Documente Academic
Documente Profesional
Documente Cultură
Players Handbook
Table of
Contents
TABLE OF CONTENTS........................2
HISTORY.........................................4
RACES.............................................4
AVERONES...............................................5
Druids................................................5
THE CHURCH............................................5
The Inquisition...................................5
The Order of Saint Benedict..............5
The Order of Saint Bernard...............5
APOSTATES AND HERETICS..........................5
Witches.............................................6
THE ROMANI............................................6
DEMI-HUMANS..........................................6
ALIGNMENT.....................................6
CHARACTERS...................................7
STEP
STEP
STEP
STEP
STEP
STEP
STEP
STEP
STEP
STEP
PLACES...........................................9
CITIES, TOWNS, AND VILLAGES....................9
Abbey of Perigon..............................9
Cistercian Monastery.........................9
La Frenaie.........................................9
Les Hiboux........................................9
Sainte Zenobie.................................9
Touraine............................................9
Vyones..............................................9
Ximes................................................9
RUINS.....................................................9
Chateau des Faussesflammes...........9
Gate of Sylaire...................................9
Ylourgne..........................................10
OTHER FEATURES....................................10
Forest of Averoigne.........................10
Marshes...........................................10
AND
SAVING THROWS
8
8
The Mists.........................................10
River Isoile.......................................10
Roads..............................................10
MONSTERS....................................10
BEASTS.................................................10
Dragons...........................................10
Homunculus (Flesh Golem).............11
Lou Carcolh (Carrion Crawler).........11
Loup-Garou (Werewolf)...................11
Serpents..........................................11
Vermin.............................................11
Wild Game.......................................11
Wolves............................................11
Wyvern............................................11
DEMONS AND SPIRITS...............................11
Cambion..........................................11
Chevel Mallet...................................11
Dames Blanches..............................12
Faun (Satyr)....................................12
Fee (Fay or Fey).............................12
Feu Follet (Will-O-Wisp)...................12
Lutin................................................12
Matagot...........................................12
Mullo (Vampire - Revenant).............12
Ondine.............................................12
Succubus.........................................12
MAGIC...........................................13
CLERIC SPELLS........................................13
MAGIC ITEMS..........................................13
Agrippa............................................13
Aspergillum.....................................13
Book of Dead Names.......................13
Book of Eibon..................................13
Crux Immissa..................................13
Fetishes...........................................14
Grimoire..........................................14
Magical Weapons............................14
Potions............................................14
Reliquary.........................................14
Rosary.............................................14
Scrolls.............................................14
Stoup...............................................14
VARIANT RULES.............................15
THAC0.................................................15
FEAR, HORROR, AND MADNESS..................15
Effects of Fear.................................16
Effects of Horror..............................16
Effects of Madness..........................16
CORRUPTION..........................................16
What is a Corruption Check?...........17
When to Make a corruption Check...17
How to Make a Corrruption Check...17
Determining the Chance of Failure..17
The Effects of Corruption.................19
Descent into darkness.....................19
The Thirteen Steps..........................19
Minor Changes................................21
Moderate Changes..........................21
Major Changes................................22
Redemption.....................................22
APPENDIX A: CLERIC SPELLS..........24
TABLE A.1 CLERIC SPELLS BY LEVEL...........24
CLERIC SPELL DESCRIPTIONS.....................24
1st Level Spells...............................24
2nd Level Spells..............................24
3rd Level Spells...............................25
4th Level Spells...............................25
5th Level Spells...............................26
6th Level Spells...............................26
APPENDIX B: WEAPONS & EQUIPMENT27
TABLE B.1 WEAPONS...............................27
TABLE B.2 NORMAL EQUIPMENT.................28
TABLE B.3 ARMOR..................................29
History
When
the
Black
Death
came,
Averoignes people flocked to the
cathedrals and churches, prostrating
themselves before God and begging
forgiveness. As the plague continued
to ravage Averoigne, its survivors drew
further away from the Church, seeking
salvation in pagan rituals and heresy.
Apostates arose in the larger towns
and cities, crying their outrage against
God
and
the
Church,
sealing
Averoignes fate.
Races
Averones
The Averones are the descendants of a
tribe of human warriors who settled
Averoigne
in
ancient
times,
establishing several settlements along
the River Isoile. When the Roman
Empire conquered the region, the
Averones
forsook
their
warrior
traditions in favor of the more civilized
customs and beliefs of their Roman
conquerors, becoming accomplished
farmers and tradesmen. Later, as
Christianity spread throughout the
Empire, the Averones renounced
paganism,
establishing
Christian
churches and monasteries upon the
ruins of their ancient temples and
shrines.
DRUIDS
Druids are an ancient order of priests,
shamans, and soothsayers who pay
homage to the Old Gods of
Averoigne. Before the advent of
Christianity, Druids tended to the
religious needs of the Averones,
leading rituals, providing spiritual
guidance, and acting as liaison to the
Averones many gods. Today, they are
regarded as apostates and heretics by
the Church.
The Church
Centered in the Great Cathedral of
Vyones, the Church holds absolute
authority over the lives of the people
of Averoigne. The Arch Bishop of
Vyones serves as the spiritual and
political leader of Averoigne, presiding
over matters of both ecclesiastical and
secular law.
THE INQUISITION
The Inquisition is a religious tribunal
convened by the Pope (the head if the
Church) to investigate and suppress
apostasy and heresy. The Inquisitions
authority in such matters Is absolute,
outweighing the authority granted by
any other ecclesiastical or secular
body.
The Romani
The Romani are a group of nomadic
performers, troubadours, and seers
who travel throughout Averoigne in
small bands, hocking all manner of
herbal remedies and spells to the
superstitious Averones. Arriving in
Averoigne around the same time the
province was enveloped by the Mists,
many Averones regard the Romani
with suspicion, believing them tied to
the dark forces plaguing Averoigne.
Demi-Humans
Demi-humans, in particular dwarves
and halflings, form an interesting
subculture within Averoigne society
an oppressed minority looked upon as
Alignment
Characters
Largely
considered
untrustworthy,
Halflings eke out their meager
existences on the fringes of Averoigne
Places
Averoigne is divided into two primary
regions: Upper Averoigne, being those
lands north and west of the Forest of
Averoigne, and Lower Averoigne, being
those lands south and east of the
forest.
SAINTE ZENOBIE
Once a large village of farmers and
woodcutters in Lower Averoigne,
Sainte Zenobie has been beset by a
dreadful curse. The fields have turned
sallow and a terrible beast stalks the
surrounding hills and woodlands.
TOURAINE
Touraine is a large, once prosperous
village in Upper Averoigne, surrounded
by rolling hills and extensive farmland.
VYONES
The walled city of Vyones serves as
the capital of Averoigne and houses
the Great Cathedral of Vyones home
of
the
Archbishop
of
Vyones,
Averoignes political and spiritual
leader. Outside Vyones' walls is a large
cemetery and the plains beyond host
numerous small farms, inns, and
taverns.
XIMES
The second largest city of Averoigne,
Ximes has smaller walls than Vyones.
The Bishop of Ximes lives here,
presiding over local matters of church
and state.
Ruins
LES HIBOUX
Les Hiboux is a small village in Lower
Averoigne, straddling the marshes fed
by the River Isoile. Once a prosperous
community of farmers and fishermen,
the encroaching marsh has reduced
the village to a stagnating husk of
abandoned homes and lingering
dregs.
YLOURGNE
Ylourgne, a great, craggy pile built by
a line of evil and marauding barons
now extinct, is a place even goatherds
shun. The wrathful spectres of its
bloody lords are said to move
turbulently about its crumbling halls;
their scullery maids and retainers are
the Undead. No one dwells within the
shadows of Ylourgnes cliff-founded
walls.
Other Features
FOREST OF AVEROIGNE
This large gloomy forest infested
with all manner of fay creatures,
goblins, and other malevolent spirits
sprawls across the heart of Averoigne,
dividing the province in two.
MARSHES
Much of Lower Averoigne is dominated
by brackish marshes and shadowy
fens fed by the River Isoile. A damp,
gnat-infested fog hangs over the
entire region, evoking feelings of loss,
sadness, and gloom.
THE MISTS
Little is known of the strange mists
that envelop Averoigne. They defy all
logic, seeming as little more than a
dense fog; yet foiling all attempts to
penetrate them. Those who enter the
mists either emerge a short time later,
disoriented and confused, or are never
seen or heard from again.
Adding more to the mists sinister
reputation, it appears that people from
beyond the mists can enter Averoigne
freely. However, once inside the mists,
they too become trapped.
RIVER ISOILE
The River Isoile runs through central
Averoigne, its brackish waters feeding
the fens and marshes that dominate
Monsters
Beasts
DRAGONS
Dragons are large, fire-breathing,
scaly, horned, reptilian creatures with
leathery, bat-like wings, four legs, and
long, muscular prehensile tails. They
slumber
in
forgotten
caves,
periodically emerging from their
underground lairs to wreak havoc and
destruction upon the countryside
before retiring once more.
Folklore holds that the blood of a
dragon has magical properties which
promote longevity and sharpen the
intellect.
SERPENTS
Serpents are common throughout
Averoigne, ranging from harmless
grass snakes to small venomous
vipers. According to folklore, serpents
are synonymous with evil and
witchcraft.
VERMIN
Numerous small creatures such as
bats, rats, and giant spiders lair in
darkened caves and ruins as well as
the villages and towns of Averoigne.
WILD GAME
The Forest of Averoigne and the
surrounding hills are home to a
diminishing
population
of
game
animals such as boar, deer, grouse,
and pheasants.
WOLVES
Although the wolves of Averoigne
avoid human contact, tales persist of
violent attacks upon children and lone
travelers.
According
to
folklore,
children carried off by wolves will
return years later as adult loup-garou
(werewolves), exacting revenge upon
those who failed to protect them as
children.
WYVERN
According to folklore, wyverns are
distant cousins of dragons, much
Magic
with
subsequent
imprisonment and execution left to the
civil authorities. Spell casters who
occasionally aid the citizens of
Averoigne, without actively harming
them, will not likely draw the attention
of Inquisitorial authorities.
Cleric Spells
In light of the authority granted the
Inquisition, clerics have found an
interesting way to circumvent the
ecclesiastical ban on magic and the
use of spells. Clerics do not choose
spells before an adventure. Instead,
the cleric invokes the power of God
through prayer, spontaneously casting
any spell permitted from the cleric
spell list, up to their maximum number
of spells per level. Thus, a 3rd level
cleric may cast up to two 1st level
spells per day.
When casting spells, clerics do not use
the spell tables from the Players
Manual or Expert Rulebook. Instead,
they use the spell tables and
descriptions from Appendix A in the
back of this book.
Magic Items
AGRIPPA
The Agrippa is a magical tome, its
cover the color of blood and its pages
made of stretched human skin. The
book is said to contain the true names
of several demons that hold dominion
over fate and false prophecy.
ASPERGILLUM
The aspergillum is a ritualistic macelike weapon, which dispenses holy
water upon enemies in hand-to-hand
combat.
An aspergillum conveys a +2 bonus
to-hit and damage against undead.
conjuring
of
CRUX IMMISSA
The Crux Immissa, or simply the
cross, is the divine symbol of the
Church and, when wielded by a pious
person, is anathema to evil spirits and
the undead.
The Crux Immissa takes the place of a
clerics holy symbol and is used when
the cleric attempts to turn undead.
FETISHES
A fetish is an object representing a
spirit that is used to establish a bond
between its possessor and the
supernatural. Fetishes impart magical
powers and are typically worn or
possessed to assure protection, ward
off evil, provide luck, or bestow curses
upon enemies.
Fetishes range from dolls and carved
images to common stones or animal
parts such as hair, claws or bones.
Sometimes they are small pouches or
boxes of "medicine" that contain small
parts of plants, fruits or vegetables, or
animal hair, paws, dung or liver, spittle
or urine. Usually it is believed that the
spirit that originally resided in these
objects is still present within the
fetish.
Fetishes encompass a rather broad
variety of magical items, and the use
of such items will almost certainly
mark the user as a heretic, drawing
the attention of the Inquisition.
GRIMOIRE
A grimoire is a specially prepared
tome which holds a magic users
repertoire of magical spells and
incantations.
STOUP
A stoup is a holy water font located
near the entrance of a church. The
holy water within is used for
ceremonial purposes and to provide
protection from evil.
Variant Rules
This section details the House rules
used in the campaign.
THAC0
THAC0 is an anagram meaning To Hit
Armor Class 0 and was first
introduced in the Advanced Dungeons
& Dragons 2nd Edition rules. Although
THAC0 replaces the standard Hit Roll
chart, the mechanic still works the
same.
Fighte
r*
19
19
19
17
17
17
15
15
15
13
13
13
11
11
11
9
9
9
7
7
THAC0
Cleric*
*
19
19
19
19
17
17
17
17
15
15
15
15
13
13
13
13
11
11
11
11
Magic
User
19
19
19
19
19
17
17
17
17
17
15
15
15
15
15
13
13
13
13
13
Condition
Character has an Intelligence
score of:
Character is a:
Fear
Horror
-3
-3
Madne
ss
-3
4-5
6-8
9-12
1315
1617
18
-2
-1
0
+1
-2
-1
0
+1
-2
-1
0
+1
+2
+2
+2
+3
+3
+3
0
0
0
0
0
0
0
0
-1
0
-2
-2
-2
-2
-4
-4
-4
-4
-4
-4
-4
Cleric
Fighter
Magic User
Thief
Dwarf
Elf
Halfling
Note: These modifiers are cumulative. Thus, a Magic User with an Intelligence
score of 16 has a +2 bonus to Fear and Horror checks, and a -2 penalty to
Madness checks.
EFFECTS OF FEAR
Characters whom succumb to fear will
immediately attempt to flee from
whatever situation is causing them
fear. Characters that cannot flee the
area will be affected as if overcome by
horror (see below).
Once removed from the situation, the
character is no longer affected by fear
and will be able to function normally.
However, if the character is exposed
to the same (or similar) situation
again, the character will automatically
fail their Fear check.
EFFECTS OF HORROR
Characters
overcome
by
horror
become paralyzed with fear, either
attempting to flee the situation,
viciously attacking anything blocking
their escape even allies, or cowering
in terror until the situation passes.
effects
of
the
Corruption
The greatest danger to those who
battle the horrors plaguing Averoigne
is not death, but the seductive,
corrupting force of evil. Indeed, it is all
too easy for even the most noble and
valiant of heroes to gradually become
that which he has devoted his entire
life to destroying.
In most cases, characters behave in
the heroic fashion expected of them.
However, from time to time, players
opt for their character to undertake
actions of questionable morality. In
most campaigns, they could easily get
away with such things, provided that
the character did not perform an
action so heinous as to require an
alignment change. In Averoigne,
things are not so simple.
WHAT IS A CORRUPTION CHECK?
According
to
Romani
traditions,
unknown entities collectively known as
the Dark Powers maintain constant
vigil over the actions of every living
thing in Averoigne. No evil deed goes
unnoticed, the shadowy gaze of the
Dark Powers falling upon the wrongdoer.
In order to determine whether or not a
given act draws the attention of the
Dark Powers, the DM makes use of a
special game mechanic called a
Corruption check. A Corruption check
is, quite simply, a means of prodding
characters away from acts of evil.
Characters who follow the course of
heroes and champions will never have
Victim is a/an
Neutral
Good
NPC or
NPC or
Monster
Friend
1%
2%
2%
4%
3%
6%
1%
3%
2%
5%
6%
10%
3%
6%
PC,
Family, or
Innocent
3%
6%
9%
6%
8%
1%
+
10%
4%
10%
1%
1%
7%
+
5%
4%
3%
1%
+
+
7%
7%
6%
2%
+
+
Unholy Acts
Evil Faith
Breaking a tenet
Breaking an oath
Breaking a solemn vow
Defilement
Desecration
Neutral
Faith
1%
2%
4%
5%
8%
Good
Faith
2%
5%
8%
10%
+
Own
Faith
5%
10%
+
+
+
Laying a Curse
Frustratin
g
1%
2%
4%
Troubleso
me
2%
4%
8%
Dangerou
s
4%
8%
16%
Lethal
Highly Justified
Justified
Unjustified
Other Acts
Casting an Evil Spell (Caster is of
Good Alignment)
Casting an Evil Spell (Caster is of
Neutral Alignment)
Casting an Evil Spell (Caster is of Evil
Alignment)
8%
16%
32%
Minor
Changes
Moderate
Changes
Major
Changes
1
2
3
3
3
3
3
3
3
3
1
2
3
3
3
3
3
1
2
3
4
1.
2.
3.
4.
5.
6.
7.
Bless**
Cure Light Wounds**
Detect Evil
Detect Magic
Light*
Protection from Evil**
Purify Food and
Water**
8. Remove Fear*
4th Level Cleric Spells
1. Cure Serious
Wounds**
2. Dispel Magic
3. Divination
4. Exorcise
5. Neutralize Poison**
6. Protection from Evil
10 radius**
1.
2.
3.
4.
5.
6.
7.
8.
Augury
Chant
Find Traps
Hold Person*
Resist Cold
Resist Fire
Silence 15 Radius
Slow Poison
1.
2.
3.
4.
5.
6.
Continual Light*
Cure Blindness**
Cure Disease**
Prayer
Remove Curse**
Speak with the
Dead
Augury
Range: 0 (Cleric Only)
Duration: Special
Effect: Cleric Only
The cleric seeks to determine whether
an action in the immediate future
(within 3 turns) will be for the benefit
of, or harmful to, themselves and any
allies they are with. The base chance
for correctly divining the augury is
70%, plus 1% for each level of the
cleric casting the spell.
Chant
Duration: 1 Turn
Effect: 30 radius
The following weapon and equipment tables replace those in the Players Manual
and Expert Rulebook.
Maximum Ranges
(ft)
S
M
L ((+1)
1)
Dama
ge
Cost in
gp
Encumbra
nce
d8
d6
7
4
60
30
10
20
30
d10
d8
-
80
50
10
50
20
a*
50
20
100
40
150
60
d6
d6
d6
30
10
40
25
5
5
50
a*
30
20
a*
a*
60
120
180
70
50
140
100
210
150
d4
d4
3
30
10
10
10
10
20
20
30
30
d6
d8
d10
7
10
15
30
60
100
d6
d6
d4
d10
d10
d6
d4
d6
d6
d6 c*
d6 d*
d4 c*
5
3
1
10
7
2
2
3
5
2
25
6
30 b*
50 b*
20
180
150
20 b*
20 b*
30
50 b*
10
1
120 (20
each)
20
40
20
10
10
-
40
80
40
30
30
-
60
160
60
50
50
-
* This weapon requires two hands for use. Attacker may not use a shield and
always loses initiative.
Cost in
gp
5
1
1
Encumbra
nce
20
5
15
1
20
100
5
25
25
2
20
20
20
1
80
100
10
15
10
25
1
Lantern
Mirror, hand-sized steel
Oil (1 flask)
Pole, Wooden (10 long)
Pouch, Belt
Rations:
Iron
Standard
Rope (50 length)
Sacks:
Small
Large
Stakes (3) and Mallet
Tent1
Thieves Tools
Tinderbox
Torches (6)
10
5
2
1
1
1
1
1
60 (5
each)
30
5
10
100
2
15
5
1
70
200
50
1
2
3
10
25
3
1
Wine (1 quart)
Wineskin (1 quart)
Wolfsbane (1 bunch)
1
1
10
1
5
10
20
10
5
120 (20
each)
30
5
1
Capacities:
Backpack
400 cn
Pouch,
50 cn
Belt
Sack,
200 cn
Sack,
600 cn
small
large
1 Encumbrance listed is for the item when in stowage.
2 The cost listed is for when creating a character; grimoires cannot be purchased
normally.
3 Clerics will need to purchase both a Crux Immissa and a Rosary.
AC
10
8
7
5
5
3
(-1)*
Cost in
gp
5
20
150
40
60
10
Encumbra
nce
100
200
600
400
500
100