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The Crescent Realm Chronical of the Moon of Ashes by Daniel Ashlock

Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

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Page 1: Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

The Crescent RealmChronical of the Moon of Ashes

by Daniel Ashlock

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Contents

1 The Moon of Ashes 5History . . . . . . . . . . . . . . . . . . 5Environment . . . . . . . . . . . . . . 7Places of the Moon of Ashes . . . . . . 9Esculden’s Fortress . . . . . . . . . . . 9The Ghostmaster’s Castle . . . . . . . 9The Plain of Bones . . . . . . . . . . 9The Skydoor . . . . . . . . . . . . . . 10The Tarn of Magreth . . . . . . . . . 10The Tower of Night . . . . . . . . . . 11The Well of Undeath . . . . . . . . . 11

2 Monsters of the Moon of Ashes 13Corporeal Undead . . . . . . . . . . . 13Non-corporeal Undead . . . . . . . . . 14

Algrimar . . . . . . . . . . . . . . 15Blood Worm . . . . . . . . . . . . 16Bone Golem . . . . . . . . . . . . 17Chomping Horror . . . . . . . . . 18Death Spider . . . . . . . . . . . 19Eater . . . . . . . . . . . . . . . . 20Fire Golem . . . . . . . . . . . . 21Flying Death . . . . . . . . . . . 22Ghoul . . . . . . . . . . . . . . . 23Horror Rat . . . . . . . . . . . . 24Icarii . . . . . . . . . . . . . . . . 25Jamjuriju . . . . . . . . . . . . . 26Kakistouranos . . . . . . . . . . . 27Leaping Horror . . . . . . . . . . 28Manifesting Ghost . . . . . . . . 29Manifestation: Warrior . . . . . . 30Manifestation: Archer . . . . . . 31Mummy, Berserker . . . . . . . . 32Mummy, Guardian . . . . . . . . 33Nezzbler . . . . . . . . . . . . . . 34Ourpomos . . . . . . . . . . . . . 35Phalarumph . . . . . . . . . . . . 36

Quob . . . . . . . . . . . . . . . . 37Ravener . . . . . . . . . . . . . . 38Shadow . . . . . . . . . . . . . . 39Skeleton . . . . . . . . . . . . . . 40Slime Dragon . . . . . . . . . . . 41Spectre . . . . . . . . . . . . . . . 42Spirit Skull . . . . . . . . . . . . 43Tanthar . . . . . . . . . . . . . . 44Umblegoth . . . . . . . . . . . . . 45Vampire, New . . . . . . . . . . . 46Wight . . . . . . . . . . . . . . . 47Wight, Knight . . . . . . . . . . . 48Wraith, Darklore . . . . . . . . . 49Wraith, Illusion . . . . . . . . . . 51X-malefactor . . . . . . . . . . . 53Zombie,Average . . . . . . . . . . 54Zombie, Horror Rat . . . . . . . . 55

3 Magic of the Moon of Ashes 57Alchemistry . . . . . . . . . . . . . . . 57

Alchemical Spells . . . . . . . . . 57Essential Blood . . . . . . . . . . 57Legion Elixir . . . . . . . . . . . 57Necronify . . . . . . . . . . . . . 58Vapor of Death . . . . . . . . . . 58Alchemical Rituals . . . . . . . . 58Brew Essence of the Undead . . . 58Brew Sun Protection Potion . . . 59

Darklore . . . . . . . . . . . . . . . . . 59Darklore Spells . . . . . . . . . . 59Asillomas . . . . . . . . . . . . . 59Banish Noncorporeal Undead . . 60Batwings . . . . . . . . . . . . . . 60Command Animate Dead . . . . 60Command Corporeal Undead . . 60Command Noncorporeal Undead 61Darkness . . . . . . . . . . . . . . 61Darksight . . . . . . . . . . . . . 61Day of Gloom . . . . . . . . . . . 62Dead Ears . . . . . . . . . . . . . 62Dead Eyes . . . . . . . . . . . . . 62Dispel Magic . . . . . . . . . . . 62Disrupt Undead . . . . . . . . . . 63Exhaustion . . . . . . . . . . . . 63Fade . . . . . . . . . . . . . . . . 63Gorge . . . . . . . . . . . . . . . 63Hidden Life . . . . . . . . . . . . 64

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4 CONTENTS

Highlight Undead . . . . . . . . . 64Illness . . . . . . . . . . . . . . . 64Life Sense . . . . . . . . . . . . . 65Miasma . . . . . . . . . . . . . . 65Natural Weapon . . . . . . . . . . 65Netherbolt . . . . . . . . . . . . . 65Otherhide . . . . . . . . . . . . . 66Pain . . . . . . . . . . . . . . . . 66Paralysis . . . . . . . . . . . . . . 66Smell Undead . . . . . . . . . . . 66Sting . . . . . . . . . . . . . . . . 67Suspend . . . . . . . . . . . . . . 67Tar of Death . . . . . . . . . . . . 67Unbinding . . . . . . . . . . . . . 68Unholy Strength . . . . . . . . . 68Waken Dead . . . . . . . . . . . . 68Darklore Rituals . . . . . . . . . . 68Animate Dead . . . . . . . . . . . 68Black Animal . . . . . . . . . . . 69Bloodsword . . . . . . . . . . . . 69Bone Golem Construction . . . . 70Commanding Bone . . . . . . . . 70Create Ghoul . . . . . . . . . . . 70Death Gate . . . . . . . . . . . . 71Death Spell . . . . . . . . . . . . 71Enraging Bone . . . . . . . . . . 71Ghost Binding . . . . . . . . . . . 72Headless Zombie . . . . . . . . . 72Mummy, Greater . . . . . . . . . 72Mummy, Lesser . . . . . . . . . . 73Nether Spiral . . . . . . . . . . . 73Pax Amortis . . . . . . . . . . . . 73Pesthole . . . . . . . . . . . . . . 74Protective Bone . . . . . . . . . . 74Return . . . . . . . . . . . . . . . 74Spirit Skull . . . . . . . . . . . . 75Summon Shadow . . . . . . . . . 75Summon Wraith . . . . . . . . . . 75Terror Skull . . . . . . . . . . . . 76Thanatic Item . . . . . . . . . . . 76Wight Mark . . . . . . . . . . . . 76

General Magic . . . . . . . . . . . . . . 76Spells . . . . . . . . . . . . . . . . 76Life Cloak . . . . . . . . . . . . . 77Mark Living . . . . . . . . . . . . 77Rituals . . . . . . . . . . . . . . . 77Deathrune . . . . . . . . . . . . . 77

4 Magical Treasures 79Magic Items . . . . . . . . . . . . . . . 79

Asillomas Glove . . . . . . . . . . 79Banish Bodiless Undead Wand . . 79Batwing Amulet . . . . . . . . . . 79Bloodsword . . . . . . . . . . . . 80Command Animated Dead Amulet 80Command Corporeal Dead Amulet 80Command Non-corporeal Dead

Amulet . . . . . . . . . . . 80Darkness Bracelet . . . . . . . . . 81Darksight Mask . . . . . . . . . . 81Death Tar Wand . . . . . . . . . 81Deathmetal Alloy Dagger . . . . . 81Disrupt Undead Wand . . . . . . 81Exhaustion Glove . . . . . . . . . 81Fading Ring . . . . . . . . . . . . 82Gorging Staff . . . . . . . . . . . 82Hidden Life Ring . . . . . . . . . 82Highlight Undead Dust . . . . . . 82Illness Wand . . . . . . . . . . . . 82Life Sense Lens . . . . . . . . . . 83Mana Stealer . . . . . . . . . . . 83Natural Weapon Amulet . . . . . 83Netherbolt Wand . . . . . . . . . 84Pain Wand . . . . . . . . . . . . 84Paralysis Wand . . . . . . . . . . 84Pax Amortis Amulet . . . . . . . 84Smell Undead Ring . . . . . . . . 84Sting Wand . . . . . . . . . . . . 85Terror Skull . . . . . . . . . . . . 85Unbinding Wand . . . . . . . . . 85Undead Control Bones . . . . . . 85Unholy Strength Ring . . . . . . 85Waken Dead Staff . . . . . . . . . 86Waken Dead Wand . . . . . . . . 86

Natural Treasures . . . . . . . . . . . . 86Mana Stones . . . . . . . . . . 86Black . . . . . . . . . . . . . . . 86Blue . . . . . . . . . . . . . . . . 86Gray . . . . . . . . . . . . . . . . 86Red . . . . . . . . . . . . . . . . 87White . . . . . . . . . . . . . . . 87

Mystic Metals . . . . . . . . . . 87Deathmetal Alloy . . . . . . . . 87Tarnril . . . . . . . . . . . . . . 87

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Chapter 1

The Moon of Ashes

Set here is the chronicle of the moon of ashes as it is known to the people that ride great Nalmaru.The moon of ashes appears seldom above the crescent lands. Those few that have journeyed to thismoon report that it has skies filled with miasmal clouds of dark vapor and fine drifting ash. Theland is covered by dead fens and forests. The ruins of great cities are scattered about the moon.The air of the moon is fetid and diseases lurk in each pool of water.

The moon appears quiet when travelers arrive, but the presence of the living wake the unquietdead that infest this moon. That awakening is slow and may not run its course before the travelersleave, but if blood is spilled on the soil of the moon of ashes then unquiet dead will awaken. Theylie in some strange, stony form, buried and half-buried in the soil.

Some few undead sorcerers and abominations remain awake, possessed of unblinking malice,seeking living worlds to pillage for souls and food as the moon careens across the skies of the eternalocean and the worlds adjacent to it. Unlike other moons that traverse the upper airs above theeternal ocean, the aura of this moon leaks into the adjacent worlds. The moon thus appears briefly– a few days of a week – like a harbinger of doom in the skies over many worlds.

When the Moon of Ashes appears in the sky, all knowledgeable parties are wary of dark handsreaching from above. Many lunar gates are scattered in the Moon’s ruins and no few of these arein the citadels of the dark lords of the moon. The dark powers of the moon of ashes have blacktowers, looming fortresses, and holds hidden beneath the earth. These are surrounded by naturaldefenses in the form of fetid swamps, dead forests, and labyrinths of rock.

Awesome treasure and implacable malice infest these strongholds, challenging adventurers toattempt them when the moon appears. These fortresses are the places where there is waking maliceon the Moon of Ashes. Many of the magical items found in these places are useful only to theagents of darkness, but the powers of the Moon raid widely and other things may be found in theirtreasuries.

The moon of ashes is a place that sane characters would not visit, but those that have fallen intothe ways of darkness visit the moon to find tarnril, black mana stones, and other natural resourcesassociated with the undead. The currency of trade on the moon is living creatures, from chickensand goats to slaves. There is not life on the moon of ashes except that which comes from outsideand such life is very precious for its role in spells and rituals and as a gourmet delicacy.

History

The moon of ashes was originally the living world of Sanderlione. Not a large world, but one withits portion of seas and rivers, forests and fields, farms and cities. The world was settled, during

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6 CHAPTER 1. THE MOON OF ASHES

the great migration, by a human folk of no particular distinction. At its founding, Sanderlione wassparsely settled and divided into baronies. The need to tend the fields fought with the need to erectfortifications and beautiful castles to enhance the reputations of this baron or that. The plants andanimals of Sanderlione were nutritious, but inimical to fertility so that few children were born.

Barron Esculden of Tolmenarr took up the study of magic, based on a few books brought toSanderlione by the original settlers, and tried to find magic that would enhance the fertility ofwomen. He did not find this in the lore of his ancestors, but he did find the spells for animating thedead and for prolonging life. Both of these he used to create zombie laborers to extend his castleand very long life for himself and his family. Both these innovations he kept secret, a venture madeeasier because the zombies could not stand the light of day.

After a century as the Barron of Tolmenarr, and the creation of thousands of zombies, Esculdensaw that the barony had grown to be one of the largest and easily the wealthiest on Sanderlione.The baron’s living subjects had also become longer-lived and almost all possessed of noble blood.He built walled fortresses about the borders of his land and invented the windmill for grinding grainand pumping water. At this point, boredom and frustration set in.

The baron learned to summon the spirits of darkness from beyond the world. These spiritsbeguiled him with knowledge and new magics. He bound some of them into dead bodies, creatingzombies with will and intent. Creatures of this sort are immortally patient. They served the baronfor three-score years, increasing his knowledge and power. During this time they also introducedthe worship of their dark gods, and the baron’s heirs became priests of the darkness.

Esculden came to have great misgivings and began the study of the lore of fire, which is inimicalto the undead. While he closeted himself to learn these magics, his heirs swept out and conqueredall of Sanderlione with armies of the dead, ever renewed by the bodies of their armies they defeated.When Esculden returned from contemplation and study in his tower of sorcery, he found himselfthe ruler of the world, proclaimed God Emperor of Sanderlione under the guidance of the namelesspowers, as his heirs called the gods of the darkness.

Esculden led an uprising of the living against their dead and darkened rulers. His rebellionfailed with his dead ever-increasing the ranks of his opponents. His final defense burned the surfaceof Sanderlione, transforming it into the moon of ashes and ending all life. This mighty ritual alsohurled the world into the upper airs above the eternal sea. His goal was to hurl the cinder ofSanderlione into the sea which he knew to be lethal to the undead. The sorcerers among his heirsmanaged to modify the course of Sanderlione, placing it as a permanent moon of the eternal ocean.The also cast a spell that placed their undead armies in a sleeping state, like unto stone, that waituntil wakened by living blood.

The heirs of Esculden are the core of the dark powers that inhabit the moon of ashes. Litchesof great power, they must raid living worlds from time to time to renew their power with blood.They name themselves the dread lords and pass their time gathering power and discovering newperversions of magic. To this end they also form cults on living worlds, granting power to hungryindividuals in return for loyalty , living sacrifices, and knowledge of magic. The friendly climateof the moon has permitted various of the lesser powers of the darkness to well up and inhabitabandoned strongholds of the moon. These are called the dark lords.

The fate of Barron Esculden is unknown. After his final ritual, his body was not found. Themost popular theory is that he offered himself as a sacrifice to power the final ritual. Other rumorsstate that he has been seen, deformed and mutilated, but living and immortal. The dread lords paywell for any news of Esculden and his works.

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Environment

The moon of ashes is depleted of magic. Many of the denizens of the moon can smell magic andcharacters regain mana more slowly. Normally characters regain mana equal to a class 0 attack oncean hour. The rate of regaining mana is three damage classes worse on the moon. For characterswith no enhancement of their ability to regain mana, this amounts to a class -3 roll, 000111. Thosecreatures of the moon that are mages often have the skill steal mana.

At the time of the fall of Esculden, there were armies of undead all over the moon. After theystopped the moon from falling into the eternal ocean, the dread lords decided to preserve theirarmies for the future. A great spell suspended them. The corporeal undead became like fossils,half buried in the surface of the moon, while the bodiless undead were transformed into black rockswith varying degrees of smoothness and luster. Only the dread lords and those within the walls oftheir fortresses were preserved from this spell.

Those of the dead in rock-like form are awakened by the presence nearby of living blood. If thisblood is in a living body, this awakening is slow and chancy. If living blood is spilled on the ground,then nearby undead leap from the ground and attack any living creatures they see. The dread lordsand some of the dark lords know spells that will awaken the dead as well and can do so selectivelyto form dark legions for raids on living worlds. The appearance of these undead in rock-like formare as follows. Remember that the spell partially buries the undead in the soil of the moon.

• An algrimar solidifies into a huge black boulder with tan and red swirls in it. The bouldermay have almost any shape so long as it is rounded.

• A bloodworm solidifies as a reddish-gray, twisting column of stone. If its head is visible ithas five-fold symmetry, otherwise it just looks like a row of stone.

• A chomping horror solidifies as a statue of a large, fat man unless, with low probability, itsstomach-mouth was open. The statue is composed of black rock with dark gray highlights.

• A death spider solidifies as a light gray humans skull surrounded by a crumpled mass ofblack stone. Careful observation may reveal that it is a spider.

• An eater solidifies as a dark gray rock with dirty white swirls. The rock as about a meterlong and oblong with no real features. Eaters are blobs when animate and so have no shapeto retain.

• A ghoul looks like a curled up statue of a ghoul done in light gray stone unless the solidificationsurprises it in which case it appears to be writing in pain. The eyes of a ghoul have a pinkishcast in solidified form.

• A mummy is corporeal and simply becomes a stone form of itself. Typically it is somewhatcurled up. The appearance depends substantially on what the mummy was wearing when ittransformed.

• A nezzbler is a small wisp of black gas and glowing red eyes. I solidifies to a small oval ofjet black rock with two small red smears on the rock.

• A ravener looks like a stone version of itself. Typically, raveners resist the transformationand so solidify writhing with their enormous mouths open.

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• A shadow is non-corporeal. It solidifies to a rock that looks like a pair of merged ellipsoidswith a dull black finish. The rock is about 60cm long in its longest dimension.

• A skeleton is wired together to hold the form it did in life. When solidified it changes verylittle, assuming a dark gray rock like cast but retaining its original appearance.

• A tanthar is a dead tree and, when hit by the great spell they take on the appearance of apetrified dead tree. Its wood takes on a black and dark gray grain.

• A vampire looks like an jet black stone statue of a human being. It may be posed in almostany way. Its eyes are made of light gray stone and its fangs are white.

• A wight looks like an emaciated human being and, when solidified, looks like a fossil of anemaciated human being. The wights clothing and equipment are solidified with it, contributingto its appearance.

• A wraith is non-corporeal. It solidifies to a rock that looks like a fat, irregular five pointedstar with a shiny black finish. The rock is about 50cm across.

• A zombie looks like a corpse and, when solidified, looks like a fossil of a corpse. Any tatteredclothing a zombie is wearing when solidified also solidify.

When blood spills upon the ground of the Moon of Ashes, or an area of effect spell that restoressuspended undead is cast, the table below may be used to determine the type of undead that arisefrom the ground. Roughly one undead arises per hex covered by blood or a restoration spell. Themore powerful creatures, like Tanthar or Blood Worms are usually singular, while zombies and otherlesser undead may rise in groups. The mix is, of course, the province of the referee.

Undead Restoration Table.

3d6 Undead 3d6 Undead

3 Algrimar 11 Zombie

4 Blood worm 12 Ghoul

5 Chomping horror 13 Shadow

6 Flying death 14 Wraith

7 Ravener 15 Nezzbler

8 Wight 16 Eater

9 Mummy 17 Vampire

10 Skeleton 18 Tanthar

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Places of the Moon of Ashes

Here are listed various interesting or important locations on the Moon of Ashes.

Esculden’s Fortress

The Lost Fortress of Esculden appears as a few levels of a tower, emerging from a plane of hardenedlava. This single visible remnant of the great fortress is the sole remaining entrance. While someof the fortress was flooded by lava, other parts are open and connected to the three windows of theremaining tower and the stairs that lead downward into the rock.

The fortress is guarded by fire golems, spells, traps, and other magical constructs created by Es-culden and his allies. The dark lords are terrified of the place and work to keep visitors to themoon away from the fortress. The defenses of the fortress are clearly intended to fight against theundead, but they have no particular fondness for living visitors either. It is conjectured that thereare great treasures and weapons against the undead in the fortress, but its defenses are daunting.

The dark lords have places a mystical cloud over the lake of frozen lava that contains the fortressand their undead minions have raised a black and featureless wall of smooth stone about it, ringingthe lake – a diameter of about two kilometers – with a height of thirty meters. The wall is coatedwith ice on its outer side.

The lake of frozen lava is one of the few places on the moon where no undead are buried in theground. It is safe to spill blood here and spells that trigger the release of suspended undead donothing in this location.

The Ghostmaster’s Castle

One of the drear lords of the Moon of Ashes is Culada Greth, a younger son of Esculden, whodevised the ritual of Ghost Binding. His palace is between to arms of a great peak in the north partof the moon with a trickle of muddy water that used to be a great river running down the valleyfrom it. The castle is made of obsidian and blood-mortal, surrounded by walls of stone and spell,and beneath it lie a great catacomb.

Culada has bound thousands of spirits to create manifesting ghosts that obey his will and theirphysical remains lie in the catacomb which is guarded by powerful undead, the ghosts themselves,and beings of unsleeping malice. He is called the Ghostmaster because he commands an army ofmanifesting ghosts and his palace is peopled by them. Servants and handmaidens, cooks and brutelaborers are among his ghosts as are many warriors and a troop of deadly archers.

Being ghosts, the archers manifest their arrows out of the ether and so never run out of ammu-nition. Manifesting ghosts sometimes lose track of the fact that they are no longer alive, which canbe used to put them at a disadvantage at times.

Culada currently seeks to extend his power, via his ghostly agents, off of the moon and isknown to pay well for outsiders who his kills and then subjects to ghost binding to gain servantswith diverse skills and the potential for infiltration beyond the moon.

The Plain of Bones

As the last act of the destruction of Sanderlione, a great herd of animals fled the destruction andwere gathered together at the margin of the sea when the great fire swept the land. The land of the

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10 CHAPTER 1. THE MOON OF ASHES

moon transformed into the stuff of death and many of the animals became willful undead, bodiesanimated by terrified and enraged animal spirits.

These creatures were caught in the great preserving spell of the dread lords and the plain ofbones – beside the salt flat that marks the former shore of the ocean – has many half buried remainsthat appear as mummified animals. Like the other undead of the moon, they can be awakened byblood, but once awake can feed on the flesh of other undead to sustain them. These are the feralzombies of the plain of bones.

They gain much greater benefit from the flesh of the living and so hunt them eagerly. Theycan be controlled by the spells that grant mastery of corporeal undead. Some of these creaturesare compelled to service as mounts by the more powerful undead, but most that are not sleepingwander the moon in search of flesh.

The Skydoor

On a high plane not far from the Tower of Night is a great maze of passages cut into the stone ofthe moon. This maze conceals and defends a world gate used by the undead of the moon to raidother realms. At the center of the maze is a trilithon that marks the position of a world gate. Therunes to open the gate are simple, known to all of the dark and dread lords, and the gate connectsto the closest solid land visible from the surface of the moon.

The gate and its defending maze are located on a high plane to place them above the miasma ofthe moon. A great optical telescope is placed at the top of a tower adjacent to the trilithon. It isused to survey targets. The floor of the maze is packed with earth that is dense with suspendedundead which can be used as a raiding force. The maze appears unguarded, but bodiless undeadhover in the air above and will report intruders to Gradilk or his minions.

A great weapontake is concealed within the walls of the maze, mostly simple stabbing and cuttingweapons, suitable to animated dead. Some magical tools, including tokens for casting a day ofgloom spell, are stored in the tower with the telescope. Raids through the gate are led by powerfulspell casters. Many of the targets in the eternal ocean never experience night and so the use of acloud of doom is critical to raids.

The Tarn of Magreth

This area is a huge swamp, formerly Lake Magreth. The chomping horrors arise from a city thatsunk into the tarn during the upheaval of the great burning. The dread lords tried to shield the citywith darkness and water but instead transformed it into a swamp into which the city sank. Theirmagic did preserve the inhabitants, but as solemnent corpses that become chomping horrors wheninhabited by a minor undead spirit. The tarn is regarded as a resource by the lords of the moon.

Other creatures live in the tarn, slime dragons, leaping horrors, shadows and wraiths set as guards,and many zombies made from t he creatures that lived in the swamp previously. There are also anumber of Tanthar standing in the tarn, waiting for living creatures to come near. Creatures fromthe plain of bones sometimes stray into the tarn and are quickly consumed or become a part of itsecology. Undead hippos and alligators has arrived at the tarn from the plain of bones.

The tarn is a great reserve of the deadliest undead. One of the dread lords maintains a towerfortress on a small rocky island in its midst. He arrives by air and the bottom thirty meters of thefortress are sheer and made of solid rock. The identity of the Lord of he Tarn is not known.

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The Tower of Night

Gradilk Ree was the eldest son of Esculden and the most powerful of the dread lords. He lived forcenturies and transformed himself into an immortal undead litch. His fortress, the Tower of Night,is set on an island in a dad lake. It is a square keep with towers at four corners and a much largertower in the center. Thirteen levels extend below ground, to the point where burrowing furtherwould encounter the waters of the lake.

The fortress is huge. Animated dead, many in stasis, throng the levels above ground, ready todeploy. The shore of the island is guarded by chomping horrors and slime dragons. The island andthe lake are covered with absolute darkness, a spell anchored in an obsidian boulder in the centraltower. The island is patrolled by wights and ghouls, wraiths and eaters. Beneath the surface areworkshops, stores of materials and weapons, and a great store of mystical equipment.

Gradilk has gained minor celestial status and managed to secure – by means unknown – a thronethat permits him to see and hear everything within the darkness emitted by his tower. He spendsmuch of his time seated in this chair, working on a dozen tasks through various animated dead thatare under the direct control of his will. Gradilk fears to leave his fortress.

The Well of Undeath

The dark lord Trementath has a great fortress, a monolithic tower set within a dark, dead wood.Tanthar stand among the dead trees and the soil of the forest is dense with suspended undead. Itis a place of horror and Trementath maintains flocks of the flying dead that patrol the wood nearhis fortress.

In the core of the fortress, at its lowest level, is a nether spiral that leads to the netherworld wherelive the wraiths and their kin. This gate is used to summon the bodiless when they are needed andpermits commerce and passage for the great ones, the reaves and other horrors of the netherworldof the evil dead.

Lord Trementath created the well in an effort to enhance his status among the lords of the moon,but this effort was only marginally successful. In an effort to expand his power he has found a newway to use the gate. Within his fortress is a place where magic simulates the world under the sunwhere he has a menagerie of living creatures, people and animals, birds and reptiles. These arethe currency he uses to build alliances with the bodiless undead and as a source of power for themanufacture of thanatic items.

Trementath is know to pay the highest prices for powerful mages – if they are held helpless – andcertain slavers of Metropoluna trade with him for his bountiful gold. An airship stage occupies thehighest level of his fortress. A beacon fire of blue flame burns there, visible only from above, andthe tower is very high. In addition to buying slaves with mystic power, Trementath smuggles outagents and helps seed cults that draw their power from knowledge of Darklore. He supplied tirelessundead laborers to some of the less savory projects that are spawned in Metropoluna.

Trementath is more active in the world beyond the moon that any others among the lords. He hasmost retained his attitude of urgency and tempo from when he was a living man. He also developedthe Icarii as his agents for the outer world.

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12 CHAPTER 1. THE MOON OF ASHES

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Chapter 2

Monsters of the Moon of Ashes

Almost all the inhabitants of the moon of ashes are undead. They are divided into those withbodies and the bodiless. These are called the corporeal and the non-corporeal. Tables of possiblepowers common among these undead follow.

Corporeal Undead

Corporeal undead are creatures like ghouls, mummies, and vampires that have a physical body,but have arcane powers granted by a spiritual infestation of evil. Most of them are self willed andsentient, some are almost mindless berserkers. Some few are amorphous monstrosities, such as thedread eater. The following powers may be available corporeal undead:

Powers for corporeal undead.8 Death touch highly effective attack, personality roll at minus margin to class V

attack.2-4 Drain 2d6 to 4d6 endurance by touch.

1 or 3 Expend one or two added endurance per segment.4 Fascination - can hold as with 19 strength any one person that meets their gaze.

Use ranged hit roll -1/3”+victim can hide eyes5 Fear - penalty of d6 to hit and skill/talent in line of sight but only for actions against

the undead with the power.2 Heat sense - can see temperature profiles.4 Levin Bolt, Class III attack, -1/3”, green light.6 Levin storm, 9” radius class II green light attack, personal immunity, one point of

penetration. No range.3 Meat healing - can heal 122334 by eating a lot of raw meat.2 Night vision.6 Paralytic poison, req. HTH touch, drains 122334 initiative for 10 minutes.

1-7 Poison, Class I to Class VII, requires HTH damage to work.4 Rotting attack, HTH, permits up to two points to bypass armor. HTH attack must

exist separately.2 Seeming of life - the undead looks as it did in life to all senses but only while

conscious and not in mirrors.4 Slow by touch, drains 112233 initiative, 5rnds.6 Stench - penalty 112233 in a 3” radius, returns one/seg versus skill, talent, hit, and

defense.3 Tracking scent.5 Transformation to anything it kills (alt: wounds) (< 28 pts).

13

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14 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Non-corporeal Undead

Non-corporeal undead are creatures like shadows, wraiths, specters, phantoms, and ghosts. Theyare the spiritual remains of dead creatures infused with evil or, in the case of ghosts, spirits withunfinished business that cannot leave until they’ve finished it. The base movement for a non-corporeal undead is half their spirit. Most can walk through walls and some can fly at a rate equalto their spirit (its a power on the table below). The following powers may be available corporealundead:

Powers for non-corporeal undead.5 Apportation, 10x mystical base allowance, LOS or home.2 Darkness, 6” radius, lasts to concentration.

2-4 Drain 2d6 to 4d6 endurance by touch.2 Flight equal to spirit statistic.3 Invisibility to sight.3 Life sense - can see life force.3 Mind (possesses intellect, knowledge, personality), equals material plus

mystical base allowance, may shift up to three points among.1 Minor animation, e.g. triggered door slam.2 Need not breathe.0 Phasing - can walk through walls, not metals.6 Rulership, can command people targeted with a mystical attack. Per-

sonality roll to resist with margin as penalty.3 Suggestion, can make people have impulses they wish to act on.3 See magic.3 Seeming, can change appearance (five senses) at will.4 Sleep, -1/3”, lasts five minutes, magic or spirit to resist.

5-6 Summon other NC undead, 27 or 32 points maximum.4-6 Telekinesis, strength of spirit+6 to 12, -1/3”3 Teleportation up to 3x mystical base allowance, LOS.7 Terror - penalty of d6 to hit and skill/talent in line of sight. Makes

running for it seem a good action.

The mind power is required for a non-corporeal undead to be a rational being. Otherwise thecreature is a mass of programmed impulses.

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15

AlgrimarMaterial : 13

Str Agl Int Kno Per Bty22 17 11 6 16 4

Mystic : 0 Celestial : 0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Init: 7 3,6,9,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:4 Atk:0 Def:0 Atk:0 Def:0

End: 35 Mana: 0 Essence: 0

Body: 9 © © © © © © © © ©Mind: 0Chi: 0

Move: Run: 13” Fist V

Pts Ability Roll9 Amorphous with the vol-

ume of a 3 meter sphere–

2 Need not breathe –1 Armor four, cheaper for

size–

2 +2 body, cheaper for size –1 Tentacles with a reach of

5”–

2 Up to three attacks perround, class V

A

3 Can flow through smallholes and cracks

8 Stench, 5” radius, Class IIpenalty versus skill, talent,hit, defense

3 Excellent sense of smell 15-3 Vibration sense 15-1 Fight wounded 22-–35

Story: An algrimar forms when a large number of living creatures are slaughtered by undead or necro-mantic energy in the presence of free mana or mana stones. It is a blob of swirling black, flesh, and bloodcolored rubbery flesh, making it utterly disgusting and subject to immediate, maximum attack (+6pts).An algrimar takes a class V attack each segment it is in the light of the sun (+6pts) as well as taking twoadded damage classes from fire (+4pts). Algrimar have no sight or hearing +3pts), though they have anexcellent sense of smell and a vibration sense.

An algrimar forms mouths at the end of tentacles. These can reach 5” and so permit quite extended attack.The algrimar can make three attacks per round. It only attacks meat, feeding its endless hunger. Thecreature can flow through small holes and has and incredible, disabling stench.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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16 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Blood WormMaterial : 12

Str Agl Int Kno Per Bty20 16 10 6 16 4

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 2 4 0 0 0

Init: 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:4 Atk:3 Def:2 Atk:0 Def:0

End: 32 Mana: 6 Essence: 0

Body: 9 © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 12; Swim 12” Fist IV

Pts Ability Roll8 5 meter long worm –2 Need not breathe –1 Armor three, cheaper for

size–

2 Night vision –6 Stench, 3” radius, Class I

pen. versus skill, talent,hit, defense

3 Excellent sense of smell,esp. blood

14-

1 Fight wounded 20-2 +2 body, cheaper for size –1 Bite is class V A–26

Story: A bloodworm is an undead creature five meters long and a meter thick in its middle segmentin the shape of a giant worm with tattered skin and five-part mandibles. Five eyes are spaced betweenthe parts of the mandibles. This appearance is horrifying, meriting an attack from any creature theyencounter (+5pts). A bloodworm takes a class III attack each segment it is in the light of the sun (+4pts).Bloodworms hide from the sun at the bottom of fetid swamps.

Bloodworms spend most of their time in a solemnent state, awakening when living creature come near itor if it gets a sniff of blood. A bloodworm dies if it does not find blood at least once a month (+1pts),making it hard for them to hide. When a bloodworm attacks it emits a horrible stench that impairs itsvictims. Bloodworms are formed by dark magic and live indefinitely.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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17

Bone GolemMaterial : 12

Str Agl Int Kno Per Bty19 16 13 4 14 6

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 25

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:2 Def:0 Atk:0 Def:0

End: 31 Mana: 0 Essence: 0

Body: 7 © © © © © © ©Mind: 0Chi: 0

Movement Run: 8” Fist:III

Pts Ability Roll2 Fight wounded 21-2 Good night vision –2 Need not breathe –3 Hard to knock out 25-7 Armor 4, made of bone –2 One added body –1 May strike with both fists A2 +2 initiative –3 Sneak 20-–24

Story: A bone golem is a construct. This one looks like a fairly robust skeleton – the big difference is thatthe golem is not undead. It is an obedient servant of its creator (+4pts). The bone golem takes +2DCfrom fire (+4pts). The golem may move silently and hold very still. It was constructed to be a guard orbody guard.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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18 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Chomping HorrorMaterial : 12

Str Agl Int Kno Per Bty19 17 10 8 15 3

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

5 11 2 0 0 0

Init: 8 3,5,8,11 Unconc: 19

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:4 Def:4 Atk:0 Def:0

End: 31 Mana: 11 Essence: 0

Body: 8 © © © © © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 9” Fist III

Pts Ability Roll2 Need not breathe –2 Armor two - just tough –3 Class VI attack with stom-

ach mouth–

2 Night vision –3 Life sense –5 Multiple attention 19-6 Spiritually aware 23-3 Forget 23-1 Mental hold 23-1 Fight wounded 19-–28

Story: A chomping horror looks like a large, fat man who drowned six weeks ago, at least it looks thatway until it opens its second mouth. A chomping horror has a huge mouth full of snaggle-teeth where itsstomach should be. This bite can do incredible damage. Chomping horrors take class III damage from thelight of the sun (+4pts) and two added damage classes from fire (+4pts). The appearance of a chompinghorror merits immediate attack from almost anything it encounters (+4pts).

Chomping horrors are spiritually aware and like to hold a victim with their minds while eating them alive.Their multiple attention permits them to use mental hold and eat together. They can also force peopleto forget the last five minutes. They will flee superior force and love to attack from ambush or pick offindividuals that stray from their companions.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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19

Death SpiderMaterial : 11

Str Agl Int Kno Per Bty9 18 9 9 15 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 4 2 0 0 0

Init: 9 3,5,8,10,12 Unconc: 19

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:10 Atk:4 Def:2 Atk:0 Def:0

End: 20 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 7” Fist -1

Pts Ability Roll4 Smaller, spider 60cm long –1 Armor one, toughness –2 Bite is class I A+44 Class VI poison, 6/day,

w/bite–

2 +4 proficiency with biteattack

3 Invisible when still –1 Wall walking –2 +4 harder to knock out –4 3” radius 22 strength re-

straining attack, Triggeredby contact, spider webs,

2 Night vision –2 +2 initiative –1 Sneak 20-–28

Story: Death spiders are horrifying undead, created from natural spiders by the will of the lords ofdarkness. They look like a 60cm long spider whose head has been replaced by a human skull. They takeclass III damage from the light of the sun (+4pts) and take two added damage classes from fire (+4pts). Allsentients not allied with the undead try to kill them (+4pts). Death spiders are appetite-driven, desiringliving blood above all else, but they have almost human intelligence and can talk to one another with alanguage mostly made of scents.

Death spiders can build webs with mystical speed, but not instantly. It takes a round per hex filled witha web. The web can also be used to wrap up an unconscious or helpless opponent. Their have a potentpoison bite. Their primary combat ability is remarkable agility which, coupled with their relatively smallsize, makes them very hard to hit. They can walk up or across walls and often attack by falling fromabove. They can sneak really well and can fade from sight when holding still.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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20 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

EaterMaterial : 9

Str Agl Int Kno Per Bty18 6 6 6 18 4

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

4 8 3 0 0 0

Init: 3 6,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:6 Def:6 Atk:4 Def:3 Atk:0 Def:0

End: 20 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 3” Fist III

Pts Ability Roll5 Transformation into any-

thing it eats24-

8 Highly effective “swallowcreature” attack, requirestarget to be asleep or immo-bilized.

A

2 Need not breathe –4 Armor three - lack of struc-

ture–

3 Can go through a 20cm hole –1 Wall walking –3 Imaging magic sense, can see

magic–

2 +4 harder to knock out –1 Fight wounded 18-2 +1 body ––31

Story: An eater is a blob of undead flesh that can slowly flow through small gaps, up walls, and otherwiseinsinuate itself into almost anywhere. It is hideous (+3pts). While it is hidden most of the time, the eaterhas almost all life and the servants of the great ones as enemies (+2pts). In its natural form, an eaterburns away to dust at the touch of the sun (+6pts). An eater takes two added damage classes from fire(+4pts). The eater can swallow almost any living creature over a period of a round after which it takeson its shape and memories. When in its natural form it is almost mindless and simply tracks toward thelargest source of magic near it.

While transformed, the eater becomes an evil doppelganger of the creature it ate. It works to amass power

and wealth. It can eat its next victim from the body of its current one. In its natural form, an eater does

not need to breathe. The eater’s amorphous body is hard to knock out and it is relatively indifferent to

wounding.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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21

Fire GolemMaterial : 12

Str Agl Int Kno Per Bty8 20 12 4 16 12

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 11 2,4,6,8,10,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:9 Atk:2 Def:0 Atk:0 Def:0

End: 20 Mana: 0 Essence: 0

Body: 7 © © © © © © ©Mind: 3Chi: 3

Movement Run: 10” Fist:-1

Pts Ability Roll7 Armor 4 –3 Fight wounded 20-5 Fists do Class V fire damage A6 Fire aura, Class III, to adj.

hexes–

3 +3 initiative –1 Can hit with both fists –1 Illuminates a 5” radius ––26

Story: Fire golems are creations of Barron Esculden and the secret of their making is lost. They appear

as small brass statues that are impossible to tarnish or dirty. Triggered, either by a trigger magic spell or

the activation condition bound into them, they become beings of living fire. They are semi-solid – their

armor represents the ability to partially ignore damage, but they take +3DC from cold (+3pts). They are

automata with a particular mission (guard this area; seek and destroy undead) (+2pts) and the dark lords

and their minions will go to almost any length to shut down or destroy one (+5pts). They usually appear

as flame-shadows of armored knights.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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22 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Flying DeathMaterial : 10

Str Agl Int Kno Per Bty4 18 13 4 17 4

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

5 8 5 0 0 0

Init: 8 3,5,8,11 Unconc: 17

Combat ValuesMaterial Mystic Celestial

Atk:6 Def:13 Atk:4 Def:4 Atk:0 Def:0

End: 14 Mana: 11 Essence: 0

Body: 4 © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 6”; Fly 18” Fist -2

Pts Ability Roll8 Smaller, pigeon-size mosquito-bat

thing–

-4 Two less body –1 Flight with wings –10 Strength 22 restraint versus

spirit, sting paralysis fades aftera week

A+4

1 Mouth part sting does class Idamage

A+4

2 +2 proficiency with mouth parts –5 Spirit armor 3, undead mind –2 Conceal self 17-–25

Story: Flying death are an undead form of some lost life-form native to the pre-death moon of ashes. Theyappear as hairless bats, except that they have mouth parts more like an enlarged version of a mosquito’s.This sting does modest damage, but if it penetrates then a very fast acting paralytic venom renders thevictim immobile for quite a while – unless he can beat it with spirit rolls against a strength of 22. Aspiritually aware character can use their spiritual awareness roll against the effect and can help others.

Flying death take a point of body each segment they are exposed to the light of the sun (+4pts) and theyalso take an added damage class from fire (+2pts). Their appearance is demented and horrifying (+3pts),causing most creatures that do not flee to attack on sight. Flying death lurk, concealing themselves innatural terrain, until a chance to pounce occurs. Those killed by flying death become hosts for their eggs.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Mental 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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23

GhoulMaterial : 11

Str Agl Int Kno Per Bty18 16 6 6 14 6

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

6 6 6 0 0 0

Init: 8 3,5,8,11 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:4 Def:3 Atk:0 Def:0

End: 29 Mana: 12 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 8” Fist III

Pts Ability Roll2 Armor 2, mostly indifference to

being hit–

4 Excellent tracking scent 15-2 Night vision 13-2 Deadly blow +(1+1/4mar) 18-2 Dive for cover 20-2 Fight wounded 18-3 Can claw/claw(III)/bite(IV) –2 Sneak 18-2 Intimidation 16-2 +2 initiative –2 Heals Class I/rnd, not fire, sil-

ver–

3 Mental armor 2, undead, oddmind

2 +4” running ––30

Story: A ghoul is a human transformed by dark magic into a creature that feasts on human flesh. Thistransformation reduces the ghoul’s mental ability but enhances is speed, strength, and agility. This magiccan be a necromantic ritual or result from cannibalism followed by death by starvation. Ghouls have theappearance of a corpse that still moves, but with sharper teeth and fingernails that grow into claws. Ghoulsusually gather in packs on the edge of a settled area harvesting graveyards and occasional live victims.The undead flesh of ghouls is preserved by its dark magic so that a ghoul rapidly heals mundane wounds.Ghouls regenerate, but wounds caused by fire, silver, or blessed weapons heal far more slowly.

A ghoul cannot endure the light of the sun, losing a point of body each segment they are exposed to thelight of the sun (+4pts) and they also take an added damage class from fire (+2pts). Almost all sentientsare enemies of ghouls (+5pts). Their appearance is demented and horrifying (+3pts). Ghouls typicallyeither attack berserkly or flee in terror depending on their perception of their current advantage. Thetransformation to the undead state makes their minds harder for the spiritually aware to affect. Ghoulsare fast, capable of stealth, and can instinctively terrify potential prey.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Mental 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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24 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Horror RatMaterial : 12

Str Agl Int Kno Per Bty16 15/18 10 6 14 7

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 5 2 0 0 0

Initiative 7 3,6,9,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 28 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 15” Fist:II

Pts Ability Roll1 Mystic statistic agl –3 Excellent night vision 16-3 Tracking scent 16-1 Fight wounded 16-2 Bite is Class IV A3 +6” of running –1 Climbing 20-1 Sneak 18-1 Deadly blow +1/1/4 margin 18-1 Intimidation 16-4 Conceal self 16-3 +9 endurance ––24

Story: Horror rats are one of the few creatures that lives on the Moon of Ashes. They appear as wolf-sizedblack rats with bloodshot red eyes and fangs. They have the ability to consume undead flesh that arisesfrom their origin in a black animal spell. They cannot eat the suspended undead and so must make do withthe infrequent corporeal dead on the surface. They vastly prefer living flesh and the dark lords maintainthem as a terror weapon.

The appearance of a horror rat is awful, meriting instant attack (+3pts). Terror rats are permanentlyangry (+3pts) and voraciously hungry most of the time (+2pts). They will turn on one another if theyhave not eaten recently but will swarm any other source of meat.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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25

IcariiMaterial : 10

Str Agl Int Kno Per Bty14/20 12/18 12 4 14 4

Mystic : 6 Celestial :1Mgk Spr Inu Asc Res Omn

4 9 5 1 1 1

Initiative 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:8 Atk:4 Def:4 Atk:1 Def:1

End: 30 Mana: 10 Essence: 2

Body: 6 © © © © © ©Mind: 5 © © © © ©Chi: 3 © © ©

Movement Run: 9” Fist:IV

Pts Ability Roll2 mystic statistic Str,Agl –2 Need not breathe while un-

dead–

4 Transform to living, musteat someone

18-

4 Highly effective attack –only when undead – powersthe transformation

A

6 Spiritual awareness 21-3 Forget, 5min x margin 21-4 Knockout, class IV penalty 21-3 Shield, 1+ 1/2 margin, ar-

mor up to 321-

1 Mind speech 21-–29

Story: An icarii is a living person transformed by a dark ritual into a withered, mummified animatecorpse. In its undead form it is horrifying and is attacked by almost any normal creature (+6pts). In bothliving and undead form the creature also takes +2DC from fire (+4pts). The icarii is able, by consumingthe life force of another creature, to resume its form in life. In this form, it retains it spiritual awarenessand mystical statistics but loses its undead powers. It is an infiltrator, created by one of the lords of theMoon of Ashes.

Different icarii have different mental powers. In human form they are usually ordinary folk. They aresent out into the world beyond the moon as assassins and agents. When an icarii transforms it retains itshuman form for at least a day and at most a week before needing to feed again. They may resume theirundead form at will if a day has passed since their last feeding. Icarii are willing slaves of their creatorwith little thought for their own safety or life, only their master’s mission (+3pts).

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 26: Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

26 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Jamjuriju

Material : 13Str Agl Int Kno Per Bty20 17 12 5 14 4

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 7 3,6,9,12 Unconc: 26

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:6 Atk:2 Def:0 Atk:0 Def:0

End: 33 Mana: 0 Essence: 0

Body: 9 © © © © © © © © ©Mind: 0Chi: 0

Movement Run: 21” Fist:IV

Pts Ability Roll4 Larger –2 Need not breathe –1 Fight wounded 20-3 Armor 4, cheaper for size –2 Horn is a class VI attack A2 Night vision –5 +10” of running –2 Intimidation 18-2 +2 Body – tough –cheaper

for size–

3 +6 harder to knock out ––26

Story: This creature is on of the feral, embodied undead created on the plain of bones. This one wasmade from a creature that may as well have been a rhinoceros. It look dead and horrible, which causesimmediate negative reactions, terror, and attacks (+3pts). They are subject to the spell that compelobedience of animated dead (+2pts). Since it was created by the power of darkness a jamjuriju cannotenter areas consecrated to the great ones, except the Kraken who does not care (+1pt). The jamjuriju isvulnerable to the cleansing effects of fire, taking two added damage classes from it (+4pts), which is wellknown.

Jamjuriju can eat carrion and dead forage, but gain much greater benefit from the flesh of the living and

so hunt them eagerly. Some of these creatures are compelled to service as mounts by the more powerful

undead, but most that are not sleeping wander the moon in search of food of any kind.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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27

KakistouranosMaterial : 13

Str Agl Int Kno Per Bty20 14/17 13 4 17 4

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 3 4 0 0 0

Initiative 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:6 Atk:3 Def:2 Atk:0 Def:0

End: 33 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 12” Fist:IV

Pts Ability Roll1 Mystic statistic agl –6 Larger –1 Fight wounded 20-2 Flight, with wings, 23” –1 Armor 4, cheaper for size –2 Can claw, claw bite A5 Eagle, night vision –1 Bite is class V, claws IV A3 Immune to necromantic

damage–

2 Steed 19-–22

Story: This creature is a huge mount bred from a small wyvern of pre-disaster Sanderlione by multipleuses of the Black Animal ritual. It is a six meter long wyvern with an eight meter wingspan, adapted tolive of carrion or fresh meat, with a horrifying appearance (+3pts). The kakistouranos are steeds of thelords of the moon and the most powerful of their undead minions, typically obedient to their will (+3pts).They are living creatures, but with immunity to necromantic damage and no fear of the undead. Theyhave long, snaky necks, fanged jaws, and huge claws.

Kakistouranos are enraged by being wounded and may attack berserkly in response in spite of their master’scommand (+2pts). They have black and brown rubbery flesh, black gums and tongue, and yellow teeth.Their eyes are dark blue with pale yellow pupils that glow slightly in the dark.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 28: Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

28 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Leaping Horror

Material : 12Str Agl Int Kno Per Bty12 18 14 6 14 8

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 8 3,5,8,11 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:9 Atk:3 Def:1 Atk:0 Def:0

End: 24 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 8”, Leap:8” Fist:0

Pts Ability Roll2 Smaller –3 Fight wounded 18-2 Night vision –1 Tongue reaches 2” –5 Tongue does class II dam-

age, penet 2A

0 Can leap 8” across, 4” verti-cally

1 Wall walking –3 Conceal self (blend in) 18-3 +6 to hit with tongue A+62 +4 harder to knock out ––22

Story: A leaping horror is a 60cm long undead toad, slimy and horrible (+2pts). Its tongue ends in aspine that can drain life-force; this is operationalized by having the attack have two points of penetration.That penetration only works against living targets. Leaping horrors take +2DC from fire (+4pts) and fearit. The can cling to vertical surfaces and can hie in plain sight

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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29

Manifesting Ghost

Material : 1Str Agl Int Kno Per Bty0 0 2/12 0/10 1/11 0

Mystic : 10 Celestial :1Mgk Spr Inu Asc Res Omn

5 15 10 1 1 1

Initiative 7 3,6,9,12 Unconc: 11

Combat ValuesMaterial Mystic Celestial

Atk:0 Def:13 Atk:5 Def:6 Atk:1 Def:1

End: 1 Mana: 15 Essence: 2

Body: 3 © © ©Mind: 6 © © © © © ©Chi: 3 © © ©

Movement Run: 0” Fist:none

Pts Ability Roll3 Mystic statistic int,kno,per –2 Need not breathe –5 Invisible to most physical

senses–

2 Flying movement, via will,15”

4 Communication with theghost-master

3 Spiritual awareness 21-3 Manifestation 13 material

base alw.21-

1 Mind speech 21-1 Telepathy 21-–24

Story:This character is the ghost of a soldier of the armies of the God Emperor of pre-fall Sanderlione,created by the ghost master. It is invisible, difficult to damage, but it can manifest a copy of its livingform as an action. Its almost bodiless status gives it three points of armor and makes it 10 harder tohit. It is a slave of the ghost-master (+4pts) and it resents those that are still living (+2pts). The ghostsmanifestation is weak but, if destroyed, may be re-created on the ghost’s next action.

The ghost has a physical focus, usually a long bone of skull stored in the ghost-master’s ossuary, that will

destroy the ghost if crushed or burned (+2pts). Beyond manifestation the ghost can speak mind-to-mind

and read minds, something it uses to assist its manifestation. A manifesting ghost seldom just talks – it is

typically on a mission from the ghost master. The following pages have several physical manifestations –

no ghost has more than one.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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30 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Manifestation: WarriorMaterial : 13

Str Agl Int Kno Per Bty18 17 15 4 16 8

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 8 3,5,8,11 Unconc: 24

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:2 Def:0 Atk:0 Def:0

End: 31 Mana: 0 Essence: 0

Body: 4 © © © ©Mind: 0Chi: 0

Movement Run: 9” Fist:III

Pts Ability Roll1 Fight wounded 18-2 Need not breathe –-6 Three less body –4 Armor 3 – appears as armor –2 Class V HTH attack - ap-

pears as a sword–

3 Teleportation, up to 30”, seebelow

1 Intimidation 16-8 Terror attack - scream at

one person class VI penalty,hit, def, skill/tal

A

3 +6 harder to knock out ––18

Story: This is an ghostly manifestation of a warrior – its teleportation uses the ghost’s mystical allowanceand it teleports without really knowing it can do so – it only uses it to go somewhere it could have run;it does not teleport behind people, for example, except by accident. The ghost looks like an enraged,outsized versions of an Imperial soldier in plate mail with a huge sword – both of these are ectoplasmicmanifestations like the manifestation’s body. The manifestation is easy to break, vanishing when “killed”but can be summoned by the ghost again with an action. The manifestation takes +2DC from cold iron(+2pts)

If the ghost is having trouble with someone they may scream at them – appearing far more undead tojust that person. This is a class VI penalty to hit, defense, and skill and talent rolls. This counts as anintimidation attack against everyone else nearby.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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31

Manifestation: ArcherMaterial : 13

Str Agl Int Kno Per Bty18 17 15 4 16 8

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 8 3,5,8,11 Unconc: 24

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:2 Def:0 Atk:0 Def:0

End: 31 Mana: 0 Essence: 0

Body: 4 © © © ©Mind: 0Chi: 0

Movement Run: 9” Fist:III

Pts Ability Roll1 Fight wounded 18-2 Need not breathe –-6 Three less body –4 Armor 3 – appears as armor –2 Class III arrow attack, -

1/10”–

3 Teleportation, up to 30”, seebelow

1 Intimidation 16-8 Terror attack - scream at

one person class VI penalty,hit, def, skill/tal

A

3 +6 harder to knock out ––18

Story: This is an ghostly manifestation of a archer – one with uncanny accuracy. Its teleportation usesthe ghost’s mystical allowance and it teleports without really knowing it can do so – it only uses it to gosomewhere it could have run; it does not teleport behind people, for example, except by accident, but itdoes teleport to tactically good locations for archery. The ghost looks like an enraged, outsized versionsof an Imperial soldier in studded leather with a greatbow – both of these are ectoplasmic manifestationslike the manifestation’s body. The manifestation is easy to break, vanishing when “killed” but can besummoned by the ghost again with an action. The manifestation takes +2DC from cold iron (+2pts)

If the ghost is having trouble with someone they may scream at them – appearing far more undead to justthat person. This is a class VI penalty to hit, defense, and skill and talent rolls. This is usually done whensomeone closes with an archer. This counts as an intimidation attack against everyone else nearby.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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32 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Mummy, BerserkerMaterial : 12

Str Agl Int Kno Per Bty20 16 12 6 12 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Init: 10 2,4,7,9,11 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:7 Atk:3 Def:1 Atk:0 Def:0

End: 41 Mana: 5 Essence: 0

Body: 10 © © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 10” Fist IV

Pts Ability Roll3 Sleepless –6 +3 body –2 Need not breathe –2 Fight wounded 20-4 Armor 3 –2 Night vision –3 Life sense –3 +3 initiative –1 Fists are class V damage –1 May use two fist attacks per

round–

1 +2” running –3 +9 endurance ––31

Story: A mummy is created from a dead body by a dark ritual. The body is first wrapped in linenstrips treated with mystic herbs, spices, and enscribed with runes. The runes include a mission for themummy. Mummies are then dressed in clothing appropriate to their roles. They don’t breathe and haveexpressionless faces and a horrible smell which creates an immediate negative reaction (+2pts). Since theyare created by the power of the dark they cannot enter areas sacred to the great ones (+1pt). Mummiesobsessively follow a mission written on their bandages (+4pts). Mummies are vulnerable to the cleansingeffects of fire, taking two added damage classes from it (+4pts). Speaking peoples not serving the darknessregard mummies as abominations and so are their enemies (+4pts).

This mummy has the mission of killing any living creature it encounters. It will be found buried in ruinson the moon of ashes. The mystic forces that bind it together are exceptionally strong giving it incredibleability to take damage.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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33

Mummy, GuardianMaterial : 12

Str Agl Int Kno Per Bty18 16 11 6 15 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 4 2 0 0 0

Init: 7 3,6,9,12 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 30 Mana: 6 Essence: 0

Body: 9 © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 8” Fist III

Pts Ability Roll2 Need not breathe –4 +2 body 20-2 Fight wounded 20-1 Mighty blow +1DC for 2 end 18-3 Can spend up to five endurance

per round–

2 Armor 4 two natural, two frommail 14-

2 Night vision –3 Life Sense –2 Fists are class V A+42 +4 proficiency with hand at-

tacks–

2 Two attacks/segment –4 Conceal self (e.g. in rubble or

debris)17-

3 Tracking 17-–31

Story: A mummy is created from a dead body by a dark ritual. They are wrapped in linen strips treatedwith herbs, spices, and runes. They are then dressed in clothing appropriate to their roles. They don’tbreathe and have expressionless faces which creates an immediate negative reaction (+2pts). Since theyare created by the power of the darkness, they cannot enter areas sacred to the great ones of the crescent(+1pt). Mummies obsessively follow a mission written on their bandages (+4pts). Mummies are vulnerableto the cleansing effects of fire, taking two added damage classes from it (+4pts).

A guardian mummy is made from a trusted warrior and typically guards a temple or tomb. It can standcompletely still until it needs to act. It cannot speak (+1pt) and takes a class III attack from sunlight(+3pts). The skill fight wounded represents indifference to bodily harm. A guardian mummy often retainsskills from its life as a warrior. Its undead animation increases its body. It also can smell the living and socan find them even when they are hidden and track them like a hound.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Embedded mail2 Heavy blades (+2/VI)

Jeweled headpiece (1200)

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34 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

NezzblerMaterial : 2

Str Agl Int Kno Per Bty0 3 5/15 1/11 3/13 0

Mystic : 10 Celestial : 0Mgk Spr Inu Asc Res Omn

8 14 8 0 0 0

Init: 7 3,6,9,12 Unconc: 13

Combat ValuesMaterial Mystic Celestial

Atk:0 Def:5 Atk:5 Def:5 Atk:0 Def:0

End: 2 Mana: 18 Essence: 0

Body: 0Mind: 6 © © © © © ©Chi: 0

Move: Fly: 14” Fist: n/a

Pts Ability Roll3 Mystic statistic int. know.

pers.–

3 Life sense –2 Flight based on will, 14” –3 Does Class I penetrating

ranged attack, -1/3”A

4 2d6 endurance drain, ranged,with death blast

5 Spiritually aware 24-1 Mindspeech 24-1 Centering 24-–22

Story: A nezzbler is a small wisp of black gas and glowing red eyes. It can sense life directly and movetoward it. If is a minor non-corporeal undead. They are spiritually aware and travel in swarms. They aresomewhat cunning and will attack from ambush. Their attack is a small bolt of death energy that bothdoes penetrating damage and drains the victim’s endurance.

Nezzblers vanish in a puff of smoke in the light of the sun (+6pts). They hide in deep, dark places duringthe day. A nezzbler forms when a deeply evil person dies or when anyone is killed by a nezzbler swarm.Nezzblers can fade from sight in darkness when they are not attacking. Nezzblers use their mind speechto speak to one another and to project weird sounds into the minds of their victims. Their go to tactic isto cause victims to flee into the night and fall in a pit or dead fall. Once a nezzbler has fed on a creaturethey can center on it an appear next to it.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Embedded mail2 Heavy blades (+2/VI)

Jeweled headpiece (1200)

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35

Ourpomos

Material : 12Str Agl Int Kno Per Bty16 18 13 6 15 4

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 7 3,6,9,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:1 Atk:0 Def:0

End: 28 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 9”, Fly 18” Fist:II

Pts Ability Roll2 Fight wounded 18-2 Need not breathe –5 Eagle night vision –3 Life sense – can see life force –2 Flight with wings –6 Fear scream, 10” 60deg

cone, -6 personality roll toresist

2 Armor 2, held together withmagic

2 Can claw, claw, bite –1 Bite is class III, claws class

II–

–25

Story: An ourpomos is one of the feral undead of the plain of bones, appearing as a huge vulture withno flesh on its skull (+3pts). The ourpomos has eyes of glowing green fire and can scream, causing a fearattack in a 10” cone in front of it with a 60 degree apex. Resisting this fear requires a personality roll at-6. The creature is subject to the spells that compel obedience of the embodied dead (+2pts) and takes+2DC from fire (+4pts).

Ourpomos are carrion feeders and retain the habit of flocking that their living progenitors had. They willsometime shadow Jamjuriju or other large creatures in hopes of getting scraps. Ourpomos have colonizedthe Tarn of Magreth as well.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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36 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Phalarumph

Material : 10Str Agl Int Kno Per Bty17 14 10 3 13/18 3

Mystic : 5 Celestial :0Mgk Spr Inu Asc Res Omn

2 11 2 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:8 Atk:4 Def:4 Atk:0 Def:0

End: 27 Mana: 7 Essence: 0

Body: 6 © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 7” Fist:II

Pts Ability Roll1 Mystic statistic per –3 Imaging magic sense –2 Night vision –4 End magic, 11” radius,

3/day20-

2 Class VI regeneration, onlywhen magic is actuallyended

6 Stench, class II pen. to skill,talent, hit, and defense in a3” radius

3 +3 initiative –4 Armor 3, indifferent to dam-

age–

–25

Story: A phalarumph looks a lot like a wight – but more confused and less implacable. They also havegreen hair rather than the black or gray hair common in wights. They are created by a similar process,but a special potion known only to the dread lords is used to cause a different type of undead to form.The phalarumph can trigger an area effect end magic. It was created as a type of defensive weapon. Themagic ended regenerates the phalarumph and it usually triggers the ability after being wounded, thoughthey may trigger if they see a lot of active magic with their magic sense.

Phalarumph are susceptible to fire, +2DC (+4pts) and are viewed as valuable assets by their creators(+3pts). They cannot enter consecrated ground, except for that of the Kraken, who does not care (+1pt).They are also permanently confused about what is going on (+1pt). Phalarumph smell awful, causingtheir foes that can smell some disability.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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37

Quob

Material : 10Str Agl Int Kno Per Bty15 18 7 3 14 3

Mystic : 0 Celestial :0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 15

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:11 Atk:2 Def:0 Atk:0 Def:0

End: 25 Mana: 0 Essence: 0

Body: 5 © © © © ©Mind: 3Chi: 3

Movement Run: 6” Fist:I

Pts Ability Roll6 Smaller –3 Fight wounded 21-3 Tracking sense of smell –-2 One less body –3 Stone form, awakened by the

touch of flesh, three addedarmor.

3 Can tunnel into bodies, eventhrough armor

4 Can summon a duplicatewhen flesh is available, eatand split

2 Class 4 healing when eatingmeat

3 +3 initiative ––25

Story: A quob is one of the rare material creatures that survived the purging of the surface of the moonwith fire. A quob is a maggot 25cm long, brown and gray with a five-lobed biting orifice, that can subsiston rotting and even undead flesh. They arose on the plain of bones, as an unintended effect of the dreadlords preservation ritual, and can independently assume the form of a bean-shaped rock until flesh becomesavailable, at which point they resume their normal form an feed.

The undead and the living alike hate quob (+5pts), which can gorge and reproduce by fission. They canalso heal themselves while eating. Their bite uses incredibly sharp teeth that have a point of penetration.Quob can tunnel into flesh and through armor and clothes. They eat inward from the outside, not reallyhaving the intellect to hide within a victims body while eating. One quob added to a helpless victim yieldsa pile of stone quob and no body later. Quob do not eat plant matter. They take +2DC from fire and arequite vulnerable to it (+4pts).

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 38: Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

38 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

RavenerMaterial : 12

Str Agl Int Kno Per Bty14/20 18 8 10 18 6

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

4 10 4 0 0 0

Init: 11 2,4,6,8,10,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:9 Atk:4 Def:4 Atk:0 Def:0

End: 38 Mana: 10 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 15” Fist IV

Pts Ability Roll1 Mystical statistic, strength –2 Armor 2 –2 Bite is class VI, claws are class IV A3 +3 initiative –2 Can use two claw and on bite at-

tack per segment–

4 Class VI meat healing, limited tobody done, must stop and eatfresh meat.

3 Tracking smell 16-2 Need not breathe –2 Night vision –2 Fight wounded 22-6 Class 2 penalty, 3” radius, stench,

penalty is to attack, defense, skilland talent, lasts 1/rnd

3 +6” running –2 +6 end ––34

Story: a ravener is an abomination that has arisen on the moon of ashes after the death of a mortal being.It lives to eat the living. It is a tall, hairless humanoid with a huge mouth, morphing to fit this profileafter death. Ravener’s have enormous mouths full of teeth, a hideous smell, and slimy gray skin (+3pts).They can attack with both claws and a bite in the same segment. Any time it does body damage to aliving creature it will eat the meat. This permits it to use its healing attack (on itself) with a maximumhealing equal to the body damage done. The ravener cannot withstand the light of the sun taking, a classV attack each round it spends in the light if the sun (+6pts). Any sentient not worshiping the darknesswill try and kill a ravener on sight unless fleeing is its only option(+5pts).

Ravener’s hate being controlled and will desire revenge over anyone who attempts to control them. Ravenersare afraid of fire and hate it, taking two added damage classes from fire attacks (+4pts). Raveners haveexcellent senses of smell and see through the deepest darkness. Being undead, they do not breathe. Theyare able to ignore most wounding.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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39

ShadowMaterial : 2

Str Agl Int Kno Per Bty0 2 2/11 0/9 2/11 0

Mystic : 9 Celestial : 0Mgk Spr Inu Asc Res Omn

7 12 8 0 0 0

Init: 7 3,6,9,12 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:0 Def:5 Atk:5 Def:5 Atk:0 Def:0

End: 1 Mana: 16 Essence: 0

Body: 0Mind: 6 © © © © © ©Chi: 0

Move: Fly: 12” Fist: n/a

Pts Ability Roll3 Mystic statistic int., kno., pers. –2 Invisibility, in shadows only –3 +1 mind –2 flight, based on spirit, 12” –3 Harder to hit –4 2d6 endurance drain, restores

mind 1:3S

3 Class three cold attack with en-durance drain

S

3 Spiritual awareness 18-1 Mindspeech 18-2 Knockout at minus 122334 18-–26

Story: This shadow is a creature from the lands beyond death. It can be summoned by darklore from itshome and used as a guardian or terror weapon. The shadow takes a class five attack each segment in thelight of the sun (+6pts) and cannot enter ground consecrated to the great ones (+2pts). Shadows haveminds and are cunning, but their perceptions in the material realm are so different that they often appearas shark-like predators seeking life force and have trouble with tactics (+2pts). They are transparent tomaterial weapons unless the weapons are enchanted or aflame.

Shadows may fade from sight when there are natural shadows or darkness and are naturally silent. They

can fly but cannot walk through walls like more powerful bodiless undead. Their primary attack is to drain

endurance which permits them to restore mind. If they drain more endurance their victim has, the victim

must make an unconsciousness roll. Shadows have intellect and can move with grace and speed because

of their mystic statistics. They have mindspeech but, because they are not former humans, they use it

almost entirely to speak to other shadows.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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40 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

SkeletonMaterial : 11

Str Agl Int Kno Per Bty16 14 11 6 13 6

Mystic : 0 Celestial : 0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Init: 7 3,6,9,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:7 Atk:0 Def:0 Atk:0 Def:0

End: 27 Mana: 0 Essence: 0

Body: 7 © © © © © © ©Mind: 0Chi: 0

Move: Run: 9” Fist II

Pts Ability Roll2 Need not breathe –3 +6 harder to knock out –3 Fight wounded 20-1 Added Initiative –7 Armor 4 (magically hard-

ened bones)–

2 Talons are class IV attack A+42 Talon proficiency A+42 Night vision –1 Multiple attack, can use

two talons–

1 +2” of running ––24

Story: A skeleton is created from bones, wired together, by a ritual of darklore. Looking like an animated

pile of bones causes an immediate negative reaction (+3pts). Skeletons slavishly obey their animator

(+3pts). They are vulnerable to the cleansing effects of fire, taking an added damage classes from it

(+2pts). Skeletons stand around and do nothing unless they have orders from their creator or, in rare

instances, have been inhabited by minor dark spirits that make them wander, attacking any living creature

they encounter. The ritual that animates them giving them the ability to see in darkness. The skill

fight wounded represents indifference to bodily harm. Their remarkable armor follows from being made of

magically hardened bone.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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41

Slime Dragon

Material : 12Str Agl Int Kno Per Bty

19/22 14/17 14 4 17 4

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 3 4 0 0 0

Initiative 7 3,6,9,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:3 Def:2 Atk:0 Def:0

End: 34 Mana: 5 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 12”, Swim 12” Fist:V

Pts Ability Roll2 Mystic statistic str,agl –6 Larger –2 Need not breathe –2 Heat sense – can see thermal

signatures–

1 Armor 4, cheaper for size –1 +1 Body, cheaper for size –1 Fight wounded 22-5 Poison bite, class V –4 Class VIII healing when

they consume a living beingof size -1 or more

–24

Story: Slime dragons are undead that arise from huge snakes, native to the equatorial parts of the moonbefore it burned. They are called slime dragons because they look reptilian. They were animated andinfused with dark spirits by the dread lords to create useful servants. Their terrifying appearance makesnormal creatures attack them on sight (+3). Their undead nature means that they take +2DC from fire(+4pts) and they fear fire (+1). While the progenitors of slime dragons were not poisonous, the magicthat created them gives them a horribly toxic bite.

Slime dragons are most comfortable in the water, but can come ashore to attack. They still need to eatand have a lust for living flesh, the consumption of which permits them to heal a great deal.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 42: Chronical of the Moon of Ashes - University of Guelpheldar.mathstat.uoguelph.ca/dashlock/ROP/Ashes.pdf · The moon of ashes is a place that sane characters would not visit, but those

42 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Spectre

Material : 2Str Agl Int Kno Per Bty0 4/16 4/16 2 2/14 0

Mystic : 12 Celestial :1Mgk Spr Inu Asc Res Omn15 15 6 1 1 1

Initiative 8 3,5,8,11 Unconc: 14

Combat ValuesMaterial Mystic Celestial

Atk:4 Def:8 Atk:6 Def:7 Atk:1 Def:1

End: 2 Mana: 27 Essence: 2

Body: 4 © © © ©Mind: 7 © © © © © © ©Chi: 3 © © ©

Movement Run: 8”, Fly:15” Fist:none

Pts Ability Roll3 mystic statistic agl,int,per –2 Life Sense –2 Flight by will, 15” –2 Armor 2 (+1 for low BMA) –5 Spirit weapon, class IV,

sword of smoking green fire17-

4 Spiritually aware 23-2 Multiple attention 17-1 Activate magic 15-1 Mindspeech 23-4 Shield 1+margin/2, 4 max

armor27-

2 Telekinesis, str 15, (Class I) 23-7 Drain 4d6 endurance by

touch/sword which healspoints of mind

A

–35

Story: This specter is a creature from the netherworld. It can be summoned by darklore from its home.The specter takes a class five attack each segment in sunlight (+6pts) and cannot enter consecrated ground(+1pts). Spectres also take (mind) damage from fire attacks, something that is well known (+4pts).Spectres are derived from the spirits of dead men and so have minds with human knowledge. This spectersis psionic. It loves destroying living creature from which they derive entertainment and sustenance.

The specter has just enough physicality to ride a mount. Spectres are enemies of all living creatures and areimmediately attacked by them (+5pts), it is also viewed as a resource by the dread and dark lords (+3pts).This specter is resistant to physical attacks other than enchanted weapons and fire. It is telekinetic – bothoffensive and defensively – can fly, summon a smoking green sword of fire, and can use magic items.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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43

Spirit Skull

Material : 3Str Agl Int Kno Per Bty2 0 5/14 4/13 5/14 2

Mystic : 9 Celestial :1Mgk Spr Inu Asc Res Omn

5 14 8 1 1 1

Initiative 7 3,6,9,12 Unconc: 14

Combat ValuesMaterial Mystic Celestial

Atk:1 Def:3 Atk:5 Def:6 Atk:1 Def:1

End: 5 Mana: 14 Essence: 2

Body: 4 © © © ©Mind: 6 © © © © © ©Chi: 3 © © ©

Movement Run:0” Fist:-3

Pts Ability Roll3 Mystic statistic int,kno,per –7 Smaller –2 Need not breathe –5 Spiritual awareness 24-3 Rulership 24-2 Override perceptions 24-4 Telekinesis (Str20/Class IV) 24-1 Mind Speech 24-4 Armor 3, bade of bone ––31

Story: This character is a sessile (+4pts) skull, decorated and lacquered, with the spirit of a powerfulpsychic bound into it. It is small and looks decorative if a bit grotesque. The skull cannot defend itselfexcept by concealment and psionic abilities and so is quite vulnerable to physical attack (+4pts). It alsotakes +2 DC from fire (+4pts).

The skull can override the perception of other creatures and make them see, hear, sense what it wants.

It also has the ability to control other creatures the ability to exert great telekinetic strength and it can

speak mind-to-mind. It uses these abilities sparingly for fear of revealing itself, being paranoid (+3pts).

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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44 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

TantharMaterial : 12

Str Agl Int Kno Per Bty22 14 10 7 15 4

Mystic : 4 Celestial : 0Mgk Spr Inu Asc Res Omn

8 2 2 0 0 0

Init: 6 3,7,11 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:2 Atk:3 Def:3 Atk:0 Def:0

End: 34 Mana: 12 Essence: 0

Body: 10 © © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 6” Fist V

Pts Ability Roll10 Added size - it is a tree - reach 4

hexes–

3 +3 body, cheaper for size –2 Armor 4 - made of dead heart-

wood–

1 Fight wounded 22-1 Class IV attack, slam with a

branch (2d6)A

5 Imaging sense for normal materiallife

16-

4 Targeting vibration sense 14-4 Up to five branch-whomps per

segment–

2 May do an eight hex sweep within4”

5 Mental armor 3, undead plant -not much mind

–37

Story: A tanthar is an undead tree. It has no leaves and very little remaining bark, being composed ofheartwood knit together with the terrible energies of unlife. Tanthar form in areas where a forest killedby the draining of its life force. The dead tree is infused with a spirit of darkness. A tanthar is aboutsix meters high and has gray wood with dark stains. A tanthar terrifies creatures used to normal trees(+3pts) and is hunted to destruction by any living people that encounter it (+5pts). A tanthar moves athalf speed because its roots must move through the earth - it cannot climb onto expanses of open rock orenter running water (+3pts). A Tanthar takes three added damage classes from fire based attacks, whichare anathema to it (+6pts).

Tanthar can sense normal life and hate it. They will attack normal material life that enters their deadforest without thought for their own safety (+2pts) but they also will not enter a still living forest or otherlife-rich territory like well tended farm fields (+2pts). Thrust into such an area they will go berserk. Inaddition to their life-sense, Tanthar have a normal sense of touch and the ability to sense vibrations in theground. Because of its great size the tanthar can perform a sweep with multiple branches that fill eighthexes with a class V battering attack.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Mental 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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45

Umblegoth

Material : 10Str Agl Int Kno Per Bty

17/20 18 5 3 14 3

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 5 4,8,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:4 Atk:3 Def:1 Atk:0 Def:0

End: 33 Mana: 5 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 0” Fist:IV

Pts Ability Roll1 Mystic statistic str –8 Larger –1 Fight wounded 20-2 Vibration Sense –4 Added limbs - six tentacles –5 Added brains in the tenta-

cles, each attacks on its own,six total

1 Armor 4, cheaper for size –2 Two added body, cheaper

for size–

3 +3 initiative –1 +3 endurance ––28

Story: An umblegoth is a three meter across disk of undead flesh, descended from some strange sessile(+3pts) ambush predator of the original Sanderlione ecology. it has tentacles that can reach up to threehexes away. It buries itself in mud or the dusty soil of the moon and waits, feeling for prey. It eats anysort of flesh and so is hunted by all (+5pts) except when placed as a trap, usually by one of the dread ordark lords.

The umblegoth has bone knobs and spikes on its tentacles. Its central mouth does not damage, slowlydigesting victims shredded by its tentacles. Being undead, the umblegoth takes +2DC from fire (+4 pts).

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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46 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Vampire, New

Material : 12Str Agl Int Kno Per Bty

16/22 16/22 14 7 14/20 5

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

8 5 5 0 0 0

Init: 12 2,4,6,7,9,11 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:11 Def:11 Atk:4 Def:4 Atk:0 Def:0

End: 34 Mana: 14 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Move: Run: 15”;Leap 6” Fist V

Pts Ability Roll3 Mystic statistics Str, Agl, Per –2 Need not breathe –2 Night sight 16-3 Tracking scent 16-1 Expend up to 4 endurance per

segment6 Magic talent 20-2 Armor 2, indifference to wound-

ing–

1 Can hit twice, fists are class Vdamage

A

4 Bite, requires opponent held fortwo segments, only warm bloodedcreatures, highly effective

A

4 Class VI healing when uses biteattack

1 Fight wounded 22-1 Mighty blow 22-1 Intimidation 20-2 +4” running 20-–33

Story: A vampire is a person transformed by a blood curse into a powerful undead. This write up is ofa vampire not long after his transformation. He takes a class III attack from sunlight (+4pts) and mustobey the commands of the vampire that transformed him (+5pts) even unto death. He is pale, unkempt,and crazed looking and will be hunted by those that recognize him (+4pts), or that note his is undead,thought he looks almost human. A vampire also takes two added damage classes from fire (+4pts). Thedark spirit that enters a vampire gives him superhuman strength, speed, and confidence. He also sees wellin the dark, can track by scent, and need not breathe.

Vampires are naturally mages, but this one had no training yet and so has no spells. He may trigger magicitems. His fists can do terrible damage, but the vampires terror attack is to bite a creature and draw forthits blood. This requires the vampire have its victims grasped or immobilized and kills the victim in twosegments. Such a kill also revivifies the vampire.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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47

WightMaterial : 11

Str Agl Int Kno Per Bty17 13 12 7 12 5

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

2 5 2 0 0 0

Init: 7 3,6,9,12 Unconc: 19

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:6 Atk:3 Def:2 Atk:0 Def:0

End: 28 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Move: Run: 7” Fist II

Pts Ability Roll4 Three points of armor –3 Life sense –2 Need not breathe –2 Night vision –2 Can call other wights within 1km –1 Added initiative –3 Class V attack with bite and

claws–

2 Can claw, claw, bite –3 Class three poison-like cold at-

tack–

2 Fight wounded 19-1 Hard to knock out +2 –3 Sneak 17-–28

Story: A wight is a person who traded their afterlife for added power in life. After a person marked withthe wight mark dies they rise as a wight. They retain their skills and memories of life but are inhabitedby an evil spirit that serves the darkness. A wight takes a class II attack from sunlight and two addeddamage classes from fire (+6pts). The living and the followers of the great ones are the enemies of wights(+5pts). Wights cannot enter consecrated ground (+1pt).

A wight is very, very pale and its eyes are half-way between the color of life and dark red. After death, thewight grows fangs and claws. The skin of a wight hardens into armor. A wight also is filled with the chillof the netherworld so that anyone it scores a hit against that takes body damage also takes a class threecold attack past their armor. A wight can make a cry that will attract other wights; on a quiet night is itaudible out to about a kilometer. They are indifferent to damage and are difficult to knock out. Wightscan move very quietly - in part because they need not breathe.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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48 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Wight, Knight

Material : 12Str Agl Int Kno Per Bty

17/20 17 12 6 15 5

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 5 2 0 0 0

Initiative 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 35 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 9” Fist:IV

Pts Ability Roll1 Mystic statistic str –4 Armor 3 –3 Life sense 16-2 Need not breathe –2 Can call other wights with-

ing 1 km–

2 Night vision 14-1 Class V attack with fists and

teeth–

2 Can claw, claw bite –3 Class three poison-like cold

attack–

1 Sneak 17-3 Conceal self 16-1 Fight wounded 20-1 Mighty blow (+1DC/2end) 20-1 Intimidation 17-1 +3 endurance ––28

Story: A wight is a person who traded their afterlife for added power in life. After a person marked withthe wight mark dies, they rise as a wight. They retain their skills and memories of life but are inhabitedby an evil spirit that serves the darkness. This individual was a skilled knight in life. A wight takes aclass II attack from sunlight and two added damage classes from fire (+6pts). The living and the followersof the great ones are the enemies of wights (+5pts). Wights cannot enter consecrated ground (+1pt). Awight is very, very pale and its eyes are half-way between the color of life and dark red. After death, thewight grows fangs and claws. The skin of a wight hardens into armor. This one also wears armor.

A wight filled with the chill of the netherworld so that anyone it scores a hit against that takes body

damage also takes a class three cold attack past their armor. A wight can make a cry that will attract

other wights; on a quiet night is it audible out to about a kilometer. They are indifferent to damage and

are difficult to knock out. Wights can move very quietly – in part because they need not breathe – and

this one knows how to hideArmor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Remnant armor, +2

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49

Wraith, DarkloreMaterial : 1

Str Agl Int Kno Per Bty0 2 2/13 0/11 2/13 0

Mystic : 11 Celestial : 0Mgk Spr Inu Asc Res Omn12 11 10 0 0 0

Init: 9 3,5,8,10,12 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:0 Def:15 Atk:5 Def:5 Atk:0 Def:0

End: 1 Mana: 23 Essence: 0

Body: 0Mind: 6 © © © © © ©Chi: 0

Move: Fly: 12” Fist: n/a

Pts Ability Roll3 Mystic statistic int. know.

pers.–

1 +1 initiative –5 Mind armor 3 –2 Invisibility, in shadows only –3 Flight, based on spirit, 12” –6 3d6 endurance drain, restores

mind 1:3S

3 Spiritual awareness 17-1 Mindspeech 17-7 Mage, 8 spells 26-1 Hang spell 26-1 Expand spell 26-1 Intensify spell 26-–34

Story: This wraith is a creature from the netherworld. It can be summoned by darklore from its home.The wraith takes a class five attack each segment in sunlight (+6pts) and cannot enter consecrated ground(+1pts). Wraiths also take (mind) damage from fire attacks, something that is well known (+4pts).Wraiths are derived from the spirits of dead men and so have minds with human knowledge. Most wraithsare mages. They love destroying living creature from which they derive entertainment and sustenance.Wraiths are enemies of all living creatures and are immediately attacked by them (+5pts). Wraiths fearand flee from unicorns and mages with knowledge of unicorn lore (+2pts). This wraith is resistant tophysical attacks other than enchanted weapons and fire.

Wraiths may fade from sight when there are natural shadows or darkness and are they naturally silent.They can fly and also pass through walls. Their primary attack, other than magic, is the ability to drainendurance which permits them to restore their mind. If they drain more endurance their victim has, thevictim must make an unconsciousness roll. Wraiths have full human intellect and have mindspeech.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Mental Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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50 CHAPTER 2. MONSTERS OF THE MOON OF ASHESDarklore Spells

Banish Noncorporeal Undead 4 -4 ©Command Animate Dead 3 -3 ©Command Corporeal Undead 3 -3 ©Darkness 2 -2 ©Darksight 2 -2 ©Dispel Magic 5 -5 ©Disrupt Undead 3 -3 ©Life Sense 6 -6 ©Netherbolt 5 -5 ©Otherhide 6 -6 ©Pain 6 -6 ©Paralysis 3 -3 ©Smell Undead 2 -2 ©Sting 3 -3 ©Unholy Strength 2 -2 ©

Darklore RitualsAnimate Dead 3 -3 ©Mummy, Greater 7 -7 ©Mummy, Lesser 4 -4 ©Nether Spiral 7 -7 ©Ratiform 6 -6 ©Summon Shadow 2 -2 ©Summon Wraith 3 -3 ©Terror Skull 4 -4 ©Thanatic Item 7 -7 ©Wight Mark 3 -3 ©

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51

Wraith, IllusionMaterial : 1

Str Agl Int Kno Per Bty0 2 2/13 0/11 2/13 0

Mystic : 11 Celestial : 0Mgk Spr Inu Asc Res Omn12 11 10 0 0 0

Init: 9 3,5,8,10,12 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:0 Def:15 Atk:5 Def:5 Atk:0 Def:0

End: 1 Mana: 23 Essence: 0

Body: 0Mind: 6 © © © © © ©Chi: 0

Move: Fly: 12” Fist: n/a

Pts Ability Roll3 Mystic statistic int. know.

pers.–

1 +1 initiative –5 Mind armor 3 –2 Invisibility, in shadows only –3 Flight, based on spirit, 12” –6 3d6 endurance drain, restores

mind 1:3S

3 Spiritual awareness 17-1 Mindspeech 17-7 Mage, 8 spells 26-1 Hang spell 26-1 Expand spell 26-1 Intensify spell 26-–34

Story: This wraith is a creature from the netherworld. It can be summoned by darklore from its home.The wraith takes a class five attack each segment in sunlight (+6pts) and cannot enter consecrated ground(+1pts). Wraiths also take (mind) damage from fire attacks, something that is well known (+4pts).Wraiths are derived from the spirits of dead men and so have minds with human knowledge. Most wraithsare mages. They love destroying living creature from which they derive entertainment and sustenance.Wraiths are enemies of all living creatures and are immediately attacked by them (+5pts). Wraiths fearand flee from unicorns and mages with knowledge of unicorn lore (+2pts). This wraith is resistant tophysical attacks other than enchanted weapons and fire.

Wraiths may fade from sight when there are natural shadows or darkness and are they naturally silent.They can fly and also pass through walls. Their primary attack, other than magic, is the ability to drainendurance which permits them to restore their mind. If they drain more endurance their victim has, thevictim must make an unconsciousness roll. Wraiths have full human intellect and have mindspeech.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Mental Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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52 CHAPTER 2. MONSTERS OF THE MOON OF ASHESIllusion Spells

Alarm Ward 2 -2 ©Aperspective 4 -4 ©Armor of Belief 4 -4 ©Arrow of Light 4 -4 ©Cleansight 2 -2 ©Crowd Scene 3 -3 ©Dazzle Blast 3 -3 ©Disguise 1 -1 ©Emergency Crossing 6 -6 ©Gate of Illusion 6 -6 ©Goblinize 5 -5 ©Illumination 3 -3 ©Imaginary Companion 5 -5 ©Invisibility 3 -3 ©Manacles 4 -4 ©Mask Deceptic 5 -5 ©Message 2 -2 ©Minion 5 -5 ©Mist 3 -3 ©Phantom Wall 4 -4 ©Projection 5 -5 ©Rainbow Mist 3 -3 ©Ravener 4 -4 ©Savory 4 -4 ©Shadow Climb 3 -3 ©Spy 5 -5 ©Visible Tale 4 -4 ©Warding Phantom 5 -5 ©

Illusion RitualsAversion 4 -4 ©Fascination 4 -4 ©Forbidden Sight 4 -4 ©Permanent Illusion 5 -5 ©Region of Deception 7 -7 ©

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53

X-malefactorMaterial : 12

Str Agl Int Kno Per Bty20 20 12 3 14 3

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 11 2,4,6,8,10,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:9 Atk:3 Def:1 Atk:0 Def:0

End: 32 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 3

Movement Run: 10” Fist:IV

Pts Ability Roll1 Fight wounded 20-5 Invisibility, not in full sun-

light, sight and sound–

3 +3 initiative –3 Sleep attack, vs. magic

or spirit, sleep lasts for tenminutes

A

4 +8” running –1 Climbing 22-1 Force device 20-1 Sleight of hand 20-1 Sneak 20-1 Mighty blow 20-1 Deadly blow 20-4 Armor 3 ––26

Story: An X-malefactor is created from a wraith by restoring its physicality. This procedure is a ritualknown to the lords of the Moon of Ashes. The resulting creature is silent, fast, and deadly. It cannot drainlife-force as it did as a wraith, but it can bend life-force in a manner that permits it to induce sleep witha brush of its fingers. It can also become invisible and silent at will.

A X-malefactor is susceptible to fire, taking +2DC (+4pts), and is subject to the spells that controlcorporeal undead (+3pts). When it is detected, it is attacked (+3pts) but it is hard to detect. The X-malefactor is typically loyal to its creator unless it is previously abused; having a physical body is far saferand more pleasurable.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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54 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

Zombie, AverageMaterial : 11

Str Agl Int Kno Per Bty16 14 11 6 13 6

Mystic : 0 Celestial : 0Mgk Spr Inu Asc Res Omn

0 0 0 0 0 0

Init: 7 3,6,9,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:7 Atk:0 Def:0 Atk:0 Def:0

End: 33 Mana: 0 Essence: 0

Body: 6 © © © © © ©Mind: 0Chi: 0

Move: Run: 7” Fist II

Pts Ability Roll2 Need not breathe –3 +6 harder to knock out –3 Fight wounded 20-1 Added Initiative –4 Armor 3 (don’t care about

minor hits)–

1 Talons are class II attack A+24 Can smell the living 18-4 Tracking (smell)/Night vi-

sion17-

1 Proficiency with talons –1 Multiple attack, can use

two talons–

2 +6 endurance ––26

Story: A zombie is created from a dead body by a magic. They look like they are dead which causesimmediate negative reactions (+2pts). Since they are created by the power of darkness they cannot enterareas consecrated to the great ones, except the Kraken who does not care (+1pt). Zombies are forced toslavishly obey their animator (+3pts). Zombies are vulnerable to the cleansing effects of fire, taking twoadded damage classes from it (+4pts), which is well known.

Zombies typically stand around and do nothing unless they have orders from their creator or, in rare

instances, have been inhabited by minor dark spirits that make them wander, attacking any living creature

they encounter. The ritual that animates them given them the ability to smell life-force and the ability to

see in darkness. The skill fight wounded represents indifference to bodily harm.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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55

Zombie, Horror Rat

Material : 12Str Agl Int Kno Per Bty

16/19 15/18 10 6 14 7

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 5 2 0 0 0

Initiative 7 3,6,9,12 Unconc: 19

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 31 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 3

Movement Run: 15” Fist:III

Pts Ability Roll2 Mystic statistic str,agl –1 Fight wounded 19-2 Need not breathe –3 +6 harder to knock out –4 Armor 3 (don’t care about

minor hits)–

4 Can smell the living 18-4 Tracking (smell)/Night vi-

sion17-

1 Bite is class IV –2 +6 endurance –3 +6” running ––26

Story: A zombie is created from a dead body by a magic. This one was made from a horror rat that didnot get enough to eat. They look dead and horrible, which causes immediate negative reactions (+2pts).Since they are created by the power of darkness they cannot enter areas consecrated to the great ones,except the Kraken who does not care (+1pt). Zombies are forced to slavishly obey their animator (+3pts).Zombies are vulnerable to the cleansing effects of fire, taking two added damage classes from it (+4pts),which is well known.

Zombies typically stand around and do nothing unless they have orders from their creator or, in rare

instances, have been inhabited by minor dark spirits that make them wander, attacking any living creature

they encounter. The ritual that animates them given them the ability to smell life-force and the ability to

see in darkness. The skill fight wounded represents indifference to bodily harm.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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56 CHAPTER 2. MONSTERS OF THE MOON OF ASHES

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Chapter 3

Magic of the Moon of Ashes

Alchemistry

This section contains various alchemical spells and rituals preserved or discovered on the moon ofashes beyond those known in the crescent lands. Alchemists are best known for brewing potions,which must be quaffed to have an effect, but they have other abilities. An alchemical vapor is aspecial type of potion that is thrown rather than quaffed. A vapor blossoms into a 3” radius ofvapor that has an affect on all in the area of effect. Some vapors have an effect on contact, othersmust be breathed.

Spells

This section contains alchemical spells known on the moon of ashes but not in the crescent lands.

Essential BloodBase Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This spell requires the undead to prepare a lead crystal vial with a stopper carved of dense,dead wood. The vial is placed on the chest of a living victim and the undead chants for at least oneround per point the living character costs. During the chant, the character’s blood is distilled into aruby red fluid with a far smaller volume that the original fluid and magically translated into the vial- a situation fatal to the spell’s focus. Essential blood is an ingredient in other alchemical rituals.Quaffed by a living creature it will do class IV healing and induce a state of euphoric paralysis thatlasts ten minutes per point of healing done. An undead that drinks it will gain a class VI healing.

Legion ElixirBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This spell permits a character to join elixir of the undead with fine wine and essential blood. Itcreates a delicious beverage that can transform living people into animated dead the next time they

57

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58 CHAPTER 3. MAGIC OF THE MOON OF ASHES

sleep. The full name of the fluid in question is elixir of the legions of the undead. It is used to helpa military force change sides in a way against the undead or the forces of darkness. It takes threerounds to create the elixir if essence of undead and essential blood are available; the elixir remainspotent for about a day unless sealed or magically preserved. A material creature that drinks thisbeverage will awaken from their next sleep as a zombie with material abilities parallel to their livingones. Legion elixir is deep violet and can transform thirteen living characters per vial of essence orthe undead and essential blood used.

NecronifyBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This spell transforms a potion intended to affect living creatures so that it, instead, affectsthe undead. It requires that the caster hold the potion and chant over it while concentrating forone round per point of base cost the potion has. If the potion would have the same effect on theliving as on the undead, then its function as an alchemical potion is unaffected. A side effect ofnecronification is that it also changes the color of the potion toward dark blue, sick green, or blackand makes them function as ingestive poison with a damage class equal to their base cost minustwo if consumed by a living creature.

Vapor of DeathBase Cost: 5Mana Cost: 2Skill Roll: MT-2Details:

This spell transforms a vial of essence of the undead into vapor of death. The transformation isshort term and the potion reverts after a few rounds. Vapor of death fills a 3” radius with a cloudthat does a class V poison attack against living creatures and does not affect the undead. The spelllasts for a round and may be renewed for an additional round by spending an endurance.

Rituals

This section contains the various rituals of alchemistry known on the moon of ashes but not in thecrescent lands.

Brew Essence of the UndeadBase Cost: 10Mana Cost: 7Skill Roll: MT-7Details:

This ritual requires a living victim to serve as a sacrifice. The victim is placed on a grid of ironand slowly tortured to death by inserting thorns into their skin while feeding them a mixture ofvarious herbs and toxins. As the ritual continues, the character’s blood becomes colder and takeson a smoke-blue tinge. Thirteen hours after the ritual begins nine doses of smoking blue essencemay be harvested, this is the essence of the undead. This potion will perform class IV healing on

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an undead if quaffed, it does class IV poison damage to a material creature. It is also a componentin other alchemical rituals.

Brew Sun Protection PotionBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires a liter of the blood of a creature that lives under the light of the sun, fivegrams of a soluble salt of lead, and thirteen leaves of a plant that died for lack of sunlight. Theseingredients are combined in a stone bowl with the name of the darkness engraved about its rim.The caster stirs with a glass rod while pouring in the mana. The potion transforms into a jet blackfluid with gray swirls in it. Quaffing the potion does a class V ingestive poison attack to a livingcreature. An undead that quaffs the potion is surrounded by a miasma aura that blocks damageby the sun. The aura protects against ten minutes of sunlight. This ritual produces six doses of thepotion.

Darklore

Darklore is an area of magic that deals with the undead and with the spirits of darkness. These spir-its are hostile to life, but delight in destroying and consuming it. Darklore permits the manipulationof necromantic energy. Many of the undead are created with its rituals.

Darklore Spells

This list contains spells of darklore. Before the fall of the moon of ashes, this magic was practicedby the priest-kings and their disciples. The mix of spells know by a given spell caster have changedsubstantially since the fall. Some of the spells are had to cast because the change of the world madesome of the components needed too hard to find.

AsillomasBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to make a wrist band of braided lead and gold set with amber withthe runes of magic and devouring on it. The spell can be cast on anyone wearing such a bracelet. Itcauses a mouth to open in the middle of the palm of their hand. Whenever the character the spellis cast on does hand-to-hand damage with the hand that has a mouth in it, that does body, themouth transfers a class II attack’s worth of body as mana, up to the body done by the hand-to-handattack. This only works if the target is living; the mana gained is twice the body done. The abilityto drain mana lasts for a round and may be extended for another round by expending an enduranceif the person with the ability has the skill magic.

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Banish Noncorporeal UndeadBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to create a lead wand with a silver core and an opal tip. The wandalso requires a steel base with the rune of dismissal engraved on it. The wand costs about 60 silvertalents to make. With the wand, the caster can cast the spell. The spell is targeted at -1/3” andwill banish, back to the netherworld, any noncorporeal dead it hits. The undead gets a roll againstthe better of spirit, magic, or personality with the casting margin as a penalty, to resist. The spelllasts for a round and may be renewed for another round for one endurance.

BatwingsBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to make a talisman with a crows feather, the wing of a bat, tar,and gold wire. The talisman takes about two hours to fashion correctly and must be worn nextto the skin to enable the spell to function. The spell causes the person wearing the talisman togrow enormous bat wings that grant them a flying movement equal to their agility. The wings lastfor six hours and itch for about ten minutes before they vanish. Anyone who knows the spell maymake the wings vanish (from themselves) but they otherwise last the full duration of the spell. Ifsomeone that knows the spell casts it on themselves they may renew it for an added six hours forone endurance.

Command Animate DeadBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires a token in the form of a three-layer pentagon with silver and gold on eitherside of lead. The lead layer has the rune of command, the name of death, and the sigil of theanimated dead on it. The command rune is repeated in the gold and silver layer. The pentagonmust be rimmed with steel. While wearing the pendant the caster gains the ability to attempt tocontrol any animated dead creature. This ability is targeted at -1/3” and the undead gains a rollagainst personality, at minus the caster’s margin casting the spell, to resist and maintain its currentmaster or state of freedom. If the current master is present and concentrating, the may use theirpersonality instead. The spell lasts for a round any may be renewed for an additional round for oneendurance.

Command Corporeal UndeadBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

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This spell requires a token in the form of a seven pointed star of iron quenched in the bloodof a warm-blooded creature killed by quenching the iron from a red hot state. The star is thendipped in lead, the runes of rulership, command, and the rune naming one type of corporeal undead(e.g.: ghoul, mummy, ravener, vampire) are engraved on the lead. The token is then coated withsilver foil and has a single bloodstone set in its center. The token costs 80 silver talents to make, inaddition to requiring a sacrifice. While wearing the pendant, the caster gains the ability to attemptto control the type of undead whose name is engraved in the token. This ability is targeted at -1/3”as a mystic attack and the undead gains a roll against personality, at minus the caster’s margincasting the spell, to resist control. The spell lasts for a round any may be renewed for an additionalround for one endurance.

Command Noncorporeal UndeadBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires a token in the form of an eight-pointed star of lead crystal quenched in theblood of a cold-blooded creature killed by using the star to cut its throat. The star is then coatedwith silver lead, the runes of rulership, command, and the rune naming one type of non-corporealundead (e.g.: shadow, wraith, specter, reave) are engraved on the crystal. The token is then coatedwith silver foil and has a single opal set in its center. The token costs 120 talents to make, inaddition to requiring a sacrifice. While wearing the pendant, the caster gains the ability to attemptto control the type of undead whose name is engraved in the token. This ability is targeted at -1/3”as a mystic attack and the undead gains a roll against personality, at minus the caster’s margincasting the spell, to resist control. The spell lasts for a round any may be renewed for an additionalround for one endurance.

DarknessBase Cost: 4Mana Cost: 2Skill Roll: MT-2Details:

This spell permits the caster to create darkness in a 3” radius about himself or any object hetouches. The darkness lasts for five rounds or as long as the mage concentrates. The spell alsopermits him to see through the darkness, but no-one else. Casting of the spell requires the casterto unsay the name of light and wear a special bracelet. The bracelet is made of three strands oflead and two of gold braided and then closed into an irregular oval with tie point of obsidian or jet.Once the spell is cast it lasts for a round and may be extended by spending a point of endurance.

DarksightBase Cost: 4Mana Cost: 2Skill Roll: MT-2Details:

This spell can only be cast on a person who has had a complex tattoo using indigo and soot-and-oak-gall ink on the skin around the eyes. When the tattoo is completed the spell may be cast.

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The first time the spell is cast the tattoo fades after the spell ends. Subsequently it reappears onlywhile the spell is in effect. The darksight lasts for an hour and permits the character to see evenin complete darkness. If the person on whom the spell is cast has mage talent they may renewthe sight for another hour by expending an endurance. The spell lasts for one round and may beextended for another round for one endurance.

Day of GloomBase Cost: 8Mana Cost: 6Skill Roll: MT-6Details:

This spell requires the caster to forge an expendable token in the form of a sandwich of goldbetween two layers of lead, embossed with runes of darkness and protection. The disk must besprinkled with both the blood of a living creature and the icor of an undead one. With such atoken, the spell may be cast. The disk rises into the air above the caster and begins to spin. Overa period of five rounds it rises and enlarges forming a cloud of gloom a kilometer across. This cloudblocks the light of the sun and can protect the undead from its ill effects. The cloud lasts for sixhours and may be renewed by the caster for an additional six hours for one endurance. The centerof the cloud follows the caster.

Dead EarsBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to wipe a few drops of his blood across the ears of an animated deadcreature. It permits the caster, when he concentrates, to hear through the ears of the animateddead creature. The effect lasts for an hour and may be renewed for an additional hour for oneendurance. Unless the caster has multiple attention, he can only manage on view at a time.

Dead EyesBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to wipe a few drops of his blood across the eyes of an animateddead creature. It permits the caster, when he concentrates, to see through the eyes of the animateddead creature. The effect lasts for an hour and may be renewed for an additional hour for oneendurance. Unless the caster has multiple attention, he can only manage on view at a time.

Dispel MagicBase Cost: 5Mana Cost: 5Skill Roll: MT-5Details:

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This spell permits a character to attempt to end a magical effect. The roll their magic statistic,plus six, minus minus the cost of the effect the character is trying to end. The attempt is madefrom an adjacent hex and requires a segment. This spell lasts for one round and may be renewedfor an additional round by spending a point of endurance.

Disrupt UndeadBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

This spell requires a wand of rowan wood wound in silver wire with a diamond tip and a silverbase with the name of life engraved on it. The wand costs about 30 silver talents to make. With itthe mage can cast the spell which permits him to project a beam of silver light. The beam is onlyharmful to undead and is targeted with a roll of -1/3”. Any undead that the attack hits takes aclass V (3d6) attack. The spell lasts for a round and may be extended for an additional round forone endurance.

ExhaustionBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to make a leather glove with dark runes set around the wrist inlead and lacquered over with snail slime. While wearing the glove the caster may throw the spell.This spell transfers a class V attack’s worth of endurance if the character scores a hand-to-hand hit.If the endurance transferred exceeds that the target has then they must save versus unconsciousnesswith the amount of endurance they did not have as a penalty. This spell lasts for a round and maybe renewed for an additional round for one endurance.

FadeBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell permits a character to move slightly in the direction of the dark dimensions from theliving world. The practical effect is that they fade away from the senses of sight, hearing, smell,and touch as long as the caster concentrates. More than small amounts of movement cause thecharacter to fade back in - breathing is okay, walking around is not. While the character is fadedthey can still be blundered into or hit with weapons, but are otherwise quite hard to detect. Thespell affects only the caster.

GorgeBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

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This spell permits the character it is cast on to gobble down large amounts of very fresh meatand, as a result, undergo a class VI healing. The meat needs to have been living an hour previously,no more. This spell may be cast on the living or on corporeal undead. The spell lasts for a roundsand may be renewed for an additional round for one endurance.

Hidden Life

Base Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to make a silver band set with a crystal sphere containing a dropof ichor from one of the undead. The spell may be cast on anyone wearing such a token. It grantsinvisibility to the power of the undead to sense life for a day. It the character that it is cast uponhas mage skill they may renew the power for an added day for one endurance.

Highlight Undead

Base Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to make a magical dust comprised of dust from the grave, asmall amount of powdered silver, powdered rust, and powdered dried blood from a warm bloodedcreature. Twelve doses of the dust require about two talents and six hours to make. To cast thespell a pinch of the dust is thrown into the air as the words of the spell are spoken. The dust fliesin all directions, filling a 3” radius about the caster. Any undead in this area are sprinkled withthe dust which glows forming bright green sparks. This is especially valuable for undead that havefaded. The dust’s magic lets it stick even to the bodiless. The spell lasts for a round and may berenewed for an additional round for one endurance.

Illness

Base Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to make a spiral wand of polished bone wound with a leather wireand tipped with a small gold sphere. The wand takes 7-12 hours to make. With the wand thecaster may speak three loud words in a dark tongue and throw a gray cone of light, targeted at-1/3” that fills a 5” radius. Those in the radius feel ill, imposing a class III penalty on their attackand unconsciousness rolls. The spell cannot affect those on whom the light of the sun shines andit is immediately ended, for an individual, by the light of the sun. The penalty lasts for an hour.The spell lasts for a round and may be renewed for another round for one endurance.

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Life SenseBase Cost: 7Mana Cost: 6Skill Roll: MT-6Details:

This spell requires the caster to create a lens of lead crystal with a rim of gold impressedwith the names of life which are then filled with lead. If takes 3-9 hours to make the lens if theappropriate tools and materials are available. Once the lens is made then the spell can be castonly anyone carrying it. The spell causes the lens to reveal life force, granting an imaging sense.Undead, demons, and inanimate objects are invisible but anything alive glows with a tracery oflight. This sense cannot penetrate stone or metal but it can look through dead vegetation (wood)and is sees through fog and mist easily. The sense lasts for a round and may be renewed for anadditional round for one mana.

MiasmaBase Cost: 10Mana Cost: 7Skill Roll: MT-7Details:

This spell requires the caster to slay a warm-blooded animal with a lead hilted knife of obsidianwith the name of death and wounding ground into the handle. The blood spreads out creatinga zone of miasmal darkness about 40cm deep that fills fourteen hexes. Anyone other than thosenamed by the caster will take a class II necromantic attack with one point of penetration. Themiasma lasts until hit with the light of the sun, dispelled, or hit with lots of fire.

Natural WeaponBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to engrave the image of a natural weapon, a horn, a mouth, aclaw, a beak, or something else on a silver disk with a tin or lead core. The spell may be cast upona character carrying this token. It causes the character to grow the natural weapon depicted. Thenweapon can add up to three damage classes to the damage the character does with their strengthand lasts for an hour. The spell grants the character small modifications to musculature and reflexesthat permit them to use the weapon. The weapon need not be in an anatomically normal location.The spell lasts for a round and may be extended for an additional round for one endurance.

NetherboltBase Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

The caster must make a wand of iron with a tip of adamant or black pearl for this spell, thesame as the wand used for a sting spell. This spell permits the caster to target a bolt of dark energyon a single target doing a class two attack (122334) targeted at range with a modifier of -1/3”. The

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attack only works on living creatures and, being a magical attack, takes penalties to hit for mysticbase allowance below three, in spite of being targeted with material attack and defense. This attackhas a penetration value of two. The attack is visible as a pulse of gray energy. Once the spell iscast it lasts for a round and may be extended for another round by spending a point of endurance.

OtherhideBase Cost: 7Mana Cost: 6Skill Roll: MT-6Details:

This spell permits the caster to place an object into the limbo between the real world and thelands beyond death. This requires a full round of deep concentration. The object must be on theirperson and can be recalled by speaking its name to the same position it held before it vanished.The object reappears where it was, displacing other objects smoothly to make room.

PainBase Cost: 10Mana Cost: 6Skill Roll: MT-6Details:

A pain spell requires the caster to carve a wand of bone etched with corrosive acid. Thecaster then inserts thorns through the holes etched by the acid. The base of the wand is given acounterweight in the form of a complex knot of gold and lead wire. The name of pain is then setinto the counterweight with fire. The resulting wand may be used to throw a pain spell in the formof a class IV penalty to attack, defense, skill and talent rolls, and unconsciousness rolls that lastsfor five rounds. The spell permits the caster to throw pain with the wand for a round and it maybe renewed for an additional round for one endurance.

Paralysis

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires a wand of bog-oak with a lead wire wound around it and with a black ironheel and a granite tip. The wand has the runes of weakness and paralysis engraved in the wood,beneath the wire wrap. With the wand the caster can start the spell. The spell projects a sicklygreen beam, targeted at -1/3”, that creates a 25 strength restraint that lasts for a full round. Atthe end of the round the paralysis fades. The spell lasts for a round and may be renewed for anadded round for one endurance.

Smell UndeadBase Cost: 3Mana Cost: 2Skill Roll: MT-2Details:

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This spell permits the caster to smell the presence of the undead. With practice the type ofundead may be discerned. The spell grants the sense for about an hour and works roughly the waya normal sense of smell does. A person granted this senses that is a mage may renew it for an addedhour by expending a point of endurance. The spell requires only words and gestures. For an addedmana the spell may be cast on someone else.

Sting

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

The caster must make a wand of iron with a tip of adamant or black pearl for this spell. Thisspell permits the caster to target, with the wand, necromantic energy on a single target doing aclass zero attack (111222) targeted at -1/3”. The attack only works on living creatures and, being amagical attack, takes penalties to hit for mystic base allowance below three. This in spite of beingtargeted with material attack and defense. The spell has a penetration of one, getting through onepoint of damage in spite of armor. The attack is visible as a pulse of gray energy. Once the spell iscast it lasts for a round and may be extended for an added round by spending a point of endurance.

Suspend

Base Cost: 4Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to forge a ring of red gold set with a ruby from gold foil engravedover and over with the rune of sleep. Wearing this ring permits the spell to be cast. The spelltransforms an undead character into a rock-like substance. Corporeal undead simply harden whilenon-corporeal undead condense into little black rocks. The character must touch the undead. Ifthey are cooperating this is not a problem, if they are resisting they may avoid the effects of thespell with a personality, spirit, or magic roll with the caster’s spell casting margin as a penalty. Therocks turn back into their undead form when a trigger condition is met. The spell lasts for a roundand may be renewed for an additional round for one endurance.

Tar of DeathBase Cost: 8Mana Cost: 4Skill Roll: MT-4Details:

This spell can only be cast on a corporeal undead. It modifies them so that, when they die,they dissolve into thick black tar that covers a close group of seven hexes. This tar grips anythingit touches with a strength of twenty-two. This spell is a permanent modification of the creature itis cast on, through it may be removed with a dispel magic. The tar lasts for about ten minutes,but it also evaporates rapidly in the direct light of the sun.

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UnbindingBase Cost: 5Mana Cost: 5Skill Roll: MT-5Details:

This spell is cast while touching the physical focus of a bound ghost. The caster must have amargin on their casting roll that exceeds the roll made when the ghost was bound (the referee willsupply a target number if it was not recorded). The effect is to release the ghost from its binding,causing it to become a free, feral ghost. It is then subject to command by the spells that can compelobedience of bodiless undead, but otherwise has free will. A common action is to turn on its formermaster.

Unholy StrengthBase Cost: 2Mana Cost: 2Skill Roll: MT-2Details:

This spell permits a necromancer to draw on his mystical side to grant himself greater strength.This spell gives the caster the talent mystic statistic: strength for ten minutes. It adds the caster’smystical base allowance to his strength. At the end of the ten minutes the strength fades unlessthe caster spends an added endurance renewing it for another ten minutes.

Waken DeadBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to chant and walk in a circle around undead that have been subjectto the spell suspend or that have been otherwise placed in a solemnent state. At the end of thechant, a small vial of blood is spilled in the center of the circle and those undead within the areawalked. The circle walked may have is at most a 3” radius but may be much smaller. The spelllasts for a round and may be continued for an additional round for one mana.

Darklore Rituals

This section contains the various rituals of darklore.

Animate DeadBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

This spell permits a darklore initiate to reanimate a dead body. If the body is skeletal, or haslost its tendons, he must first wire the relevant joints together with wire that contains no silver.This ritual will work on almost any dead creature, but not if the body was a netherworlder orpreviously undead. The ritual creates a zombie with sixteen base points and the ten points of usual

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disadvantages for the animated dead. More skeletal undead may gain additional disadvantagesfrom missing senses and high density. The animated creature is without will and will not act unlessordered by its creator, to whom it is slavishly obedient. The ritual requires about thirty minutesduring which the caster must paint sigils in his own blood on the forehead and over (or near) theheart of the dead creature and invoke the darkness for the power that animates the dead.

Black Animal

Base Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This ritual is performed on a pregnant animal. It must happen during the last third of thepregnancy. The darklore initiate feeds the creature food mixed with blood drawn from a dead bodyand infused with dark energy in a lead bowl with the sigil of the darkness pressed into the rim. Thefeeding must take place daily or at every feeding for creatures, like snakes, that eat less than oncea day. The base of the bowl is bound with a band of gold that may have the names of up to fivecharacters engraved into it. The result of the ritual is to cause the creatures that are born to havedark fur or skin, red eyes, and very bad disposition. The creatures are loyal to the characters whosenames are engraved on the gold band and will be reluctant to attack them or their blood relatives.

The creatures gain the following problems. Their appearance is off-putting in the extreme(+2pts) and they have a very bad attitude (+3pts), being homicidally angry. They also dislikesunlight and have a penalty of 4 in sunlight (+2pts). The points gained as a result of being adark animal may be spent on skills and intrinsics appropriate to dark or undead creatures includingarmor, life sense, and arcane forms of damage. In addition the creatures gain +2 mystical baseallowance and may have a size closer to human than their progenitors. The spell also means that,unlike most natural creatures, the animals are not afraid of the undead.

Bloodsword

Base Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This ritual requires that a weapon, usually but not necessarily, a sword, be set with a knotforged of strips of gold and lead wire bound with steel wire. The knot is then activated by killing awarm-blooded creature with the sword. The ritual takes about three hours to perform. The ritualcauses the caster’s magic and the creatures blood are drawn into the sword making it possible toactivate the sword. When the sword is activated is absorbs five mana from its wielder and gainsthe ability to transfer points of body done by the sword to its wielder as healing. The rune simplytransfers a class five or smaller attack; if the weapon does more than a class five attack then thefirst three dice rolled are used to determine how much body is transferred. The effect lasts for tenminutes and is typically activated by desire or a command word. If the creature sacrificed to createthe sword has at least ten mana then the sword may be permanently activated.

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Bone Golem Construction

Base Cost: 5 or moreMana Cost: 5 or moreSkill Roll: MT-5Details:

This ritual takes a month and requires that the mage performing the ritual to create an ar-ticulated golem of bone. The mage starts with natural bones and articulates them creating wellarticulated joints. Once the body is constructed the caster must create a heart of ivory with runesof animation, obedience, and service. The magic of the ritual permits the caster to fuse the heartto the golem’s bone, animating it. The cost of the ritual is one point per five points the golemcosts. The golem is an obedient servant of its creator or of a person designated by the creator. Anbone golem typically takes extra damage from fire and may have trouble functioning in sunlight. Agolem’s ability to follow orders is related to its intelligence. Bone golems need not look humanoidand come in a variety of sizes. Bone golems typically have very high armor and the larger ones havegreat strength. They can have a power similar to an attack spell known to their creator.

Commanding Bone

Base Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This ritual requires the character to adorn a strong bone with inset runes of command and thename of a type of undead (ghoul, wight, wraith, etc.) in gold and adamant. After this, the boneis lacquered and then points of mana are permanently expended to activate the item. The pointsneeded are one per five points usually possessed by the undead to be commanded. A character inpossession of a commanding bone has the ability to command undead of the typed named by thebone, but this command requires communication and stops short of permitting the character tocommand a creature to end itself. The commands last for a day. The points can come from thecharacter performing the ritual, from a mana stone or stones grafted to the item, or by use of thethanatic item ritual.

Create Ghoul

Base Cost: 7 or moreMana Cost: 4 or moreSkill Roll: MT-4Details:

This ritual requires the caster to preserve several kilograms of human flesh carved fresh fromliving humans in the smoke of a fire of salted thornwood. This meat is then fed, force fed innecessary, to the victims or postulants being transformed into ghouls. Each subject must consumeat least two kilograms of flesh on three successive nights in utter darkness. The caster of the ritualmust be present to align the energies of darkness as well. At the end of the third night, the subjectsof the ritual fall into a coma and transform into ghouls. They awake roughly a day later withimpaired memories and all the powers of ghouls.

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Death GateBase Cost: 12 or moreMana Cost: 8 or moreSkill Roll: MT-8Details:

This ritual requires two living sacrifices and a personal trace from the region the gate is to opento. The ritual requires the creation of a arch of stone. The pillars that are the right and left sidesof the gate are set into holes with living sacrifices at their base. They are crushed when the pillarsare set in place. The lintel is set across the uprights and must be of black stone carved with thename of the destination of the gate. When the ritual is completed a link forms between the gateand its destination so that anyone teleporting through the gate or to the zone where it arrives onthe far side will pass through the gate. In essence it makes a gate between worlds into a short rangeteleportation. The arrival end of the gate is a zone of space 3” across which may or may not bemarked in some way.

The gate may also be activated by the sacrifice of a living creature at either end of the link. Asthe sacrifice dies, the gate opens, remaining open as a teleportal for ten minutes for each body thesacrifice had and three additional minutes for each mana it has. In this state, the arch is visible atboth ends, limned in cold black fire.

Death Spell

Base Cost: 12 or moreMana Cost: 7 or moreSkill Roll: MT-7Details:

This spell requires a personal trace, such as hair or blood, from the target of the spell. Thistrace is wrapped in lead foil in which the names of death and pain have been impressed. It is thenwoven with dried gut from a wolf into a small doll made of coarse cloth, nightshade twigs, andastofeatida. At midnight the ritual is completed by lighting a fire of driftwood, wormwood, andwalnut shells in an iron bowl set on a brass tripod with the name of death etched into the bottomof the bowl. The spell launches a class IX necromantic attack against the target. If the target hasintrinsic armor, then that armor applies, but armor one wears does not count. The spell ruins notonly the trace used to target it but also any other traces gathered in the same batch.

Enraging Bone

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires the character to adorn a strong bone with inset runes of command and thename of a type of undead (ghoul, wight, wraith, etc.) in gold and adamant. After this, the boneis lacquered and then points of mana are permanently expended to activate the item. The pointsneeded are one per ten points usually possessed by the undead named on the bone. A character inpossession of an enraging bone will be relentlessly attached by undead of the type named on thebone. The rage is triggered by seeing the character and subsides a few minutes after the characterleaves, if he does. The rage effect lasts until another character takes up the bone. The points can

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come from the character performing the ritual, from a mana stone or stones grafted to the item, orby use of the thanatic item ritual.

Ghost BindingBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This ritual requires the skull or other substantial bone from a recently deceased character notdedicated to one of the great ones or the gods of light. The ritual takes a full night during whichthe caster chants and paints runes of binding and subjugation on the bone with an ink of their ownblood, hellbore, lead oxide, and spirits of wine. The ritual binds the spirit of the character thatsupplies the bone to the bone. If the bone is burned or shattered the spirit is released. Until then itbecomes a manifesting ghost able to summon a manifestation with many of the capabilities of thecharacter when alive. Examples appear under manifesting ghost in the monsters in this chronicle.

Headless ZombieBase Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This ritual requires a, fairly fresh, headless body. The caster must prepare an ink of hellebore,henbane, pig fat, cinnabar, and powdered lead oxide. This is used to tattoo the dead body in thesmall of the back. With this tattoo in place, the spell is cast. When a trigger condition is met, thebody animates, gaining two glowing red eyes that float where the original eyes were. The resultingconstruct has up to 35 points. The spell summons a dark spirit that animates the body. Headlesszombies take substantial damage from the light of the sun and the body falls to dust after fiverounds of exposure to sunlight.

Mummy, GreaterBase Cost: 12Mana Cost: 7Skill Roll: MT-7Details:

This ritual requires the caster to create a robe of silk and linen embroidered with thread of silverand gold and with the sigils of the darkness, the pattern of life held or imprisoned, all of which areconcealed beneath cloth of gold. The robe must also be decorated with pearls and must be washedin the blood fatally spilled from three living men and then bleached so that the blood shows notat all. The name of a particular follower of the darkness is also placed inside the cloth of the robeover the heart. If this robe is on the person named when they die or is put upon them within threedays of their death then they will rise again as one of the undead.

The risen retain all powers and skills from life. They also need not breathe and will continueto “live” until slain. They gain the following other disadvantages and powers. The light of the sundoes a class one attack to them (+1), fire does two added DC to them (+2), the will fall to dustif they enter ground consecrated to gods of light, such as the great ones of the crescent (+3), theymust drink the blood of the freshly slain once a week or lose a point of body (+2pts) - the body is

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regained by the drinking of the blood of a living person but, if cut off from blood they can drop tozero body at which point they will sleep until the blood of three is poured over them. They alsogain the enmity of the gods of light and all living creatures not following the darkness.

Mummy, LesserBase Cost: 8Mana Cost: 4Skill Roll: MT-4Details:

This spell permits a darklore initiate to reanimate a dead body while retaining its mundaneskills from life (e.g. weapon’s proficiency). The ritual must be performed soon after death. Thebody is wrapped in strips of linen treated with various herbs and spices. The mummy’s mission orreason for being is written on the linen, binding it to both the mission and an animate state. Theritual creates a mummy with sixteen base points and which must have the following disadvantages:non-breathing and expressionless (+1), cannot enter consecrated ground (+1), obsessively followsmission (+4), two added DC from fire (+4), speechless (+1), and Class III damage from sunlight(+3). The mummy will stay on mission into the teeth of dissolution but has no particular loyaltiesunless those are part of its mission. The ritual requires about twelve hours during which the casterwrite the mission, wrap the mummy, and invoke the darkness for the power that animates thecreature. The mummy has its memories from life but does not have any emotional attachment tothem. Preparations for this ritual cost about 100 silver talents.

Nether SpiralBase Cost: 10 or moreMana Cost: 7 or moreSkill Roll: MT-7Details:

This ritual requires the character to make a descending spiral of black slate topped steps. Thenames of a dark realm are painted on their base in blood. The spiral goes around and in toward thecenter of a well three and one-quarter turns. Once the spiral is constructed the caster throws gravelmake of coal with dried blood on it into the well, sacrifices a warm-blooded animal, and then walksthe spiral. The first time the caster walks the spiral he extends it to forty-two and one-quarterturns, ending in the dark realm named. The spiral can only be made in a place where the darkrealm in question is sometimes near.

Once the steps have been walked from the world to the dark realm, the spiral hardens into analmost indestructible portal. The core of the well fills with dark mist, concealing the bottom steps.The portal may be used by any native of the dark world it leads to in order to return home. It alsopermits the caster and anyone with the ability to trigger portals to use it in either direction. Thecaster can, by incorporating their blood into the blood used to coat the coal, give others a free passto use the portal.

Pax AmortisBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

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This ritual permits the caster to forge an amulet of lead and silver, separated by silk or linenthat causes the person wearing it to seem undead to the undead. The various senses the undeaduse are deceived and so they have no interest in feeding on the person wearing the amulet. Thesilver portions of the amulet are woven with spells of seeming while the lead portions act upon theforces of undeath. The creation of the amulet takes six hours less ten minutes per point the magetalent or item smith roll is made by. This amulet loses its virtue if exposed to direct sunlight.

PestholeBase Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This ritual requires the caster to make a an expendable token from a dog turd. The turd isbaked in a small clay oven set with runes of illness and weakness, together with astofeatida, root ofskunk cabbage, and root of nightshade. It takes about six hours to make the oven and an hour tobake a batch of nine, not including collection of raw material. In use, a token sinks into the floorleaving the faintest trace. If a living creature, other than ones specifically disallowed by the caster,steps on the spot it explodes in a cloud of stench that imposes a class II penalty, lasting a round,on all within 3”. Those in the radius feel sick, imposing a penalty on their attack, defense, andskill and talent rolls. The ritual cannot affect those on whom the light of the sun shines and it isimmediately ended, for an individual, by the light of the sun.

Protective BoneBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires the character to adorn a strong bone with inset runes of command and thename of a type of undead (ghoul, wight, wraith, etc.) in gold and adamant. After this, the boneis lacquered and then points of mana are permanently expended to activate the item. The pointsneeded are one per eight points usually possessed by the undead named on the bone. A characterin possession of a protective bone will be ignored by undead of the type named on the bone unlesshe attacks them, in which case the character sacrifices protection; it returns a few tens of minuteslater. The protection effect lasts until another character takes up the bone. The points can comefrom the character performing the ritual, from a mana stone or stones grafted to the item, or byuse of the thanatic item ritual.

ReturnBase Cost: 7Mana Cost: 6Skill Roll: MT-6Details:

This ritual requires the caster to sacrifice to lives of the same kind as his own (when alive) byburning them alive on a special pyre of spice wood set over a steel grid with runes of life, death,command, and mystery engraved on them. A token of diamond and steel with a core of lead andthe caster’s blood in its core is hung on the frame away from the fire. This token is placed in a safe

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location about a manikin of straw and cloth. If the caster is killed then the manikin transformsinto the caster, preventing his spirit from going on to its final destination, and restoring him to afull or healthy state of life or undeath. The token works only once but, after it has been used once,the ritual of sacrifice can be performed posthumously to bring the caster back.

Spirit SkullBase Cost: 9Mana Cost: 6Skill Roll: MT-6Details:

This ritual requires the caster to engrave and berune the skull of a recently deceased spirituallyaware individual and then sit at vigil over the skill chanting for an entire night. The ritual bindsthe character’s spirit to the skull, decreasing their material allowance by four and increasing theirspiritual allowance by four. This creates a character that is sessile but a powerful spiritual entity.They are also undead and subject to the spells that compel the obedience of the undead. A spiritskull may be grafter to a bone golem to grant it a body and mobility.

Summon ShadowBase Cost: 5Mana Cost: 2Skill Roll: MT-2Details:

This spell requires the caster to fashion a small lantern of lead with a silver reflector that castsa shadow against the back of the lantern. The base of the lamp must have the sigil of the darknesson the bottom and three versions of the rune of shadows on the side inside the lantern. The castermust make a candle of human fat, pitch, ans black bee’s wax. While such a candle is burning in thelantern the caster may cast the spell which causes a shadow to form starting at the shadow cast bythe lantern. This shadow takes three full segments to form. The shadow summoned cannot havemore than 27 points.

Summon WraithBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

In order to summon a wraith the caster requires a pentagonal token made of iron with the sigilof the darkness on one side and the sigil of death in a thaumaturgical triangle and inverted onthe other. Correct preparation of this token takes about four hours and the token must touch thecaster’s skin when he throws the spell. The spell requires the caster to speak an invocation of thegates of death in reverse and can only summon the wraith in utter darkness. The wraith appears fiverounds (about a minute) after the character finishes the invocation. The wraith that is summonedwill obey the caster reluctantly and will resist commands that prevent it from attacking nearbyliving creatures, other than the caster. The summoned wraith can have no more than thirty-twototal character points. Once the spell is cast it lasts for a round and may be extended by spending apoint of endurance. Alternatively, this spell can be used to open a nether spiral to permit a wraithto walk up the spiral.

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Terror SkullBase Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This ritual requires the caster to incorporate lifelike eyes into a cleaned, varnished skull withan articulated jaw. The ritual also requires pouring a mixture of tar, blood, powdered arrowroot,powdered nightshade, and powdered, dried jimsonweed into the skull. The caster then chants overthe skull. It takes about six hours to make the skull. The caster specifies a trigger condition forthe skull and, if it occurs, then the skull engages in maniacal laughter and its eyes light up. Theeffect is sufficiently terrifying that it imposes a class III penalty (122334) on all thinking, animatecreatures within 10”. Destroying the skull will inactivate it and it may be recharged by anyonewith dark lore and mage skill or the magical skill recharge. The penalty lasts for a round.

Thanatic ItemBase Cost: 10Mana Cost: 7Skill Roll: MT-7Details:

This ritual permits characters to kill a living creature with mana and use that mana to poweror activate a magic item. The ritual requires about an hour and cannot be performed in even thedistant or reflected light of the sun. The magic item, ready for power, is placed on the sacrificialvictim’s body and then they are slain with an atheme so that their life’s blood washes over theitem. The victim’s mana drains into the item in sufficient quantity to power it.

Wight MarkBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires the character to tattoo the subject of the ritual using an ink of oak gall,powdered dried blood from a sacrifice, and silver treated with vitriol. This takes about six hours.The effect of the tattoo is to grants the character two additional points. When the character dies,the tattoo will cause them to rise as a wight. This takes three days and cremation can preventit. A wight is a type of corporeal undead. While the wight retains the character’s memories andabilities, the body is animated by a dark spirit with its own motives and agenda.

General Magic

This section contains various spells and rituals of general magic preserved or discovered on themoon of ashes beyond those known in the crescent lands.

Spells

This section contains the spells of general magic known on the moon of ashes but not in the crescentlands.

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Life CloakBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell causes a character to be invisible to an undead’s life sense for an hour. Starting thespell requires an invocation and anointing the caster’s forehead with a paste of dust from a grave,cobwebs, and attar of roses and tying a strip of snakeskin around one of their wrists. The spell lastsfor a round and may be extended for an additional round by spending an endurance.

Mark LivingBase Cost: 5Mana Cost: 4Skill Roll: MT-4Details:

This spell requires a few words and gestures. It is targeted on a single living creature at -1/3”.The effect of the spell is to make the living creature extraordinarily obvious to an undead’s lifesense. The effect is as if the character is glowing in the band of the life sense. The effect lasts forten minutes. The spell lasts for a round and may be renewed for an added round for one endurance.

Rituals

This section contains the various rituals of general magic known on the moon of ashes but not inthe crescent lands.

DeathruneBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This ritual requires the caster to engrave five runes in the blade of a sword (or the equivalentpart of another weapon). Once the ritual is completed the sword, when gripped with intent, willdraw four mana from its wielder to power itself. The weapon remains active for an hour. Whileactive it glows when undead are within 10” of it and in line of sight.

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Chapter 4

Magical Treasures

Herein are listed treasures that might be found on the moon of ashes.

Magic Items

These are magic items that can or could be made using the magic known to the denizens of themoon of ashes.

Asillomas Glove

Donning this glove causes a mouth to open in the middle of the palm of the hand wearing it.Whenever the character wearing the glove does damage with the hand that has a mouth in it, thatdoes body, the mouth transfers a class II attack’s worth of body as mana, up to the body done bythe hand-to-hand attack. This only works if the target is living; the mana gained is twice the bodydone.

Banish Bodiless Undead Wand

This item is a lead wand with a silver core and an opal tip. When triggered it emits a pale beamthat can be targeted at -1/3”. It is used to banish the bodiless undead back to the realm theoriginate from. If hit by the beam, the undead gets a roll against the better of spirit, magic, orpersonality with a penalty of six to resist the effect. Roll twice on the table below, the larger resultis the maximum number of charges the wand can hold, the smaller is the number the wand currentlyholds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 2 2 2 3 3 4 4 5 6 7 8 9 10

Batwing Amulet

This item is a teardrop shaped silver amulet with bat wings. When worn, it may be triggered witha successful mage skill roll. The spell causes the person wearing the amulet to grow enormous batwings that grant them a flying movement equal to their agility. The batwings may also be dismissedwith a mage skill roll.

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Bloodsword

A bloodsword is a modification of a standard sword. Its pommel is set with a knot forged of strips ofgold and lead wire bound with steel wire. The sword the ability to transfer points of body done bythe sword to its wielder as healing. The rune transfers a class five or smaller attack; if the weapondoes more than a class five attack then the first three dice rolled are used to determine how muchbody is transferred.

Command Animated Dead Amulet

This item is a pendant in the form of a pentagon that is silver on one side and gold on the otherwith runes of command engraved in it. While wearing the pendant, the caster gains the ability toattempt to control any animated dead creature. This ability is targeted at -1/3 and the undeadgains a roll against personality, at minus six, to resist and maintain its current master or state offreedom. If the current master is present and concentrating, the may use their personality instead.Roll twice on the table below, the larger result is the maximum number of charges the amulet canhold, the smaller is the number the amulet currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 2 2 3 3 3 4 5 6 7 8 9 10 12

Command Corporeal Dead Amulet

This item is a pendant in the form of a silvered seven pointed iron star with a bloodstone set at itscenter. While wearing the pendant, the caster gains the ability to attempt to control of one typecorporeal dead creature. The type of creature that can be controlled is determined when the amuletis made. This ability is targeted at -1/3 and the undead gains a roll against personality, at minussix, to resist the effect. Roll twice on the table below, the larger result is the maximum number ofcharges the amulet can hold, the smaller is the number the amulet currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 2 2 3 3 3 4 5 6 7 8 9 10 12

Command Non-corporeal Dead Amulet

This item is a pendant in the form of a silvered eight pointed star made of lead crystal. Whilewearing the pendant, the caster gains the ability to attempt to control one type of non-corporealdead, determined when the pendant is made. This ability is targeted at -1/3 and the undead gainsa roll against personality, at minus six, to resist the effect. Roll twice on the table below, the largerresult is the maximum number of charges the amulet can hold, the smaller is the number the amuletcurrently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 2 2 3 3 3 4 5 6 7 8 9 10 12

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Darkness Bracelet

This item is composed of three strands of lead and two of gold in a complex braid, secured with astone of jet. It is sometimes wound in twine and lacquered to increase its strength. When worn,a character with mage talent may summon about himself a zone of darkness 3” in radius. Thiszone of darkness is not visible to the person wearing the bracelet - their sight continues to functionnormally.

Darksight Mask

This mask is leather with a cord that permits it to be tied behind the head and worn. While wearingit a character has darksight but finds daylight blindingly bright.

Death Tar Wand

This item is a wand of bog oak shod with lead and with a cap of gold. It throws a beam of blackmist that modifies corporeal undead so that, when they die, they dissolve into thick black tar thatcovers a close group of seven hexes. This tar grips anything it touches with a strength of twenty-two.The tar lasts for about ten minutes, but it also evaporates in the direct light of the sun.

Deathmetal Alloy Dagger

This item is a bone-handled dagger with a blade of deathmetal alloy. It is a standard dagger(+1DC/ Max IV/0 penet) except that against living opponents it does two added damage classesof drained life force. Armor still protects against this added damage but the added damage doesnot count against the weapon’s break. The dagger also explodes, doing a class VIII attack in a 2”radius, if it is exposed to sunlight and falls to dust if immersed in the waters of the eternal ocean.

Disrupt Undead Wand

This item is a wand of rowan wood wound in silver wire with a diamond tip and a silver base withthe name of life engraved on it. When activated the wand projects a beam of silver light. The beamis only harmful to undead and is targeted with a roll of -1/3. Any undead that the attack hits takesa class five (3d6) attack. Roll twice on the table below, the larger result is the maximum numberof charges the wand can hold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Exhaustion Glove

This item is a leather glove with dark runes set around the wrist in lead and lacquered over withsome transparent varnish. Expending a charge from the glove activated it. The character has around to score a hand-to-hand attack on an opponent. It transfers a class V attacks worth ofendurance if the character hits. If the endurance transferred exceeds that the target has then theymust save versus unconsciousness with the amount of endurance they did not have as a penalty.Roll twice on the table below, the larger result is the maximum number of charges the glove canhold, the smaller is the number the glove currently holds.

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82 CHAPTER 4. MAGICAL TREASURESRoll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Fading Ring

This item is a brass ring set with a garnet, malachite, and polished turquoise in that order. Whileworn the character may fade from sight by triggering the ring with their mage ability. The characterwill become more visible to an undead’s life sense when they do that, the invisibility is purely optical.More movement than that needed to breathe causes the character to fade back in.

Gorging Staff

This item is a staff made from the roots of a dead tree, smoothed and shod with iron, and set withobsidian at its top. The item holds charges of the spell Gorge. Cast on a character, the spell permitsa character to gobble down large amounts of very fresh meat and, as a result, undergo a class VIhealing. The meat needs to have been living an hour previously, no more. Still alive works. Thisspell may be cast on the living or on corporeal undead.Roll twice on the table below, the largerresult is the maximum number of charges the glove can hold, the smaller is the number the glovecurrently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Hidden Life Ring

This item is a silver band set with a crystal sphere containing a drop of ichor from one of theundead. Wearing the ring grants invisibility to the power of the undead to sense life. This ring isknown on both the crescent and the moon of metropoluna.

Highlight Undead Dust

This item is a small, soft leather pouch containing a strange purple dust. To use the dust, a pinch isthrown into the air and a command word is spoken. The word is often pyrographed or embroideredinto the moth of the pouch. The dust flies in all directions, filling a 3 radius about the caster. Anyundead in this area are sprinkled with the dust which glows, forming bright green sparks. The dustsmagic lets it stick even to the bodiless. The number of pinches available are determined by rollingon the table below.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 1 2 3 4 5 6 7 8 8 10 11 12 14 16 18 20

Illness Wand

This item is a spiral wand of polished bone wound with a leather wire and tipped with a small goldsphere. When activated, the wand throws a gray cone of light, targeted at -1/3 that fills a 5 radius.Those in the radius feel ill, imposing a class III penalty on their attack and unconsciousness rolls.The spell cannot affect those on whom the light of the sun shines and it is immediately ended, for anindividual, by the light of the sun. Roll twice on the table below, the larger result is the maximumnumber of charges the wand can hold, the smaller is the number the wand currently holds.

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Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Life Sense Lens

This item is a lens of lead crystal with a rim of gold impressed with the names of life which are thenfilled with lead. The lens to reveals life force, granting an imaging sense. Undead, demons, andinanimate objects are invisible but anything alive glows with a tracery of light. This sense cannotpenetrate stone or metal but it can look through dead vegetation (wood) and is sees through fogand mist easily.

Mana Stealer

This item is a wrist band of braided lead and gold set with a disk of amber. When worn by someonewith magic skill it may be triggered with a mage skill roll. While the item is active, a small mouthopens in the palm of their hand. Any hand-to-hand blow done directly with the hand that has themouth drains a class II attack worth of mana from the target. For each point of body done, twomana are gained.

Natural Weapon Amulet

This amulet is a small silver disk with tusks, a horn, or some other natural weapon etched intoit, usually on an iron chain. When worn, this amulet causes a new natural weapon to form overthe course of a round. It vanishes when the amulet is removed. When instantiating this item, thereferee may select a natural weapon or roll on the table below. The natural weapon does +1 to +3damage classes over the damage done be the character’s strength. This item makes modificationsto the characters posture and musculature to make the natural weapon possible.

Roll 3d6 +DC Description3 +1 A mouth in the center of the palm of the character’s hand.4 +3 A gigantic mouth in the center of the character’s belly.5 +1 Elbow spurs.6 +2 Horn in the center of the forehead.7 +2 Tusks at the sides of the mouth.8 +3 Hand becomes huge pincer2.9 +2 Hand becomes large pincer2.10 +1 Hand becomes hand-sized pincer2.11 +2 Grows long claws1.12 +1 Medium insect like mandibles2.13 +2 Blade-like horny growth on the outside of the forearms.14 +2 Tail club.15 +2 Large insect like mandibles2

16 +1 Tail lash.17 +2 Tail spike.18 +1 Elongated tongue with spike2.

1 - penalty to rolls needing manual dexterity, equal to twice DCincrease.2 - causes speech impediment.

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84 CHAPTER 4. MAGICAL TREASURES

Netherbolt Wand

This item is a wand of iron with a tip of adamant or black pearl. It permits a character with magetalent to target a bolt of dark energy on a single target doing a class two attack (122334) at rangewith a modifier of -1/3. The attack only damages living creatures and, being a magical attack,takes penalties to hit for mystic base allowance below three, in spite of being targeted with materialattack and defense. The attack generated by this wand has a penetration value of two. The attackis visible as a pulse of gray energy. Roll twice on the table below, the larger result is the maximumnumber of charges the wand can hold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Pain Wand

This item a wand of bone etched with acid and with thorns inserted through the resulting holes.The base of the wand is in the form of a complex knot of gold and lead wire. The name of pain isthen set into the counterweight. The resulting wand may be used to throw pale gray beams that doa class IV penalty to attack, defense, skill and talent rolls, and unconsciousness rolls. The penaltylasts for five rounds. Roll twice on the table below, the larger result is the maximum number ofcharges the wand can hold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Paralysis Wand

This item a wand of bog-oak with a lead wire wound around it and with a black iron heel and agranite tip. The wand has the runes of weakness and paralysis engraved in the wood, beneath thewire wrap. The wand can target a 25 strength restraint in the form of paralysis that lasts for a fullround at -1/3”. Roll twice on the table below, the larger result is the maximum number of chargesthe wand can hold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 9 10

Pax Amortis Amulet

This item is an amulet of lead and silver, separated by silk or linen that causes the person wearingit to seem undead to the undead. The various senses the undead use are deceived and so theyhave no interest in feeding on the person wearing the amulet. The silver portions of the amulet arewoven with spells of seeming while the lead portions act upon the forces of undeath. The amulet isoften lacquered with a special coating - without this the amulet can be disenchanted by exposureto direct sunlight.

Smell Undead Ring

This item is a gold ring set with a oval sapphire. While wearing it, a character can smell thepresence of the undead. With practice the type of undead may be discerned.

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Sting Wand

This item is a wand of iron with a tip of adamant or black pearl. It permits a character with magetalent to target a small bolt of necromantic energy on a single target doing a class zero attack(111222) targeted at -1/3. The attack only works on living creatures and, being a magical attack,takes penalties to hit for mystic base allowance below three. This is in spite of being targeted withmaterial attack and defense. A sting has a penetration of one. Roll twice on the table below, thelarger result is the maximum number of charges the wand can hold, the smaller is the number thewand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 10 12

Terror Skull

This item is a polished, lacquered skull. A trigger condition for the skull is established when itis made and, if it occurs and the skull is charged, the skull engages in maniacal laughter and itseyes light up. The effect is sufficiently terrifying that it imposes a class III penalty on all thinking,animate creatures within 10. Destroying the skull will inactivate it. The skull may be recharged byanyone with dark lore and mage skill or the magical skill recharge. The penalty lasts for a round.Roll d6, on an odd value the skull is charged (and active).

Unbinding Wand

This item is a wand of silver with a tip of opal. It permits a character with mage talent to unbindthe physical focus of a bound ghost by touching the wand to the focus and expending a charge.Roll twice on the table below, the larger result is the maximum number of charges the wand canhold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 10 12

Undead Control Bones

These bones are a strong bone with inset runes of command and the name of a type of undead(ghoul, wight, wraith, etc.) in gold and adamant. A character versed in dark lore will be able totell the type of undead and, if a random type is needed, use the table for undead that arise fromthe ground of the moon. There are three types of undead mystic bones: command, protection, andrage. Roll 3d6: 3-7 command, 8-13 protection, 14-18 rage. Bones of command grant the right toissue commands, short of suicide, that are obeyed for a day to the type of undead that are namedon the bone. Bones of protection will cause the type of undead named to ignore the holder of thebone unless they attack the undead. Bones of rage cause implacable range and attack by the namedundead. The effects of the bones last until the bone is taken up by another character, save thatissuing new commands requires that the character issuing the command hold the bone.

Unholy Strength Ring

This item is a plain gold ring with a wire of adamant set around its circumference. While wearingit, a character adds their mystical base allowance to their strength.

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Waken Dead Staff

This item is a staff of black wood shod with iron and tipped with a disk of adamant. It permitsa character with mage talent to expend a charge, restoring hardened or suspended undead in a 3”radius of the hex targeted. The spell only works on the hardened form of the undead that infest thesoil of the moon and restore them to fully functioning form. The staff contains an enhanced formof the spell waken dead. Roll twice on the table below, the larger result is the maximum number ofcharges the staff can hold, the smaller is the number the wand currently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 3 4 4 5 6 7 8

Waken Dead Wand

This item is a wand of twisted dark wood shod with iron and tipped with a black pearl. It permitsa character with mage talent to target or touch the hardened form of the undead that infest the soilof the moon and restore them to fully functioning form. Roll twice on the table below, the largerresult is the maximum number of charges the wand can hold, the smaller is the number the wandcurrently holds.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 1 1 1 2 2 2 3 3 4 5 6 7 8 10 12

Natural Treasures

Mana Stones

Mana stones are naturally occurring stones that concentrate and store mana. Unless the stone hassome restriction on it, a mana stone adds its mana to the store of a mage that carries the stone ontheir person. An item smith can also forge a stone into a magic item as its power source. Listedhere are those mana stones found on the moon of ashes but not on the crescent. Black, blue, andwhite mana stones are found on the moon, these are described in the Crescent Realm source book.

Black mana stones are found on the Moon of Ashes and other places where the undead live; notin the crescent lands. When they first form, they have a small amount of mana but, when a livingcreature tries to use a black mana stone they must make a personality roll at minus the amount ofmana in the stone to tap its mana. If they fail they lose a mana, permanently, to the stone. A newblack mana stone has mana equal to a class II attack. If has a maximum that is the roll of a classVIII attack. When it reaches its maximum, it falls apart into new black mana stones - roll theirpower individually to determine how many.

Blue mana stones come from deep beneath the earth in the same strata that yield tsargo ores. Theyare rich in mana, possessing as much mana as the damage from a class VIII attack. A personalityroll is required to use the mana in them for spells from the lore of the Phoenix or Unicorn butthere is no side effect to failure. For spells of general magic a personality roll is required to preventthe stone from “helping”, changing the magic in some way. This includes increasing the degree ofeffect, duration, or area of effect. Other areas of magic may use the power of a blue mana stonewithout danger.

Gray mana stones hold as much manna as a class VII attack, but leak so that they are almost alwaysfound with no mana in them. Only undead may draw upon their power and they are recharged

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when an undead strikes a living creature with the stone. It drains sufficient mana to recharge itself,or, if this is smaller amount, all the mana the character has. Gray mana stones are usually foundin the same strata as tarnril ores.

Red mana stones are originally white mana stones that are on the person of an undead or spellcaster that recharges their mana from a living creature by killing it. The stone turns blood redand increases its mana capacity by 50%, rounding half points up. When it is empty, a red manastone is very dull colored, almost brown. When fully charged it is blood red. Red mana stones arepainful when touched by someone that is spiritually aware. Red mana stones may be recharged bywounding a character and placing the stone in the wound. The stone will absorb mana from thecharacter immediately, either as much as he has, if this does not fully recharge the stone, or enoughto fully recharge it.

White mana stones have an amount of mana equal to the damage of a class IV attack. On theMoon of Ashes, they are found, for the most part, in treasuries or forged into magic items. Theyare milky with ripples of paler material in them.

Mystic Metals

Deathmetal

Forged in darkness with no more than the heat of decay, deathmetal is a magically enabled alloy ofiron, tarnril, and tsargo. Exposed to the light of the sun it explodes doing a class VIII attack in aradius of 2” plus an additional inch per one-hundred grams after the first hundred.

Weapons forged of deathmetal alloy do +2DC to living creatures and heal themselves with thatdamage, which is absorbed life-force and so does not count against the weapon’s break. Deathmetalarmor has +2 points of armor beyond that of the style of armor – but do not wear it into daylightrealms.

Deathmetal alloy also accepts dark enchantments with great ease, darklore and demon lore thatdoes not involve fire, flame, or heat. An item made from deathmetal recharges itself at the rate ofa Class II attack per hour when in the presence of life, making nearby plants yellow and creaturesfeel ill. Set with a gray mana stone, deathmetal magic items gain the ability to recharge itself asthe stone does.

Tarnril

Tarnril is a gray, greasy looking metal that is exceptionally easy to enchant. It is most useful to theforces of darkness because it can make a steel alloy that increases the value of armor by one, swordsthat do an added damage class, and it catches fire violently when exposed to sunlight. This latterproperty deprives the day-dwelling of the advantage of the armor and arms made with tarnril.

Tarnril also corrodes and falls to dust in the water of the eternal ocean, another bar to its useby the residents of the crescent lands. It may be coated with copper, tin, or brass to shield it fromlight and water, but this seldom works for long. Any scratch or imperfection will permit combustionor corrosion to begin.

The smoke of burning tarnril fills the hex occupied by the burning object. It is a class VIIinhallative poison that affects only the living.