                 

------------------------------ Start of body part 1

  As per your request, I am sending the 5 notebooks which we have to you.
  The only price we ask in return is IF you ever find notebook #6, PLEASE
  send it to us immediately so we can share it.  Thank you.

  If you have any problem with the file, please let me know.

  Doug Williamson

                                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

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 2

            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)

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 3

  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 cleric
  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 1eve1 over 12


  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,
  Summoning
  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: plate, and shield
  rlA: All, Chaos, Charm, Protection
  ma: Summoning, Divination, Numbers
  ~11 : as cleric
  GP: 1 ) once/day can lower another's save or attack roll by one


  CHAUNTEA (Great Mother); (GD)
  AoC: agriculture
  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, poo1s, springs, druidic 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 10th 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, firearms
  Amr: plate
  mA: All, Divination, Elemental, Protection
  ma: Guardian, Healing, 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
  ma: Divination, Hea1ing, 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
  ~11 : as c1eric
  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
  mI : as c1eric
  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 combat 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: scale, shields
  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 1d6/ 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
  m1 : as c1eric
  GP: 1 ) turn undead, singing OR musical instrument NWP as a bonus, can
  enthrall (as the
  spell) an audience with song (except those with higher WIS or level /HD) 1O )
  song of
  suggestion (as spell) 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: know1edge, 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
  mI : as cleric
  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



Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 4

  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, night, 1oss
  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 c1eric
  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 druid
  Amr: as druid
  ~A: All, Animal, Elemental, Healing, Plant, Weather
  ma: Divination
  mI: as druid
  GP: as druid


  SUNE (Firehair); (GD)-----
  AoC: beauty, 1ove, passion
  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)
  ma: 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, jave1in
  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: war
  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
  m1: as cleric
  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
  GP: as c1eric


  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 summoned )


  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 as priest
  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 fades
  note: they receive one 1st level follower of the same cult at every level
  divisible by 5


  KOSSUTH (Tyrant Among Fire); (DG, elemental cult deity)-----
  AoC: fire
  Req: ?
  Wpn: bill, dagger/dirk, knife, stiletto, swords (all)
  Amr: chain, shields
  mA: Al1, Elemental (f )
  ma: three of the following: Elemental (ea), Divination, Combat, Protection,
  Time, Weather
  mI: ?
  GP: ~) can use 1st 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, whip
  Amr: chain and shield
  MA: All, Elemental (a)
  ma: three of the following: Elemental (fw), Divination, Combat, Protection,
  Time, 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,
  trident
  Amr: chain and shield
  MA: All, Elemental (w)
  ma: three of the following: Elemental (ea), Divination, Combat, Protection,
  Time, Weather
  MI: ?
  GP: ~) can use 1st 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), P1ant,
  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 power is not useab1e
  unti110th 1eve1
  note: they receive one 1st 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 1~11 : as cleric
  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 c1eric
  GP: 1 ) turn or command undead 5) summon aerial servant once/day 10) p1ane
  skipping
  (priest and one person for every 2 levels over 10th 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
  mI : as c1eric
  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
  protecting the forests of the world.  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 can be found 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
  upon, 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 are no
   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.

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 5

  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 commune
  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. Upon 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 world) 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.
  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 doulbled 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 meet.) for the next 4-10 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

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 6

  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
  instantly
  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

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 7

  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

Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 8

  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[12]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[12]s score required to save vs poison by the amount
  of
  the poison[12]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[12]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[12]s save vs poison goes up to 19. Although
  Sadric
  failed his saving throw he doesn[12]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[12]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.


Due to its size, this text item will be continued in the next text item.

------------------------------ Start of body part 9

  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[12]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[12]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

  End of Notebook #1

------------------------------ End of body part 9


