

Forgotten Realms Notebook

volume 2


Zhentarim                    1
Stronghold of the Nine.      2
Magic Items                  5
Non-Player Characters        10
More Rumors                  17
Wishes                       19
Highmoon                     34
INDEX                        38



Zhentarim; Sources

Cc: boyd@eecs.umich.edu

         As far as "Crypt of the Shadowking" goes, you should finish the book
before leaping to conclusions about who rules Irieabor. :) Some rough notes
on the two major characters of this novel are given in FOR4, Code of the
Harpers, along with the main characters of most of the other Harper novels
published to date.

           In general, the activities of the Zhentarim are detailed in a wide
variety of sources. Here are some places and the source of the material.

SOURCE               PLACE
=============================================================================
Moonsea             Everwinking Eye column of Polyhedron (~last 30 issues)
Yulash              FRC2, Curse of the Azure Bonds
Voonlar             FRC1, Pool of Radiance, and FA1, Halls of the High King
Scardale            FRE2, Tantras and the novel "Tantras"
Shadowdale          FRE1, Shadowdale and the novel "Shadowdale"
Daggerdale          FRQ3, Doom of Daggerdale (town of Dagger Falls actually)
Anauroch            FR13, Anauroch and "The Parched Sea" novel
Stonelands          FRQ1, Haunted Halls of Eveningstar (tangentially only)
Darkhold            Castles boxed set
Irieabor            "Crypt of the Shadowking" novel
Lonely Moor         REF5, Lords of Darkness (tangentially, the zombie module)
Savage Frontier     FR5, The Savage Frontier (i.e. Llorkh, Secomber)

        The novel "Spellfire" and the novel "Crusade"  discuss the activities
of characters from Zhentil Keep. The Zhentarim have their mitts in Myth Drannor
too.

Stronghold of the Nine.


  First of all, let me say to you that if you are exploring the High Forest
with your PCs you simply MUST have the module FR5, "Savage Frontier", that is
shock full of nice things and ideas for adventures there ! The adventure
ideas demand some work, but if you are DMs in the Realms you are probably
used to that ;-)).

  About the Stronghold : the first thing to know is what is the current year
in your campaign. Why ? Because things in the Stronghold happened in 3
different periods :

  a) During their adventures (probably before 1356 DR) the Nine, which were
one of the most famous and powerful adventuring companies of the North, led
by the Archmage Laeral (one of the Seven Sisters), found the former dwarfhold
and rebuilt it. After they retired they made it their home. At this time, the
Stronghold is known to have "strange and powerful magical guardians
(including nagas and golems)". (See FR1, page 10). We also have the
information that the Nine stored much of their gained treasure in the
Stronghold, and that none of them were less than 14th level.

  b) Their treasure was their downfall. Probably sometime between 1356 and
1358 DR the disagreement over The Crown of Horns, an artifact in Laeral's
possession led to internal disputes and open war, with the Stronghold as the
battlefield! In FR5, page 52 we see that now the Nine are only Five and the
Stronghold is in turmoil. The above ground buildings are abandoned and in
poor repair. The large underground complex is ill-defended and in constant
warfare, as the 3 different factions of the remaining Five (helped by their
followers - probably henchmen - and probably also by many strange summoned
creatures), battle over the control of the evil Crown. It is said that the
Five include a figther, a cleric, two mages and one thief (none of them below
15th level). One of the mages is Laeral, who is very changed from her former
self (see FR5, page 58). Her mind warped by the crown, she is completely mad,
and her age is catching fast, probably due to the failure of the magicks of
longevity (remember, Laeral, as the other Seven Sisters is about 150 years
old). Visitors to the Stronghold at this time are treated like intruders by
her and her ex-comrades.


  c) Their rescuers were Khelben; and Alustriel;. The Blackstaff; in person
destroyed the Crown of Horns; and liberated Laeral from its influence. They
developed a strong bond and she became his consort. This probably happens
sometime between 1358 DR and 1360 DR. (See Dragon #181, page 18, and
"Running the Realms", in the New Boxed Set). After that Laeral; created a
Simlacrum; of herself and left it at the Stronghold to deceive treasure-
seekers. It is not known if any of the other four remanescents of the Nine
survived, but I would say that more could have died. Even if some of them
survived (besides Laeral), I would say that they would probably do the same
that Laeral did and travel away from the bad memories of their time in the
Stronghold. Laeral probably does not appear in the Stronghold, as all
references to her say that she is either in Waterdeep with Khelben, or in
Skullport with "Kitten" investigating things, or in Evermeet with her sister
Dove;. (See Dragon #167 and #172 about Undermountain and Skullport, and the
references in the novel "Elfshadow" - that happens in 1361 DR - about her
staying sometime in Evermeet).


  In my campaign I did this:

  - period (a) (The Nine in control of the Stronghold after their retirement)
    -> between 1355 and 1357

  - period (b) (The Nine fight each other over the Crown of Horns)
    -> 1358

  - period (c) (Khelben destroys Crown, Laeral leaves the Stronghold)
    -> 1359



  As for the actual floor plans of the Stronghold, I myself will not need
that, as the PCs in my campaign are only looking for Laeral to give her a
message, but I would say that the Stronghold's area must be pretty large,
and it would have great walls and many underground areas, as would be tipical
of a dwarven fortress. If any of you would really like to do a prolongued
indoor tour, I would advise browsing old Dungeon magazines for ideas and
maps of this type of things.

  As a last idea, remember that, from period (c) onward, although Laeral
is not there, her Simulacrum; is and it (she), is a conscious and living
being, with 40% to 65% of the knowledge and personality of the original
being. She also could be reasonably powerful (5th level to 12th level magic
user), and probably considers the Stronghold HER house (as she was given the
order to live here and protect the place by her creator). She will also
possibly have the command over whatever guardian creatures (like golems)
that still inhabit the place. She will be pysically identical to Laeral,
but her personality could be different (for instance not being so gentle
as Laeral, or not worrying much about the world at large... ;-)


  As always, comments are welcomed ! Oh, and give us all some inkling as to
what recent adventures in High Forest and the North you are inflicting, er...
presenting to your players ;-D


  Swords high friends,

  Aguinaldo Rangel                              <ag@ax.ibase.br>
  <<< "Me, a Harper? My dear girl, that jest would inspire much mirth in
       some circles..."

      Danilo Thann, famous Waterdhavian dandy and most notoriously inept
      mage. Year of the Maidens (1361 DR) >>>


Magic Items
FROSTWEAVER

Forgotten Realms Item:

HISTORY: A mysterious item that first appeared in the realms 
during the Glory years of rlyth Drannor. Legend recalls the 
heroics of one Yavel of the Zordiastical Ecclipt, an elfin fighter 
with great knowledge of Art. His deeds included the slaying of 
the evil and cruel Eye Tyrant, Garstan while battling against the 
Legions of Aranox, The Lich-Lord. During his crusade to rid the 
world of Aranox and his Legions, Yavel came across a lone 
building. Although a sole building is not very peculiar, but when 
one finds a lonebuilding in the middle of the forest Inside Yavel 
met the
      Ice maiden, Sirana FrostWeaver. She tested him greatly. Yavel
      had to pass Five Tests. The first tested his Skill. The Second
      tested his Passion. The Third tested his mind. The Fourth tested
      his Loyalty to his cause. The Fifth and Final Test made him question
      his Worth. Only by passing each of the five tests was Yavel deemed
      worthy by the Ice Maiden to Wield the Glove of her Goddess. Yavel
      wielded this glove, and bravely fought against Aranox and his
      minions. With FrostWeaver, Yavel brought down the Evil Force, and
      restored peace to the forests of myth Drannor. Legend also speaks
      of another glove that Yavel later found while traveling the plane
      of Fire. Rumor claims that when both gloves are brought together,
      Great Art will flow from he who dons them.

DESCRIPTION: FrostWeaver is a metal gauntlet made of a electrum. Its blue 
shimmer comes into existance the moment the glove is worn. It is 
impossible to shield the shimmer from sight, unless the entire hand is 
concealed.


POWERS: +4 Glove of Frost

-- enables the wearer to create a surge of power that will flow from 
within the glove through one weapon of choice. All powers listed 
below seem to come from the chosen weapon and cannot be called 
upon unless the weapon is wielded.

        FrostBite       4/day   adds 3d6 Frostdamge to one attack.
                        6d6 vs. Fire-Users. No Save but only
                        works if the attack is successful.

        Cone of Cold    2/day   lOd4 + 10 Frostdamage [ 10' x 5' ray
                        in a 90' range

        Wall of Ice     2/day   as per spell

        Ice to Water    l/round effects up to 50' feet cube area

        Water to Ice    l/round effects up to 50' feet cube area

Adds a +4 enchantment to one weapon of choice. This weapon cannot 
be greater than +6 once the enchantment is made. Even if a +5 
sword is the chosen weapon, the glove will only increase it to +6. 
This Weapon will do Double Damage vs Fire using Creatures. I.E. this 
weapon will affect Elementals, Efretti, Fire Specialist, etc. It WILL 
NOT affect creatures that use fire for other purposes, such as men, 
elves, and other humanoids whose control over fire is limited.


FLAMEDANCER

DESCRI PTION: FlameDancer is made from a Gold Metal, some say the scales from a gold 
dragon. Its appearance is like that of FrostWeaver, for FlameDancer is the sister glove 
of FrostWeaver.



POWERS:


       FireSpear       2/day              6d6 FlameDamage [1' x 90']

       FireShield      4/day              as per spell  12th level of Power

       Wall of Fire    2/day              as per spell  12th level of Power

       Fire Travel     at will            may travel from different sources of
                                          Fire no smaller than a campfire.

       Flame Weapon    for 80 turns       adds ld4 flame Damage
                                          4d4 vs Cold Users & Undead

Adds a +4 enchantment to one chosen weapon. Double Damage vs Cold Using creatures. 
Same Restrictions as FrostWeaver. Usable Once per Lifetime.





COMBINED POWERS OF FROSTWEAVER AND FLAMEDANCER:

-- Frost and Fire Resistance -- Immunity to powers of the glove --50% Magic Resistance to Fire & Cold 
Based r1agic -- Shape Power this allows the user to shape any cold or fire form to their own liking. This 
allows for campfires to become images of people,to Blocks of Ice becoming a giant fist.


1 ) Bolt; +5; Rod of Lightning

INT 21 (LG)   Ego 35     Melee Damage: 2d8 + 5

Special Purpose: Destroy Chaotic Evil elves, half-elves, or humans with a 
                          Disintigration Bolt -- Save vs death or die. If save is made 
                          then take 1Od8 damage( save vs spell for 1/2 )

Powers:

    1. Lightning Bolt - 1Od6 10 times per day
2. Change Color of Bolt twice per color per day
A) Gold Bolt(Positive Energy) -- +2 per die damage vs negative plane 
creatures
B) Blue Bolt -- shot into a normal cloud, can create an electrical storm 
which can be used to CAll Lightning by wielder of BOLT
3. Hea 1 1 /day
4. Teleport W/O error 2/day
5. Resistance to Electricity
6. BOLT energy shield 2/week -- drops AC to -10 and stops 80 pts of Blue Dragon 
Breath
7. Thief Alarm -- Shocks anyone who attempts to steal it with 6d8 damage(no save)
    and it will Magic Mouth Get Your Hands off of me, you thief!"
8. Detect Evi1 in 1O radius
9. Detect Magic resistance, power of MR, and Level of Goodness i n 1 5' rad i us.


2) StormBringer; +5 Two-Handed Sword Melee Dm: 2d6;3dlO +5

        -- Lightning Ball     6d6 damage     5/day
        -- Shape Lightning                   5/day
        -- Charge Blade       5d6 damage     5/day
        -- Heal                              l/day
        -- Summon Blue Dragon                l/week

3) Talon; +4 LongBow Melee Damage: 3dl 0 + 4

-- LongBow made of some sort of Bone. Has no string -- Manifests its own 
arrows, when the user simulates pulling a string -- Roll of 5 or greater than 
needed to hit lodges arrows -- 6 pts bleeding damage per round while arrows are 
lodged.

4) Impact; Crossbow +5 Heavy Crossbow Melee Damage: 5d4 + 5 -- Fires Bolts of
 Impact-- save vs spell or be knocked unconscious by blow for 3d4 rounds -- if save is 
made,stunned for one round -- can be fired four times per cocking. -- takes one round to
cock if wielder has a STR of 15 or better.

5) Silver's Black Armor; +6 PlateMail Armor Class: -3
    -- immunity to swords of sharpness
    -- fly      18 turns/day Movement class B
    -- Heal     1 /day


6) Clout Fang; +3 Giant Club      Melee Damage: 2d8 +3: Special

-- Immunity to all poisons, natural and magical, while wielded -- Clout Fang 
Poison I Death or 4dlO damage      2/day -- C 1 out F ang Po i son I I KO or 2d8 
dam age        3/ day -- Poison damage inflicted on successful attack roll and is 
cumulative with weapon damage. -- Must be at least 6'3 and have at least a 
STR of 18 to wield

















Non-Player Characters

The Company of Shadows

T'Lorn Darkheart
Human Male NE Necromancer 6th Level
ST:9 DE:12 CO:13 IN:15 WI:18 CH:7

As leader of this band he uses their skills to futher his search of the
lost and hidden crypts/tombs of Faerun.  He is searching for lost
necromatic lore and one day hopes to travel to Thay and try to become
a member of the School of Necromancy.

Suggested Magic Items:
Grave Key (DRAGON, Dec 1993): If put into the ground over a burial site and
turned, the occupant of the burial site is compelled to rise and be at the
Key owners command.  It also opens crypts, tombs, coffins etc (but not if
sealed magically).
Staff of Skulls (MAGISTER): For 1 charge the staff holder can animate
skeletons or can mend/reattach broken/severed limbs both living and dead
(BUT DOES NOT RESTORE HIT POINTS LOST).
Scarab of Protection (DMG): Protects for level draining attacks.
Ring or Cloak of Protection.

Suggested Spells
Death Recall 2nd Level (Complete Wizard Handbook): Allows the caster to
view the death of a creature if it has died within the last 24 hours.
Cloak Undead 2nd Level (FR Adventures): Hides undead from detection and sight.
Undead Mount 2nd Level (FR Adventures): Provides a means of transportation,
                                        although a dead one.

Kantopolis of the Shadows
Half-elven Male NE Thief 5th Level
ST:16 DE:16 CO:15 IN:11 WI:12 CH:13

Quick, quit assasin that will kill almost anyone for the right price.
Possible an ex-member of the Thieves/Assasins Guild of Waterdeep.

Suggested Items:
Short Sword of Backstabbing +2: adds 4 levels to backstabbing damage mult.
Dagger of Impaling: (? forgot to bring description) BOTH OF THESE ARE IN
                    THE COMPLETE THIEVES HANDBOOK
Girdle of Lions: (Magister): Give wearer the ability to Speak w/ Felines,
                             -3/die on falling damage, +50% to move silent
                             and night vision (not in pitch black environ).
Magical Leather Armor.


Darius of Daggerdale
Human Male LE Fighter (Wild Talent Psionic) 7th Level

This man is very mysterious because the sword Elquillar gives him the
ability to change his shape like a Hat of Disguise.  With the help of
his psionic powers he is a very crafty foe who travels quickly to cross
any foe.

Psionics: 64 PSPs
Probability Travel, Dimension Door, and Know Location

Suggested Magic Items.
Ring of Telekinesis.
Ring of Jumping
Boots of Speed
Elquillar (Dragon 1992): This is a +1 weapon that can change shape into any
bladed weapon from dagger to scimitar.  The wielder can shape change as if
he had a Hat of Disguise.  Protects the wielder as a Ring of Mind Shielding
(NOTE: does not effect Psionics) and any creature hit by this weapon who is
not in his natural form is forced back into its natural form (NO SAVE)
The sword has INT 12 and EGO 16 (I believe)

D'Tarnak Strongarm
Half-orc Male LE Fighter/Cleric of Sharn (Mistress of Night)  5th/5th level
ST:18/74 DE:12 CO:16 IN:9 WI:17 CH:11

As follower of Sharn D'Tarnak is a lurker of the night, bringing in as
many sacrifices that his mace can provide.  Sharn is quite proud of this
backwater Half-orc, for he has brought the fear of the night to many a
Dalelands village, all in the name of Sharn.

Suggested Items:
Mace of Darkness (Halls of the High King): LE Weapon that is +2 to hit and
damage.  It does 1d8 to all size of creature.  At will the user can create
Darkness 15 foot radius for 1 to 2 rounds following (Duration determined by
user when effect created).  The weapons snarls when it hits those of good
alignment and will do 2-8 points of damage to any not of LE alignment who
tries to pick it up.

contributed by:
Sir Kirkland       knorthrup@vnet.ibm.com


CHARACTER NAME: Talen the Thief
ALIGN: NE       RACE: Human CLASS: Thief
LEVEL: 2        WORLD, CITY: Forgotten Realms, Waterdeep



ABILITIES:
Str: 14 Dex: 18 Con: 16
Int: 11 Wis: 12 Chr: 15

ARMOR CLASS: 6 (due to dexterity)

Hit Points: 11
0

WEAPON PROFICIENCIES:
Dagger, Sling, Knife, Shortbow

NON-WEAPON PROFICIENCIES: Alertness, Disguise, Forgery, Looting, Voice 
Mimicry, Tumbling, Tightrope Walking.

THEIVING SKILLS:
Pick Pockets: 67%
Lock Picking: 57%
Find/Remove Traps: 42%
Move Silently: 33%
Hide In Shadows: 32%
Detect Noise: 36%
Climb Walls: 84%
Read Languages: -5%


EQUIPMENT

Backpack:                Clothing:
                         Bar maid's costume
 Map Case                Mens Clothing (Overalls, Plaid flannel shirt, boots,
 4 peices of blank
   Parchment             Dark Suit
Wax Block                Soft Boots
Lime Wood Strips         Black Gloves & Tunic
30 rlarbles              Black Belt
Biast Dice (bone)        Clerk/r1essenger costume
6 Sling Bullets

                                                                                       Large Sack:
Large Belt Pouch: (right side)                 Empty (used for jobs)
Thieves Picks
4 Sling Bullets                                Wrist Sheath (right hand)
Sheathed Knife                                 Small knife

Small Belt Pouch: (left side)                  Knife Sheath (each boot)
Pouch of 12 Caltrops                          +2 Knife Of Throwing (right side)
2 peices of chalk                             +2 Knife Of Wounding (left side)

WEALTH
45 Gold/Steel Peices
13 Silver Peices
1 1 Electrum Peices
2 Copper Peices
550 gp Rouges Stone (good luck stone, will not sell)

DESCRIPTION
Talen is average height for a woman 5 feet 4 inches but, only 
weighs in at 105 pounds. She is only 19, but her figure and 
manner can let her easily pass for 22 or 23 without any work. 
She has strikingly beautiful blue eyes adn the blond hair to 
match. This combination has led many a man to do her bidding, 
for less than a kiss.


BACKGROUND
 Talen is a young woman of age 19, although she 
can pass for 40 if she wanted to. She grew up in a poorer section 
of town, and led of life of mischief when she was a child. At the 
age of 10 she hooked up with <Thief> from Water Deep and was 
raised by <him/her> until she was 17 and had to get off on her 
own. When Talen left Phlan she was not missed by her parents or 
the many siblings she had, for she spent very little time at home 
with her family and was right at home with thieves and bandits. 
While under the tutilage of <Thief> Talen learned the art of 
disguise and practiced everyday until she could even fool her 
teacher with enough preparation. Although she was not very 
strong ( 14) her nimbleness and dexterity ( 18) mader her the 
perfect Cat Burgler. Waterdeep gave her the perfect setting to 
practice her skill in leauge with the guild, which she had been a 
part of since the beqinning of her training. This is also the place 
in which she
became proficient in the: Dagger, Sling, Knife, and Shortbow. The 
latter by far her favorite when ever possible. With her skills: 
Alertness, Disguise, Forgery, Looting, Voice r1imicry, Tumbling, and 
TightRope Walking, she became one of the most adept apprentice 
thieves in the guild. Although her devotion was to herself, she never 
let it show when around guild members. Her Charm and Charisma 
(15) was enough to charm them all. Although not very intelligent ( 1 
1 ) or wize ( 12) Talen is excellent at her job, she can, and does, use 
all of her skills to perfection to achieve her goals, whether for 
herself or the guild.

Talen holds honor in hight regurd. She was taught honor by Kay the 
Bow master fo the guild. She spent many waking hours with him 
learning every aspect of her chosen weapon, the shortbow. (She 
probably also spent a few night s with him...playing cards...of 
course). From him she learned horor and the power of keeping your 
word. not only will she keep her word, but if not she has vowed, to 
herself, to devote the rest of her life to the person she breaks her 
vow to, that is unless they might happen to die, then the deal's off.



STORY OF THE KNIVES: On one of the jobs for the guild, Talen was 
to rob the house of a local weaponsmith, the wealthiest in the 
section. On the job she found a wooden case lined with the fur of 
Asperii, Just the case itself was worth more than anything in the 
house. Quickly she and her searched the house and left without a 
sound. Teh next day word was out that the house was robbed and to 
very important items were stolen from the house. The weaponsmith 
was jailed in the dungeon and has yet to be let out. It seems that the 
two knives were intelligent. Each had their own special powers, but 
without each other they were useless. The knives have to be within 
100 yards of each other or their powers are null and void, until 
brought back within range.
The first one Sharpe, it's called is a knife of throwing. It can 
speak Commn, aloud an mentally with it s owner, Talen. This knife 
has the ability to detect doors within a 10 foot radius, secret, 
magical, or regular, Sharpe cannot detect doors if the large ruby on 
his hilt is covered.
The second knife, Sting, can speak Common and Dwarven. Sting will 
always have a craving for blood and will carry on conversations with 
talen for days about the last kill they got. To make him, Sting, remain 
silent Talen must cover he emerald in his hilt with a leather strap 
attacked to the sheath. Sting can detect magic within a 10 foot 
radius. It can also detect beings within a 3O foot radius, quite useful 
when camping by yourself, although he can do neither when his 
emerald is covered.



More Rumors; & News


 Adventurers go Hunting Trolls - On 
Purpose!

FR:EVENINGSTAR: Two foolhardy 
adventurers thought it would be "fun" to 
go hunting trolls, so off they went into 
the southern part of the Stonelands a 
few days east of Eveningstar. They 
apparently spend two days trying to 
attract a troll, they were very 
successful, for three fully grown trolls 
attacked out of the bush. The elf, whose 
idea it was, was rendered unconscious in 
the attack. His dwarven companion 
managed to fell the trolls and burn 
their bodies.

After healing his companion with healing 
draughts, the furious dwarf dragged his 
embarrassed colleague back to 
Eveningstar where they were heard to be 
solemnly swearing to never do that 
again.

FR:Baldour: The Dwarves of Baldour 
report that one of the Swords of Baldour 
has been stolen. Emissaries have been 
sent to investigate its sighting in 
Waterdeep.

FR:Eveningstar: An ancient axe, the 
dwarven Axe of Thrammer, has been 
rumoured to appeared in Eveningstar and 
also in Waterdeep. This huge axe that 
hits like a 2-handed sword, was being 
made about 700 years ago for the Dwarven 
prince Thrammer, but he and the axe 
disappeared during the 17th Dwarf/Orc 
war. The axe is not magical but was 
intended to be enchanted, but was put 
into use when the Orcs attacked.


FR:Waterdeep: . There,as been a flood of 
Maztican gold and silver on the market 
in Waterdeep recently as adventurers 
return from the jungles of the Dead Zone.

FR:?: The Church of Helm denies reports 
that a Helm missionary tried to raise an 
arlny of Maztican warriors.

 FR:Waterdeep: The recent 
restrictions on magic weaponry in 
Waterdeep appears to have created a 
thriving black market in evil-
babykilling-assault-swords. Loyal 
citizens are requested to report any 
knowledge of magic weapons to the 
authorities.

 FR: Sea of Fallen Stars (Pirate Isles) 
After the death of the Half-Orcish 
leader and its Green Dragon protector at 
the hands of an adventuring party, the 
pirate town of Scrape has fallen into a 
state of chaos and confusion as various 
factions struggle to claim leadership. 
No less than four factions comprised of 
Humans, Ogres, Orcs, and Goblins are at 
war with each other on the small Pirate 
Isle.

FR: Mirabar The adventurers known as the 
Bloodhawks have returned in triumph to 
Mirabar aboard a flying ship. The 
vessal's holds were filled to the rim 
with platinum,gold, and silver obtained 
from the lair of a Red Dragon. At the 
request of the party's leader, Deltar 
the Destroyer, a drydock was built and 
the vessal landed outside of the city. 
After seeing to the ressurection of one 
of thier number who had fallen to the 
Dragon's breath, and removing the 'helm' 
that allowed the ship to fly, the 
Bloodhawks donated the wooden galley to 
the city and rode to the south.

FR: Scardale A sea-going vessal 
belonging to the Zhentarim was attacked 
and stolen by unknown parties in a 
fierce battle on Scardale's wharves. At 
the end of the melee, several Zhentilar 
were dead, including a mage and a priest 
of Cyric, and the vessal was sailing 
away to the north. The Black Network is 
rumored to be actively seeking the 
culprits, and have offered a 1,000 gold 
piece reward for information leading to 
the bloody and painful death of those 
responsible.

FR:Moonshaes(outer planes): A well known 
group of adventurers have traveled to 
the plane of hades to reclaim the now 
lost soul of Tristan Kendrik. They have 
enlisted the help of the Mage Flamsterd, 
and another unknown sage called Gregor. 
Gregor seems to hold vast knowledge of 
the outer planes, and of the resident 
powers. All that is known is that he was 
first seen in Waterdeep soon after the 
death of Myrkul in the Time of the 
Avatars. The group has returned empty 
handed with two of their number dead, 
thought to be now restored. They now 
plan on returning to Hades with new 
information to where their King's soul 
lies.


FR:RAVENS BLUFF: Some adventurers from 
the Company of the White Raven 
accidently visited Maztica recently when 
the ship they were travelling on was 
swallowed by a giant sea monster. When 
the elven mage Kitiram cast a Flaming 
Sphere against the monster's stomach 
lining, a survival mechanism teleported 
the ship randomly, causing it to appear 
above a desert. Gravity took over, and 
the ship smashed into the surface, 
killing most of the crew and severely 
injuring the adventuring 
group.Fortunately, the survivors were 
discovered by some friendly natives, and 
after establishing rudimentary 
communications, they discovered they 
were in Maztica. The group set out to 
discover a way to travel back to Ravens 
Bluff. After a series of adventures, the 
group found a spelljamming helm. This 
helm was mounted on a ship, and the 
group left Maztica, taking some willing 
natives with them. The return to Ravens 
Bluff caused some consternation, as the 
pilot failed to handle the helm 
properly, crashing the ship into a 
house, destroying the ship and house in 
the process. No loss of life occurred 
and damages were paid for by the 
Company.


Forgotten Realms:Cormyr: CARAVANS 
AMBUSHED!

In the past two rides, a total of 
four caravans have been ambushed and 
plundered while making the run through 
Gnoll Pass. The only survivor tells of a 
pitched battle between the caravan's 
guards and a large combined force of 
orcs, hobgoblins, gnolls, and ogres. 
Baron Thomdor, commander of Castle Crag, 
suspects Zhentarim influence, because as 
everyone knows, humanoids can't 
cooperate on making dinner, let alone 
coordinating a military operation of 
this magnitude. Various adventuring 
bands have been hired to find the 
humanoids and destroy the operation. A 
fake caravan manned by Purple Dragon's 
will also attempt to draw out the 
humanoids and expose their leaders.


Forgotten Realms: Baldur~s Gate: Unicorn 
Controversy

Tran, a noted alchemist in Baldur's 
Gate, has put out advertisements for 
unicorn horns. Despite massive protests 
by noted druids and rangers,a large 
party brought in two horns and was paid 
hansomely, in cash and gems. The Moon 
Blades, a group of nearby Druids, 
contacted Tran with the intent of having 
him revoke the advertisement. Two druids 
went to have a "talk" with him and have 
not been seen from since.












Wishes 
> Wish:  My guideline has always been:  A 7th level limited wish can
> duplicate the effects of any 5th level Mage or Priest spell.  A
> 9th level wish can duplicate the effects of any 7th level mage or
> Priest spell.  Other effects would also have to be within this
> 'power' range.  When using the wish in this manner there is not
> chance for loss of con.
> This is extremely limiting the power of a wish, why even have a
> wish spell if all its going to do is duplicate some spell two levels
> lower?
 
 
To NOT limit the power of a wish spell in this manner could be very
unfair considering the spells level.  A Wish should be just another
9th level spell... (7th in the case of limited wish), not some all
powerful ultimate spell.   Example: Limited Wish - Look at ALL the
options that a character has if he/she could cast ANY 5th level spell!
And I didn't say that it can ONLY duplicate the effects of a spell...
"Other effects should be in this 'power' range"   I often ask myself
this question:  If I wanted to make a spell that duplicates the
'effect' asked for in the wish, what level would the spell be?
 
If, for example, you allow a 9th level wish to 'duplicate' the effects
of other 9th level spells, why would anyone with access to a wish spell
take any other spell?   Casting time?
 
And I recommend that this limit be placed on the spell 'Wish'.  A
wish granted by a magic item or divine being could be more powerful,
and should be, esp. if you use 10th and higher level spells.  While
I do not allow these spells, a 'Greater Wish' could be created to
handle more powerful needs.
 
The limits I suggested were originally outlined in a T$R publication.
In an effort to drive this thread into the ground, I will now provide
ANOTHER large Dragon article. While it was written long before 2nd
edition existed, most of Gary Snyder's theories still apply.


From Dragon #49 May 1981
BEST WISHES!  Guidelines for getting & giving
by Gary Snyder
re-printed without permission for educational purposes only
 
 The Wish and Limited Wish spells are an important part of the
ADVANCED DUNGEONS & DRAGONS game, and sooner or later every
player and Dungeon Master will be confronted with the question of
how to make a Wish or how to fulfill one.
 
 The Players Hand book describes these spells in the vaguest of
terms - a necessary condition, because any attempt to define the
wish concept naturally involves limiting the scope and power of
the Wish to the characteristics described by the definition.
 
 It is up to individual DMs and players to define and interpret
the Wish and Limited Wish in such a way that the use of those
spells in a campaign does not have an unfair or inappropriate
effect on play.  The ten General Principles of Wishes, presented
and explained in the text which follows, represent one possible
way of establishing "ground rules" for the use of Wish spells
which can be used to the benefit of DM and players alike.
 
 The General Principles below do not narrow the power and scope
of a Wish to the point where a DM can quote a General Principle
as a self-explanatory result of a Wish.  The intent of the
Principles is to encompass broad concepts which are relatively
easy to apply in any specific case which might arise.  The
stricture set down by a certain Principle may help to determine
whether a Wish has any effect at all in a certain situation, or,
if it is effective, what degree of success is attained by the
wisher in achieving the desired end by the desired means.
Usually, a Principle will be no help at all in determining
exactly how a Wish ought to be worded or exactly how it ought to
be fulfilled.
 
 The Principles are meant to apply to Wish and Limited Wish
spells, wishes acquired from rings, scrolls, swords, relics and
artifacts, and wishes obtained from efreet and noble djinn.  They
do not (necessarily) pertain to "wishes" granted by devils,
demons or gods, which are actually forms of Divine (or demoniac
or diabolic) Intervention.

 
 Wishes vs. Divine Intervention
 
 A Wish or Limited Wish is simply a magic spell of a specific
level which can be used as a general-purpose method to achieve
some desired result.  Any Wish is limited in power and bound by
the laws of the universe in which it is employed.
 
 By contrast, Divine Intervention is an action of a deity or god,
just as diabolic and demoniac interventions are actions of devils
and demons respectively.  While these three types of beings are
also bound by laws which govern their environments, their power
in their own realms and in those realms not specially designated
as belonging to another similar being is nearly unlimited.  An
act of intervention can actually change that which has already
occurred, or can directly and definitively alter the course of
future events - things which a Wish cannot accomplish.
 
 The General Principles of Wishes are not designed to apply to
intervention by a deity, demon or devil.  The granting of favors
by such beings cannot be governed by any general rules, since
each instance of intervention may produce drastically different
results depending upon the preference or the inclination of the
deity at that certain time.
 
 THE GENERAL PRINCIPLES OF WISHES
 
 (I) WISHES ARE 9TH-LEVEL MAGIC SPELLS AND ARE LIMITED IN POWER
ACCORDINGLY; LIMITED WISHES ARE 7TH-LEVEL SPELLS WHICH ARE EVEN
MORE LIMITED.
 
 There is no such thing in the AD&D rules as a 10th-level spell,
or any form of magical energy which is more potent than a
9th-level spell.  If a Wish was unlimited in power, it would be
theoretically possible for it to have the energy of a 10th-level
spell - but then the Wish spell itself would have to be
considered a 10th-level spell, and that is a contradiction.
Using the same reasoning, a Limited Wish is limited in scope and
power to what can be accomplished with the energy of a 7th-level
spell.  In addition to these general limitations, there are
specific instances cited in the AD&D rules where the use of a
Wish is impossible or ineffective.
 
[Nathan Amed Comments:  While this has changed for SOME people,
 the theory applys, as the spell still 9th level]

 
 (II) WISHES CANNOT CHANGE WHAT HAS ALREADY HAPPENED, BUT THEY
CAN BE USED TO ALTER OR NEGATE THE RESULT OF SOME PRIOR
HAPPENING.
 
 If, for example, someone has been disintegrated, nothing short
of divine intervention can change that fact: he has been
disintegrated.  The result of this occurrence, however, can be
nullified by a Wish which causes the body of the victim to be
reintegrated (see Principle VIII).
 
 (III) WISHES CANNOT DIRECTLY AFFECT THAT WHICH WILL HAPPEN,
EXCEPT IN THE SENSE THAT EVERYTHING THAT WILL HAPPEN IS A DIRECT
RESULT OF WHAT IS AND HAS BEEN HAPPENING.
 
 A Wish has no real power to affect anything except at the
precise moment it is uttered (see Principle II).  Therefore, a
Wish for a specific occurrence or situation to come about in the
future - but not at the time the Wish is actually made - would
have the effect of placing the wisher in circumstances at the
present time that would most possibly bring about the desired end
after the passage of the intervening time, but would not and
could not constitute a guarantee that the desired event will
happen.
 
 (IV) WISHES ARE BOUND BY THE LAWS UNDER WHICH THEY THEMSELVES
ARE BROUGHT ABOUT AND USED.
 
 In most AD&D universes, this will mean that a Wish cannot make
something out of nothing or vice versa.  For the creation of
food, water, soft goods and other such items, raw materials
(carbon, oxygen, hydrogen, nitrogen) are usually available in
abundance.  However, the creation of a certain amount of iron,
copper, gold, platinum, or other valuable materials is much more
difficult because of the relative scarcity of such items.  In any
event, the creation of a quantity of material which is greater in
mass than the spellcaster or wisher will be considered much more
complex and energy-draining than the alternative of teleporting
the wisher to the desired substance or vice versa (see Principle
VI).  For purposes of this determination, all magical items and
all living beings (with the exception of the character using the
Wish) are considered to be of infinite mass; that is, the
creation of such items by a Wish is essentially impossible, since
the energy of a Wish is not also infinite.

 
 (V) WISHES HAVE NO AUTHORITY AND NO POWER OVER THE ABSTRACT,
THE INSUBSTANTIAL, OR THE NONCONCRETE.
 
 In particular, a Wish cannot grant ownership, titles, or other
stations which require an authority to confer them upon someone
else.  Nor can they remove such titles and privileges, either
from the wisher or others.  If a Wish deals wholly or primarily
with abstract, intangible considerations, there can be no
certainty that the Wish will achieve the desired end; at best,
the Wish will put the wisher into circumstances which have the
greatest possibility of achieving that end (see Principle III).
 
 (VI) WISHES WILL ALWAYS ACT IN THE SIMPLEST MANNER POSSIBLE
WHILE ABIDING BY THE WORDING OF THE WISH ITSELF.
 
 If a desired end may be accomplished with a lower-level spell
than the wisher had in mind, for instance, and the means to
achieve that end was not fully specified in the Wish, then the
lower-level spell will be used.  In general, the more mass or
energy involved in the fulfillment of a Wish, the more complex
the undertaking will be.  "Creation" (see Principle IV) of a
substance or material is more difficult than molecular
rearrangement which might accomplish the same purpose.  Molecular
rearrangement is more difficult than destruction, destruction is
more difficult than the teleportation of something, and
teleportation is more difficult than simple enlightenment or
knowledge given to the wisher.
 
 (VII) WISHES ARE GENERAL-PURPOSE SPELLS, AND AS SUCH MAY BE
USED VOLUNTARILY IN A NUMBER OF WAYS, WITH VARYING CHANCES
FOR SUCCESS.
 
 To employ this principle properly, it is necessary to determine
at what level of power the magic operates to cause the
fulfillment of a particular wish.  If the method involves the
magic of a known spell, the level of the magic is easily
determined from the rules; new spells or other types of magic
will have to be compared to existing spells and magic by the DM
before determining the level of magic involved.  Chances for
success (complete fulfillment of the wish) depend upon the type
of wish (magic-ustr or clerical) and the level of magic involved,
according to the following chart:
 
 Spell    Full Wish    Limited Wish
 Level    M-U Cleric   M-U Cleric
 1-4      100% 100%    100% 100%
  5       100% 100%    100%  75%
  6       100%  90%     80%  50%
  7       100%  75%     50%  --
  8        90%  --      --   --
  9        75%  --      --   --


 Often, but not always, when a spell level lower than the wish
itself is used to achieve the desired end, the manifestation of
the magic will be similar to the spell in question but in an
improved form (for instance, teleportation with no chance for
error) because of the extra power of the wish spell itself above
and beyond the energy needed to make the wish come true.  Spells
which are "improved" in this manner are generally those of levels
where the chance for success is 100%.
 
 (VIII) WISHES RARELY WILL ACHIEVE MORE THAN ONE END, AND
NEVER MORE THAN TWO.
 
 All spells are formulated to achieve a specific purpose, whether
it be to neutralize poison in some creature, charm a hostile
group of opponents, or restore life in an individual.  It is not
beyond the power of a wish to reintegrate a character and even
restore life to his body (constitution check applicable); even
though those are two distinctly separate acts, they both
contribute to the fulfillment of a specific purpose. ln contrast,
it would not be possible for a single wish to teleport a group of
characters out of the middle of a melee to a place of safety,
accompanied by all the opponents' treasure (which, at the time
of the wish, is still in the possession of the opponents).
 
 In any case except the most simply worded wishes, the DM will
have to weigh the wish in terms of how many ends it is designed
to achieve.  For example, how many dead characters can a wish
bring back to life all at once? The answer varies: If the deaths
were all due to a single incident such as a cave-in, or if they
all occurred within the same short period of time during melee, a
wish would probably be permitted to save all the victims, since
only the effect of one short span of time is being altered, and
in that respect only one end is being achieved.  On the other
hand, if half of a group of characters died in a cave-in and the
other half in a run-in with an umber hulk, only one group of
victims would be able to be brought back to life with a single
wish - altering one occurrence, not two, and achieving only one
end instead of two distinctly different purposes.

 (IX) WISHES WILL FULFILL, TO THE LIMITS OF THEIR POWER, NOT
ONLY THE DESIRED END BUT THE MEANS BY WHICH THAT END IS
BROUGHT ABOUT.
 
 The wording of this Principle implies that a Wish spell has
reasoning power of its own which enables it to make a "choice"
between various methods of achieving a desired end, and perhaps
even distort or depart from the wording of the wish.  This is NOT
so!
 
 A good example of the improper distortion of a Wish is the
character who wishes for a demon to serve him as a slave - and
gets sent to the Abyss to pick one out.  Some DMs consider this a
fair interpretation, claiming that it does not violate the
wording of the wish.  While this may be technically true
(depending upon the actual wording), such action is in violation
of the nature of a Wish.
 
 It has been pointed out in earlier Principles that a Wish may be
fulfilled in one of several different ways.  In all cases, the
Wish will be fulfilled in such a way that the end result is
achieved as desired, and in the manner which it could reasonably
be expected to be achieved.  One of the biggest advantages of a
Wish is its flexibiity, but this is only an advantage as long as
the DM and the players all use common sense and fairness in the
wording and fulfillment of a desire.
 
 (X) WISHES ARE IMPARTIAL, OBJECTIVE AND CONSISTENT.
 
 If a Wish works in a certain way in a certain situation, it
should always work in the same manner in identical situations in
the future - as long as the set of circumstances directly
involved in the Wish is the same.
 
 Sometimes it may be a matter of interpretation whether the
conditions for a Wish are identical to the conditions that
existed at a previous time when an earlier Wish was used.  In any
event, if the general conditions are the same and the Wish is
worded identically to or generally the same as a previous Wish,
the means of achieving an end and that end itself must be
generally the same as they were for the first Wish.
 
 If a DM is properly consistent in this fashion, it may become
possible for players to "predict" the effects or the outcome of
making a certain Wish at a certain time.  Players should be
permitted to have this knowledge and to be able to trust in it
once they have figured out this "law of nature." Players should
also be aware that the nature of a Wish makes it impossible to
predict any outcome with certainty.  The word "consistency" in
the Principle stated above applies more to the approach and the
motives of the DM (who grants the wish) than it does to the
actual result of the Wish.

 
 In no case should the DM's personal feelings for a player or a
character have any influence on whether a Wish is granted or how
It is put into effect.  Petty emotions are neither impartial,
objective nor consistent, and have no place in the implementation
of a Wish or in any other aspect of an AD&D adventure.
 
 
From: Douglas Jahnke <CHAOTIC%KSUVM.BITNET@pucc.Princeton.EDU
Subject: ADND-L: The Final Say: Wishes...all ya need to know....
 
Notes on casting WISHES: Source: Role Aids, Lich Lords, pg 4.
 
The wish is the most powerful magic.  Used to its fullest extent it
can be deadly and devastating.  When used ith imagination and care,
however, it can provide some very interesting effects on a party,
both in opposition and benefit.
 
Here are some guidelines:
 
1.) The wish is a 9th level spell, and its magics are restricted to
    power capable of being produced by other 9th level spells.
 
2.) An extremely powerful Wish will cause the spell caster to become
    exhausted and immediately fall asleep for four hours.
 
Notes on: Examples of::
 
 'I wish that (a particular character) was dead.'
   (result: the wishing character is teleported into the future at
     the point in time where that character is dead.)  Which means,
     the wishing character is 'out of the game' as well.


 Wishing items to be non-existant, or wishing invulnerability to
 all attacks.
 
  (Results: Item gets a save or be destroyed (which could cause
    an explosion or worse, such as a rift in the space-time fabric of
    reality. Result 2: Timestop, while slumber, etc.)
 
The following wishes can be used.  Possible side effects are in
 Parentheses.
 
1: I wish that _______ could no longer wield a weapon.
     (Would last 1d4 turns)
 
2: I wish that _______ could no longer move.
     (The area containing ______ would be under a time-stop spell
      for 1d8+9 rounds)
 
3: I wish that ______ were totally naked.
     (The person would be stripped, standing in the raw, with items
      scattered around them.)
 
4: I wish that the next time I was mortally wounded, I would be
   fully healed.
 
5: I wish that my next enemy would fail their next resistance check.
    (Saving through, an automatic 1)
 
6: I wish that I were in the previous round.
     (limited time traved, max 1 or 2 rounds only)
 
7: I wish that my spells caused maximum damage today.
     (Saves are still given, but based off full damage base.)
 
8: I wish the next spell which effects me does minimum damage.
 
9: I wish I made my next resistance check.
 
10: I wish my next stike against my foe would hit them for
    max. damage.
    (good way to breech defenses and such, but only good for
     on hit.)
 


 
Final notes:
 
There are an infinite amount of 'good' wishes that can be used
rather than a simple 'death wish'.
 
One thing that is imperative for a DM refereeing a very high skill
level game is restraint.  This isn't to say that you should hold
back on your monster's attacks, or characters for that matter. It
simply means, that your players are around for one reason only, an
that is fun.  Make sure, for all involved, that it is just that.
 
Remember: always restrict Wishes to the minimum amount of power
 needed for the effect to transpire.
 
Past examples: 'I wish for the strength of a titan.'
 
Result: a titan is summoned to the caster, who will be kind enough
to lift something for them.
 
MEtA: original wish actually was, 'I wish for a ring of titan strength.'
 
Result: the ring now has a strength of a titan.  Doesn't mean
 the character gains the benefit.  Or, perhaps, better yet,
 it has charges or a duration per day.
 
Nathan Amed
NAmed@Viking.NavAir.Navy.Mil


 
 
 
                        WISH POWER LIST
           (Copyright 1992 Ryk Erik Spoor [Sea Wasp])
 
        This is the list of Wishes and their attendant power levels.
For the most part, there is not a HUGE difference between Wishes that
are next to each other; i.e., a Wish 2 is not all that different from
a Wish 1, and a Wish 19 is just about as good as a Wish 20. The
"Granted Power" listings are examples of things that would basically
be automatically granted to the Wisher unless he just HORRIBLY botched
the Wish; i.e., things WELL within the power of that Wish. Well worded
Wishes can reach into the NEXT power level, and superlative wording
and good luck might even allow one to reach TWO levels higher.
        The "AD&D equivalent" column denotes what spell in that game
system is considered the same as that Wish Level for most purposes;
this assumes that a more powerful caster can get more Bang for the
Buck (that is, a Wish spell by a 45th level mage can kick butt on
a Wish by an 18th level). These are written as "Spell name(caster
level), as in Wish(24th).
 
    Wish Level      AD&D Equivalent             Granted Power
 
Wish 1          Limited Wish(14th),     Healing, increased hit chances,
                Alter Reality(14th)     increased spell durations, ranges
                                        minor information
 
Wish 2          LW(17th), AR(17th)          As above, but more potent
 
Wish 3          LW(20), AR(20th)                Ditto
 
Wish 4          Wish(18th), AR(24th)    Resurrection of the recently dead;
                                        transportation to desired location;
                                        moderate material gains; transporting
                                        desired (unprotected) people/objects
                                        to caster; create one-use, not
                                        permanent effect, magic (potions,
                                        scrolls); summon low-level multiuse
                                        or permanent magic if not protected.
                                        can raise one stat permanently by
                                        up to a point if not yet at racial
                                        maximum; if already at racial max,
                                        adds 10% of one point.
 
 
Wish 5          Wish(23rd), AR(27th)    As above, slightly more powerful
 
Wish 6          Wish(26th), AR(30th)            ditto
 
Wish 7          Wish(28th), AR(33rd)    Ditto, but can now create minor
                                        permanent effect items (potion
                                        of longevity); monetary gains
                                        can be higher; can bypass very
                                        minor protective magic while
                                        getting more powerful items;
                                        create permanent ordinary objects
                                        on the order of a mansion
                                        (furnished in moderate expense).
 
Wish 8          Wish(30th), AR(36th),   As above, again, more powerful; can
                Djinn/efreet Wishes     permanize magical effects, even
                                        ones not supposed to be permanent,
                                        and there is no constitution loss
                                        for so doing; can raise any one stat
                                        one point even if beyond racial max,
                                        or a non-maxed stat by two, or any
                                        two non maxed by one. The dead
                                        can be raised even if dead for more
                                        than one year (but less than ten).
 
Wish 9          Wish(32nd), AR(38th)    As above, more so
 
Wish 10         Wish(34th), AR(40th)    Major monetary gains; Create permanent
                POWERFUL Djinn/Efreet,  items of low to moderate power (+1
                Major Demon/Devils,     swords, mithril blades, Ring of Faerie)
                minor gods              make permanent protections of different
                                        sort than spells make easy, create
                                        ordinary items on the order of a small
                                        village (complete with fields, wells,
                                        roads, etc.); create intelligence
                                        within an item (starts at int=9).
 
Wish 11         Wish(35th), AR(42nd)    As above, more...
 
Wish 12         Wish(36th), AR(44th)    ditto
 
Wish 13         Wish(37th), AR(45th)    Money? Sure mac. You got it. Create
                                        magical items of +2 or so; summon
                                        even fairly well protected items.
                                        create intelligent +1 item (powers
                                        are additional or random...);
                                        Create ordinary area equal to a
                                        larger town, or make a single dwelling
                                        that is dimensionally separate, etc...
                                        Create life of vegetable level or
                                        insects.
 
Wish 14         Wish(38th), medium      As above...
                gods
 
 
Wish 15         Wish(39th)              Create +3 items. Summon virtually
                                        anything no matter how it's
                                        protected. Create major cities or
                                        a small dimensionally separate village;
                                        Move a mountain. Get really disgusting
                                        amounts of cash (1,000,000 mithril);
                                        Create moderate items (Ring of Regen,
                                        Ring of Protection +2); create life
                                        at fish, reptile level. Repair any
                                        damaged soul fully.
 
Wish 16         Wish(43rd)              Create slightly more powerful items
                                        (Ring of Prot +3); create life on
                                        avian and mammal levels (not with
                                        intelligence, though); create an
                                        entire country the size of Rhode
                                        island, or move a small mountain
                                        range.
 
Wish 17         Wish(45th), bigger      Create +4 items; Create +3 with
                gods                    own intellect, +2 with intelligence
                                        and desired powers. Create
                                        intelligent life; Make a country
                                        dimensionally separate (Ravenloft,
                                        anyone?); travel anywhere in time
                                        or space unless prevented by greater
                                        power; make major magical items
                                        (Staff of the Magi). Create a country
                                        the size of Texas. Create souls.
                                        Raise dead no matter HOW long they've
                                        been gone.
 
Wish 18         Wish(60th), Major Gods  Create +5 items; make multiple lesser
                                        items. Blow up a planet, move a
                                        continent, create a continent.
 
Wish 19         Wish(100th), Gods who   Create "ordinary" artifacts; create
                are a notch below the   planets. Make countries already with
                Creator.                populations. Make intelligent species
                                        that never existed before, with all
                                        special abilities thereunto
                                        pertaining; destroy or create stellar
                                        systems.
 
Wish 20         Direct Divine power,    Just about ANYTHING you want.
                from deities who are
                either Creator level
                or DAMN close; if the
                Deity in question can't
                bench-press galaxies,
                he can't DO a Wish 20.

Highmoon ;Scenerio


[The following text is an account of a party playing near Highmoon.  The 
scenerio is good.  The DM of this adventure has left his Internet Address so 
you can contact him for the module.]

The party, at this point split down to four characters (From the maximum of 
thirteen players - I know, it WAS mayhem) due to desertion, murder, and 
gentle weeding out of troublesome players. They sprawled into the Rising 
Moon (a famous FR inn) tired, hungry and wounded. While sitting at a table 
with even the Bard listening to the musicians a tortured, screaming wail 
speared through the night. A sound of supernatural anguish. The Inn 
emptied, the shutters were closed, and the chairs turned up. The players were 
either asked to leave or pay for the night now. They stayed.

In the morning they managed to discover that the wail came from Lilly. 
Lilly was a banshee who inhabited a ravine in the Elven Court; (a huge 
forest) about five miles north of the inn. They were immediately warned not 
to try anything, merely entering the ravine was grounds for prosecution from 
the Highlord and usually meant a stiff fine and permenant bansishment form 
the Dale. The players chose to push after a few tid bits. (i.e. the bard 
discoverd an unfinished song about Lilaeth (Lilly), the fighters heard of 
treasure, the magic-user disocverd she was a rather powerful Enchantress.) 
The story they eventually discovered was this:

Lilaeth (lil-AY-eth) was a fair elven Enchantress back in the days of the height 
of Myth Drannor (a long long time ago) She left the fabled city for the more 
secluded southern woods. There she found a secluded glade in a small ravine 
near a small pond covered in Lillies, complete with cascading water fall. She 
took the name of the flower, Lilaeth, as a symbol of her new life and built her 
tower. Within the waterfall and pond lived a nymph. Lilaeth was washing her 
golden hair in the falls when she first came upon the nymph. They became the 
best of friends and would spend their days picking flowers and their nights 
counting stars. (Lilaeth was in no rush to study, she was already an Arch-
Mage, and had pretty much created enough magic at this point to mke her life 
VERY comfortable.) One afternoon, Lilaeth was in the forest speaking with a 
small group of sprites, about the rights to the honey found in a certain area of 
the woods, when 

they all heard a low singing.  The sprites immediately vanished. Lilaeth 
waited, and into the clearing stepped, a creature unlike any other she had 
ever seen. He stood as tall as an elf, but was far heavier. His face was 
covered with hair, and the hair on the back of his head was no longer than the 
hair on the front. His ears had no peak, and his voice was low, lower than 
any elf she could remember singing. It was sort of enchanting. His eyes 
widened with surprise when he saw her, but he did not change his tune. It 
was in a language she was forced to study years ago in school.

She could barely make it out, it was the language of man. This was a human, 
and she was delighted. She sat motionless, so not to scare him off, but he 
went as he came. Straight through the clearing, singing all the while. He 
cdme back every once in a while.
Soon they were speaking, and the nymph was jealous and frightened of this 
intruder. She warned the elf that nothing good ever came of humans, but she 
knew it was-,too late. This elf had learned to love. The nymph did not 
understand, and retre~ted to her home behind the waterfall. But the nymph 
did not forget, she spent her days watching them through a magic pool, and 
getting angrier and angrier.
Lilaeth couldn't seem to care less. The human's name was Pond. He had been 
granted permission to travel these forests as a scout looking for a place to 
build a small human settlement. The two were in love and soon Lilaeth was 
with child. This fired the Nymph's rage even more. The final straw was the 
crafting of a magical blade. The nymph had begged Lilaeth to make for her a 
magical flower which she could keep in her geode (she lived in a large crystal 
geode) behind the waterfall which would not loose its scent. Lilaeth refused, 
on the grounds that she did not wish to waste her time locked in her "dreary" 
tower when she could be outside counting the stars. Now she sat day and 
night in that very room crafting a magical blade of glass for her human. No! 
this could not be allowed. The nymph waited and planned her vengance.
On the night of the birth of their child the nymph cursed them both.
Lilaeth was to see all her work and beauty destroyed, and the human was to 
be hers. Pond was transformed into a creature and entered the lake, while the 
spirit of teh elf fled into the root of the mightiest water lilly in the pond,and 
her specter rowmed as a banshee. No one knows what became of the child.


The sitaution now...
The nymph is still there, the only one who has seen her in over 600 years is 
the aged now-blind priest of Eldath who tends this end of the lake (the other's 
is Lilly's) and waits for the Nymph to return to him. He is a kindly man who 
knows much about the legend, the Highlord has charged him with keeping 
anyone from entering the ravine, and has provided him with the magic to do 
so. He will not kill unless necessary. The nymph is still alive, but she has 
become reclusive and weary. Her lands have been taken over by the humans, 
and her only friend has been destroyed. The lake is inhabited by a water wierd 
which attacks any and all doing anything more than drinking from its edge. 
The Banshee of Highmoon spends its years gathering its strength, when it 
finally has enough it seems to send out its energy and draws to by means of a 
powerful charm, a virgin human maiden o join to its group of brides maids - 
wights.
Twenety years ago, a band of adventurers (the last to do so) entered the 
ravine to destroy the banshee. Only two of the young men returned. They 
would relate to know one what they saw or heard. The emerging thief left the 
area, and died some winter past in the north. A now elderly fighter however, 
still lives in the dale, and frequents the Rising Moon. He will be hostile to any 
adventuring parties showing any interest in the banshee, and will 
immediately report them to the authorities. The banshee gianed so much 
power from the destruction of this party that more than a dozen maidens 
were claimed from the surrounding territory, the following night. Thus the 
new Highlord of the Dale passed the law. It has been unbroken since.


On the same night as the party's rest at the inn, they will be visited by the 
nymph (unknown to them) beseeching them to seek an end to the madness. 
She will provide clues to where they can find the information to destroy the 
banshee and release her (nad the nymph and the water wierd) from her 
torment. The party then must gather the information and present the case to 
the Highlord, in order to convice him to allow them to enter the ravine and 
battle the banshee. The true means of doing this which will be revealed to the 
players eventually (if they don't figure it out) is to cut the stalk of the lilly pad 
(the one that never goes out of bloom, the one that the water wierd will 
protect) with the glass sword. The Banshee can be harmed in no other way. 
Not an easy task, considering the wights and other undead to be encountered. 
My players seemed to enjoy this adventure, and I can easily adapt it to the 
Ravenloft setting. As you can guess there is alot more to the adventure than I 
have included here, but I don't want to create an unreadable file. 

If there enough interested parties, I can adapt the stuff I have, and mail it out 
- real mail not e-mail (so as t include maps - and get a response. I'm probably 
leaving any and all networks in April) So I might have to ask for postage and 
photo-copy money.
From brian_vickers@isd.Jpl.Nasa.Gov





INDEX

Alustriel 3
Blackstaff 3
Bolt 8
Clout Fang 9
Crown of Horns 3
Dove 3
Elven Court 34
FLAMEDANCER 7
FROSTWEAVER 5
Glove of Frost 6
Highmoon 34
Impact 9
Khelben 3
Laeral 3, 4
Magic Items 5
News 17
Non-Player Characters 10
Rod of Lightning 8
Rumors 17
Silver's Black Armor 9
Simlacrum 3
Simulacrum 4
StormBringer 9
Stronghold of the Nine. 2
Talen the Thief 13
Talon 9
The Company of Shadows 10
WISH POWER LIST 31
Wishes 19
Zhentarim 1

