L ANDS
OF
M YSTERY W EB B ONUSES
Greetings! We wrote so much information for Lands of Mystery that it didn’t all fit in the book. What to do with all that extra material? Give it away, of course!
F ROM C HAPTER 6: C IVILIZATIONS The following sections were cut from Chapter 6.
Dragon Errata
Lands of Mystery incorrectly describes all blue dragons as able to cast spells. This is incorrect; many blue dragons, especially young ones, cannot cast spells. Therefore, eliminate the “Spells” special attack for both blue whelps and blue drakes. This change also reduces the dragons’ Challenge Ratings. The new CRs are: blue whelp 5, blue drake 15. However, note that dragons who can cast spells do not need spellbooks. They store their spell knowledge in a separate part of their minds, as described in the book.
Blue Dragon Whelps as Player Characters
Blue dragons are guardians of magic. The constantly seek magical knowledge and artifacts in order to prevent evil forces from discovering them. A blue dragon might take human form and work with mortals to further his understanding of the world, as well as to discover items of power. While the numbers of the blue dragonflight are few, blue dragons grow more confident about reentering the outside world, and many find the thrill of a life outside their cavern homes exhilarating. The blue dragon characters described here are of the youngest age category (whelps). Some alteration is required to play an older dragon; talk to your GM. Names: The majority of blue dragon names use “gos” as a suffix. Additionally, many blue dragons are named after the color of blue their scales resemble, i.e. “Azuregos.”
Blue Dragon Whelp Racial Traits
• +4 Strength, +6 Intellect, +2 Spirit, +4 Charisma. Blue dragons are strong, charismatic, and possess an iron will, but more than anything, they are highly intelligent, and masters of the arcane arts. 1
• Medium: As Medium creatures, blue dragon whelps have no special bonuses or penalties due to size. • Blue dragon base land speed is 40 feet. Additionally, they can fly at a speed of 150 feet with poor maneuverability, and have a swim speed of 60 feet. • Darkvision: Blue dragon whelps can see in the dark up to 120 feet. Darkvision is black and white, but it is otherwise just like normal sight. • Breath Weapon (Su): Blue dragon whelps can use a breath weapon as a standard action. This weapon is a 30-foot cone of cold. Creatures caught in the cone take 1d6 points of cold damage per two of the blue dragon’s HD (minimum 1d6), Reflex half (DC 10 + 1/2 blue dragon’s HD + blue dragon’s Sta modifier). Creatures that fail this save also suffer a mana burn effect as a 4th-level caster (Will negates; DC 10 + 1/2 blue dragon’s HD + blue dragon’s Cha modifier). • Spell-Like Abilities: 3/day —detect thoughts, wavesend*; 2/day — fog cloud; 1/day — control weather, waterworks*. Caster level 1/2 HD; save DC 10 + spell level + blue dragon’s Cha modifier. * See Lands of Mystery, Chapter 9: New Rules. • Spells: A blue dragon casts spells as a mage of a level equal to half his Hit Dice. These levels stack with actual mage levels for spellcasting purposes; a blue dragon whelp 2nd-level mage, for example, casts spells as a 3rd-level mage. Unlike other magi, blue dragons do not need spellbooks to prepare their spells; rather, a blue dragon stores his spell knowledge in a separate part of his mind that functions as a spellbook — blue dragons effectively have the Spell Mastery feat for all the spells they know. A blue dragon can learn a new spell from a scroll, spellbook or other source just as any other mage can, except he does not need to scribe it into a spellbook and thus spends no money to do so. • Blindsense (Ex): Blue dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon. • Immunities (Ex): All blue dragons are immune to cold, sleep, and paralysis effects. • Water Breathing (Ex): A blue dragon can breathe underwater indefinitely and can use his breath weapon, spells, and other abilities while submerged. • Skills: Blue dragons have a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. In addition, blue dragons can always choose to take 10 on a Swim check, even when distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. • Automatic Languages: Common and Draconic. • Bonus Languages: Darnassian, Dwarven, Goblin, and Thalassian. Blue dragons have associated with the elves for the centuries, and more recently they 2
study the unique skills of dwarven, gnome, and goblin engineers. • Favored Class: Mage. A multiclass blue dragon whelp’s mage class does not count when determining whether he suffers an XP penalty for multiclassing (see World of Warcraft the Roleplaying Game, Chapter Three: Classes, “Multiclass Characters,” XP for Multiclass Characters). • Level Adjustment: +5.
Magnataur
The following information was cut from the magnataur section.
Page from a Tattered Journal Found in an unimpressive stretch of icy rock in Northrend. Ten more were taken this week, and I fear that I will soon join them. The tusked ones have grown impatient again, and the livestock that we raise are no longer sufficient to sate their voracious appetites. I thank the spirits that Elisa is too small for them to consider her a meal. Sometimes I wonder why I continue to live under these conditions. With so many friends dead, I now know there is little or no hope for my future. The thought of escape crosses my mind each day, but their hunters are too swift and too skilled. Perhaps the ruins we have been exploring will hold salvation, but my dreams show me only further darkness. We first found the ruins almost a month ago, and I’m confident that some of the objects we found there were magical, but none of us know how to use them. We haven’t found any weapons — just pots and other random objects — but I suspect we wouldn’t be able to do much even if we did find a weapon or two among the objects. Still, this ruin is the best hope we have of escape, either through finding something useful or just digging deep enough to create a place to hide. Our time is running out. By the time I found the page, whatever ruins he spoke of had long eroded into dust. I hope the writer found what he was seeking, but his chances were bleak. The journal contained a few other readable pages, but I have yet to transcribe them into modern Common. I suspect the ruin he found was probably created by the titans, and thus I find it intriguing. I have to wonder if magnataur settled in that area intentionally, perhaps one of their shaman detecting the magical aura in the area. Whatever the reasoning, the ruin seems to have completely disappeared, or the writing could have been transported — but I find that unlikely. I don’t see any reason why the journal would have been moved far from where it was written.
FROM CHAPTER 7: ADVENTURES The following information was cut from the “Off to the Races” adventure in Chapter 7.
Gnomish Miniaturization Device Once the players are alone, Arty Sandgunner approaches them (in much the same way Izzik does — privately). He thanks them for returning the engine and asks if they might be able to help out. The nasty goblins will do anything to win, including try to steal gnomish property! Not only that, they’ll try to make off with intellectual property, too. That’s why he needs the help of someone not associated with the raceway. He tells the players: “Everyone knows about the fantastic invention called a gnomish shrink ray, right? Well, the only bad thing about it is it only lasts a few seconds. I’ll let you in on a secret — we’re trying to make one that
works on machinery, and lasts a lot longer! If we can do that, we can make even huge, bulky engines small enough to fit in a car! But our problem is, we blew up our last gnomish shrink ray last week, so we need another one. We know a gnome in Steamwheedle Port who owes us a favor, so if you could go get one from him, that would be great. I’ll pay you 200 gold, and if you get it back here in 3 days and we win the race, I’ll double your fee!” Sounds simple enough. If the players agree, Arty writes them a signed note telling the Steamwheedle gnome, Felya Waterfinder, that he’s collecting on his debt, and to hand over the device to these duly appointed representatives, et cetera, et cetera. The players must then travel to Steamwheedle Port and back in 3 days (which doesn’t give them a lot of time to stand around). Some possible kinks to throw in (besides a random encounter or two along the way): • Felya can make the ray gun, but doesn’t have the parts. The players have to rush back to Gadgetzan to get them, which could make them late. If they bribe her with 100 gp, though, she’ll come along, so they don’t have to come all the way back to the port. They can use Diplomacy to knock this down to 50 gp. • While the goblins aren’t sure what the players are up to, they saw them chatting with the gnomes — so something’s up. They send a team to follow the party, potentially leading to a fight (or a goblin thief trying to make off with the shrink ray). • The heroes may have a tinker in the party who’s capable of making a gnomish shrink ray (or thinks he is). Making a ray with a duration long enough for the racer increases the Craft (technological device) DCs by 5. Let the character try to make the device, but keep the result roll secret until the race. If he failed his check, the race begins normally but suddenly the gnome car shrinks to about 1/4 normal size — and speed! Needless to say, the gnomes aren’t too happy with this result. If the players get the ray gun, they get paid, and the gnomes put it to good use, shifting the die roll by 1 in their favor on race day. If they win, they give the shrink ray to the party as a bonus gift, since they don’t need it any more. It used most of its oomph in the race, so now it’s a normal shrink ray. See the Alliance Player’s Guide for a description of the gnomish shrink ray.
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