TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A One-round D&D 3E Dungeon Adventure 
  Living Greyhawk Preview 
   
   
  by Robert Wiese 
   
   
   
   
   
  ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, and RPGA are registered 
  trademarks of TSR, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 
  Tournament detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  
   
   
  A Chance to Serve 
   
  Page 2 
  This is a RPGA Network preview adventure for the 
  Living Greyhawk campaign. It is designed to take place 
  in a four-hour time block, divided as follows: 
  • 
  One hour to generate characters and discuss 
  initial rules 
  • 
  Two-and-a-half hours to play the adventure 
  • 
  Half an hour to wrap up, issue character 
  certificates, and collect all 3E materials. 
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender 
  at the top. This makes it easier for the players to keep 
  track of who is playing which character. 
   
  This adventure will not be scored using the standard 
  RPGA voting system. The goal is to expose players to the 
  3E D&D rules and the Living Greyhawk character 
  creation system. Therefore, use the “No Voting” scoring 
  option as described on the scoring packet. 
   
  This is an adaptable Living Greyhawk adventure, 
  which means that the specifics of the places and people 
  are not defined. The adventure is written in general terms, 
  using “the baron” for the landowner who hires the PCs, 
  and “the river” for the site of the adventure, and so forth. 
  It is up to the triad members for a given Greyhawk nation 
  to add the specifics to make the adventure fit into their 
  nation. The adventure can be run without any specifics, 
  however. 
   
  Note: For this demo, no chart for determining Encounter 
  Level (EL) is needed, as the demo assumes six PCs which 
  means EL=2. Encounter Level is the equivalent of Living 
  City tier in 3rd edition D&D. For four or five PCs, the EL 
  would be 1, so try to run this for six or seven PCs. 
   
   
  Adventure Background and 
  Player Introduction 
  “Owning land is no walk in the park, I assure you,” 
  said the baron when you presented yourselves to him. 
  He had advertised for some young people of stout 
  heart who sought employment, and as you are young 
  and stout of heart, and could use some gold, you 
  applied. 
  “There 
  are 
  always 
  problems, 
  always 
  problems,” he mused, and you were not sure if he was 
  talking to you or only to himself. “This one is the 
  worst, I think. My water is being spoiled, and without 
  the water my lands will die. I was granted this land to 
  care for it, not destroy it.” 
   
  “My farmlands, which stretch to the hills, get 
  water from the river that flows through the north part 
  of my holding. The river branches into may streams, 
  which provide irrigation of sorts. Recently, the water 
  has become polluted with corpses. Not many, but 
  enough. In addition, the waters have become dirtied. 
  Someone upstream is polluting my waters, and I 
  cannot let that continue. I sent one of my scouts to 
  investigate, but it has been nearly a week and he has 
  not returned.” 
   
  “If you can find the source of the pollution and 
  stop it, you won’t find me ungenerous. If you find my 
  missing scout, all the better.” 
   
  Having no other employment, you accepted the 
  baron’s offer and find yourselves walking upstream, 
  your gear on your back and hope of reward in your 
  hearts. 
   
  The characters would have asked questions of the baron. 
  On Handout One you will find the answers to common 
  questions. You can share this Handout with the 
  characters. The baron can provide a description of the 
  scout, but really does not know what else is going on. He 
  has not visited the lands in question in a while, but 
  remembers them to be inhabited by normal animals, not 
  monstrous creatures.  
   
  The baron’s waters are being polluted by some orcs, 
  who live just beyond the baron’s borders. However, 
  before the PCs get to the orcs, they have several 
  encounters. 
   
  Following the stream, they come to a place where 
  they attract the attention of some nixies. The nixies are 
  working on an expansion to their home, and need some 
  heavy work done. In exchange for help, the nixies can 
  give the PCs some information about who lives upriver. If 
  they don’t choose to help, the nixies attempt to charm 
  them to coerce the needed assistance. 
   
  Beyond the nixies, the PCs come across a beaver 
  dam with a corpse trapped in it, and some angry beavers 
  trying to dislodge it without success. Beavers are not 
  carnivorous and won’t chew on the body. The PCs can 
  find out that it is the body of the missing scout. 
   
  The PCs then reach a pool with a waterfall. Within 
  the pool lives a sea hag, who recently moved into it. She 
  tries to grab a PC and pull him or her underwater, 
  precipitating a fight. After the hag is dealt with, the PCs 
  have to climb the waterfall. The obstacle to their efforts is 
  an assassin vine, a deadly sentient plant. 
   
  Once atop the waterfall, the PCs continue, running 
  into a pegasus trying frantically to get its young out of a 
  woodsman’s pit trap. Beyond that situation they find the 
  orcs responsible for the pollution, and can deal with the 
  situation by eliminating the orcs or getting them to move. 
   
  The Demonstration Aspect 
  What are we showing off in this demo? 
  • 
  The 3rd edition of Dungeons and Dragons. 
  Specifically, you will be able show a new monster 
  
   
   
  A Chance to Serve 
   
  Page 3 
  for 3rd edition, how combat works, and how 
  wilderness adventuring feels. 
  • 
  The Living Greyhawk character creation rules. This 
  is still not the final version of character creation, but 
  very close. Character creation is described below. 
  • 
  The kinds and amounts of treasure that players can 
  expect at 1st level in Living Greyhawk. They cannot 
  keep any treasure from this adventure, since they 
  cannot keep their characters. But seeing what can be 
  expected is good for establishing the right tone at the 
  start. 
   
  During this demonstration of the D&D 3E rules, a lot of 
  the time will be spent on mechanics, and questions will 
  come up. Combat may be slower than in 2nd edition 
  AD&D. Be patient and answer questions to the best of 
  your ability, but please don’t speculate where you are not 
  sure of the rules. 
   
  The second rule is, don’t answer any 3E rules 
  questions outside of the demonstration. You can talk 
  about anything in the game during the demo, but once it is 
  over you are bound by your NDA agreement not to speak 
  about the game specifics. 
   
  The third rule is, no player leaves with a character 
  sheet or rules summary sheet. You collect the real 
  character sheets and the rules summary pages. 
   
  Abbreviated spell lists are provided, as all the priest 
  spells would not fit on the priest sheets. Do not let anyone 
  take these away, or take notes on their contents. 
   
  Don’t forget to explain what can be done in a combat 
  round before combat starts. Players won’t know about 
  counter-spelling and “going on the ready” to anticipate a 
  foe’s action. 
   
  Last rule: when the demo is finished, please caution 
  the players not to speak about the specifics of the 3E 
  D&D game.  
   
  Character Creation 
  This demo should have come with a set of 11 demo 
  character sheets, one for each class. If not, go get them, 
  because you need them. Have each player choose a class, 
  and give the player the sheet for that character class. 
  Don’t let two players choose the same class; the idea is to 
  show off various aspects of the game. They’ll cooperate. 
   
  Character creation for this demo works as follows: 
  Players choose which class they want to play, and get the 
  appropriate sheet. 
  • 
  Players choose race, fill in height and weight info, 
  and choose alignment. 
  • 
  Players assign ability points according to the Point 
  Buy table on their sheets. Each ability starts at 8, 
  which costs 0 points to buy. Players have 28 points 
  to spend on their characters, and can raise the 
  abilities as high as 18 (costs 16) if they can afford it. 
  Include racial ability modifiers AFTER buying on 
  the table. You can share the Quick Point-Buy sheet 
  at the end of this text with them, as it is helpful in 
  creating different types of characters. 
  • 
  Players copy their ability modifiers from the ability 
  cost table. 
  • 
  Players copy the appropriate ability modifiers to the 
  lines on the character sheet where they belong. All 
  are labeled. 
  • 
  Players buy skills with the skill points listed on their 
  character sheets. REMEMBER: Human characters 
  get four more skill points than non-human characters 
  at 1st level. The character sheets are set up so that if a 
  player chooses human, he or she should just add four 
  points after figuring out the amount as shown on the 
  sheet. 
   
  A number of choices (for example, starting feats and 
  skills available) have been chosen for the players using 
  the “starting packages” for the classes in the Player’s 
  Handbook. This has been done so that time is saved in the 
  demo. If players want to do something that is not 
  available on the character sheets, tell them that they can 
  create characters that way when the campaign begins, but 
  for now they should please choose from the options on 
  the character sheets.  
   
  Answer any questions about items on the character 
  sheet. You should have a galley of 3E rules to refer to, 
  and most of the skills are self-explanatory for demo 
  purposes. 
   
  When the players are ready, have them describe their 
  characters to you and each other, and then proceed to the 
  adventure. 
   
   
  Encounter One: Nixie Work 
  Party 
  The PCs travel up the river a bit, and come across a 
  group of four four-foot tall faeries contemplating a large 
  log. These are nixies, and they are trying to figure out 
  how to get the log (whole) back to their dwelling place 
  a mile from the river. The log is too large for them to 
  carry alone. The PCs look like manna from heaven to 
  them, and they turn with calculating looks when the PCs 
  approach. 
   
  The nixies are willing to talk with the PCs, albeit 
  with suspicion. Nixies are naturally reclusive, but they 
  need the help. If the PCs agree to help them for one day, 
  the nixies will tell them something about what has been 
  happening with the river. If not, the nixies will use their 
  charm person power on as many PCs as they can 
  
   
   
  A Chance to Serve 
   
  Page 4 
  successfully charm. The charmed PCs will be forced to 
  work for the nixies for 24 hours. 
   
  The nixies live in a small lake about a mile from 
  the river, where a small tributary stream ends. They are 
  building a new “building” for their community, and 
  need the wood from here (as there is none available 
  underwater in the lake). So, they need someone to carry 
  the log they have found to the lake (one mile), drag it 
  underwater, hollow it out, dig a pit for it, place it in the 
  pit, and secure it in its final position. There are more 
  nixies in the lake, so they can bestow water breathing 
  on all the PCs. 
   
  Charmed PCs are sent back to the surface just 
  before the charm wears off and told to return to the river 
  and forget about helping the nixies. 
   
  If the PCs help voluntarily, then the nixies will 
  impart the following information to them over the 
  course of the day while they work: 
  • 
  The pollution in the river is comprised of large 
  pieces, such as animal remains, along with feces 
  and mud. It seems to be coming from the waterfall. 
  The nixies have not been affected yet, except that 
  their lake is getting a little murky where the stream 
  enters it. 
  • 
  They believe that the taint is caused by the old 
  green woman that recently moved into the pool 
  under the waterfall. She looks like (female human 
  PCs, or male human PCs but female), but is old and 
  ugly and her skin is green. She has been here for a 
  moon, perhaps. 
  • 
  There have been more animals drinking at the lake 
  since 
  the 
  animals 
  remains 
  started 
  flowing 
  downstream from the waterfall. Those with 
  wilderness lore skill should know that animals will 
  prefer to drink from running water over standing 
  water, if they have a choice, since running water is 
  less likely to be tainted with natural poisons. 
   
  Nixies (4): Small fey (4 ft. tall); HD 1/2d6; hp 6; Init +7 
  (Dex, Improved Initiative); Spd 20’, swim 30’; AC 14 
  (+1 size, +3 Dex); Atks +6 melee (dagger, 1d4-1), +4 
  ranged (light crossbow, 1d8); SA spell-like abilities, 
  charm; SD nil; SR 16; AL N; SV Fort +0, Ref +5, Will 
  +3.  
   
  Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18. 
   
  Skills: Bluff +8, Escape Artist +6, Hide +10, Listen 
  +7, Sense Motive +5, Spot +7. Feats: Dodge, Improved 
  Initiative. 
   
  Nixies are aquatic sprites who dwell in and protect 
  pristine ponds and lakes. They are even more reclusive 
  than most fey, and tend to treat intruders with suspicion 
  and hostility. 
   
  Nixies have webbed fingers and toes, pointed ears, 
  and wide silver eyes. Most are slim and comely, and 
  they have lightly scaled, pale green skin and dark green 
  hair. Females are attractive, often twining shells and 
  pearl strings in their thick hair, and they modestly dress 
  in tight-fitting wraps woven from colorful seaweed. 
  Males wear loincloths of the same materials. Nixies can 
  breathe both water and air; travel on land is possible, 
  but they prefer not to leave their lakes. A nixie stands 
  about 4´ tall. 
   
  Nixies rely on their charm and spell-like abilities to 
  deter enemies, entering combat only when necessary to 
  protect themselves and their territory. 
   
  Spell-like abilities: Once per day a nixie can use 
  water breathing as a 6th-level sorcerer. (They usually 
  bestow this effect on people they have charmed.) 
   
  Charm: This spell-like ability allows a nixie to use 
  charm person, three times a day, as a 4th-level sorcerer; 
  targets must make Will saves vs. DC 15 or be charmed 
  for 24 hours. During this period, the nixie forces the 
  victim to perform heavy labor, guard duty, and other 
  onerous tasks for the creature's community. Shortly 
  before charm wears off, the nixie escorts the victim 
  away from its home and orders it to walk in the opposite 
  direction until the charm expires. 
   
  Spell resistance: Nixies have spell resistance 16. 
   
  Skills: Nixies gain a +5 bonus to Hide checks when 
  in the water (not included in the numbers above). 
   
   
  Encounter Two: Some Bears 
  By the time the PCs get back from the nixie lake, it is 
  nearly lunch time. The PCs will probably stop for lunch. 
  While they are eating, one or two black bears are 
  attracted to their location. The bears come out of the 
  woods and sniff at the food, and then try to eat any food 
  not actually in containers, including taking it from the 
  very hands of the PCs. The bears then proceed to smell 
  at the packs, and try to rip them open to get at any food 
  inside. Bears can eat a lot. 
   
  Use one bear if there are not a lot of fighter-types 
  in the PC group, and two bears if there are. 
   
  The bears will leave once there is no more food. If 
  one of the bears is killed, the other gets into a rage and 
  attacks the PC(s) responsible for killing the first one. 
   
  Bears (2): Medium Animal (4-5’ long); HD 3d8+6; hp 
  19; Init +1 (dex); Spd 30’; AC 13 (+1 Dex, +2 natural); 
  Atks +6 melee (2 claws, 1d4+4), +1 melee (bite, 
  1d6+2); SA nil; SD scent; AL N; Saves Fort +5, Ref +4, 
  Will +2. 
   
  Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Climb +8, Listen +4, Spot +7, Swim +8. 
   
   
  
   
   
  A Chance to Serve 
   
  Page 5 
  Encounter Three: The Dam 
  Back at the river, the PCs continue upstream for another 
  couple of miles, and then come to a beaver dam. The 
  dam does not cross the whole river, but blocks off one 
  fork where the river splits to go around some rocks. The 
  dam has been partially broken by a corpse that floated 
  downstream this morning and got lodged in the dam’s 
  branches. Five angry beavers swim around the body, 
  trying to pull it out of the dam. They do not want it to 
  remain, and have not thought yet of taking apart enough 
  of the dam to let it pass through. Beavers take apart a 
  dam? 
   
  The beavers will make angry sounds (chittering and 
  slapping their tails on the water as a warning sound) at 
  the PCs if the PCs approach the dam. However, being 
  cowards, the beavers flee if the PCs approach the dam 
  or try to harm them. If by chance anyone can speak with 
  the beavers (doubtful, but I don’t know the rules well 
  enough yet to rule it out), the beavers chitter that they 
  were away hunting for river snails and came back to 
  find this thing crashed into their dam (they live in a 
  stick and mud den in the middle of the lake behind the 
  dam). They are very upset, and want it removed 
  (preferably from the river, but they cannot manage that 
  themselves). 
   
  If the PCs start pulling at the body, the beavers will 
  understand and try to help. However, damage to the 
  dam will result in loud and angry beaver sounds 
  directed at the PC(s) responsible, and even some bites if 
  the destructive behavior does not stop. The beavers 
  want the body gone, not their dam. 
   
  Once the body is removed, the beavers will start 
  collecting sticks to repair the dam. They do not thank 
  the PCs, as they are only beavers and of animal 
  intelligence. As long as the PCs don’t try to interrupt 
  the work on the dam, or try to destroy the dam, or try to 
  hunt some beavers, the beavers will keep their distance 
  from them. Any of these mentioned actions results in 
  the beavers attacking the PCs to drive them off, and 
  loud angry beaver sounds. 
   
  The PCs can recognize this body as that of the 
  missing scout if they have the description.  
   
  Beavers (5): Tiny animal (2 ft. long); HD 1/2d8; hp 4; 
  Init +2 (Dex); Spd 20’, swim 40’; AC 14 (+2 size, +2 
  Dex); Atks +3 melee (bite, 1 hp); Face/Reach 2 1/2 ft. 
  by 2 1/2 ft. /0 ft.; SA nil; SD nil; AL N; SV Fort +2, Ref 
  +4, Will +1.  
   
  Str 3, Dex 15, Con 10, Int 2, Wis 9, Cha 5. 
   
  Skills: Hide +14, Move Silently +14, Spot +6, 
  Swim +20. 
   
   
  Encounter Four: Sea Hag in 
  the Pool 
  About half a mile from the beaver dam, the PCs come to 
  a pool and a waterfall. As the PCs approach, the river 
  gets shallower and rockier, and therefore flows a little 
  faster. Then, just before the pool itself, the flow slows 
  down.  
   
  This pool is really a beautiful spot, and the 
  waterfall behind it is quite breathtaking at 140 feet tall. 
  The pool itself is 70 feet across, and 30 feet wide 
  (waterfall to stream start). The cliff on either side is 
  sheer, with viney vegetation growing at the upper 
  heights and small trees as the cliff meets the ground. 
  The pool is very deep, and this looks like a nice place 
  for a swim. 
   
  However, it is not. In the pool lives a sea hag, who 
  has come here in the last month to mourn the loss of the 
  rest of her covey; some adventurers killed them. She 
  mainly stays underwater, killing wild chickens in the 
  area to eat. When the scout came here, he took a swim 
  in the pool and the hag drowned him. She ate well for 
  several days, and then sent what was left down the river 
  (where it lodged in the beaver dam). She is now hungry 
  again, and the PCs have come along just in time. 
   
  The hag can see from underwater that there are 
  more PCs than she can handle at one time, and so needs 
  to separate them. If one of them dives into the pool or 
  even steps into the pool on the edge, she’ll grab the PC 
  by the ankle and drag him deep underwater to drown 
  him. Look up underwater combat, and remember that 
  the PC did not get a full breath of air. 
   
  If no PC comes into the water, then she has to 
  improvise to get one or more of them into the water. 
  Use your imagination and read the players to figure out 
  what will work best, but some options include: 
  • 
  Bubbling and some chicken bones sent to the 
  surface, with no apparent explanation 
  • 
  A sudden appearance and then ducking back 
  underwater, not really giving the PCs a chance to 
  see her clearly. 
  • 
  Something enticing to lure a PC to the water. 
   
  The hag will try to kill at least one PC and then remain 
  underwater until the rest of the PCs leave. If she can get 
  more than one PC, she will (and store them 
  underwater). Eventually, either the PCs will leave the 
  hag or kill her. When they are done with the hag, or as 
  soon as they start trying to climb the waterfall, move to 
  Encounter Four. 
   
  Drowning: The hag holds the character underwater, 
  and claws if possible. Her effort is directed to holding 
  the character underwater, though. Characters can break 
  
   
   
  A Chance to Serve 
   
  Page 6 
  free on a successful opposed Strength check, but she 
  will follow to the surface and renew the attack. 
   
  Sea Hag: Large monstrous humanoid (aquatic) (5 ft. 
  tall); HD 3d8+3; hp 19; Init +1 (Dex); Spd 30´, Sw 40´; 
  AC 13 (–1 Size, +1 Dex, +3 Natural); Atks +6/+6 melee 
  (claw, 1d4+4); Face/Reach 5 ft. by 5 ft./10 ft.; SA 
  Horrific appearance, evil eye; SD water breathing; SR 
  14; AL CE; SV Fort +2, Ref +4, Will +4.  
   
  Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10. 
   
  Skills: Hide +7, Listen +9, Spot +9. Feats: 
  Alertness. 
   
  Hags are horrible creatures whose love for evil is 
  equaled only by their ugliness. Although they often plot 
  and scheme for power or toward some malevolent end, 
  they often appear to do evil for the simple sake of doing 
  evil. Hags often use their dark magics and knowledge of 
  fell things in the service of a more powerful evil being, 
  but they are seldom faithful and will often turn on their 
  masters if the chance to seize power for themselves 
  comes along. 
   
  Although all types of hag are unique in appearance 
  and mannerisms, they do have many things in common. 
  All have the forms of old crones whose bent shapes 
  belay their fierce power and swiftness. Despite faces 
  cracked by wrinkles and heavy with cruelty, their eyes 
  are bright with villainy and cunning. The long nails of 
  hags have the strength of steel and are as keen as any 
  knife. 
   
  Hags speak Giant and Common. 
   
  Perhaps the most wretched of all hags, sea hags are 
  found in the water of seas or overgrown lakes. Their 
  flesh is sickly and yellow, covered with warts and 
  oozing sores. Their long, filthy hair is very much like 
  rotting seaweed. 
   
  Sea hags are not subtle and prefer a direct approach 
  to combat. They prefer to remain in hiding until they 
  can affect as many foes as possible with their horrific 
  appearance. 
   
  Horrific Appearance: The sight of a sea hag is so 
  revolting that anyone who sets eyes upon one must 
  make a Fortitude save vs. DC 11 or instantly be 
  overcome with weakness. Affected characters suffer 
  2d8 points of temporary Strength damage. The power 
  cannot reduce a victim to a negative Strength score. 
  Victims reduced to 0 Strength are helpless. 
   
  A successful saving throw makes a creature 
  immune to a particular hag’s horrific appearance for 
  one day. 
   
  Evil Eye: Thrice per day, a sea hag may cast its 
  dire gaze at any single creature within 30 feet (unlike a 
  standard gaze attack, creatures merely looking at the 
  hag are not subject to this power). The target of this fear 
  attack must make a Fort save vs. DC 11 or fall prey to 
  the evil eye. There is a 25% chance that such a person 
  will die of fright instantly. Failing this, the gaze still 
  causes the victim to fall into a whimpering catatonia for 
  no less than three days. A remove curse or dispel evil 
  spell can restore the victim sooner. (If you use the evil 
  eye power on a PC that does not die, the PC recovers 
  from the effect in one day rather than three.) 
   
  Water Breathing: Sea hags have the extraordinary 
  ability to breathe underwater. 
   
   
  Encounter Five: Climbing the 
  Vines 
  As soon as the PCs are done with the hag, one way or 
  another, a dead boar carcass comes falling over the 
  waterfall. There is not much left, and it has a wooden 
  burned spit through it. This should give the PCs the clue 
  that the trouble lies upstream, and that they have to 
  climb the waterfall to go further. 
   
  There are three places to climb up, and the base 
  difficulty for each is: 
   
  Left side:  
  DC 13 (due to handholds and 
  vegetation) 
  Waterfall itself:  DC 25 (due to water pouring down on 
  PCs’ heads) 
  Right side:  
  DC 17 (due to lack of handholds) 
   
  The problem with climbing up is that an assassin vine is 
  growing on the left side of the waterfall, where the good 
  handholds are. The assassin vine is described below. It 
  will try to kill any PCs it can reach.  
   
  This encounter is very difficult. The assassin vine is 
  a CR 5 creature, and the PCs are an EL 2 group. The 
  PCs are meant to back off from it and use the other side 
  of the cliff. Do not slay the whole group with this 
  monster; just show the players that there are some 
  dangerous things out there. 
   
  The assassin vine does not need to be removed by 
  the PCs; the baron can have it destroyed later. 
   
  Assassin Vine: Young Large Plant (9 ft. long); HD 
  4d10+12; hp 24; Init +0 (Dex); Spd 0´; AC 15 (–1 size, 
  +6 natural); Atks +7 melee (buffet, 1d6+5); Face/Reach 
  5 ft. by 5 ft./20 ft.; SA Entangle, grab, constrict 
  1d6+7; SD Electrical immunity, cold and fire resistance 
  (20), tremorsense; AL CE; SV Fort +7, Ref +1, Will 
  +2.  
   
  Str 20, Dex 10, Con 16, Int 1, Wis 13, Cha 9. 
   
  The assassin vine is a semi-mobile plant that 
  collects its own kind of gristly fertilizer by grabbing and 
  crushing passing animals and depositing the carcasses 
  near its roots. 
  
   
   
  A Chance to Serve 
   
  Page 7 
   
  The mature plant consists of a main vine as thick as 
  a human’s forearm and about 20 feet long. Smaller 
  vines branch off from the main vine about every six 
  inches. The smaller vines can be up to 5 feet long; they 
  bear clusters of leaves shaped curiously like human 
  hands, and in late summer, cluster of small fruits that 
  resemble wild grapes. The woody parts of the vine are 
  coiled and gnarled and covered with brown, stringy 
  bark, making the whole plant resemble a particularly 
  robust grape vine. The fruit is very tough, but has a 
  hearty flavor. Assassin vine berries make a heady vine, 
  but the fruit is widely believed to be poisonous. 
   
  Assassin vines use simple tactics, they lie still until 
  prey comes within reach, then they attack. They use 
  their entangle abilities both to catch prey and to deter 
  counterattacks. Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot check 
  to notice it before it attacks. Characters with 
  Wilderness Lore or Knowledge of plants or herbs can 
  use those skills instead of their Spot skills to notice the 
  plants. 
   
  Entangle: An assassin vine can animate the plants 
  around in a 30-foot radius as a free action. The effects 
  lasts until the vine dies or until the vine decides to end it 
  (also a free action). The power is otherwise similar to an 
  entangle spell cast by a 4th-level Druid. The save DC is 
  13. 
   
  Grab: When an assassin vine makes a successful 
  buffet attack, it can make a free grappling check without 
  provoking an attack of opportunity. 
   
  Constrict: If an assassin vine gets a hold on a 
  creature of medium size or smaller, it inflicts 
  constriction damage each round until the opponent 
  escapes. 
   
  Tremorsense: An assassin vine can automatically 
  sense the location of anything in contact with the 
  ground (or in contact with vegetation attached to the 
  ground) within 30´ of its body. 
   
   
  Encounter Six: Trapped 
  This is an optional encounter. If you are running short 
  on time, skip to Encounter Six so that the players can 
  complete the adventure. 
   
  The PCs climb the waterfall successfully, and proceed 
  upriver to find out where the spitted boar carcass came 
  from. Two miles from the waterfall, they hear a frantic 
  neighing sound coming from across the river from their 
  position. About 500 yards from the river, the PCs come 
  across a pegasus pawing the ground in front of a small 
  pit. From within the pit you hear a more high-pitched 
  and panicked neighing sound. 
   
  The pegasus was teaching its offspring to fly, and 
  they landed in this clearing. The young pegasus landed 
  on top of a pit trap set by a hunter, and fell inside. The 
  young creature cannot fly out (it is too narrow), and 
  cannot climb (have you ever seen a horse climb?). The 
  pit opening is too small for the adult pegasus to reach 
  in, and too deep (15’) for it to reach its child anyway. 
  The pit is about four feet across, just about the same 
  diameter as the length of the young pegasus. 
   
  Pegasi are reasonably intelligent creatures, and can 
  detect good and detect evil at will, so the adult will 
  know whether the PCs mean it any ill intent or not 
  (harm, capture). If they seem friendly, it will try to 
  communicate its problem to them, hoping they can help. 
   
  To free the young pegasus, a PC will have to climb 
  down into the pit and carry it out on his or her 
  shoulders, or get a rope around it and hoist it out. These 
  actions should require skill checks with DCs in the 
  range of 10-15, depending on what the PCs are 
  attempting. Use your judgment on what will work. 
   
  If the PCs succeed in getting the young pegasus out 
  of the hole, both creatures will neigh happily at the PCs 
  and then fly away, the young one a little shakily. They 
  have nothing to give the PCs, and would not think of 
  doing so anyway. However, if the PCs find themselves 
  in trouble in the next encounter, the adult pegasus will 
  swoop in and help them out. 
   
  If the PCs leave the young pegasus in the hole, then 
  eventually the hunter will come back and find an angry 
  pegasus waiting. The hunter will release the young 
  creature, scared of the consequences of not doing so. 
   
  Pegasus (2): Large Magical Beast (6’ high, 1500 lbs, 
  20’ wingspan); HD 4d10 +12; hp 34 adult, 14 young; 
  Init +2 (Dex); Spd 60´, fly 120´ (average); AC 14 (–1 
  size, +2 Dex, +3 natural); Atks hooves +7/+7 melee, 
  bite +2 melee (2 hooves 1d6+4, bite 1d3 +2); SA nil; 
  SD scent, spell-like abilities; AL CG; SV Fort +7, Ref 
  +6, Will +5.  
   
  Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13 
   
  Skills: Listen +13, Sense Motive +7, Spot +13. 
   
  The pegasus is a magnificent winged horse that 
  sometimes serves the cause of good. Pegasi are a superb 
  specimen of a horse with two large, feathered wings. 
  Their coats and wings are pure white, but rumors tell of 
  brown and even black pegasi. These are white ones. 
   
  Pegasi attack with their sharp hooves and strong 
  bites. Mated pairs and herds attack as a team, fighting to 
  the death to defend their eggs and young. 
   
  Spell-like Abilities: Pegasi can detect good and 
  detect evil at will within a 60-yard radius. These powers 
  are otherwise identical to the spells of the same names 
  cast by 5th-level sorcerers. 
   
  Skills: Pegasi gain a +4 bonus to Listen and Spot 
  checks. 
  
   
   
  A Chance to Serve 
   
  Page 8 
   
   
  Encounter Seven: Pollution 
  Source 
  Finally, the characters find the source of the pollution of 
  the river. Three miles upriver from the pegasi 
  encounter, the PCs run across a camp of orcs. There are 
  6 here now, but there are another 12 out hunting or 
  gathering food, and 14 pillaging a village some eight 
  miles away. The 6 orcs in camp are sitting around 
  lounging and practicing with their weapons, but turn to 
  confront the PCs as soon as the PCs announce their 
  presence with noise. Due to the weapons practice, the 
  PCs might detect the orcs (Listen Check, DC 10) before 
  the orcs can detect them. 
   
  The PCs have two options for dealing with the orcs, 
  provided someone can speak Orc. The orcs do not 
  speak Common (if they cannot communicate with the 
  orcs, they have one option). 
  1. Negotiate with the orcs. The orcs cannot be 
  persuaded to move their camp from the river, but 
  use of the Intimidate skill (DC 15) and arguments 
  along the line of “dropping waste in the river will 
  just bring more people against you if you kill us 
  and stay here” will get them to agree to move their 
  camp into the hills about 8 miles away. Word will 
  be passed to the orcs not in camp. This solves the 
  river problem, but leaves the orcs free to pillage. 
  2. Fight and kill the orcs here, and then report the 
  camp so that the baron can hunt down any 
  remaining orcs in the area. This is not part of the 
  baron’s land, but in the interest of mutual safety 
  he’ll  send some men to wipe out the orcs. 
   
  The orcs have chainmail that the PCs can sell, greataxes 
  (both at 50% of book price), and 40 sp between them. 
  There is also a small chest in the camp that contains 75 
  gp and a necklace worth 450 gp. 
   
  Orcs (6): Medium Humanoid (6’ tall); HD 1d10; hp 6; 
  Init +0; Spd 20´; AC 15 (+5 chainmail); Atks +3 melee 
  (greataxe 1d12+3), +0 ranged (javelin 1d6+2); SA nil; 
  SD darkvision 60’, light sensitivity; AL CE; SV Fort 
  +0, Ref +2, Will –1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +1, Spot +1, Climb +3. Feats: 
  Alertness, Weapon Focus (greataxe). 
   
  Orcs are aggressive humanoids that raid, pillage, 
  and battle other creatures. Orcs vary in appearance due 
  to crossbreeding and inbreeding, but in general they 
  look like primitive humans with gray skin, coarse hair, 
  stooped postures, low foreheads, and porcine faces with 
  prominent lower canines that resemble a boar’s tush. 
  They have wolf-like ears; their eyes are reddish, and 
  they wear vivid colors that most humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow-
  green, and blackish-purple. Their equipment is dirty and 
  unkempt. 
   
  The orc language varies slightly from tribe to tribe, 
  but is understandable by anyone that speaks Orcish. 
  When not actually fighting other creatures, they are 
  usually planning raids or practicing their fighting skills. 
  Orcs have a hatred of elves and dwarves that began 
  generations ago; many orc tribes will kill dwarves and 
  elves on sight. 
   
  Most orcs encountered away from their homes are 
  fighters. Orcs are familiar with the use of most 
  weapons, preferring those that cause the most damage in 
  the least amount of time. They enjoy attacking from 
  concealment and setting ambushes, and they obey the 
  rules of war (such as honoring a truce) only as long as it 
  is convenient to them. 
   
  Light Sensitivity: Orcs are –1 on attack rolls when 
  in bright light. 
   
   
  Conclusion 
  Once the PCs solve the orc problem, the adventure is 
  over. Find out what they report to the baron, as some of 
  the experience rewards depend on the information 
  returned. The baron will offer to pay them 15 gp each 
  for the work, which is fair and the PCs know it, or the 
  baron agrees to do them a favor in the future. The PCs 
  get to choose. 
   
  You can discuss any rules questions that remain 
  unanswered, and then collect all the character sheets 
  and the action summary pages. Thank the players and 
  collect their RPGA numbers for the scoring packet. 
  They do not have to vote.  
   
  Remember to collect all character sheets and demo 
  information pages. No one should leave the demo with 
  any pieces of paper with 3E-specific rules on them. 
   
   
  Experience Point Summary 
  This section is included so you can “award” experience 
  to the demo characters, showing the players what kinds 
  of experience rewards they can expect at 1st level. The 
  experience is based on an EL 2 group encountering EL 
  2 encounters. Remember that the players do not get to 
  keep these characters. 
   
  To assign XP: 
  1. Add up the values for the objectives accomplished, 
  as listed. 
  
   
   
  A Chance to Serve 
   
  Page 9 
  2. Assign discretionary roleplaying experience. This 
  should be awarded for character portrayal and 
  teamwork. Add roleplaying experience to the total 
  for objectives. 
  3. Multiply the sum by the EL for the character group, 
  as calculated at the start of the adventure. (Six or 
  seven PCs are EL 2, four or five PCs are EL 1.) 
  4. Divide the total by the number of PCs who 
  survived the adventure (round up). The amounts 
  listed below are for ALL THE PCs, not for each 
  PC. PCs who die during the adventure do not get 
  experience from the adventure, even if they are 
  raised from the dead later. 
   
  Encounter Three 
  Killing the sea hag 
  100 xp 
   
  Encounter Four 
  Killing the assassin vine 
  600 xp 
   
  OR 
  Climbing the cliff and avoiding the assassin 
  vine (less than 5 hp damage to PCs) 
  100 xp 
   
  Encounter Five 
  Getting the pegasus out of the pit 
  50 xp 
   
  Encounter Six 
  Killing the orcs or driving them off by 
  intimidation 
  100 xp 
   
  Discretionary roleplaying experience 
  0-50 xp 
  Total possible experience: 
  900 xp 
  Maximum xp per PC at EL=1 
  4 PCs: 223 xp 
   
   
  5 PCs: 180 xp 
   
   
  6 PCs: 150 xp 
   
   
  7 PCs: 129 xp 
   
   
  Treasure Summary 
  This section is included so you can easily describe the 
  treasure in the scenario, showing the players what they 
  can expect as far as treasure goes in 1st-level 
  adventures. The characters cannot keep any of this 
  treasure. 
   
  Encounter Six 
  • 
  6 suits orc-sized chainmail (can be sold for 50% 
  book price) 
  • 
  6 greataxes (can be sold for 50% book price) 
  • 
  40 sp 
  • 
  75 gp 
  • 
  Necklace worth 450 gp. 
   
  Influence 
  If the baron did not pay the PCs 15 gp each, he owes 
  them each a favor. The PCs can either accept a later 
  service (via favor) or join the baron’s militia or scout 
  service (details would be provided for this, if it were an 
  option). 
   
  
   
   
  A Chance to Serve 
   
  Page 10 
  Handout One 
   
  Information from the Baron 
   
  What did the scout look like? 
   
  He was non-descript, which is partly why he was so good. He was not much to look at, you know. Tallish, fair, 
  brown hair which was a little curly, a small nose, small lips, green eyes. He was of average build, and usually wore 
  studded leather armor when on the job. 
   
  How long has the pollution been going on? 
   
  A couple of weeks now. I guess it started about three weeks ago. Some tenant farmers reported an arm in the 
  stream which fed their farmlands. It was only a single incident, but a couple days later there was a boar carcass in the 
  river. Then a couple of guardsmen from a caravan that was waylaid on the road north of my property. More animals. 
  People have also reported weapons in the riverbed, ripped sacks, remains of rations, and so forth. It’s not that bad 
  now, but could get out of control if I don’t stop it now. 
   
  Whose lands are to the north? 
   
  The lands to the north belong to the government. The main trade road goes through there, and the captain of the 
  guard maintains patrols in the area. Or so he leads everyone to believe. I don’t know if he does or not, but 
  something’s going on up there. 
   
  
   
   
  A Chance to Serve 
   
  Page 11 
  Allowed Deity List 
   
  Deity 
  Alignment 
  Domains 
  Worshipers 
  Heironeous, 
  Lawful good 
  Good, Law, War 
  Paladins, fighters, and monks 
   
  God of Valor 
   
   
   
  Moradin,  
  Lawful good 
  Earth, Good,  
  Dwarves 
   
  God of Dwarves 
   
  Law, Protection 
  Yondalla,  
  Lawful good 
  Good, Law,  
  Halflings 
   
  Goddess of Halflings  
  Protection 
  Ehlonna,  
  Neutral good 
  Animal, Good,  
  Elves, gnomes, half-elves,  
   
  Goddess of the Woodlands 
  Plant, Sun 
  halflings, rangers, and druids 
  Garl Glittergold,  
  Neutral good 
  Good, Protection,  
  Gnomes 
   
  God of Gnomes 
   
  Trickery 
  Pelor,  
  Neutral good 
  Good, Healing,  
  Rangers and bards 
   
  God of the Sun 
   
  Strength, Sun 
  Corellon Larethian, 
  Chaotic good 
  Chaos, Good,  
  Elves, half-elves, and bards 
   
   God of the Elves 
   
  Protection, War 
  Kord,  
  Chaotic good 
  Chaos, Good,  
  Fighters, barbarians, rogues,  
   
  God of Strength 
   
  Luck, Strength 
  and athletes 
  Wee Jas,  
  Lawful neutral 
  Death, Law,  
  Wizards, necromancers,   
   
  Goddess of Death and Magic 
  Magic 
  and sorcerers 
  St. Cuthbert,  
  Lawful neutral 
  Destruction, Law,   
  Fighters, monks, and soldiers 
   
  God of Retribution 
   
  Protection, Strength 
  Boccob,  
  Neutral 
  Knowledge, Magic,  
  Wizards, sorcerers, and sages 
   
  God of Magic 
   
  Trickery 
  Fharlanghn,  
  Neutral 
  Luck, Protection, 
  Bards, adventurers, and merchants 
   
  God of Roads 
   
  Travel 
  Obad-Hai,  
  Neutral 
  Air, Animal, Earth,  
  Druids, barbarians, and rangers 
   
  God of Nature 
   
  Fire, Plant, Water 
  Olidammara,  
  Chaotic neutral 
  Chaos, Luck,  
  Rogues, bards, and thieves 
   
  God of Thieves 
   
  Trickery 
  
   
   
  A Chance to Serve 
   
  Page 12 
  Spell Lists for Player Characters 
   
  Wizard and Sorcerer Spells 
   
  0-Level Wizard and Sorcerer Spells (Cantrips) 
  School 
  Spell....................................................Effect 
  Abjur 
  Resistance...........................................+1 on saving throws 
  Alter 
  Mage Hand .........................................5-pound telekinesis 
  Alter 
  Mending..............................................Make minor repairs in an object 
  Alter 
  Open/Close .........................................Open or close small or light things 
  Conj 
  Ray of Frost ........................................Ray deals 1d3 cold damage 
  Div 
  Detect Poison......................................Detect poison in one creature or small object 
  Ench 
  Daze....................................................Creature loses next action 
  Evoc 
  Light ...................................................Object shines like a torch 
  Evoc 
  Flare....................................................Dazzles one creature (–1 attack) 
  Illus 
  Dancing Lights....................................Figment torches or other lights 
  Illus 
  Ghost Sound .......................................Figment sounds 
  Necro 
  Disrupt Undead...................................1d6 damage to an undead 
  Univ 
  Detect Magic.......................................Detect spells and magic items within 60´ 
  Univ 
  Prestidigitation....................................Minor tricks 
  Univ 
  Read Magic.........................................Read scrolls and spellbooks 
  Univ 
  Wizard Mark.......................................Inscribes a personal rune (visible or invisible) 
   
  1st-level Wizard and Sorcerer Spells 
  Abjur 
  Alarm..................................................Wards an area for 2 hours/level 
  Abjur 
  Gaze Reflection...................................Reflects gaze attacks back at gazer 
  Abjur 
  Hold Portal .........................................Holds door shut 
  Abjur 
  Protection from Chaos........................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Abjur 
  Protection from Evil ...........................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Abjur 
  Protection from Good .........................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Abjur 
  Protection from Law...........................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Abjur 
  Shield..................................................Invisible disc blocks magic missile attacks 
  Alter 
  Animate Rope.....................................Make a rope move at your command 
  Alter 
  Burning Hands....................................1d4 fire damage/level (max: 5d4) 
  Alter 
  Color Spray.........................................Knock unconscious, blind, or stun 1d6 weak creatures 
  Alter 
  Enlarge................................................Object or creature grows +10%/level (max +50%) 
  Alter 
  Erase ...................................................Erase mundane or magical writing 
  Alter 
  Expeditious Retreat.............................Doubles your Movement 
  Alter 
  Feather Fall.........................................Creature falls slowly 
  Alter 
  Jump ...................................................Creature gets +30 on Jump checks 
  Alter 
  Message ..............................................Whispered conversation at distance 
  Alter 
  Reduce................................................Object or creature shrinks 10%/level (max 50%) 
  Alter 
  Shocking Grasp...................................Touch delivers electric charge (1d8+1/level) 
  Alter 
  Spider Climb.......................................Grants ability to walk on walls and ceilings 
  Conj 
  Grease.................................................Cover 10´ square or 1 object with slippery grease 
  Conj 
  Mage Armor........................................Grant creature +4 armor bonus 
  Conj 
  Mount .................................................Summon riding horse for 2 hrs./level 
  Conj 
  Obscuring Mist ...................................Fog surrounds you 
  Conj 
  Summon Monster I .............................Summons outsider to fight for caster 
  Conj 
  Unseen Servant...................................Creates invisible force (Str 2, 6 hp) that obeys caster’s commands for 1 
  hour/level 
  Div 
  Comprehend Languages......................Understand all spoken and written language 
  Div 
  Detect Secret Passages........................Detect hidden doors within 60´ 
  Div 
  Detect Undead ....................................Detect undead within 60´ 
  Div 
  True Strike..........................................Adds +20 bonus to caster’s next attack roll 
  Ench 
  Charm Person .....................................Make one person your friend for 1 hr./level 
  Ench 
  Hypnotism ..........................................Fascinate creatures (2d4 HD or levels) 
  Ench 
  Sleep ...................................................Casts targets (2d4 HD worth) into comatose slumber 
  
   
   
  A Chance to Serve 
   
  Page 13 
  Evoc 
  Magic Missile .....................................1d4+1 damage; +1 missile/2 levels above 1st (max 5) 
  Evoc 
  Tenser’s Floating Disc........................3’ diameter horizontal force-disc, holds 100lb/level 
  Illus 
  Change Self.........................................Change own appearance 
  Illus 
  Minor Illusion.....................................Silent image of your design; concentration 
  Illus 
  Nystul’s Magical Aura........................Grant object false magic aura 
  Illus 
  Nystul’s Undetectable Aura................Mask magic item’s magic aura 
  Illus 
  Ventriloquism.....................................Throws voice for 1 minute/level 
  Necro 
  Cause Fear ..........................................One creature flees for 1d4 rounds 
  Necro 
  Chill Touch.........................................Deal 1d6 damage + 1 Str damage; 1 touch/level 
  Necro 
  Ray of Enfeeblement...........................Ray reduces Str 1d6 points +1 point/2 levels 
  Univ 
  Identify................................................Determine single feature of magic item 
   
  
   
   
  A Chance to Serve 
   
  Page 14 
  Cleric Spell List 
   
  0-Level Cleric Spells (Orisons) 
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Guidance ............................................................+1 on one roll, throw, or check 
  Light 
  ............................................................Object shines like a torch  
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws  
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Cleric Spells 
  Bless 
  ............................................................+1 attack and +1 vs. fear for allies 
  Bless Water ...........................................................Makes holy water (costs 25 gp) 
  Cause Fear ............................................................One creature flees for 1d4 rounds 
  Command ............................................................One creature obeys your one-word command for 1 round 
  Comprehend Languages........................................Understand all spoken and written language 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Curse 
  ............................................................Enemies get –1 attack, –1 vs. fear 
  Curse Water...........................................................xx[???] 
  Deathwatch............................................................See how wounded creatures within 30´ are 
  Detect Chaos .........................................................Detect chaotic creatures, spells, or objects 
  Detect Evil ............................................................Detect evil creatures, spells, or objects 
  Detect Good ..........................................................Detect good creatures, spells, or objects 
  Detect Law ............................................................Detect lawful creatures, spells, or objects 
  Detect Undead.......................................................Detect undead within 60´ 
  Doom 
  ............................................................One creature gets –2 on attacks, damage, saves, and checks 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round (1 day) 
  Entropic Shield......................................................Ranged attacks against you suffer 20% miss chance 
  Guiding Hand........................................................Attack and damage bonus +1/3 levels; 1 minute 
  Inflict Light Wounds.............................................Touch attack, 1d8 +1/level damage (max +5) 
  Invisibility to Undead............................................Undead can’t perceive targets (1/level) 
  Magical Stone .......................................................3 stones become +1 projectiles, deal 1d6+1 damage 
  Obscuring Mist......................................................Fog surrounds you 
  Protection from Chaos...........................................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Protection from Evil..............................................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Protection from Good............................................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Protection from Law..............................................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Random Action .....................................................One creature acts randomly for one round 
  Remove Fear .........................................................+4 vs. fear for 1 creature +1 creature/4 levels 
  Sanctuary ............................................................xx[???] 
  Shield of Faith.......................................................Shimmering aura grants +2 or better deflection bonus 
  Summon Monster I................................................Summons outsider to fight for caster 
   
  
   
   
  A Chance to Serve 
   
  Page 15 
  Cleric Domains 
  Air Domain  
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy earth creatures as a 
  good cleric turns undead. Rebuke or command air creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Air Domain Spells 
  1 Obscuring Mist 
   
  Animal Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: You cast animal friendship once per 
  day. Knowledge (nature) is a class skill. 
   
  Animal Domain Spells  
  1 Calm Animals 
   
  Chaos Domain  
   
  Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, 
  Olidammara 
   
  Granted Power: You cast chaos spells at +1 caster 
  level. 
   
  Chaos Domain Spells  
  1 Protection from Law 
   
  Death Domain 
   
  Deities: Nerull, Wee Jas 
   
  Granted Power: You may use a death touch once per 
  day. Your death touch is a spell-like ability that is a death 
  effect. You must succeed at a melee touch attack against a 
  living creature (using the rules for touch spells). When you 
  touch, roll 1d6 per your cleric level. If the total at least equals 
  the creature’s current hit points, it dies. 
   
  Death Domain Spells  
  1 Cause Fear 
   
  Destruction Domain 
   
  Deities: St. Cuthbert, Hextor 
   
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a +4 
  attack bonus and a damage bonus equal to your cleric level (if 
  you hit). You must declare the smite before making the attack. 
  It is usable once per day. 
   
  Destruction Domain Spells  
  1 Inflict Light Wounds 
   
  Earth Domain 
   
  Deities: Moradin, Obad-Hai 
   
  Granted Power: Turn or destroy air creatures as a good 
  cleric turns undead. Rebuke or command earth creatures as an 
  evil cleric rebukes undead. Use these abilities a total number 
  of times per day equal to 3 plus your Charisma modifier. 
   
  Earth Domain Spells  
  1 Magic Stone 
   
  Evil Domain 
   
  Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna 
   
  Granted Power: You cast evil spells at +1 caster level.  
   
  Evil Domain Spells  
  1 Protection from Good 
   
  Fire Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke or command fire creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Fire Domain Spells  
  1 Burning Hands 
   
   
  Good Domain 
   
  Deities: Corellon Larethian, Ehlonna, Garl Glittergold, 
  Heironeous, Kord, Moradin, Pelor, Yondalla 
   
  Granted Power: You cast good spells at +1 caster level.  
   
  Good Domain Spells  
  1 Protection from Evil 
   
  Healing Domain 
   
  Deities: Pelor 
   
  Granted Power: You cast Healing spells at +1 caster 
  level. 
   
  Healing Domain Spells  
  1 Cure Light Wounds 
   
  Knowledge Domain 
   
  Deities: Boccob, Vecna 
   
  Granted Power: All Knowledge skills are class skills. 
  You cast divinations at +1 caster level. 
   
  Knowledge Domain Spells  
  1 Detect Secret Passages 
   
  Law Domain 
   
  Deities: St. Cuthbert, Heironeous, Hextor, Moradin, 
  Wee Jas, Yondalla 
   
  Granted Power: You cast law spells at +1 caster level.  
   
  Law Domain Spells  
  1 Protection from Chaos 
   
  Luck Domain 
   
  Deities: Fharlanghn, Kord, Olidammara 
   
  Granted Power: You gain the power of good fortune, 
  which is usable once per day. This extraordinary ability 
  allows you to reroll one roll that you have just made. You 
  must take the result of the reroll, even if it’s worse than the 
  original roll.  
  
   
   
  A Chance to Serve 
   
  Page 16 
   
  Luck Domain Spells  
  1 Entropic Shield 
   
  Magic Domain 
  Deities: Boccob, Vecna, Wee Jas 
  Granted Power: Use scrolls, wands, and other devices with 
  spell completion or magic word activation as a wizard of one-
  half your cleric level (at least 1st level). For the purpose of 
  using a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels stack.  
   
  Magic Domain Spells  
  1 Nystul’s Undetectable Aura 
   
  Plant Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: Rebuke or command plant creatures as 
  an evil cleric rebukes or commands undead. Knowledge 
  (nature) is a class skill. 
   
  Plant Domain Spells  
  1 Entangle 
   
  Protection Domain 
   
  Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, 
  Garl Glittergold, Moradin, Yondalla  
   
  Granted Power: You can generate a protective ward, a 
  spell-like ability to grant someone a resistance bonus on her 
  next saving throw equal to your level. Activating this power is 
  standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day. 
   
  Protection Domain Spells  
  1 Sanctuary 
   
  Strength Domain 
   
  Deities: St. Cuthbert, Kord, Pelor 
   
  Granted Power: You can perform a feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to Strength equal to your level. Activating the power is 
  a free action, it the power lasts 1 round, and it’s usable once 
  per day.  
   
  Strength Domain Spells  
  1 Endure Elements 
   
  Sun Domain 
   
  Deities: Ehlonna, Pelor 
   
  Granted Power: Once per day, you can perform a 
  greater turning against undead in place of a regular turning (or 
  rebuking) attempt. The greater turning is like a normal turning 
  (or rebuking) attempt except that the undead creatures that 
  would be turned (or rebuked or commanded) are destroyed 
  instead. 
   
  Sun Domain Spells  
  1 Endure Elements*[*=???] 
   
  Travel Domain 
   
  Deities: Fharlanghn 
   
  Granted Power: For a total of 1 round per your cleric 
  level per day, you can act normally regardless of magic effects 
  that impede movement (similar to the effect of the spell free 
  action). This effect occurs automatically as soon as it applies, 
  lasts until it runs out or is no longer needed, and can operate 
  multiple times per day (up to the total daily limit). This is a 
  spell-like ability. Wilderness Lore is a class skill. 
   
  Travel Domain Spells  
  1 Expeditious Retreat 
   
  Trickery Domain 
   
  Deities: 
  Boccob, 
  Erythnul, 
  Garl 
  Glittergold, 
  Olidammara, Nerull 
   
  Granted Power: Bluff, Disguise, and Hide are class 
  skills.  
   
  Trickery Domain Spells  
  1 Change Self 
   
  War Domain 
   
  Deities: 
  Corellon 
  Larethian, 
  Erythnul, 
  Gruumsh, 
  Heironeous, Hextor 
   
  Granted Power: Free Martial Weapon Proficiency (if 
  necessary) and Weapon Focus with the deity’s favored 
  weapon.  
   
  War Deity 
  Favored Weapon 
  Corellon 
  Longsword 
   Larethian 
  Erythnul 
  Morningstar 
  Gruumsh 
  Spear (halfspear, shortspear, or longspear) 
  Hextor 
  Flail (light or heavy) 
  Heironeous 
  Longsword 
   
  War Domain Spells  
  1 Magic Weapon 
   
  Water Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Water Domain Spells  
  1 Obscuring Mist 
   
  
   
   
  A Chance to Serve 
   
  Page 17 
  Druid Spells 
   
  0-Level Druid Spells (Orisons) 
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Guidance ............................................................+1 on one roll, throw, or check 
  Know Direction.....................................................Druid discerns north 
  Light 
  ............................................................Object shines like a torch 
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Druid Spells 
  Animal Friendship.................................................Gain permanent animal companions 
  Calm Animals........................................................Calms 2d4 HD +1 HD/level or animals, beasts, and magical beasts 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Detect Animals or Plants.......................................Detect specific species of animals or plants 
  Detect Snares and Pits...........................................Detect natural or primitive snares and traps 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round 
  Entangle 
  ............................................................Plants entangle everyone (affects circle with 40´ radius) 
  Faerie Fire ............................................................Outlines creatures with light, canceling blur, concealment, etc. 
  Goodberry ............................................................2d4 berries each cure 1 h.p. (max 8 h.p./24 hours) 
  Invisibility to Animals...........................................Animals can’t perceive targets (1/level) 
  Obscuring Mist......................................................xx[???] 
  Pass without Trace ................................................1 creature/level leaves no tracks 
  Shillelagh ............................................................Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level 
  Summon Natural Creature I ..................................Summons animal to fight for caster 
   
  
   
   
  A Chance to Serve 
   
  Page 18 
  Bard Spells 
   
  0-Level Bard Spells (Cantrips) 
  Dancing Lights......................................................Figment torches or other lights 
  Daze 
  ............................................................Creature loses next action 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Ghost Sound..........................................................Figment sounds 
  Light 
  ............................................................Object shines like a torch 
  Mage Hand............................................................5-pound telekinesis 
  Mending 
  ............................................................Make minor repairs in an object 
  Open/Close............................................................Open or close small or light things 
  Prestidigitation ......................................................Minor tricks 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
   
  
   
   
  A Chance to Serve 
   
  Page 19 
  Quick Point-Buy Help 
  28 points (heroic character) 
   
  Point Buy Scale 
  Cost 
  Score Modifier 
   — 
  6 
  –2 
   — 
  7 
  –2 
   0 
  8 
  –1 
   1 
  9 
  –1 
   2 
  10 
  +0 
   3 
  11 
  +0 
   4 
  12 
  +1 
   5 
  13 
  +1 
   6 
  14 
  +2 
   8 
  15 
  +2 
   10 
  16 
  +3 
   13 
  17 
  +3 
   16 
  18 
  +4 
   — 
  19 
  +4 
   — 
  20 
  +5 
   
  Apply racial ability adjustments 
  after buying your scores. Final 
  scores may range from 6 to 20. 
   
  Human 
  no adj. 
  Dwarf 
  +2 Con, –2 Cha 
  Elf 
  +2 Dex, –2 Con 
  Gnome 
  +2 Con, –2 Str 
  Half-Elf 
  no adj. 
  Half-Orc 
  +2 Str, –2 Int 
   
   
  –2 Cha 
  Halfling 
  +2 Dex, –2 Str 
  Typical 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   
  Typical & Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Multi-talented 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Heavily Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   10 
  16 
  +3 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Balanced & Flawless 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   2 
  10 
  +0 
   
  Focused & Flawless 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   4 
  12 
  +1 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   
  Multi-Talented & Flawless 
  Cost 
  Score Modifier 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   2 
  10 
  +0 
   2 
  10 
  +0 
   
  [Or would you prefer not 
  to point out the min/max 
  option?] 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Adaptable/ADP1-03 - A Chance to Serve.pdf