition of 
~specialty 
priests'. Many are also cavaliers or noble warriors as detailed in the CFH.

PALADIN OF TORM;, ORDER OF THE GOLDEN LIONS Portfolio: Duty, Loyalty, Obedience 
(Worships Torm) 
Requirements: Strength 12, Constitution 12, Wisdom 15, Charisma 17; alignment LG 
Weapons Allowed: as 
paladin Armor allowed: as paladin Major Spheres: All, Astral, Combat, Divination, 
Guardian, Healing, 
Protection,
Summoning, Sun Minor Spheres: Charm, Elemental, Necromantic, Weather Magical Items 
Allowed: as paladin 
Granted Powers & Requirements:
* Specialty paladins of Torm have all the normal abilities and restrictions of 
paladins 
as detailed in 
the Player's Handbook.
* Specialty paladins of Torm may turn undead as paladins. They may also command 
the 
undead to perform 
tdsks, such as guarding a passageway, without emdangering their alignment.
* The duration of divination and protection spells is do~lbled when the spell is 
cast 
by a specialty 
paladin of Torm. of course, a permanent spell is still permallent .
* Specialty paladins of Torm may use the command


spell once per day, at will.
* Specialty paladins of Torm are required to follow the Penance of Duty without 
fail, 
and before 
advancing in level, serve in some fashion that helps alleviate one of the debts 
mentioned in the 
Penance of Duty.
* Specialty paladins of Torm may receive the equivalent of a priest's minor quest 
spell 
during times 
of strife at their Lord Torm's discretion. This power will never be granted more 
than 
once per month. 
The paladin receives the ability to roar like a lion. The effect of this lion's 
roar is 
equivalent to 
the eighth level mage spell great shout detailed in the Forgotten Realms 
Adventures 
hardcover. 
Raiment:
The ceremonial costume of the Order of the Golden Lions is the same in the field 
as in 
the temple - a 
full suit of battle armor with an ornate helm, kept in wellpolished shape, with a 
dusky 
purple polish 
rubbed onto their armor.

(contributed by Eric L. Boyd 1993)
Moon Guards

Portfolio: Protectors of Night Travellers (Worshi~ers of Mystra and Selune)
Requirements: Intelligence 15; Wisdom 17; any good alignment
Armor: None
Weapons: as a mage, plus the firts new weapon they take must be a short bow.
Major Spheres: All, Astral, Divination, Gaurdian, Healing, Necromantic,
Protection, Summoning, Sun, Travelers, Wards, Weather
Minor Spheres: None

Granted Powers: - +l to saves vs. spells - gains the spell craft prof. without 
usingf a 
slot - can 
turn undead normally - granted 30 feet infravision - can turn lycanthropes as they 
turn 
undead.

Other Notes: Moon Gaurds (I hate the Name too) are a dual class character. They 
Must 
have been a mage 
or a specialist mage who has attained 6th level before switching to the priest 
clas. 
They can take 
this class any time thereafter, and cease gaining experience as a mage. They do 
NOT, 
however, lose the 
ability to use their mage powers. They operate as both classes whatever priest 
level 
they are. They do 
NOT, however, gain new proficiencies or hit points until they surpass their 
origional 
level. And, 
finally, they can only cast their priest spells beneath the night sky. (This 
offsets 
the use of their 
mage abilities, as well as the number of major spheres).

This religion is a small secretive sect dedicated to those who travel by night. 
The 
church is not very 
organized - they have no temples of their own (being content to worship under the 
light 
of the moon), 
but they are welcome amoung the priests and priestsesses fo either Goddess. They 
fight 
as a priest of 
their level, and wander the night looking to aid those in trouble. They will help 
fight 
off bandits 
and monsters - usually asking for nothing in return. They will not ignore a night 
time 
cry for aid, 
and most often travel alone.

(contributed by Eric L. Boyd 1993)
Priests;: Wrath Priests


Portfo1io: Destruction (Worships the Gods of Fury: Auril, malar and Umbemee) 
Requirements. Strength 
13; Wisdom 12; Constitution 15; alignment CE Weapons A110wed. Any weapon doing a 
minimum of 1 d8 
damage Armor allowed. Any major Spheres: All, Chaos, Combat, Elemental (only when 
used 
to destroy), 
Healing (reversed versions only - no healing), Weather Minor Spheres: Animal, 
Creation 
(Reversed 
only), Necromantic (No positive spells - may use the spell "slay living"), Plant, 
Summoning Magica1 
Items Allowed. as cleric

Granted Powers: - may turn/command undead normally - control weather once per day 
by 
making it one 
category worse than the present (as PHB pg 232) - May incite a destructive rage in 
any 
one 
creatre/round. The attack is a combination gaze/spoken suggestion (if the creature 
can 
not see or hear 
then the attacks results in a fear spell) The victim must save vs. paralyzation or 
follow a single 
command from the Wrath pertaining to the destruction of something (i e. burn this 
building, destroy 
this field, or kill everyone you m eet. ) f or the next 4- 1 0 rounds (2d4+2) If 
the 
save is 
successful, the subject has resisted and can not be affected for an entire day. - 
Wraths also have the 
ability to resist all of the effects of any destruction/disaster in which they 
have 
made a significant 
contribution. That is, they may stand before an oncoming tsunami and not get a 
single 
drop wet, or 
they may stand in a collapsing mine, only to have a shaft to the surface open up 
above 
them, etc.. - 
They are also immune to mind affecting magic, this does not include illusions, but 
it 
does include 
most enchantment/charm spells.


Other Notes: This specialty priest is actually created at 10th level from any of 
the 
specialty 
priests of either Malar, Auril, or Umbemee. Thus it is very Rare. At 9th level or 
beyond a specialty 
priest of one of those Powers may find themselves in the midst of a disaster that 
they 
created with no 
way for them to escape alive. If this is the case, and the disaster is large 
enough 
(sometimes this is 
arranged by the powers that be) a manifistation of the God may appear out of the 
middle 
of the chaos 
and award the priest for his service just before he passes out. He will awaken 
following the disaster 
wounded and in pain, on the shore of a hurricane destroyed island or from the 
embers of 
a burned 
building. He will instant;y understand that he is to replace one of the older 
Wraths.

There mav on1v be thirteen of them in the Realms at anv given time. and when one 
goes 
astray a new one 
is needed to replace him. (Sometimes the new priest is called upon to actually 
detroy 
the old) The new 
priest now has NONE of the granted powers of this priesthood and will refuse to 
use any 
weapon that 
does not do at least the aforementioned damage (even subjecting himself to 
proficiency 
penalties to do 
so), and all of his spells will be granted from the new spheres. He does not gain 
these 
Granted powers 
until he has proven himself worthy by advancing one level through the destruction 
of 
everything and 
anything he can think of.

These priests are the true powers of destruction in the realms. It is said that 
there 
is not a 
disaster without their hand in it somewhere.

They are feared by everyone - even the priests of the Gods of Fury. The only ones 
who 
they see on 
their own level are the Stormlords of Talos, and this is only out of respect for 
the 
God (Whom they 
also serve indirectly) They are "welcome" in all of these churches, and may demand 
food, shelter, and 
assistance from these places for as many days as they have levels. (The temples of 
Talos will usually 
deand a service in return, if the Wrath's plans do not alredy fir the bill.)
At least every other period of as many days as the priest has levels these priests 
must 
destroy the 
life or lives of at least one person or persons. They can do this in as many ways 
as 
possible. Burning 
a farmer's crops, then terrorizing and killing off his family, taking his health, 
and 
finally allowing 
him to live in poverty and sorrow. After such a trek, the priests has a number of 
days 
equal to his 
level to rest.


Also once each season he must cause a disaster that effets at least twice the 
number of 
people that he 
has levels. If a priest fails to do so, he loses all special abilities and does 
not 
gain spells until 
this requirement is met. If the priest fails again, he loses all powers forever 
and 
will be destroyed 
by the Gods and a new initaite will be selsected. This is done wothout mercy.

Wraths prefer to dress for ceremony in their own unique clothes always black with 
white 
or silver 
highlights, and arching collars, drastic cuffc, ornaments, etc... All priests must 
be 
chaotc evil. 
Their symbol is a small shattered skull made out of silver and embeded into an 
amulet 
of obsidian. 
This will be found on the priest upon waking up after his "vision", and the priest 
on 
the way out will 
find his to have disappeared, if he is not yet dead.

New Spells: may include - summon tsunami, create inferno, wither, and a version of 
Beltan's Burning 
Blood.






CRITICAL; CHART

SLASHING  (scimitar, bastard sword, broad sword, long sword, great sword, axes)

01-09     Hit vulnerable area, damage X2
10-12     Strike vital area, damage X3
13-20     Destroy 1d4 items, 1/2 damage
21-22     Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding
23-55     Limb damaged:see limb damage chart
56-60     Hit face; scar, -1 charisma
61-63     Scalped, damage X2, -3 charisma, no hair will grow
64-65     Removed nose, -10 to charisma
66   Removed left ear,   -20% chance of hearing, -2 charisma
67   Removed right ear, -20% chance of hearing, -2 charisma
68-70     Blind in one eye,    1/2 damage, -2 to hit, -4 with missiles, Lose DEX 
bonus 
on AC
71-72     Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose DEX 
monus 
on AC
73-77     Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS
78-79     Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage
80-88     Organ hit, see ORGAN chart
89-95     Removed weapon.  No damage unless monster (claws or teeth removed)
96-98     Limb, major tendon severed, roll on LIMB chart 
99   Limb, major nerve severed, no sense of touch, roll on LIMB chart
00   DEATH


THRUSTING (Short Sword, Dagger)

01-09     Hit vulnerable area, damage X2
10-12     Strike vital area, damage X3
13-15     Puncture throat, damage +10, 1d8 for 4 rounds or until bound
16-30     Limb struck:  use LIMB chart, roll 1d4 for EXTENT
31-36     Blind in 1 eye, +50% damage, see SLASHING for results
37   Blind in both eyes, +75% damage, see SLASHING for results
38-44     Organ hit, see ORGAN chart
45-47     Blade stuck in bone, max weapon damage every round until removed
48-51     Limb:  tendon severed, 1 limb useless- see LIMB chart
52-62     Lodged in vital area, take damage again when removed
63-69     Destroyed 1 item, damage  -d4
70-78     Solar plexus hit, damage X2.5
79-90     Gut wound, effects as stomach wound use ORGAN chart
91-99     Exceptional blow- blade passes through body, damage X3
00   Strike perfect blow- instant death



CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff, 
Flail)

01-03     Crush neck- damage =20+ 1d10, save vs. paralysis or paralized from neck 
down
     until cured for 2x damage taken
04   Crush throat, damage +50% and can't breath; unconscious in CON/6 rnds,
     suffocate to death 10 rnds later.
05-21     Limb cracked, roll on LIMB chart to see which one.  Useless for 2 
months, -2 
days per CON 
22-27     Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of WIS 
and 
INT
28-29     Spine cracked, see SLASHING for effects
30-36     Rib cracked, damage +20%, -1 to hit
37-42     If wearing plate, crunched inside +10 damage and 50% chance of not being 
able 
to
     breathe until removed; if not removed, treat as crushed throat, -1 AC worse 
for 
armor.
43-46     If wearing chain, horrible imprint left, +25% damage and 25% chance of 
scar
47-50     Organ ruptured; see ORGAN chart
51-57     Stunned for 1d10 segments, cant fight or defend for 1d6 rnds
58-63     Hit face, -1 charisma, damage +25%
64-65     Helm destroyed (only magic helms get saving throw) save vs CON or 
knocked out 
1d4 rnds
66-73     Shield destroyed (only magic shields get saving throw) 
74-77     Destroy 1d4 items, damage -25%
78-83     Hit tip of sternum, damage x2, -2 to hit
84-85     Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP
86-90     Crack jawbone, +10% damage and can't talk or eat for 1d12 days
91-94     Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma
95-99     Shoulder crushed and arm useless
00   Head crushed in- dead


SHARP PROJECTILE  (Arrow, Dart, Thrown Dagger, Crossbow Bolt)

01-09     Hit vulnerable area, damage X2
10-12     Strike vital area, damage X3
13-23     Blind in one eye, X3 damage,-2 to hit, -4 with missiles,lose DEX bonus 
on AC
24-30     Stick in bone, take damage again to remove
31-36     Pierce hand, useless for one week or until 2X damage cured
37-40     Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from 
bleeding
41-45     Limb hit at joint (use LIMB chart), limb useless until projectile 
removed, 
then -1
     to hit with that limb until healed
46-50     Remove finger, see LIMB chart
51-59     Pass entirely through body, X2 damage
50-68     Pin arm to chest, chance to remove-chance to open doors +10%
69-77     Hit weapon hand, see LIMB chart for ARM damage
78-84     Organ hit, see ORGAN chart
85-93     Projectile sinks all the way in, unpleasant damage X2
94-98     Projectile lodged in bone, max weapon damage until removed
99   Limb, stuck in major tendon, making that limb useless, us LIMB table for 
location
00   Perfect shot- DEATH


POLE ARM (Bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork
          glaive, par ransuer, spetum, voulge)

01-09     Hit vulnerable area, damage X2
10-12     Strike vital area, damage X4
13-18     Mutilate chest, damage X2
19-24     Horrible gash, damage X2, infection in 1d6 days
25-40     Limb struck, see LIMB chart
41-43     Grazed face, damage +1/2, -1 on charisma until X3 damage cured
44-47     Destroyed armor if chainmail or weaker
48-51     Blind in one eye, damage X2, see SLASHING
52-54     Blind in both eyes, damage X2, see SLASHING
55-62     Rip shield from grasp, 1/2 damage (if no shield, MAX damage)
63-71     Organ hit, see ORGAN chart
72-78     Stuck in ribs, take damage every round until removed
79-80     Blade goes entirely through, take X3 MAX damage
81-88     Polearm disarms opponent, no damage unless opponent has teeth or claws
89-94     Destroy 1d4 items, 1/2 damage
95-99     Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad 
scar
00   Blade cleaves skull, save vs. death at -5.  If saved then instant death, if 
failed,
     character looses 1d4 on constitution permanently and dies very horribly



SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike)

01-09     Hit vulnerable area, damage X2
10-12     Strike vital area, damage MAX X2
13-20     Impaled, MAX damage and takes 1d6 rounds to remove
21-29     Victim pinned to ground for 1d4 rounds
30-36     Neck punctured, see THRUSTING
37-41     Arm pinned to body, MAX damage
42-46     Hit shoulder, arm useless, -4 to hit due to pain
47-48     Impaled and lifted off ground, X3 damage
49-55     Sticks in shield, makes both shield and spear useless, 10% chance of 
hitting 
arm
     1/2 damage if this occurs
56-60     Hit ribs and break several X2 damage -2 to hit
61-70     Blind in one eye, X2 damage, see SLASHING
71-79     Roll on THRUSTING table
80-83     Destroyed 1-2 items, 1/2 damage
84-87     Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x 
damage
88-94     Hit in gut, see SLASHING
95-99     Goes clear through body, MAX X2 damage
00   Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0


SPIKED (Some maces, Morning-stars, Flails, Clubs)

01-50     Roll on crushing table, with +1d4 damage
51-57     destroyed chainmail or weaker armor
58-67     Removed finger, see LIMB chart for effects
68-73     Stuck in bone, take damage every round until removed (removal takes 
damage)
74-77     Punctured one eye, damage X2, see SLASHING
78-83     Punctured both eyes, damage MAX X2, see SLASHING
84-88     Many spikes hit, MAX X2 damage
89-94     Deep puncture wound, damage X2, will infect in 1d6 days
95-99     Organ hit, see ORGAN chart
00   Crushed skull, dead



THROWN STONES (Sling stones, Sling bullets)

01-30     Stunned for 1d10 segments, can't fight or move for 1d4 rounds
31-50     Blind in one eye, X2 damage, see SLASHING
51-70     Limb cracked, X2 damage (25% chance of being useless), see LIMB chart
71-80     Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB 
chart
81-99     Vital area, MAX X2 damage
00   Shattered skull, save vs death at -10 or dead.  If saved, INT -1d4 and WIS 
-1d4, 
HP=0


BITES AND CLAWS (Monsters, unarmed humanoids)

01-09     Hit vulnerable area, MAX damage
10-12     Hit vital area, MAX X2 damage
13-31     Limb hit, see LIMB chart
32-35     Break ribs, damage X2, -4 to hit due to pain
36-38     Organ gouged, see ORGAN chart
39-51     Knocked down (if possible), MAX damage, monster gets +2 to hit on next 
attack
     save vs. paralysis or lose next attack
52-54     Blind in one eye, damage X2, see SLASHING
55-57     Blind in both eyes, damage X2 see SLASHING
58-65     Severed mahor tendon, see SLASHING
66-75     Roll on SPIKED table
76-79     Unpleasant things done to face, X2 damage, -2 charisma, 5% each major 
feature 
     being made useless.  Cure for 5x damage to heal.
80-99     Deap gouge, MAX X2 damage, weird scar and will be infected if possible
00   Removed throat, save vs death at -10 or dead.  If saved, reduced to 0 HP and 
     charisma -6 due to huge scar on neck.



LIMB DAMAGE

AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
             Reverse all L & R for left-handers

die roll
1    R. Leg
2,5  L. Leg
3,6  R. Arm
4    L. Arm

LOCATION (d10) X5 damage

1    Fingers (toes)
2-3  Wrist (ankle)
4-5  Mid-forearm (mid-calf)
6-8  Elbo (knee)
9-10 Shoulder (hip)

EXTENT (D6)

1    Temporarily damaged
2    Badly hacked
3-4  Crippled sevemy
5-6  Completely severed

ARM

Temporarily damaged -4 to hit, -4 to damage
Badly hacked             -6 to hit, -6 to 
damage
Crippled severely        -8 to hit, -8  to damage
Fingers                  remove 1-2 fingers, 
lose 1 hp each, 25% chance thumb.
                    If thumb or 3+ 
fingers lost, save vs paralysis each blow or drop
                    weapon
Completely severed       -10 to hit, -10 damage

LEG

Toes                -10% movement
Temporarily damaged -10% movement
Badly hacked             -25% movement
Crippled severely        -50% movement
Completely severed       -90% movement



ORGAN DAMAGE

Location (d6)

1    Lung-     Damage X2, save vs. poison or lung collapses:
               unconscious for 10-20rnds 
then half move until healed
2    Heart-    (nicked):  Damage MAX X2
3    Kidney-   Damage +2, blood poisoning, death in 4d12+CON hours;
               neutralize poison will 
add 10 hours
4    Liver-    Damage +3, bleed for 1d4 hp for 5 rounds
5    Spleen-   Damage +3, bleed for 1d6 hp for 5 rounds
6    Stomach- Damage X2, take full damage again daily from digestive fluids.
               Will becom  terminally 
infected in one day.  This will weaken the 
               victim at 1 Strength and 
1 Constitution point / day.
               The victim dies when 
Strength, Constitution, or HP goes below zero.
               A cure disease is 
required to stop infection; thereafter, the
               character will regain 
Strength and Constitution at the rate of
               1 point per day.


Critical wounds by failed saving throw against magical attacks, cold, acid
electricity, or poison, there is a chance that a critical wound will result.
     (saving throw needed - saving throw rolled ) *2%
Roll this percentage to see if a critical occurs.


FIRE

01-09     Hit exposed area, MAX X2 damage
10-40     All oil, alchohol, or other flammables explode for 1/2 damage each
41-45     If holding metal item, it melts onto hand permanently (only if fire is
     strong enough)
46-50     Destroy 1d4 items, take full damage
51-54     One eye is burned, X2 damage, see SLASHING
55-60     Both eyes are burned, X2 damage, see SLASHING
61-66     Blinded for 1d6 rounds
67-74     Smoke inhalation, out of action for 1d4 rounds
75-80     Flame gets under clothes or armor, X2 damage 
81-99     Burned face and skin, causing scars and -3 charisma, must cure for 5x 
damage
     to regain charisma.
00   Inhaled flame, save vs death at -10 or lungs burned out and death.  If saved,
     MAX damage X2



COLD

01-40     Limb frozen, cure within 10 rnds or lose it (roll on LIMB table)
41-50     1d6 non-magical glass and metal items turn brittle; save at -5 if struck
51-60     Severely frozen, Strength and Dexterity -2 for 2d6 rounds
61-70     Go into shock from cold (same effects as being unconcious)
     Roll less than CON on d20 every round to come out the next round unharmed
71-75     Body completely numbed- all surface nerves paralyzed for 1d4 hours:
     will not know damage taken per each blow, must roll under DEX on d20
     for each attack or will drow weapon
76-88     Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell)
89-99     Flesh frozen and gangrene will set in, X2 damage
00   Blood crystalized, save vs death at -10 or die.  If saved HP reduced to 0


ELECTRICITY

01-20     Hits unprotected area, X2 damage
21-40     Goes into convulsions for 1d4 rnds, X2 damage
41-46     All potions carried make saving throw or are changed:  1-50 useless, 
     51-90 changed, 91-00 poison
47-52     If wearing metal armor, welded inside; MAX damage
53-65     Severe burns at entry and exit points, X2 damage
66-70     One limb burned off (roll on LIMB table) MAX X2 damage
71-80     Nervous system damaged:  lose 1d4 of dexterity (regained if healed 
magically 
     for 5X damage)
81-85     Nervous system damaged:  lose 1d4 of wisdom (regained if healed 
magically for
     5x damage)
86-90     Nervous system damaged:  lose 1d4 of intelligence (regained if healed 
magically
     for 5x damage)
91-93     Temporary amnesia lasts (9+d20) days.  Save vs. paralyzation or also 
lose all 
     1 level (including experience and spells memorized).
94   Permenant amnesia, save vs. paralyzation or lose all experience (back to 1st 
level)
95-98     Temporary insanity 1d8 days
99   Permenant insanity
00   Strikes heart, death


POISON

01-40     Temporary insanity, lasts for 3d6 days
41-49     Permanent insanity
50-59     Lingering results- poison won't leave system for 1d4+2 days and there
     will be "flashbacks" which do 10-80% of poison damage
60-79     Unusually high dosage, effects (damage) +MAX
80-97     One score lowered 1-2 must neutralize poison and heal 5x damage to 
regain
98-99     Save vs. poison or enters major artery, damage MAX X3
00   Poison has unique effect on this individual; save vs. death at -5 ( or at +5 
for
     non-damaging poisons) or fatal



ACID, dissolving

01-40     Limb struck, use LIMB chart or DM's choice
41-60     Hitrs exposed area, X2 damage
61-70     All items close to area hit save at -3 or destroyed
71-77     Acid gets into potion flask, water skin, etc.
78-82     One eye blinded, damage X2, see SLASHING
83-90     Both eyes blinded, damage X2, see SLASHING
91   Hair burned off, -3 damage
92-99     Severe facial damage, -3 charisma, heal damage X6 to regain



Peregrin's Treatise;; 

Although fixed portals have existed in the Astral plane long before 
recorded time, even before Gith liberated her children from the 
illithids, no one devoted much time to studying them before archmage 
Peregrin Graycloak decided to settle in the Silver Realm. Long after his 
fleet of void cruisers had become a reality (see "Voidjammers," DRAGON~ 
magazine #159), Peregrin pursued the mystery of fixed portals.
Peregrin's Treatise can be used by any wizard (or psionicist with 
access to the Psychoportation discipline) of at least 10th level. This 
work describes how to create (or destroy) a permanent, stable gate 
between any reality and the Astral Plane. The instructions in this book 
are written in a special magical script that cannot be copied without 
destroying the book.
To successfully open a gate, the builder must be personally familiar 
with both end points of the gate. The portal builder must assemble rare magical 
inks 
and powdered 
components from the destination plane (taking 1-4 weeks and costing no less that 
50,000 
gp, plus 5,000 
gp per level below 18th) and inscribe elaborate magical runes at each of the 
portal's 
intended end 
points.
Drawing the inscriptions at each of the gate's end points takes at 
least one week, plus one week per level of the caster below 18. Once the 
inscriptions are properly completed (roll an Intelligence check), the 
ritual for creating a gate takes an entire week, permanently drains the 
caster of one point of Constitution, and ages him for 10% of his natural 
life span (all regardless of success). The base chance of success for an 
18th-level wizard or psionicist is 95%; for each level below 18, 
subtract 5% from the chance of success and add 5% to the chance of 
catastrophic failure.


For example, a 12th-level wizard decides to create a portal between 
the Forgotten Realms and the Astral plane using the rites described in 
Peregrin's Treatise. After studying the book for at least a month, he 
consults the apotheca ries in Calimport and rounds up the desired 
components in three weeks, spending 80,000 gp in the process. The wizard 
spends the next seven weeks inscribing the runes in the Astral plane and 
in the Realms, and then spends an additional week performing the rite, 
losing a point of Constitution and aging 10 years. Even after all this 
time and effort, he has only a 65% chance of success, and a 30% chance 
of catastrophic failure (perhaps gating in a powerful creature from the 
Lower Planes that is not at all happy about being summoned or even 
gating the wizard himself to the Lower Planes).
The final chapter of the book describe how to destroy a fixed portal. 
The essen tial step requires finding the keyrune at the heart of the 
rune network inscribed when the fixed portal was created (there is one 
keyrune on each side of the gate). If the keyrune on either side is 
located, the fixed portal can be destroyed by successfully casting a 
dispel magic spell on the keyrune, against a spell cast at the 18th level 
of experience (a dispel magic spell cast on the portal in general will 
have no effect).
Peregrin did many experiments with psionics and determined that 
concentrating 500 PSPs on the keyrune via any destructive psionic 
discipline woul accomplish the same result.
In the dedication, Peregrin's Treatise contains a short passage that 
can be used once per month as an "escape hatch." By reading it, the 
Treatise's owner can cast a rope trick spell that lasts for 24 hours on 
any plane.

(from the Fantasy News Network journal)
RUMORS & NEWS

Forgotten Realms: Myth Drannor;-Time of Troubles

     A group of adventures became Harper heroes today, after single handedly 
killing not one, but THREE liches in the School of Wizardry(see FR boxed set
for layout).  They were originally sent there over a year ago, when Lashan of 
Scardale fled there after his war with the dales.  On their first trip they 
only reported seeing one lich, but they escaped, bringing the captured Lashan 
with them.  It was then they were asked to return again, as a test to see
if they were worthy of being Harpers.  Three weeks later they appeared in the 
village square seemingly out of thin air.  When questioned by Storm Silverhand,
she heard a spectacular story of planar travel, and a battle with a group of 
githyanki.  The adventurers, led by an elven fighter mage, even produed a 
githyanki head, and one of their fabled two handed swords.  Storm, impressed 
with their bravery, made them Harpers. After a long layover, they were 
asked to go to Aglarond by Storm to look into some sort of business, and on the 
night of the fall of the gods, they were teleported there by Elminster himself.
     Unfortunately for them the adventurers would not make it there for 
another two weeks.  The instability in magic caused them to end up near Castle 
Perilous in Vaasa. Using two psionicists with dream travel, they headed south
in leaps and bounds.  After reporting with the Simbul it is unknown what they 
did, but somehow, they returned to Shadowdale just three weeks after talking 
with her.  They returned bearing some very evil magical items, including an
evil staff of the magi, but also with the heads of not one but THREE liches.
     According to rumor, they were magically teleported from some inn in 
Telflamm, and brought to the School of Wizardry.  It is thought by most that
the instability in magic aided, not hindered this group of adventurers.  
     Currently, the adventurers are resting three miles north of Shadowdale
in a small dugout house.



Sea of Fallen Stars; (Pirate Isles;)
After the death of the Half-Orcish leader and its Green Dragon protector at the
hands of an adventuring party, the pirate town of Scrape has fallen into a
state of chaos and confusion as various factions struggle to claim leadership.
No less than four factions comprised of Humans, Ogres, Orcs, and Goblins are at
war with each other on the small Pirate Isle. 

FR: Mirabar
The adventurers known as the Bloodhawks have returned in triumph to Mirabar 
aboard a flying ship.  The vessal's holds were filled to the rim with platinum,
gold, and silver obtained from the lair of a Red Dragon.  At the request of the
party's leader, Deltar the Destroyer, a drydock was built and the vessal landed
outside of the city.  After seeing to the ressurection of one of thier number 
who had fallen to the Dragon's breath, and removing the 'helm' that allowed the
ship to fly, the Bloodhawks donated the wooden galley to the city and rode to
the south.
 
FR: Scardale
A sea-going vessal belonging to the Zhentarim was attacked and stolen by 
unknown parties in a fierce battle on Scardale's wharves.  At the end of the 
melee, several Zhentilar were dead, including a mage and a priest of Cyric, and
the vessal was sailing away to the north.  The Black Network is rumored to be
actively seeking the culprits, and have offered a 1,000 gold piece reward for
information leading to the bloody and painful death of those responsible. 

Jon Gad
jng53092@uxa.cso.uiuc.edu
-----------------------------------------------------------------------------

FR:Moonshaes; (outer planes;)
A well known group of adventurers have traveled to the plane of hades to
reclaim the now lost soul of Tristan Kendrik.  They have enlisted the help
of the Mage Flamsterd, and another unknown sage called Gregor.  Gregor
seems to hold vast knowledge of the outer planes, and of the resident powers.
All that is known is that he was first seen in Waterdeep soon after the death
of Myrkul in the Time of the Avatars.  The group has returned empty handed
with two of their number dead, thought to be now restored.  They now plan
on returning to Hades with new information to where their King's soul lies.


CG the DM
ccg001@acd.drake.edu


FR:RAVENS BLUFF;:
Some adventurers from the Company of the White Raven accidently visited Maztica 
recently when the ship they were travelling on was swallowed by a giant sea 
monster.
When the elven mage Kitiram cast a Flaming Sphere against the monster's stomach 
lining, a survival mechanism teleported the ship randomly, causing it to appear
above a desert.  Gravity took over, and the ship smashed into the surface, killing
most of the crew and severely injuring the adventuring group.

Fortunately, the survivors were discovered by some friendly natives, and after
establishing rudimentary communications, they discovered they were in Maztica.
The group set out to discover a way to travel back to Ravens Bluff.  After a 
series
of adventures, the group found a spelljamming helm.  This helm was mounted on a
ship, and the group left Maztica, taking some willing natives with them.

The return to Ravens Bluff caused some consternation, as the pilot failed to 
handle
the helm properly, crashing the ship into a house, destroying the ship and house
in the process.  No loss of life occurred and damages were paid for by the 
Company.

CONTACT: Chris Ryan (chrisr@fitmail.fit.qut.edu.au)

Now any interested DM can contact me for more information if they want.  I can 
then
supply information on the White Raven Company, the elven mage Kitiram, the 
monster,
the adventures in Maztica, the spelljamming helm, the returning natives, etc.

-------------------------------------------------------------------------------

Forgotten Realms:Cormyr;:   CARAVANS AMBUSHED!

     In the past two rides, a total of four caravans have been ambushed
and plundered while making the run through Gnoll Pass.  The only survivor
tells of a pitched battle between the caravan's guards and a large combined
force of orcs, hobgoblins, gnolls, and ogres.  Baron Thomdor, commander of
Castle Crag, suspects Zhentarim influence, because as everyone knows,
humanoids can't cooperate on making dinner, let alone coordinating a military
operation of this magnitude.  Various adventuring bands have been hired to
find the humanoids and destroy the operation.  A fake caravan manned by
Purple Dragon's will also attempt to draw out the humanoids and expose
their leaders.



                         Pat luhmann@atlantic.cps.msu.edu
------------------------------------------------------------------------------

Forgotten Realms: Baldur's Gate;: Unicorn Controversy
Tran, a noted alchemist in Baldur's Gate, has put out advertisements
for unicorn horns.  Despite massive protests by noted druids and rangers,
a large party brought in two horns and was paid hansomely, in cash 
and gems.  The Moon Blades, a group of nearby Druids, contacted Tran
with the intent of having him revoke the advertisement.  Two druids
went to have a "talk" with him and have not been seen from since.

 scythe@byron.u.washington.edu
------------------------------------------------------------------------------


Adventurers go Hunting Trolls - On Purpose!

FR:EVENINGSTAR;:
Two foolhardy adventurerst ought it would be "fun" to go hunting
trolls, so off they went into the southern part of the Stonelands
a few days east of Eveningstar.  They apparently spend two days
trying to attract a troll, they were very successful, for three
fully grown trolls attacked out of the bush. The elf, whose idea
it was, was rendered unconscious in the attack. His dwarven
companion managed to fell the trolls and burn their bodies.

After healing his companion with healing draughts, the furious
dwarf dragged his embarrassed colleague back to Eveningstar
where they were heard to be solemnly swearing to never do
that again.


FR:Baldour;:
The Dwarves of Baldour report that one of the Swords of Baldour has
been stolen. Emissaries have been sent to investigate its
sighting in Waterdeep. 

FR:Eveningstar;:
An ancient axe, the dwarven Axe of Thrammer, has been rumoured to
appeared in Eveningstar and also in Waterdeep. This huge axe that
hits like a 2-handed sword, was being made about 700 years ago
for the Dwarven prince Thrammer, but he and the axe disappeared
during the 17th Dwarf/Orc war. The axe is not magical but was intended
to be enchanted, but was put into use when the Orcs attacked.

FR:Waterdeep;:
There as been a flood of Maztican gold and silver on the market
in Waterdeep recently as adventurers return from the jungles
of The Death Zone.

FR:?:
The Church of Helm denies reports that a Helm missionary tried
to raise an army of Maztican warriors. 

FR:Waterdeep;:
The recent restrictions on magic weaponry in Waterdeep appears
to have created a thriving black market in evil-baby-killing-
assault-swords. Loyal citizens are requested to report any knowledge
of magic weapons to the authorities.




FR: Silverymoon; toward Ascore:
A group of adventurers are currently going to Ascore on their way to
the Pillar of Thoras located deep in the Anauroch desert where an
powerful oracle is rumored to be located. As they are nearing Ascore,
an earthquake (the first in centuries since the creation of Anauroch
itself by the Phaerims) shake the region. Strange undead (like semi
intelligent skeleton) are seen stalking the party, but always from
distance. They are nearing the hill caverns that lead down to Ascore.
They hope to learn there the location of one of the Seven Swords of
Wayland.

The Wanderer
sylvain_robert@uqtr.uquebec.ca
-----------------------------------------------------------------------

FR: Pirate Isles;:   Conditions have worsened in the war-torn town of
Scrape.  An alliance between the Goblins and Orcs temporarily
threatened to push the balance of power in favor of the Humanoid
Faction, but the sudden appearence of a force of Grey Dwarves acting
in support of the Humans of Scrape has thrown things into chaos once
more.  The month long conflict has even spilled out to sea as pirate
vessals acting in support of the various factions have begun attacking
each other through out the isles.  The overall effect has been a
reduction in pirate attacks in the Sea of Fallen Stars and an increase
in trade for Sembia, Cormyr, and other nations bordering the Sea.

FR: Scardale;:  The Zhentarim have increased thier reward for
information on those responsible for the capture of one of thier
vessals in Scardale last month to 2,000 gold.  A FNN Bard-on-the-Scene
interviewed Anton Longstride, a Ranger from the woods north of
Scardale who reports seeing "A big black boat like the one the Zhents
lost" sailing into Brock's Cove last week.  "Loaded up a gang of
Bugbears, Ogres, and Frost Giants and sailed away to the south, it
did." he added.  Anton goes on to say that he SWEARS he saw a couple
of elves leading the humanoids, but our Bard-on-the-Scene comments
that the Ranger had partaken of several drinks by that time and might
not be entirly credible.

Jon Gad jng53092@uxa.cso.uiuc.edu 


         Daggerford Local Baron's daughter rescued by militia
               from sacrifice by coven of evil witches.

Forgotten Realms: Daggerford;: A group of Elite Daggerford Militia
turned up to the small village of Clearwater as guests of Baron Perne
at his daughter's wedding, only to discover she was missing.
Extensive investigation has revealed that she was under an enchantment
by a local witch, and had been kidnapped.  She was intended as a
victim in a ritual sacrifice at an evil stronghold east of Secomber,
but fortunately the militia group rescued her, having to defeat a
whole coven of witches in the process.  The wedding took place a few
days later than planned.
-----------------------------------------------------------------------

FR: Kara-Tur;: Chunming;:
The spelljamming; port of Chunming was under strict control for the
early part of the month before last - NO ships were being allowed to
leave and ALL new arrivals were being warned off. The city was under
quarantine, and, as far as could be gathered, all persons who had
encountered the crew of the vessels "Frostfire" and "Phoenix" were
being requested to come forward, or being searched out, and were
subjected to intensive magical examination, and in some cases, were
not seen again. Indication of the seriousness with which the Chunming
authorities were treating the problem was manifest when the sage and
wizard Elminster, from the Western Realms, arrived to asist with
investogations. Several buildings in the city had been razed to the
ground with magical fire by the city authorities, apparently in an
attempt to combat whatever the cause of the quarantine is.

FR: Karatur: Chunming:
City authorities, with the aid of some adventurers, have broken up a
mysterious cult within the city. The cult's symbol is that of a
stylised six-limbed humanoid, and as far as could be ascertained they
are, or hopefully were, some kind of evil fertility cult

Mike Whitaker - mikew@mdcbbs.com Details of precisly WHAT is going on
----------------------------------------------------------------------

FR: Suzail;: To all ye who have not yet been in Suzail after the time
of Troubles : Come and see the Glorious Temple of Ishtar Goddess of
Love & War.  (You just can't miss it everybody knows where it's
located just look for that *WHITE* giant Temple complex. It's located
next to Vangaderhasts Tower) And say hello to Rahasia Priestess of
Ishtar.

FR Waterdeep;-Baldur's Gate;-Calimshan;: The new Giant Cruise Ship "the
Princess" is currently on it's way to the 'Coprica Isles` (a new
discovered isle group far west of Calimshan).  `Princess Voyages & Co'
is busy turning this exotic tropical paradise into the place to spend
a sweet sunny and Adventurous Holiday. It is said that they'll build a
nice holiday village and they'll be turning one of the isles into a
real Safari Isle for people who want to have some fun hunting down
Monsters and Stuff like that. Watch out for the return of The Princess
because it's also said that she'll bring nice merchandise from these
Isles.


FR:Thay;: Thay lost some of it's Red Wizards. Beware this place because
the Conjurers down here are quite Pissed of and they're hunting down
everyone who could be the one who Killed some very experienced members
of their school including an ArchMage (Yes they should better stick
with their school and not try Teleporting ! (What actaually happened:
Some conjurers made a pact with some natives of the Elemental plane of
Fire and started opening Gates. Rahasia and friends took care of this
and Killed some Conjurers in the Process.  Because of this Slaughter
an Archmage tried teleporting in to Rescue his fellows from the
slaughter but a Limited Wish corrupted his Teleport and he
materialized his body into the roof of a Farm :) ) The Problem with
the appearing Fire gates is said to be completely solved all the gates
dissapeared abruptly.

        Vinnie v892079@si.hhs.nl
-----------------------------------------------------------------------------

FR:Westgate;: The free city of Westgate has issued an edict banning all
animals except wizards' familiars (and there was some discussion about
that, too) within the city walls.  This is an apparent reaction to the
recent horde of animals which poured from the Leiran temple there.
Queries at that temple produced (surprise, surprise) no useful
results.

---------------------------------------------------------------------
            SILLY VICIOUS GOONS MISSING AT SEA

Forgotten Realms (modified, pre-Time of Troubles):

The  adventuring group  SVG  (usually  known  as  Silly Vicious Goons)
has  disappeared on Straitguard Island;  (about  2 weeks sailing south-
east of Waterdeep;) while acting as a scouting party  for King Jaylith.
Rumours of  drow involvement are  being denied by  official sources in
the kingdom; the adventurer's  guild has declared the group  "missing,
status unknown".   Any  person(s)   knowing the  whereabouts   of this
adventuring group should report its  presence to the local guild hall:
standard guild payment schedules will be followed.

SVG  is  comprised  of two  dwarven fighters,   one human cleric,  one
elven cleric, one elven thief-mage, one elven fighter-mage, one female
human  mage,  and one  (very  attractive)   female human swashbuckling
thief.



Forgotten Realms : Southern Cormyr; : 

                  RAIDS ON TRADER'S ROAD INCREASING!

    Raids on caravans and  travellers  on  the  Traders  Road  between 
Eversult  and  Westgate  have  increased  lately.  Just  this week,  a 
caravan was attacked by a large number of kobolds led by  an  orc  who 
was  captured  and  killed.  The  governor  of  Teziir is organizing a 
hunting party to clean out these bold  marauders  and  is  offering  a 
bounty on raider ears.  

Beth Gaynor, bgaynor@csi.compuserve.com

----------------------------------------------------------------------

Forgotten Realms : Raurin Desert; : 

                      "THE IV" GO AFTER THE FIVE

    It has been rumored that an evil efreet has awakened after  almost 
a  thousand  year  rest.  It  is  said that he can destroy much of the 
desert inhabitants,  and maybe farther  south.  Recently  a  group  of 
adventurers  calling  themselves "The IV" (consisting of 2 elves and 2 
humans) have gone in search of five magic Star Gems.  It is said  that 
these  gems will give them the power of the dead arch-mage Martek.  It 
was he who first banished the efreet almost one  thousand  years  ago.  
With this help they hope to send the efreet back to its home forever.  
    Nothing  has  been  heard  from  them since I saw them on the road 
about a week ago.  They informed me that they had 3 gems and  were  on 
the  trail  of  the  fourth.  However I don't know if anything will be 
able to stop this evil that has come to our land.  

--Sorga Kazan (missed the Internet address)

----------------------------------------------------------------------

Forgotten Realms : Pirate Isles

                          SCRAPE HAS FALLEN!!

    The troubled Pirate Isle that has been the site of a bloody  civil 
war  was  attacked  and  conquered  by  a  force of Ogres and Bugbears 
supported by a band of Frost Giants  and  led  by  a  pair  of  Elves.  
Details are sketchy at this time, but reports indicate that the Goblin 
and  Orc  populations  of  Scrape  have  been ruthlessly exterminated, 
whiles the Humans and Ogres native to the town have agreed to obey the 
new rulers.  An unconfirmed report also states that the lead vessal in 
the attack was the same one stolen from the Zhentarim at Scardale  two 
months  ago.  The  latest  report  available  from our Pegasus Express 
messengers say that the fighting has died down with  the  invaders  in 
complete  control.  The  new  rulers  of  Scrape  have yet to make any 
formal announcements as of yet but are expected to soon.  

Jon Gad, jng53092@uxa.cso.uiuc.edu


Forgotten Realms : Kingdom of Cormyr; : Eveningstar; and vicinity :

                        MONSTER ATTACKS SUBSIDE

    A slew of attacks by trolls,  ankhegs,  and other monstrous beasts 
in  the  immediate  vicinity  of  the  village of Eveningstar has been 
halted by a  band  of  adventurers  known  as  the  Swords  of  Light. 
Apparently  the surge of attacks,  unusual for the area,  was due to a 
minor artifact,  known as the Eye of the Basilisk,  that had  recently 
come  into the possession of the Temple of Lathander.  Unsubstantiated 
rumors hint that the Swords of Light may have  sold  the  Eye  of  the 
Basilisk  to  the temple in the first place and then stolen it several 
times in succession.  

Forgotten Realms : Waterdeep; : Ruins of Undermountain; :

                       ELEMENTAL BLADE RECOVERED

    A noted band of adventurers,  the Swinging Swords,  is reported to 
have  recovered  the  third of four Elemental Blades from the dungeons 
beneath the city of Waterdeep.  Rumors claim that the  band  has  some 
affiliation  with  the  dark elves lairing beneath the city,  but this 
rumor is believed to be without basis in fact.  It is known  that  the 
band has not yet emerged from the main well of the Yawning Portal inn, 
and may have met a sinister fate beneath the city streets.  

Eric L. Boyd, boyd@eecs.umich.edu


Forgotten Realms : Woods of the Sharp Teeth; : Gateway; (original) :

                    CONSORTIUM MEMBERS TO WED AGAIN

    Lord Moriarty and Lady Joleena,  both members of  the  Consortium, 
have  announced  that  they  will  renew  their  wedding  vows  on the 
Twentieth day in the  month  of  Flamerule.  This  announcement  comes 
shortly  after  the  rumor  of Lord Moriarty's alleged affair with two 
chambermaids under the Moriarty's employ and a young, female, Moon Elf 
whom aspires to be a ranger.  Gordon, Right Hand of Lord Moriarty, has 
initiated a full investigation into the origins of the malicious lie.  

    For reasons not yet disclosed,  a militant organization of  humans 
calling themselves The Pure,  have lay siege to the High Elven village 
of Hightree.  This attack has served as a pawn in the mounting  racial 
tensions  between  the Elven Races and Humans.  Based upon last year's 
registry of the organization, it is comprised of the following: 

    A 19th-lvl fighter leading a 6th-lvl fighter, a 3rd-lvl fighter,
    20 cavalry, 100 infantry, and 20 berserkers

    A 16th-lvl fighter leading a 7th-lvl fighter, 30 cavalry, and 10 
    mounted knights

    An 11th-lvl fighter leading a 5th-lvl fighter, 40 heavy
    crossbowmen, 20 light crossbowmen, and 20 expert archers

    A 20th-lvl mage, two 13th-lvl mages, and 5 8th-lvl mages

    A 17th-lvl Cleric of Helm with 134 followers

    A 14th-lvl thief leading fifteen thieves

    The Consortium will reward a discretionary amount of gold  to  any 
individual  or group of individuals who can provide indisputable proof 
of this group's size and motivations to the proper authorities.  

Deadlock, deadlock@apache.dtcc.edu


Forgotten Realms : Waterdeep; :

                  ACCOMPLISHED MAGE SUSPECTED MISSING

    Azrik,  an accomplished mage who lives in a remote  tower  several 
days  east  of  Waterdeep  failed  to turn up to the AGM of the Mage's 
Guild.  He was supposed to be giving a lecture on recent  research.  A 
guild representative said that he was normally a very reliable member, 
and  didn't  deny that something could well have happened to him.  The 
Guild are looking for adventurers who will be  paid  to  check  up  on 
Azrik.  



Forgotten Realms : Waterdeep; :

                    GUILD ADMITS MISSING MAGE DEAD

    Azrik,  an accomplished mage,  who failed  to  attend  the  Mage's 
Guild's  AGM  to give a report on his research has been reported dead!  
A group of adventurers who were sent to investigate have reported that 
a struggle took place in his  laboratory,  and  numerous  strange  and 
lethal  creatures  were  seen  roming  the area.  It is suspected that 
Azrik's research went wrong,  creating these vile things  by  mistake, 
and  that they proved too powerful for him to deal with.  Azrik's body 
has been recovered,  and he is likely to be raised,  however,  in  the 
meantime  the  adventurers  are  attempting  to eliminate all the vile 
creatures, although a nearby village may be in danger.  

Forgotten Realms : Waterdeep; :

       NEW STREET LIGHTING SCHEME HIGHLY ACCLAIMED BY CITY WATCH

    The  recent  street  lighting  scheme  introduced  by   the   city 
authorities, whereby continual light spells are cast by teams of mages 
on  street  corners to allow Waterdhavians to walk home more safely at 
night  has  been  announced  highly  successful  by  the  city  watch.  
Criminal  incidents  at  night  in  the  lighted  areas  have  reduced 
significantly,  and plans are afoot to extend the street lighting into 
other parts of the city in the city's latest push against crime.  

Andy Merritt, amerritt@armltd.co.uk
----------------------------------------------------------------------


Forgotten Realms : Eveningstar;, Cormyr; :


                           KOBOLDS ROUTED!

    A band of adventurers of local fame has routed a tribe of  kobolds 
from the lair in the Haunted Halls north of Eveningstar.  The band has 
secured the kobold lair and rumor has it they are planning on  turning 
it  into a dwarven temple to Gorm Gulthyn.  The company,  known as the 
Swords of Light,  has continued their exploration into the  depths  of 
the Halls and reportedly battled with Iron Throne mercenaries.  

Forgotten Realms : Waterdeep; :

                          CALIMPORT; IN FLAMES

    With  the  breaking  of  the  winter thaw,  rumors of civil war in 
Calimshan  have  reached  Waterdeep.   Calimport  is  rumored  to   be 
descending  into  anarchy  with  large sections burned.  The pasha has 
supposedly been assassinated but details are vague.  
    A band of adventurers known as the  Starlit  Knights  have  headed 
south  in  the company of the pasha's brother,  who was exiled for his 
part in a failed coup against the pasha.  Legends speak of the day the 
Prince  and  the  Twelve  will  conquer  Calimshan  at the cost of the 
prince's fiance's life!  This could  be  the  prophecy  spoken  of  by 
Alaundo of Candlekeep;.  

Forgotten Realms : Easting :

                          UNDEAD HORDE ROUTED

    A band of unknown adventurers,  the Moonshadows,  have uncovered a 
conspiracy by the Black Priest  to  destroy  Easting  with  an  undead 
horde.  Over  100 civilians were killed in the final battle.  Only the 
efforts of the adventuring band  prevented  further  destruction.  The 
Moonshadows are believed to be heading east to Eveningstar escorting a 
dwarven caravan.  

by Eric Boyd, boyd@eecs.umich.edu


Forgotten Realms : Damara;/Barony of Morov;/Loon Village (original 
village 15 miles NW of Morovar;, at the east bank of Goliad; River) : 

DR-1149 (FR-1359-Year of the Serpent)
Wednesday, 13th of March (Ches of the Sunsets)

                            HUTMENT ON FIRE

    The hutment near the harbour of Loon Village  (Goliad  River)  was 
set  on fire under unknown circumstances.  During the day only beggars 
could be found in the huts but  it  is  rumored  that  at  nights  the 
hutment accomodated thieves,  assassins and other criminals.  The fire 
was put out due to enourmous efforts  of  the  residents  and  by  the 
guidance  of a group of young adventurers and two twin paladins,  thus 
saving the village's granary and wine-store,  located among the  huts, 
as well as the 80% of the hutment.  It also seems that the fire scared 
off the criminals who disappeared from the huts, although temporarily.  

Forgotten Realms : Damara;/Barony of Polten;/Trailsend; :

DR-1149 (FR-1359-Year of the Serpent)
Saturday, 16th of March (Ches of the Sunsets)

                           SHIP DISAPPEARED

    The  ship  OSTRIA  that  was  expected  to  arrive at Trailsend on 
Friday,  March 15th,  seems to have disappeared.  The ship was routing 
on Goliad River, from the City of Goliad to Impiltur.  It was reported 
to  arrive normally on Wednesday,  March 13th at Heliogabalus where it 
stayed for 4 hours for supplies and then sailed South.  No  one  heard 
from it again.  OSTRIA was an old ship but capable for many more years 
of  sailing.  The  ship was property of the Barony of Bloodstone,  and 
Baron Gareth  Dragonsbane  is  rumored  to  be  very  annoyed  by  its 
disappearance.  The  ship  was  officially  reported to carry coal but 
some sailors in Loon Village said  that  it  looked  like  it  carried 
something  much  more  heavy.  If  the  rumors of the reopening of the 
bloodstone  mines  in  Galena  Mountains  are  correct,   there  is  a 
possibility  that  a huge amount of treasure has also been disappeared 
along with OSTRIA . . .  

Kyriakos Sgarbas (HA+3), sgarbas@grpatvx1.bitnet


Forgotten Realms: Waterdeep;: Pre-Avatar, Hammer 1355 :

             THEOPHILUS RETURNS TO THE CITY OF SPLENDORS!!

    Theophilus,  a member of the Company of  the  White  Hand,  and  a 
famous  cleric  of  the  city has returned!  He had been gone for some 
time,  and there have  been  many  stories  reported  of  he  and  his 
company's  acheivements.  The most notable was the defense of the town 
of Nesme against a huge,  unearthly Troll attack.  Some of  the  tales 
say that the Trolls could fly,  and use magic!  Even more tales say, a 
undead Dragon came forth to attack the town!  But Theophilus  repelled 
the foul invaders.  
    It  is  considered  to  be  a  good omen,  that now in the dark of 
winter,  the city filled with mercernaries about to march in the  snow 
to Dragonspear castle to fight devils,  that a cleric of Torm, the god 
of defense, is in the city to set things right.  

Forgotten Realms: Waterdeep;: Pre-Avatar, Hammer 1355 :
       
             DWARVEN COMPANY TO LEAVE WATERDEEP

    The Company of the Red Shield,  an excusively  dwarven  mercernary 
company  will  be the first company to march south to fight the devils 
of Dragonspear Castle.  "Let the humans sit and freeze,  while we  win 
the  day," snarls Immar Deepaxe,  leader of the company.  The company, 
with its unusual shoes that allow  it  to  walk  onto  deep  snow,  is 
mobilizing  far  faster  than  the  human  or  other companies.  It is 
ordered to go to the Way Inn,  and set up a  command  post  for  other 
companies to follow.  


POISONS

Introduction
-----------

A saving throw versus poison is allowed in most situations involving the use of
poison. If good, no further action will usually be required. If bad, the result
will depend upon the type of poison (Table 1) and its operating mode (see
narrative, following).
 
Table 1: POISON TYPE; (footnotes are in the format *1,*2, etc.)
 
Type  Strength    Representative example/s
----  --------    ------------------------
1     1           Venomous (but non extraordinary) arachnid, insect and plant
                  toxins
2     1d2         Hyper weak poisons, up to 1-1 hit die monsters (e.g. Giant
                  Centipede)
4     1d4         Super weak poisons, 1-1 hit die monsters (Weed Eel)
--------------------------------------------------------------------------------
A     1d6         Ultra weak poisons, 1 hit die monsters (Poisonous Frog)
B     2d4         Weak poisons, 1+ hit die monsters (Large Spider)
C     2d6         Mild poisons, 2-3 hit dice monsters (Giant Ant)
--------------------------------------------------------------------------------
D     3d6         Standard poisons, 4-5 hit dice monsters (Pungi Ray)
E     4d6         Strong poisons, 6-7 hit dice monsters (Giant Scorpion)*1
F     5d6         Fortified poisons, 8-9 hit dice monsters (Wyvern)
--------------------------------------------------------------------------------
G     6d6         Virulent poisons, 10+ hit dice monsters (Guardian Naga)
H     6           Hellfire poison: save at -6; runs for 6 rounds (6+6+6+6+6+6)
I     6d6+(6d6)   Insidious poison: 6d6 if save is bad; roll again (once only)
                  if save is good
--------------------------------------------------------------------------------
J     10d6        Juggernaut poison: requires three saving throws
K     Special     Killing poison: runs until it kills the victim (1+2+3+...)*2
L     Special     Lich poison: renders any recipient unconscious and on zero hit
                  points
M     1d6(10)*3   Magic poison: even if save is good, still 50% effective
N     Special     Nova poison: as Type K, but at the moment of death, the victim
                  is consumed by a (number of hit points lost) die fireball*4
--------------------------------------------------------------------------------
O     Special     Omega poison: 1 point per day/day; neutralise poison reverses
                  this but it reactivates 1 day after falling to 0 strength (ad
                  finem)
P     Special     Penultimate poison: kills anything (only save on a 20)
Q     4d4(4d4)    Quadrex poison
--------------------------------------------------------------------------------
R     1d10        Most ordinary snake toxins
S     1d20        Potent toxins such as those of the blue ringed octopus, box
                  jellyfish, and Australian taipan
T     1d30        Exotic toxins such as those of the Golden poison-dart frog,
                  the Indo-Pacific stonefish and the sea snake Hydrophis
                  belcheri
--------------------------------------------------------------------------------
U     Special     Universal poison: kills anything on contact (with a bad saving
                  throw)
V     1d?(1d$)*5  Variable poison: on 1d6, ? = 4,6,8,10,12, or 20; roll again
                  for $
W     1d6(1d6)    Cyanide, dungeon variety poisonous gases
--------------------------------------------------------------------------------
X     1d8(1d8)    Purple worm venom
Y     1d10(1d10)  Black lotus powder
Z     Special     Ziggurat poison: runs for seven rounds (1d30+1d20+1d12+1d10+
                  1d8+1d6+1d4)
 
*1 a hit die modifier of +3 or more hit points is treated as being equivalent to
   one extra hit die for poison strength rating purposes
*2 only one save (at the start) then its 1 point in round one, 2 points in
   round two, 3 points in round three, etc.
*3 roll 1d6 and multiply the result by 10
*4 of a radius (in feet) equal to the cube root of (the number of dice x 800)
*5 roll the indicated dice; multiply the results together
 


Killing poisons
---------------
 
Do as many points of damage as their strength rating.
 
Retrogenic poisons
------------------
 
Age a victim as many years as their strength rating. A system shock roll will
also be required to avoid dying.
 
Collagenic, debilitating, incapacitating,
katabolic, lithogenic, psychomatic, and soporific poisons
---------------------------------------------------------
 
These increase the victims score required to save vs poison by the amount of
the poisons strength rating. If the score required to save is then greater than
20, the poison immediately takes effect.
 
EXAMPLE: Sadric, a 5th level Wizard, is struck by a dart coated with a Type C
soporific (sleep-inducing) poison. Sadrics save vs poison is normally 14. He
rolls a 9, failing his saving throw. A Type C poison has a strength rating of
2d6. The GM rolls a 5 so Sadrics save vs poison goes up to 19. Although Sadric
failed his saving throw he doesnt succumb to the poison as his saving throw
score required is still less than or equal to 20. Next round Sadric gets hit
again, fails his saving throw (he needed a 19) and this time the GM rolls a 6.
Sadrics saving throw vs poison goes up to 25! This is greater than 20 so the
poison takes effect and Sadric falls asleep.
 
Note that until eliminated, the score required to save vs poison increases with
each subsequent infusion of poison.
 


COLLAGENIC poisons; slow a victim for 2d4 rounds. The victim moves and attacks
at one-half their normal rate. They have an Armour Class penalty of +4, an attack
penalty of -4, and all Dexterity combat bonuses are negated.
 
DEBILITATING poisons; weaken a victim for 1d3 days. All of their ability scores
are halved during this time (apply appropriate adjustments to attack rolls,
damage, Armour Class, etc.) and they move at one-half their normal movement
rate. Furthermore, the victim cannot heal by normal or magical means until the
poison is neutralised or its duration of effect has elapsed.


INCAPACITATING poisons; leave a victim unable to move for 2d6 hours. Their
body is limp, making it difficult for others to move them. The victim suffers no
other ill effects from the poison but their condition can lead to quite a few
problems for any companions.
 
KATABOLIC poisons; reduce one ability score (randomly determined) by 1 point.
 
LITHOGENIC poisons; turn a random body part into stone -
 
d20     Part affected  Effects
--------  -------------  -------
1-4       Right leg      -2 to Dexterity, +50lbs weight, reduce move to 3"
5-8       Left leg       Ditto
9-11      Abdomen        -2 to hit, -2 to Dexterity, +2 to AC, +75lbs weight,
                         reduce move to 3"
12        Chest          Vital organs turned to stone; die in one round unless
                         stone to flesh spell is applied
13-15     Right arm      -2 to Dexterity, +50lbs weight
16-18     Left arm       Ditto
19-20     Head           Brain turned to stone; die in one round unless flesh to
                         stone spell is applied
 
PSYCHOMATIC poisons; drain one life level from their victims.
 
SOPORIFIC poisons; induce waves of weakness and lassitude. Victims move at half
speed and suffer a +4 AC penalty during the round after being struck, then fall
into a deep sleep lasting 2d4 hours. A good example of a soporific (Type E) is
drow sleep poison (pp 89 90, The Drow of Underdark).
 


Onset times
-----------
 
IMMEDIATE poisons activate the instant the poison is applied. Most monster
poisons fall into this category. DELAY poisons activate after 2d6-2* minutes
(the asterisk means roll again on doubles, adding the original and subsequent
rolls together). SLOW poisons activate after 2d6-2* hours. DORMANT poisons
activate after 2d6-2* days. HYPNOACTIVE poisons are triggered when the victim
falls asleep (zzz...croak). VIGILACTIVE poisons activate when the victim wakes
up. TRAUMATIC poisons activate the next time the victim loses one or more hit
points. BINARY poisons activate only after the subsequent introduction of a
triggering agent (e.g., first part is in the sweetmeats shared by everyone
except the poisoner, the second part is in the wine shared by the victim and
their poisoner. Separately the parts are harmless, but together...).
 
Delivery methods
----------------
 
INSINUATIVE poisons; must be injected into the bloodstream via sting, bite, or
other penetration. INGESTIVE poisons are effective only if swallowed; assassins
favour these for doctoring food and/or drink. INSPIRATIVE poisons are effective
only if breathed in. CONTACT poisons need only touch the skin to be effective.
SYNERGIC poisons are equally effective by any of the foregoing delivery methods.
 
NB: although most insinuative poisons are also toxic if ingested, it is assumed
that their taste, smell, or colour (and perhaps reduced potency) prevent their
effective use as such.


Creature size
-------------
 
Multiply the strength ratings of all but killing poisons by 25% vs size L
creatures, 5% vs size H creatures, and 1% vs size G creatures.
 
EXAMPLE: Martin the Myrmidon has three javelins coated with a Type Q
incapacitating poison. He throws one at Bombadyr the Fire Giant, and hits.
Bombadyr fails his save versus poison. The GM rolls 16 and 8 for a total of 128.
A Fire Giant is a size H creature so the poison is only 5% effective. Bombadyrs
saving throw score required is increased from 4 to 10.4 (5% of 128 = 6.4).
Martin will have to hit Bombadyr at least two more times to have any hope of
bringing him down (by poison alone).

 
Blade venom
-----------
 
Evaporates quickly. During the first day after its application blade venom
retains its full potency. By the second day its effectiveness is halved and by
the third day, blade venom is ineffective. It is likewise removed by repeated
use. After the first hit its effectiveness is halved. After the second hit it
is gone.
 
Partially evaporated or used poisons allow the victim a +4 on their saving throw
roll.
 
Eliminating poison
------------------
 
Neutralise poison will reduce an abnormal saving throw score by 6d6 points.
Poison otherwise dissipates naturally at the rate of 1d6 points per day (minimum
result = Constitution hit point bonus).
 
If a character with the herbalism proficiency is in attendance, the result will
depend upon the outcome of a proficiency check. A critical success (a natural
20) removes an extra 2d6 points per day. A good result removes an extra 1d6
points. A bad result achieves nothing (try again the next day). With a critical
failure (a natural 1), the patient suffers a relapse and incurs an extra 1d6
points worth of poison.
 
Whilst inactive poison remains in a victims body, natural healing takes twice
as long.
 
Classifying generic poisons
---------------------------
 
Those with a +4 to save are rated as being equivalent to Type B.
Those with a +1 or +2 to save, as Type C.
Those with no adjustment either way can be rated as Type D.
Those with up to a -4 to save, as Type E; and poisons that inflict damage
even with a save or those that save at lower than -4 can be rated as being
equivalent to Type F (or better).
 
After reclassification, ignore any intrinsic saving throw adjustments.


INDEX


AKADI (Queen of Air) 41
Arms of the Forest 45
ARMS OF THF FORFSTS 46
AURIL (Frostmaiden) 29
AZUTH (The High One) 29
Baldour 71
Baldur's Gate 70, 73
BANE (Dark Lord) 43
Barony of Morov 80
Barony of Polten 80
BATTLE OF URML 17
BEAST CULTS 42
BESHABA (Maid of Misfortune) 29
BHAAL (Lord of Murder) 43
Blade venom 87
BOOK OF CHONDATH 15
CALIMPORT 79
Calimshan 73
Candlekeep 79
CHAUNTEA (Great Mother) 30
Chip 23
CHRONOLOGY 1
Chunming 73
COLLAGENIC poisons 85
Cormyr 70, 75, 76, 79
CRITICAL 57
CULTURE NAMES 13
CYRIC (The Dark Sun) 30
Daggerford 73
Damara 80
DEBILITATING poisons 85
DENEIR (Lord of Glyphs and Images) 30
DISCIPLE OF TORM 51
ELDATH (Goddess of Singing Waters) 31
Eliminating poison 87
EVENINGSTAR 71, 76, 79
Fire Aura 21
Fireball 25
FORFSTARMS 46
Gateway 77
generic poisons 87
Goliad 80
GOND (Wonderbringer) 31
GRUMBAR (Boss of Earth) 41
Heal Frost Bite 22
HELM (He of the Unsleeping Eyes) 31
ILMATER (The Crying God) 32
INCAPACITATING poisons 85
INSINUATIVE poisons 86
ISTISHIA (Water Lord) 42
Kara-Tur 73
KATABOLIC poisons 85
Killing poisons 84
KOSSUTH (Tyrant Among Fire) 41
LATHANDER (morninglord) 32
LEIRA (Lady of the mists) 33
LITHOGENIC poisons 85
LLIIRA (Our Lady of Joy) (LD) 33
Lore regarding the Time of Trouble 44
LOVIATAR (Maiden of Pain) 34
MALAR (The Beastlord) 34
MASK (Lord of Shadows) 34
MIELIKKI 45
MIELIKKI (Lady of the Forest) 35
MILIL (Lord of All Songs) 35
Mirabar 69
Moon Guards 53
Moonshaes 69
Morovar 80
MYRKUL (Lord of Bones) 43
MYSTRA (Midnight, The Lady of Mysteries) 35
Myth Drannor 68
Needles 46
OGHMA (The Binder) 36
Order of the Gollden Lions 51
outer planes 69
PALADIN OF TORM 51
Passice 24
Peregrin's Treatise 66
Pirate Isles 69, 72, 75
Plates of the Katti'n Tundra 18
POISON TYPE 82
POISONS 82
PRIEST GODS 29
PSIONICS ENCLAVE 27
PSYCHOMATIC poisons 85
Raurin Desert 75
RAVENS BLUFF 70
Retrogenic poisons 84
Ruins of Undermountain 76
Scardale 69, 72
Sea of Fallen Stars 69
SELUNE (Our Lady of Silver) 36
SHADOWEIR 47
Shadoweirs 46
SHAR (Mistress of the Night) 36
SILVANUS (Oak Father) 37
Silverymoon 72
SOPORIFIC poisons 85
spelljamming 73
Straitguard Island 74
SUNE (Firehair) 37
Suzail 73
TALONA (Lady of Poison) 37
TALOS (The Destroyer) 38
TEMPUS (Lord of Battles) 38
Thay 74
The Singing Rocks 26
TORM 49
TORM (The True) 39
Trailsend 80
TYMORA (Lady Luck) 39
TYR (The Even-Handed) 39
UMBEMEE(The Bitch Queen) 40
Waterdeep 71, 73, 74, 76, 78, 79, 81
WAUKEEN (Merchant's Friend) 40
Westgate 74
Woods of the Sharp Teeth 77
Wrath Priests 54
