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Dave Arneson’s Blackmoor: The MMRPG Official FAQ Version 1.1 September 1, 2006 This document takes effect on the date listed above. This document may be superseded at any time with a new release of the FAQ. Please check the download area at http://www.dablackmoor.com http://www.dablackmoor.com http://www.dablackmoor.com http://www.dablackmoor.com periodically to ensure you have the latest version.

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Page 1: Dave Arneson’s Blackmoor: The MMRPG · Teeth of Magics Excluded Items Excluded Items ... (air, earth, fire, metal, water, or wood) as appropriate.” Does this mean that you have

Dave Arneson’s Blackmoor: The MMRPG

Official FAQ

Version 1.1

September 1, 2006

This document takes effect on the date listed above. This document may be superseded at any time with a new release of the FAQ. Please check the download area at http://www.dablackmoor.comhttp://www.dablackmoor.comhttp://www.dablackmoor.comhttp://www.dablackmoor.com periodically to ensure you have the latest version.

Page 2: Dave Arneson’s Blackmoor: The MMRPG · Teeth of Magics Excluded Items Excluded Items ... (air, earth, fire, metal, water, or wood) as appropriate.” Does this mean that you have

Table of Contents Races ..................................................................................................................................................................... 3 High Thonian .................................................................................................................................................. 4 Westryn ............................................................................................................................................................... 4

Base Classes............................................................................................................................................................ 4 Druid ................................................................................................................................................................... 4 Elderkin............................................................................................................................................................... 4 Idolater ................................................................................................................................................................ 5 Monk of the Clan of the Fallen Star.................................................................................................................... 5 Noble................................................................................................................................................................... 5 Ranger ................................................................................................................................................................. 5 Sorcerer ............................................................................................................................................................... 5 Wokan................................................................................................................................................................. 6 Wizard................................................................................................................................................................. 6

Prestige Classes....................................................................................................................................................... 6 Dragon Knight .................................................................................................................................................... 6 Elven Elementalist .............................................................................................................................................. 6

Feats ........................................................................................................................................................................ 6 Core..................................................................................................................................................................... 6 The Wizard’s Cabal ............................................................................................................................................ 7

Skills ....................................................................................................................................................................... 7 Craft: Poison Making.......................................................................................................................................... 7 Craft: Clockwork ................................................................................................................................................ 7 Diplomacy........................................................................................................................................................... 7

Item Creation and earning money through skills.................................................................................................... 7 Mundane Item Creation ...................................................................................................................................... 8 Earning Money Through Skills........................................................................................................................... 8

Item/Spell/Feat Access............................................................................................................................................ 8 Time Units .............................................................................................................................................................. 9 Questions about specific items................................................................................................................................ 9 Spell Foci .............................................................................................................................................................. 10 Arcane Warrior/Sorcerer Arrests ..........................................................................................................................12 Misc....................................................................................................................................................................... 13

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Restricted ItemsRestricted ItemsRestricted ItemsRestricted Items

The following items are considered restricted in the campaign. This means that your character will need to find a certificate during play in order to possess these feats, spells, or items.

Spells Feats Items

Attune Spells Focus (WC)

Blindsight 5’ radius

Craft Spell Focus (WC)

Elemental Mixture

Elemental Substitution

Energy Mixture

Energy Substitution

Improved Familiar (SRD)

Last Breath

Lucky

Quick Pin

Resonance Hound (WC)

Resonance Sniffer (WC)

Prestige Classes

Aberrant Ribbon (WC) Airless breath (WC) Aging (WC) Angvile’s Last Strike

Armor of Darkness

Armor of Light

Elongated Arms

Elongated Arms, Mass

Heat Wave (WC)

Heat Wave, Greater (WC)

Hide the Deed

Lion’s Pounce

Lion’s Pounce, Greater

Lion’s Pounce, Mass

Probe Thoughts (WC)

All Quicke’s spells

Rain of Fire

Redirect Teleportation

Rhino’s Charge

Rhinos’ Charge, Greater

Rhino’s Charge, Mass

Simpleton’s Answer

Teleportation Ward

All prestige classes require

certification

Armor

Arcanists Armor

Arcanist’s Armor, Greater

Arcanist’s Armor, Improved

Arcanist’s Armor, Ultimate

Arcanist’s Shield

Arcanist’s Shield, Improved

Arcanist’s Tower Shield

Weapon Enhancements

Arrow Deflection

Arrow Redirection

Spell Deflection

Spell Redirection

Miscellaneous Magic Items

Crystalline Enigmas

Dwarven Beard Gems

Elven Ear Rings

Halfling Toe Rings

Golembane Scarab (SRD) Teeth of Magics

Excluded ItemsExcluded ItemsExcluded ItemsExcluded Items

The following items are considered excluded from the campaign. This means that they do not exist in the campaign world and are unavailable to PC’s.

Classes Spells Feats Skills

Base Classes Merchant Prestige Classes

Dragon Disciple

Eldritch Knight

Horizon Walker

Bonds of Marriage Detect Aberration Detect Construct Detect Elemental Detect Giant Detect Humanoid Detect Lycanthrope Detect Magical Beast Detect Monstrous Humanoid Detect Ooze Detect Outsider Detect Shapechanger Detect Vermin Miracle (SRD) Permanency (SRD) All Ritual Magic (WC)

Wish

Cooperative Magic (WC)

Hidden Bloodline

Improved Scribe Scroll

Increased Spell Points

Vermin Companion

Smell

Taste

Touch

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RacesRacesRacesRaces

High Thonian

Are High Thonians considered Humans for purposes of starting skill points and feats? That is, do they get an extra 4 skill points and feat at first level?

No. They get other bonuses to compensate for this.

Westryn

Could someone please clarify how the +1 level adjustment for Westryn Elves actually works. I read the DMG description, but am still a little confused.

Westryn Elves effectively begin play as a second level character. This means that a Westryn PC counts as one level higher when calculating the ATL for a table.

As of September 1st, 2006, the MMRPG uses the variant rule from the SRD that allows PC’s to “purchase” their level adjustment down to zero. This results in much less of a penalty at higher levels for Westryn PC’s. The table below

shows the differences.

Level Original Progression New Progression Level Original Progression New Progression

2 2000 2000 11 65000 58000

3 5000 5000 12 77000 69000

4 9000 9000 13 90000 81000

5 14000 13000 14 104000 94000

6 20000 18000 15 119000 108000

7 27000 24000 16 135000 123000

8 35000 31000 17 152000 139000

9 44000 39000 18 170000 156000

10 54000 48000 19 189000 174000

20 209000 193000

Base Base Base Base ClassClassClassClasseseseses

Druid

Can a druid wear Spidersilk armor without losing their druid abilities?

Spidersilk armor is non-metallic, so Druid characters can freely wear Spidersilk armor without penalty, assuming they can find it. Remember that Spidersilk is Peshwah racial equipment, meaning that Peshwah characters may purchase it while in their lands, but other races must find access during an adventure to obtain Spidersilk equipment.

Elderkin

Are the spells based off charisma, wisdom or both? There is a bit of confusion in the wording.

Bonus spells come from Wisdom. Spell DC is based on Charisma.

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The Elderkin class description states that a cleric can use a turn attempt and use the rules for casting greater dispel magic to determine the effect. Can you explain this?

A cleric may burn turn attempts to try and dispel a spell effect. You simply make a turning check (1d20 + your Charisma modifier, maximum +5) and apply the rules given under the greater dispel magic.

Can I use the Spellcraft skill to determine what an Elderkin is casting or Spirit Guides currently in effect?

Yes.

Idolater

Can any arcane caster use a spell scribed on an idol or other abnormal storage medium?

Nope. The idol is a spell completion item, but only the Idolater knows how to activate it.

Monk of the Clan of the Fallen Star

How do the flurry of blows from the Fallen Star Monk stack with the flurry of blows of the Monk class from the PHB or is that class now obsolete.

The monks won't take others from another order, so you can't overlap Monk with Fallen Star Monk. Their beliefs are too radically different from each other. What that means in game terms is that you may not have a level of the Player’s Handbook Monk and Monk of the Clan of the Fallen Star.

Noble

Do Nobles get 6 or 8 skill points (plus INT bonus) per level? The Noble description says 8, however the example Noble says 6. Which is correct?

Nobles get 8 skill points. The description is correct.

The Player’s Guide to Blackmoor details a number of ways that Nobles may gain and use noble points. How are these adjudicated in game?

There will be a special metaorg just for Noble characters that will detail the uses of these new abilities.

How do I determine which areas are considered my family’s lands as a Noble?

There will be a special metaorg just for Noble characters that will detail the uses of these new abilities.

Ranger

There is no list for favored enemies in the Blackmoor book. Do we default to the list in the PHB?

Per the PHB, each Humanoid race is taken individually by race. (i.e.. Humanoid(Dwarf) (Cumasti), (Gnome), etc). Up to this point, this rule has been applied to all races of Humans as well as they are lumped into one main group. (i.e. Humanoid (Human))

In Blackmoor, this rule is also applied in the same manner with one notable exception: Afridhi. All Human races in Blackmoor can be counted under the Favored Enemy: Humanoid (Humans) with the exception of Afridhi, which requires a separate designation as a Favored Enemy.

Sorcerer

Can Sorcerer be taken as a second class for a multiclass character? The background info seems to imply that this class "manifests" itself early in life and must therefore be a PCs first class.

Yes. The manifestation is just one aspect of the Sorcerer type caster. There are many aspects to magic that are not understood.

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Wokan

I'm thinking of building a Wokan character, but the Wokan "borrow nature's power" ability is incorrectly described. It says you gain a bonus to your caster level, which can be used to "increase the effective caster level of the spell" or to "power a metamagic feat." Metamagic feats have nothing to do with caster level, but rather with what spell level the spell uses up.

The powering of metamagic feats were left over from feats that we had cut out of the manuscript. It's a typo and only increases the caster level.

Wizard

If a 1st Level Wizard wants to begin the game with a Familiar in his/her possession, they have to expend 100gp for materials. This effectively means that when you start the game with a Familiar, you will have 20gp left to spend on equipment. Is this correct?

Correct. That is why some Wizards wait until they have adventured a bit before selecting a familiar.

Prestige ClassesPrestige ClassesPrestige ClassesPrestige Classes

General Questions

Am I allowed to take a level of <whatever class>?

Above all else, we like to emphasize the story and we want the prestige classes to have a special place in the shared narrative. As such, all prestige classes in the campaign are by invite only. You have to obtain access to take the class through adventuring and gaining a cert that specifies that you have met the requirements or found a teacher

who will teach you the secrets.

Dragon Knight

Dragon Knights receive a Draconic Infusion at level 10. It's rules are not listed anywhere.

This was a mistake in the core book. It’s an ability that was pulled, but a reference was left in the book.

Elven Elementalist

The Elven Elementalist class requirements specify that you must have the “Ability to cast 10 spells from one of the elemental schools of (air, earth, fire, metal, water, or wood) as appropriate.” Does this mean that you have to have 10 spells of that element type, or does it mean you have to know 10 spells from that "elemental school"

It means you need 10 spells with the appropriate elemental descriptor to the school you are looking to join with. It's a tough Prestige Class and is designed to represent a character who is dedicated to the elements from almost day one. School is to be interpreted as "elemental school" (Fire, Water, Air, etc).

FeatsFeatsFeatsFeats

Core

The Improved Familiar feat says "Arcane caster level" not "class level" so does it have to be just your Wizard/Sorcerer levels or can prestige classes that add to your caster level count too?

Any classes or prestige classes that specifically state that their levels stack when determining your familiar abilities will stack. If it does not specifically state this for the class, it does not stack.

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The Wizard’s Cabal

There are some feats listed on page 60 of the Wizard's Cabal book that I cannot find mention of. These include Disguise Spell, Energy Substitution, and Subdual Substitution.

Those feats come from the d20 SRD. If you need them you can find them here: http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#feats

At this time, they are not available. They were intended to be removed and will be updated as such in the pending errata for the book. We are going to be considering many things in the forthcoming expansion and

revision of the Campaign Sourcebook. We will visit this issue at that time as well.

SkillSkillSkillSkillssss

Craft: Poison Making

Are we allowed to use poisons? If so, do we have general access to them?

Craft: Poison making is not an allowed skill. That may change. If, hypothetically, one were to find poisons for sale in an episode, or to manage to secure it as booty from someone, it would be an ethical decision for the character in question to decide to acquire and use it or not. That is the purview of your character. Note: The possession of poison can open your character up to some difficult social situations. A belt pouch full of poison while traveling in the swap fighting Froglin will most likely fail to provoke the ire of a patrol of Uther's finest. That same poison found on your person as you visit the Wizard's Cabal might generate a different response.

So, if you got it, use it if you think it's ok. Just be aware... All choices have consequence.

Craft: Clockwork

Can I take Craft:Clockwork for my character?

Yes. There will also be a supplement coming out that will detail clockwork items and the uses for the skill. Until then, you can use it in game if the opportunity arises, or you may use it under the rules in the campaign sourcebook to make money between adventures.

Diplomacy

My players have a noble whose diplomacy and bluff are cracked out. He's breaking the game! What can I do?

Remember a couple other things. The diplomacy skill, when judged according to the rules takes 1 minute to use properly. An attempt to quickly stop a fight is a rushed usage and made at an additional -10 to the roll. You need to be able to speak the language of the creature you are trying to reason with. If you can't do that, no amount of diplomacy is going to help. Also, there are times when diplomacy simply wont work. If the bad guy has hires a group of thugs to kill your group, they may be a lawful evil group who stick to their word. If you successfully use diplomacy against them and move them from hostile to friendly, they may simply say, “Wow. I'm really sorry for your situation, but I still have to kill you.”

Item CreationItem CreationItem CreationItem Creation and earning money through skills and earning money through skills and earning money through skills and earning money through skills

Is there a limit to the number of time units I can spend between episodes crafting items or making skill checks?

No. You can take a year off adventuring and spend it cobbling shoes if you choose to do so.

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Mundane Item Creation

Earning Money Through Skills How many checks do I get for each TU I spend trying to earn money through skills?

In order to make money using skill checks, you have to satisfy the following requirements...

1) You have to have a TU to spend. 2) You may only use the skills listed in table 4-4 in the Campaign Sourcebook. 3) You have to have the required toolkit for the skill you wish to use.

Provided you meet the above requirements, you get one skill check per TU spent. You may burn as many TU's as you wish in this manner.

Perform is the exception to the above (entirely because that is the way the core rules work on the issue). You get

one check for each day in the TU, which means you get 10 Perform checks for each TU spent.

Item/SpeItem/SpeItem/SpeItem/Spell/Feat Accessll/Feat Accessll/Feat Accessll/Feat Access What Items am I able to purchase during or after an adventure?

You can buy equipment, from Table 7-5: Weapons, Table 7-6: Armor and Shields, and Table 7-8: Goods and Services from the PHB v.3.5, as well as items from the tables on pages 106 and 108 of Dave Arneson's Blackmoor (all weapons here are exotic weapons). In the case of PHB Table 7-8 sections dealing with Transport, and Spellcasting and Services are not in use from the trade goods table.

You may freely purchase masterwork versions of any weapon allowed above or masterwork toolkits. You may also purchase potions and scrolls up to and including second level spells.

There are some interesting weapons and items in the Dave Arneson's Blackmoor core book. Can we purchase those?

With the exception of Racial weapons, mundane versions of all the items in the Dave Arneson's Blackmoor Core book are available for purchase in an episode. Magical versions of these weapons are only available as certs.

Can I purchase the alchemical arrows listed on page 106 of the Dave Arneson's Blackmoor book?

These items are alchemical in nature and non-magical. They are freely available if you can afford them

What spells, feats, and skills are available from The Wizard’s Cabal Supplement? Can I take them without joining the Wizard’s Cabal metaorg?

You may learn the following skills, feats, and spells from The Wizard’s Cabal.

Non-Cabal Members:

The Following Spells: All Wizard spells, with the exception of Rituals. Also note that some spells are restricted or excluded from the campaign. Please consult the tables at the top of this document for those spells.

The Following Skills: Investigation, Navigation, Research

The following Feats: Builder, Cabal Heritage, Cabal Training, Magical Heritage, Guide, Researcher, Skill Specialization, Studious. Also note that some feats are restricted or excluded from the campaign. Please consult the tables at the top of this document for those feats.

The Following Prestige Classes: None

Members of the Wizard’s Cabal should consult the Wizard’s Cabal metaorg document for information regarding the benefits of membership.

NOTE: You must have a copy of the spell, feat, or skill in question at the table in order to use that ability during

play.

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Time UnitsTime UnitsTime UnitsTime Units

How are Time Units supposed to work? Is it simply that a player cannot use more than one year's worth in a campaign year?

You can have as many Blackmoor characters as you want. Each character gets 37 TU. You can expend them on episodes or special situations (such as the MIC, Cumasti Puppy, vision quest, etc...)

You as the player may only play each event once. You can bring a new or an old character into each event that you play. So, if your Peshwah runs out of TUs, you can create another character to play for the remainder of the year. The campaign year is from January 1 to January 1. Therefore, January 1, your characters will again have 37 TUs.

Questions about specific itemsQuestions about specific itemsQuestions about specific itemsQuestions about specific items

Can two PCs breed their Cumasti puppies in order to get more Cumasti puppies (whether as back-ups or to give to other players, etc)?

No. You cannot breed Cumasti puppies and have them certed as such. Nor can you breed Steppes Chargers. However, you may purchase and standard dog or wardog and declare its lineage is Cumasti for role-playing purposes, without the benefits associated with being a Cumasti dog. You can also claim that it is a dog raised by your own hands if you are so inclined.

Can I take my Cumasti puppy as my familiar?

If you have not chosen a familiar, he may become your familiar. If you already have a familiar, you must dismiss the current familiar, making sure to take all the penalties associated with doing so, before taking the Cumasti puppy as a familiar.

There are also the following restrictions...

1) The puppy may never grow to normal size (you get the runt).

2) You use the statblock for a standard PHB dog with regards to abilities and saves.

3) Its HP, skills, saves, etc. will be tied to yours in the normal way a familiars are.

4) Instead of choosing one of the familiar benefits from the list, the puppy gets the dash feat. This applies only to

the dog, not to the owner as normal familiar benefits would.

I saw a guy at a convention that had a Dwarven slugbow. He said he could purchase it because he was a Dwarf. Is that right?

Yes. Racial equipment, armor and weapons can only be bought by members of that race, or if they are found as a certed item during play in the Blackmoor campaign. Racial equipment is defined as any equipment that has the name of a race in its name. For example, the Dwarven slugbow from Blackmoor is a Dwarven weapon; only Dwarves can buy this without campaign documentation. Half-breed races can buy racial equipment from either parent race (thus a Half-Orc can buy an Orc double axe, and a Half-Elf can buy Elven equipment).

Special: The Sickle Sword and Spidersilk Armor are both considered Peshwah Racial equipment.

Is the Sickle Sword available to purchase?

The Sickle Sword is considered a Peshwah racial item, meaning that Peshwah characters may purchase it in their lands. All other races must find a certed version of the item in order to possess it. The sickle sword is the favored weapon of the god Raelralataen, the Peshwah's LN deity of law, justice and death.

Are the weapons in the Dave Arneson's Blackmoor Core book martial, or exotic?

All weapons in the Dave Arneson's Blackmoor core book are exotic.

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I've got a question on this; the Dwarven slugbow states that it 'appears to be a smallish light crossbow', but says nothing about requiring a move action or full round action to reload, like a light or heavy crossbow respectively. Is this correct? If so, how many rounds can a slugbow hold at a time? Or does it work like a bow, where you reload at your rate of fire?

The slug bow works just like a light crossbow for reloading.

Regarding racial weapon familiarity, Dwarves are proficient with their racial weapons (waraxe and urgosh) as martial weapons. In Blackmoor a Dwarf is allowed to purchase a Dwarven Slug Bow without campaign documentation. Would this then qualify as a martial racial weapon or still be considered an exotic weapon?

Just because it is a racial weapon does not mean that that race is proficient with it. The Dwarven slug bow is still considered an exotic weapon and requires the Exotic Weapon Proficiency: Dwarven Slugbow feat to use

proficiently.

According to the item description on page 107, a Bullova is a horseman's axe. However, the chart on page 106 has it listed as a 2-handed weapon. Unless I totally missed that day in Human physics class, its utterly impossible to wield a melee weapon 2-handed while in combat upon horseback. The text claims the notch cut from the center is responsible for the wicked damage level while the chart implies that its because of being a 2-handed weapon. Does anyone know which it is? Is it 2-handed, and thus melee weapon or is it a horseman's axe?

When you consider the length of the Bullova's shaft in comparison to the longer weapons on the same page like the sickle mace, it would be possible to use the Bullova in a polo styled swing with one hand to brace it, but it is most definitely intended to a melee weapon. Generally, horseman's axes in the classical definition are much smaller and more balanced. I think it's representation here is intended to mean that horsemen frequently carry them along on horseback and not the normal medieval connotation.

The campaign setting describes the Elven longblade as having fine craftsmanship and fitting comfortably in the hand. Is there an effect on the game by this description at all, or is it just lovely for purposes of role-playing? I'm wondering how such an expensive, exotic weapon became popular among Humans near Cumasti lands, if it isn't any more effective than a (much cheaper) longsword.

There are a lot of dueling societies that favor the longblade's elegance and durability. Additionally, there are a number of advantages a comfortable blade has when combating the forces of nature and evil in the Redwoods. The Elven longblade has proven time and time again to be an excellent weapon to use again such opponents. Otherwise, no game specific mechanic boosts.

To give you an idea of why this could be beneficial to be skilled at using... Imagine there is a specialized group of incredible fighters who are able to wield these weapons more proficiently than anyone else in the land, but the pre-req to join is the knowledge and possession of an Elven longblade. That is a reason for this weapon to exist. Think of it as a flavor piece that designates the preferred weapon of the Elven warrior caste. That’s how it was originally designed.

Other than the two obivous ones, what's the difference between elemental/elemental burst weapons and their energy variants (And the elemental resistance armors)?

Elemental types draw their efficacy directly from the elemental plane associated with them. Energy types are distinct from elemental types and require different protections. To clarify, Energy (fire) is raw flame. Elemental (fire) is the raw power of the plane of fire. Each requires different and specific protections. I believe further

clarification on this will come with the Judge's Guide.

Spell FociSpell FociSpell FociSpell Foci

If a spell is memorized from a spellbook, can I still gain the benefits of focus use when casting that spell?

No. The benefits of focus preparation can only be gained by spells within the focus.

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Does a spell focus have any effect on the number of spells you can cast in a given day?

No.

The spell focus rules say each Wizard is given one by the Cabal. Does this mean it is essentially bonus equipment? Are Wizards required to pay part of their starting gold for it?

If the Wizards are loyal to the Cabal, they get a Novice focus. It's assumed that this was paid for with the high

tuition at Ard's School of Wizardry.

If a Wizard specializes in a particular school of Magic, they receive +1 caster level when casting spells from their chosen school with their Focus. How exactly does this bonus work? For example if an Enchanter casts Charm Person, is the resulting DC for the Will save also increased by 1? If a 2nd level Evoker casts Magic Missile will there be one or two missiles?

No. The DC to resist a spell is determined by the spell level, not the caster level. However, the duration and range of the spell (as well as any other effect based off of caster level) would change.

A second level Evoker with an emerald Spell Focus would get 2 missiles, since the spell is cast as if by a 3rd level Evoker.

When you begin play as a Wizard for your first time, do you have to show that you expended the Time Units (TU's) to place all the spells from your book into your focus?

No. It's assumed that you spent all the years before your adventuring learning such things.

Can a Wizard go without ever purchasing a spellbook or spell component pouch should he so desire as long as he has his spell focus? In other words, can a Wizard basically keep all his spells in his spell focus and memorize new ones from it every day?

Yes. The purpose of the spell focus was to encapsulate all arcane spellcasting into the gems. The reason this wasn't blasted everywhere is because some Wizards still choose to use the older method. The focus should contain all of

your known spells just like a spellbook.

What are the statistics of a spell focus? Hardness? Hit points? Size?

That's a good question. It would certainly depend on the type of focus, etc. More information on spell foci are in the Wizards Cabal book, but to be honest we hadn't really emphasized that as the focus isn't supposed to be the size of

your head and most Wizards are putting them on chains, etc to take them out of their hands.

Is it possible to cast spells memorized from a focus once the focus has been destroyed or lost?

These are called Spell Shards and are further detailed in The Wizards Cabal

What happens if a spell focus is destroyed or sundered? Will the Cabal furnish the Wizard with another one?

If it's lost, you have to purchase or craft another one. There are Crafting feats in The Wizard's Cabal book to allow shattered foci to be used to create spell shards (rules also in Wizards Cabal) which are just like scrolls.

Once a Wizard looses a spell focus, can they recover?

You can recover through the use of an older focus or through reuse of your spellbook. This assumes you are already attuned to the focus.

When I scribe a scroll into my spellbook (at the cost of 100gp per spell level) are those spells also placed into my focus?

No it is not automatically in your focus. There is a process to take spells from a spellbook or other location (like a scroll) and place them in your focus. This costs 100gp per level of the spell, just like scribing it into your spellbook.

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When I gain a level and learn new spells, Do I have to pay to scribe them in my spell book and pay to scribe them into my focus?

Yes. Each procedure is a separate process and has its own requirements for time and cost.

The description of spell foci indicates it may be possible to cast more spells than a spell book would let you memorize. However, it was my understanding that the number of spells you can memorize is based solely on your class level and bonus spells from a high Intelligence. Can a spell focus indeed grant a Wizard extra spells every day?

No. The passage in question references rumors about very powerful (read: Epic Level) Wizards.

My group has defeated an opponent that we believe to be a Wizard. We found this gem on her. Do we know what it is?

An Appraise or Spellcraft check (DC 25) reveals that a particular gemstone is actually an arcane spell focus (characters with 5 ranks of Craft (Gemcutter) receive a +2 synergy bonus to this check). A detect magic spell cast on an arcane spell focus shows that it has spells locked within it. Though it requires an identify or an Analyze Dweomer spell to determine exactly what spells are within the arcane spell focus, and what class of focus it may be (Arcane Warrior, bard, Cabalist, or Wizard).

Additional Spellcraft checks (DC 25 + the spell’s level) gives the person studying the arcane spell focus one spell that it contains for each successful check. When checking for spells in this manner, the spells are revealed from lowest to highest spell level, beginning with any 0-level spells that may be present. The order in which spells of the same level appear is left entirely up to the GM. Each of these checks requires the person studying the arcane spell focus 1 minute per spell level (minimum of 1 minute) to determine what spells are available. If a check fails, the person studying this arcane spell focus is not able to understand the spell helix formulae of that particular spell.

My DM mentioned something about a spell focus losing charges and burning out. I saw nothing in the rules to indicate this. Am I missing something? Also, if a spell focus gets used up, how does one replace it?

It does not run out of charge. The Wizard's real ability here is to draw the White magic into the gem to energize the spell formations inside the crystal. That's why he still needs to prep spells.

Arcane Warrior/Sorcerer ArrestsArcane Warrior/Sorcerer ArrestsArcane Warrior/Sorcerer ArrestsArcane Warrior/Sorcerer Arrests

The rules under Arcane Warriors and Arrests in the Campaign Sourcebook indicate that a Sorcerer PC who is caught by an Arcane Warrior needs to pay 1 TU and 100 gp at the end of the episode. What if the Sorcerer does not have 100 gp?

You can't squeeze blood from a stone. If the Sorcerer is caught and doesn't have 100gp, he will be required to sell items to get the money. If he literally has *nothing* of value and no gold, then he pays an additional TU, for a total of 2 TU.

Can magic be used to enhance skill checks made by either side? Eagles Splendor, Foxes Cunning, Disguise Self, Alter Self, Zone of Truth, Discern Lies, etc. Are any of these valid to use for the opposed skill checks? What about permanent magic items or class abilities that do the same thing such as a hat of disguise.

I think that depends on the circumstances. If you're using Disguise Self or Alter Self and leaving it up, then you'll get the +10 to Disguise checks if they're looking for you. However, casting these things right in front of the Arcane Warrior would not be wise. Similarly, if you have Eagle's Splendor up, it would help you on your Bluff check, but casting it in front of the Arcane Warrior sort of defeats the purpose. Circumstance modifiers should be used in most circumstances by the GM adjudicating the conflict.

I would point out that while using those spells and additional assists at the table would work, Arcane Warriors can detect magic at will and would know of the spell's effect on the person. This could cause them to approach for a different reason altogether.

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If there are multiple Sorcerers or Arcane Warriors at the table, are they allowed to assist one another in the checks? Do they each make their own?

This is left to the discretion of the players at the table and the GM.

Do the same rules for arrest listed for Arcane Warriors work for NPCs? in other words, can a PC get commendations from attempted arrests from NPCs?

Absolutely! It wouldn't be fruitful to just sit in the middle of town waiting for someone who looked like a Sorcerer to come by, but if there's one in the episode that crosses your path, put him away!

MiscMiscMiscMisc

Can a character with the appropriate feats create custom or non-standard magic items from the guidelines in the DMG?

No.

What are the correct limits on table sizes? How many players must I have to make a legal table?

The table should consist of 4-7 players. However, you should try to limit your table size to 6 people.

Is there a limit to what level character can play what episode?

No. Using the rules at the beginning of the episode, determine the ATL that your group would be. If this is a playable ATL for that episode, your group may play.

Example: You have a 9th level cleric but all of your friends are low level. Your levels all come out to be 9, 2, 2, 2, 1, and 1. Using the rules for calculating your ATL, that would be 17/6 = 2.83, which rounds up to ATL 3. If there is an ATL 3 track for that episode, you may play.

Can I make a Wizard who is really old, to gain the bonuses to the mental stats?

While you can make your character whatever age, height, or weight you choose, Dave Arneson's Blackmoor: The MMRPG does not use the character aging rules. This means you do not gain the penalties or benefits that come from playing a venerable Wizard.

Is it possible that I gm a game and have my wife run my PC?

No. A PC is attached to a player and may only be run by their player. Besides, it would look bad having you, as the DM signing your character's log sheet.

The certs I have seen do not mention size for the weapons or armor we found. Do these items resize to whoever picked them up?

Weapons and Armor are considered to be medium size unless declared on the cert. Items do not resize to fit the character that chose the cert.

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I have seen conflicting stats for the light and Heavy Steppes Chargers. What are the correct Stats?

Steppes Charger

Steppes chargers might appear small and unattractive, but these horses boast great endurance and strength. Steppes chargers are stocky, with thick, shaggy coats that are normally tan or light brown with lighter yellow patches down the nose and flanks. Beneath this ugly exterior is a remarkable horse. A steppes charger is tough and stubborn. Its thick coat and hide give it better protection than its more graceful cousins. Even with its short legs, a charger can move swiftly for long distances. It is strong and able to carry as much as a warhorse.

Combat: Since the Afridhi invasions, Peshwah are training steppes charger foals to defend their riders in combat. Light chargers are trained to use their front hooves in combat, while the larger heavy chargers are taught to use their front hooves and to bite, as well. The Peshwah rely on their horses’ keen senses to alert them to any trouble, normally posting at least two guards to watch how the horses react at night.

Durable Mounts (Ex): Steppes chargers are durables mounts. When spurred by their riders, they do not take damage, and as result are capable of hard rides over long distance.

Carrying Capacities: A light load for a light charger is up to 230 pounds; a medium load, 231– 460 pounds; and a heavy load, 461–690 pounds. A light charger can drag 3,450 pounds. A light load for a heavy charger is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy charger can drag 4,500 pounds.

Please see the chart below for the stat block information for these horses.

Table 8-6: Steppes Charger

Light Steppes Charger Heavy Steppes Charger

Large Animal Large Animal Hit Dice: 3d8+12(25 hp)

5d8+20 (42 hp)

Initiative: +1 +2 Speed: 60 ft. (12squares) 50 ft. (10 squares) Armor Class: 17 (-1 size, +2 Dex, +6 Natural) 19 (–1 size, +2 Dex, +8 natural)

Base Attack/Grapple:

: +2/+7 +3/+10

Attack: Hoof +5 melee (1d4+3 )

Hoof +7 melee (1d6+4)

Full Attack: 2 hooves +5 melee (1d4+3) 2 hooves +7 melee (1d6+4) and bite +2 melee (1d6+2)

Space/Reach: 10 ft./5 ft. 10 ft./5 ft. Special Attacks: -- -- Special Qualities: Scent, Durable Mount Scent, Durable Mount Saves: Fort +7, Ref +3, Will +2 Fort +8, Ref +3, Will +2 Abilities: Str 16, Dex 15, Con 18, Int 4, Wis 12,

Cha 2 Str 18, Dex 14, Con 18, Int 4, Wis 12, Cha 2

Skills: Listen +4, Spot +4 Listen +5, Spot +5 Feats: Running, Endurance, Diehard Running, Endurance, Diehard Environment: Plains Plains Organization: Herd (2-24) Herd (2-24) Challenge Rating: 2 3 Alignment: Neutral Neutral Treasure: None None Advancement: -- -- Level Adjustment: -- --