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Sunday, 17 August 2014


A gamer once asked Bruce Heard why Green Slimes would not infest every forest. Bruce answered; Have you ever heard of the Green-Slime-Guzzler. We learned then that it can’t be used as a familiar, but what actually is a Green-Slime-Guzzler, and how does it live.

Undead are somehow linked to the realm of Limbo (also a very interesting subject of our great master Bruce Heard), but which undead, is linked how, and all those undead you once heard of but actually know nothing of.

The cave is filled with tangling sticky webs. When you touch it, your fingers seem to go numb, then a multitude of eyes seem to envision you, what foul spider does have a dietary interest in your presence?

You have battled a pair of Shadows, and even though you survived, you feel very week. What can you do to strengthen up yourselves?

You tumbled into some dug pit, crash-landing between some crude jars of sweet honey. Then you hear someone speaking; “Query; What are you doing?” “Statement of personal belief; You probably shouldn’t have done that”. Is this creature trustworthy, friend or foe, and what is it actually?

The tomb slowly opens, and a mummy steps out, yet it speaks. How can this be? What have you just unleashed upon your party?

You wander around in the Broken Lands and are out of food. Then you find some strange singing mushrooms, but are they edible, usable, poisonous or attacking, or just a nuisance?

In Alphatia a drowsy magic-user in a dark bar offers you a purple strawberry. What is it and what does it do? And what are the consequences accepting this gift?

In the ocean waves you see a blue-yellow skull-like thing floating. Should you warn your swimming friends or is it just nothing important?

You hold your holy symbol in front of you, yet the vampire ignores it, how can this be?

You sleep in an old tavern on the savage coast. You look around, and only see clods of dust. Is there any danger now to sleep here?

You’ve penetrated the Evil tower of Soth. You touch the walls, they feel strangely organic but then you feel not so friendly any more, strange thoughts invade your mind. What is going on?

These and many more Questions are now to be answered, as more of the compiled information of all D&D sources of Mystara creeps and critters is available.
Yes, the next chapters of the compilation book Monster Manual Chapter 3 Lowlife and Chapter 4 Undead are to be found as PDF with bookmarks on the Pandius site.
Here the Direct Links.

Have fun.

Wednesday, 26 March 2014


Revenge of the Little Ones

Created; 1994 By                                                    Robin D.
Original Proofreading by;                                        Roland N.
Mapping Cartography by;                                        Robin D.
Art by;                                                                  Alies M.

Recreated, readjusted, improved, and restored by       Robin D.
(some times only papershreds were remaining of the original pages)
Proofreading By;                                                     Albert B.

Thanks to the full TSR-staff for creating the D&D World Mystara
Special Thanks to the writers/creators of the Gazetteers; Gaz 7 Northern Reaches, Gaz 8 The Five Shires, Gaz 10 The Orcs of Thar, The Creature Crucibles;  PC1 Tall Tales of the Weefolk, PC2 Top Ballista, The Draconic Circles from the Dragon Magazine (170??) article of Bruce Heard, the Wrath of the Immortals set, and the Thyatian/Alphatian Gazetteer.
Without these the adventure could not be made.
Also thanx to the website, where I could retrieve lots of information sofar unknown.

Originally written for the Euro Gencon 1995 Championship of TSR/RPGA for all gamers in the world.

Let us all be friends (and gamers.).


In the days before Hin recorded time, the Immortals Night and Mother Earth were friends. And while other Immortals created races single-handedly, Night and Mother Earth worked together on the creation of the Halfling race.
Originally living on the southern continent Davania, with only contacts with the elves there, they became a strong race.
After the Great Rain of Fire in 3000 BC the lands, climate and whole environment changed and became more and more inhospitable.. The Hin as the Halflings called themselves left their ancestral lands and homes and moved north by ship.
Around 1300 BC the Hin came to the area that is now the Five Shires. The cape where they landed they named Faerdinel Keep (Faer = Hope, Dinel= haven in Lalor (Hin language)) The Hin see his as the beginning of Hin history.
The Hin erected towers where they made Landfall (not only Faerdinel Keep, but nearby too).And in the upcoming centuries, the Hin slowly entered the rolling hills north, filled with riches and a race of friendly pacifistic elves (the Gentle Folk. In these years they slowly abandoned the keeps they erected earlier, as the Sea of Dread was far  from stable and save in these decades due to tectonic instability, and the Hin forgot most of them. And when the Gentle Folk disappeared under Orcish and Human attacks the Early days of Hin-kind were at an end.
Many Hin have searched for Faerdinel Keep but none have actually found it, nor others. Great earthquakes which originally created the Ierendi and Minrothad Islands were often still active, and in the centuries the Hin explored the main land, the coastline disappeared beneath the waves, altered, or became small islands.
Faerdinel and most other keeps collapsed and the surrounding areas covered it completely. And while every Hin searched for a cape on the Shire Shores, none came upon the idea that Faerdinel could be further East and the others could be sunk or locked on the tiny islands.
Around 650 AC something happened. From the Thanagioth Islands in the South arrived a young dragon. Gartax was its name. And it was as Evil as it was smart and cunning. In the following centuries it became more and more powerful. In 1001 AC Gartax changed into a Huge Dragon, and with it’s Omen of Coming many earthquakes raked the land. And unknown to Gartax, this led to the reopening of one of the sister keeps of Faerdinel. And while Gartax had made its lair literally on top of this keep, he never knew about it. Although he found some ruins, he never understood the importance of it to the Hin. In these ruins he kept its treasure hoard. Just during it’s last Circle of Magic he found a scroll tube speaking about some might and knowledge to be found in the very same keep. So he puzzled and searched
Unknown to him Mother Earth and Night had reunited and agreed it was time to reveal the Hin their ancient roots. Therefore they placed knowledge and visions in the heads of several individuals they cherished They also placed the scroll tube and hoped their plot would lead to what they intended; A friendship, spread over day and night of all races together.
And indeed Gartax flew away to try to locate Faerdinel keep, but even in it’s a recent Circle of Knowledge, it did not find what it longed for. And when the Circle of Feeding started, on the hunt for a large feral creature, it lost the Tube it held so dearly on the spot where both Immortals had planned it.
Now all they had to do was wait, trusting that their faint hints, and maybe a riddled hint later, were enough and see if all would come as they had plotted.

And now it is up to You... Adventurers, DM's and Gamers.
To Enjoy, Have Fun and finish this adventure.

The following Link leads to the Introduction chapter, Round one, Round two, and Round Three.

If you intend to use the characters in further adventures and need Experience  use the following in addition to treasure and combat experience.
Solving the Puzzle;   2500 XP to each Player.
Finishing Round one;  1500 XP to each Player.
Determining the shriek in the moor was the inhabitant ; 500 XP to total
Leaving the Zzonga addicts alive; 500 XP to total
Trying to find a way to cure them from their addiction; 1000 XP to total
Locating the secret room; 1500 XP to each player
Finding the Temple; 500 XP to each player
Removing the key from the cold pool; 5000 XP to total
Finishing Round two; 3000 XP to each player
Solving the teleport maze within 10 passings (going from one to another); 500 XP to that Player
Solving the teleport maze within 9 passings (going from one to another); 1500 XP to that Player
Solving the teleport maze within 8 passings (going from one to another); 2500 XP to that Player
Solving the parchment Riddle(s); 500 XP
Finishing round three with Gartax as Gold; 6000 XP to each Player
Finishing round three with Gartax as Red; 1000 XP to each surviving Player
Each treasure succesfully grabbed  will count doible for experience (as normal magic itens give no experience)

And again the  download links are available on our trusted Pandius site
(or individually)

Sunday, 16 February 2014

The Lost Tables. 


A small chapter this time, as my health is slowly restoring, yet still fragile.I hope to be healthy enough soon to bring more D&D compilations from obscure and forgotten sources.

This time I bring Initiative.

About Initiative not a lot is spoken in the D&D Rulebooks, sometimes here and there between some other sources, but until now nowhere all in one single location.
In the Rules Encyclopedia (page 102) the following order is given for determining the combat order:

Combat Sequence Checklist

A. Initiative: Each side rolls Id6 to determine initiative.The DM rolls 1d6 for the NPCs; one player rolls 1d6 for the player characters. The side that rolls the highest number acts first. In case of a tie, all action this round is simultaneous. However, even when initiative is simultaneous, the steps of the combat sequence occur in order.

B. First Side Goes: The side that won the initiative acts first.
1. Morale (Optional): Monsters and  NPCs roll Morale Checks. Also, anyone who needs to make a saving throw vs. an ongoing effect does so now.
2. Movement: Characters who choose to move do so now.

3. Missile Combat: Characters using missile and thrown weapons make their attacks.
a. They choose their targets,
b. They make their attack rolls,
c. They roll damage for any successful hits.

4. Magic: Characters using magic cast their spells.
a. They choose their targets,
b. Their targets roll saving throws if appropriate. £
c. The DM applies the results.

5. Hand-to-Hand Combat: Characters fighting hand-to-hand make their attacks.
a. They choose their targets,
b. They make their attack rolls,
c. They roll damage for any successful hits.

C. Second Side Goes: The side that lost the initiative acts now, performing the same five steps.

D. Special Results: The DM announces any special results.

The group that wins the initiative gets to act first. Note that the group that wins the initiative does not have to attack. The players and the DM should decide based on the circumstances whether the characters wish to talk, move around, run away, or attack. Likewise, the monsters will decide, based on the situation they see—and their ability to interpret it, and their customary behavior—what they will do when they win initiative. Some will have no interest in fighting. Some, territorial, will warn the PC's away from their lairs but not attack unless they are intruded upon. Some will trade or exchange information; some will merely attack. 

Initiative and Multiple Attacks
If a monster that wins initiative has more than one attack, it will get all of its attacks before the player characters can act. If a high level character with multiple attacks wins the initiative, he gets to make all his attacks before the other side gets to move. 

If each side rolls the same number for initiative, then all the action happens at once; the actions are "simultaneous," and neither side wins the initiative. In a round where things are happening simultaneously, every character and monster who chose to attack gets to roll all his attacks. Even if one character's attacks killed an opponents, the opponent gets to roll his attacks because they're taking place simultaneously. Characters who chose to run will do so. If another character chose to attack the runner, he gets to make his attack. If the attack misses or fails to kill the runner, the runner gets his full
Characters who chose to talk get a few words into what they meant to say before violence erupts (assuming that violence does erupt; perhaps everyone wanted to talk!). All the characters who decided to attack or run do so, and then the character who chose to talk can attack or run as he chose . . . after everyone else has gone.

Dexterity Adjustments (Optional)
At the DM's option, a character's Dexterity can modify his individual initiative roll, according to the Bonuses and Penalties for Ability Scores. A character's bonus to individual initiative does not affect the party's roll in group initiative.

Yet most Players use the simpler method from older D&D sources as given here.
Most DM's or Plsyers seem to prefer to use "individual initiative." With this sort of initiative, every player rolls 1d6 for his own character, and the DM rolls 1d6 for every monster or NPC involved in the encounter. It otherwise operates the same way as normal initiative. Even when a DM prefers group initiative, he may prefer to use individual initiative in combat rounds where the two sides tied their group initiative roll.

Individual Combat Sequence Checklist

A. Individual Initiative: .Every player rolls 1d6 for his character; the DM rolls a separate ld6 for each monster or NPC. High rolls go first in the round. In case of a tie,the DM decides (in general) to apply both effects simultaneously, or the tied parties roll again, high roll going first, until all ties are resolved. The DM sometimes may decide in cases of large amounts of Monsters or NPC's to use Group Initiative on groups within the Force. (Rolling individual initiative for 20 or more foes is nasty to keep order in without making mistakes).

B. First Character (Monster, PC or NPC) Goes: The  Character(s) that won the initiative act first.
1. Morale (Optional): Monsters and PCs roll Morale Checks. Also, anyone who needs to make a saving throw vs. an ongoing effect does so now.
2. Movement: Characters who choose to move do so now.

3. Action: Characters using missile and thrown weapons make their attacks. Characters using magic begin casting their spells.
a. They choose their targets,
b. They make their needed dice rolls for attack, ,
c. They roll damage for any successful hits.Their targets roll saving throws if appropriate.
4. The DM applies the results.

C. Next character(s) Go: The next lower in the initiative acts now, performing the same steps.

D. Special Results: The DM announces any special results.

Initiative adjustments

I am going to speak primarily about the individual Initiative here.
For game simplicity multiple attacks always take effect in the same initiative segment.Some DM's may impose a penalty of 1 initistive segment on each following mutiple weapon attack, but this is NOT advised. As a character under the influence of Haste  magic doubles his or her speed and actionsm,, making this a terrible feat to keep tracvk of. So please keep multiple attacks on the same moment.
There are many ways individual intitiative is to be adjusted. For instance the use of magic has great affects on it. To activate a spell from memory, scroll or item always takes an amount of time. 
When the character is hit (does not need to have taken damage, or his senses are disturbed, the desired magical effect will be disturbed, and will NOT take place. 
Spells memorized or cast from scrolls may even become lost and not to be used again. Magic from Items however, may be used the next option again so long as it has not been tampered with (damaged, lost, dropped, Taken away, etc).
The casting of magic from mind, scroll, or other source takes time. Where not given, simply use the level as the spell as the initiative modifier, where known (in AD&D, and other sources spells are mostly listed with a casting time, either from mind or from scroll. The Clerical spells can be found in my compilation book Pages of Virtue).
To know if a spell cast (from scroll or from mind is lost in such a case the caster rolls an intelligence (or wisdom in the case of clerical magic) check penalized by the level of the spell. if the roll failed the magic is released in some way and is gone as if it were cast (the spell is lost from memory or gone from the scroll). This can be without effects, with minor effects, or great effects. (the DM may use the next optional determine this, or simply decide that nothing further happens..

Initiative is also influenced by the size of a creature, its experience with using an ability (high Hit Dics are more apt in using an ability.), and speed of the affected character(monster, PC, or NPC alike).
This can be seen in the table.All statistics are from D&D Rulebooks compiled togeter (Rules Encyclopedia, BECMI Books, and Drahon Magazine articles. Others are drawn from AD&D sources (as no one was found in D&D, yet still mentioned somewhere to be needed)

Important note;
A round is 10 seconds, but initiative is rolled on a 1d6, each initiative segment is a 1/6th of these 10 seconds.Each penalty or bonus is in effect an initiative segment lost or gained.
Thus a character that rolls a 6 on initiative acts first, if he or she uses a wand he or she finishes on initiative  3 (6-3) but starts on initiative 6!
In some cases initiative bonusses are gained, The affected character acts then from that moment. A Tiny sized character (like a pixy) rolls a 5 on initiative, meaning that it can move or physically attack on initiative 7(5+2). thisis so fast that it supercedes all initiatives below this number.
In case of that a character is under the influence of a Haste spell oor Speed effect (from potion), he gains another moment of action. one placed as a bonus on his initiative, another as a penalty. This means a character which drunk a haste potion and rolled an initiative of 3, can act on initiative  4 and 2. this means he can make two attacks or a move and an attack or two moves.
In the case of drinking a Speed potion AND a Haste spell influence, the character can make 4 actions.

One important note to magic use under the effect of haste or slow magic is that magic is intensily fragile, and needs to be cast in the normal timeframe. this means a caster must adjust his casting speed from his current speed back to normal, a Slowed caster must act faster to cast a spell, a hasted character must act slower. This means that the vocal components always are as normal. when not (slowed caster lower bass vocals, hasted caster rapid high vocals), the spell fails.To adjust this the caster must make an intelligence or wisdom check (depending on the type of magic; Magic-user or clerical) of -2 for each haste/slow effect affecting the caster. Of course a Slow and Haste effect together dispell eachother.

Enjoy and have lots of fun!!