----------------------------------------------------------------------- SPELLS Lv Spell Song Album 01 The Call of Ktulu The Call of Ktulu Ride the Lightning 03 Pulling Teeth (Anesthesia)Pulling Teeth Kill 'Em All 05 Fade to Black Fade to Black Ride The Lightning 05 Ride The Lightning Ride The Lightning Ride The Lightning 05 Whiplash Whiplash Kill 'Em All 09 Holocaust Fight Fire With Fire Ride The Lightning Blackened ...And Justice For All 10 Battery Battery Master of Puppets The Call of Ktulu (Conjuration/Summoning, Phantasm) Level: 1 Range: 10 feet / level Components: V, S Duration: 1 round / level Casting Time: 1 / level Area of Effect: 10 feet / level Save: Special During the final battle of the Humanoid Incursion on Memorial Hill, there was a warrior named Ktulu. He was considered the bravest of all the warriors that day killing many beasts before his eventual downfall. And before he fell, he gave a final outcry while taking the life of the leader of the humanoids. When the mage casts this spell, he yells the Call of Ktulu, a loud battle cry that Ktulu himself yelled on that fatal day. The material component is a handful of dirt from Memorial Hill (which does not get consumed by spell). Depending on the mage's spell level, he has several choices of spell effect. GMs are advised to not allow a high level mage get a hold of this spell. A high level mage shouldn't be able to pick this first level spell and cast the more powerful effects from it. This spell is designed to grow with the mage by design. The possible number of effects increases as the mage goes up in level: Mage Level 1 - The mage can summon a fruity tropical alcohol drink called Ktulu. It comes in a coconut shell with a small colored umbrella (usually pink or blue). The mage may summon 1 drink per level of the mage. Mage Level 3 - The mage can give an outcry that is equal in volume to that of two men for each per level of the mage. Thus a 4th level mage's battle cry would be equal to the sound of eight men. Nonmagical objects of crystal, glass, ceramic, porcelain, etc. such as vials, bottles, flasks, windows, mirrors, etc. shatter. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Mage Level 5 - The mage can ask Ktulu the Warrior Ghost for advice. The ghost will appear only as an eerie voice. The mage may receive advice and information from Ktulu. He will talk to the mage for the duration of the spell. Note that Ktulu is not omnipotent. He only has the knowledge of a 10th level warrior. He has knowledge of fighting, tactics and such. He has some knowledge of humanoids as he killed them for years. Also, he has local history knowledge of The Rock. GMs should be careful on what information Ktulu will give. Mage Level 7 - The mage gives an outcry that causes a gust of wind equal to 5 miles per hour per level of the mage. Its path is 10 feet wide by 10 yards long per level of the mage. Mage Level 9 - The mage summons Ktulu the monster. The monster fights for the mage and does its bidding until the spell ends. The monster remains after the spell is over. He does not remain under the control of the mage so it may (and most likely will) attack the mage and his comrades. Mage Level 11 - The mage can summon Ktulu the Warrior Ghost [AL lawful good; AC 0; MV 9; HD 10; HP 60; THAC0 11; #AT 1; DMG 1d8 (one- handed bastard sword) or age 1d4x10 years; SA special; SD special; MR nil; SZ medium (6' tall); XP 7500]. Unlike most ghosts, Ktulu wields a sword as a 10th level warrior. When summoned, Ktulu will fight for the mage if the cause is just and good. He will not fight good creatures as he remains Lawful Good in undeath. Also, he will not fight for an evil mage and in fact will fight the mage if evil. Ktulu is not under control of the mage. Once the mage directs him to the enemy, Ktulu goes about his business. He remains until the enemy is destroyed or the spell duration ends. Mage Level 13 - The mage gives an outcry that can kill. The call can kill one creature up to 50 hit points or it can kill two or more creatures with 10 or fewer hit points up to the maximum of 100 hit points. Creatures current hit points are used. The creature gets a save vs. death magic. A victim gets a +5 bonus to the save, -1 for each level of the mage above 13. Thus if the mage is 18th level, the victim gets no save. If the mage is 20th level, the victim gets a -2 to save. (Anesthesia) - Pulling Teeth (Invocation) Level: 3 Range: 10 feet per level Components: V, S, M Duration: Instantaneous Area of Effect: One person Save: Negates When this spell is cast, a methodic deep bass sound begins. During the round the spell is cast, the victim must make a successful spell or go into a deep comatose slumber. During the next round, some teeth of the victim are yanked out. The unlucky victim loses one tooth per level of the caster. With each tooth removed, the victim suffers 2 points of damage. The material component is small metal pliers. Fade to Black (Necromancy) Level: 5 Range: 500 feet Components: V, S, M Duration: Special Casting Time: 5 rounds Area of Effect: one creature Save: Special If a save vs. death magic fails, the victim is struck with the insanity of Melancholia (this malady makes the afflicted give in to black moods, fits of brooding, and feelings of hopelessness) for 1d6+1 days. After which the victim must make another save vs. death magic or commit suicide. "Life it seems, will fade away. Drifting further every day. Getting lost within myself. Nothing matters no one else. I have lost the will to live. Simply nothing more to give. There is nothing more for me. Need the end to set me free." "Things not what they used to be. Missing one inside of me. Deathly lost, this can't be real. Cannot stand this hell I feel. Emptiness is filing me to the point of agony. Growing darkness taking dawn. I was me, but now he's gone." "No one but me can save myself, but it is too late. Now I can't think, think why I should even try. Yesterday seems as though it never existed. Death greets me warm, now I will just say good-bye." Note that the victim can be any intelligence being of less than 100 hit points. This is the true power of the spell as most death spells have bigger limitations on power of the death magic. Unlike other death spells, this spell allows the victim two saves which explains the low level of this spell. The material component of the spell is a black pearl which is valued at 5000 silvers. It is destroyed when the spell is cast. Ride The Lightning (Evocation) Level: 5 Range: 100 feet Components: V, S, M Duration: 1 round /level Casting Time: 5 Area of Effect: 1 person Save: None During the first round of the spell a phantasmal chair is evocated and the victim is strapped in it. Thus the victim must be a type of creature able to be placed in the chair (slimes, dragons, and such won't work). Generally speaking, humans, humanoids, and giantkin are acceptable (mainly bipedal type creatures). GM's discretion on what will work. On the second round, the victim must sit in fear thinking, "This can't be happening to me. Can this be true?" On the third round, there is a bright flash as a nearby phantasmal switch is thrown. And the electricity begins to flow through the victim doing 1d10 points of damage per round for the remainder of the spell's duration. Roll damage each round. The electricity seems to burn the brain. All muscles will tense up; his fingers will gripe the chair with fear. The victim will sweat from chilling cold. The only thing the victim can do is plead with his god for mercy as the never-ending rounds go by. Ride the Lightning... Guilty as charged by the mage. Sentence to the electric chair by the mage. Who made the mage god to say "I'll take your life from you!" Damn it, it ain't right. The material component of this spell is a finely-crafted 2-inch wood and metal chair (cost: approximately 100 silvers) which doesn't get consumed by the spell. Whiplash (Enchantment/Charm) Level: 5 Range: 500 feet Components: V, S Duration: 5 rounds per level Casting Time: 5 Area of Effect: 1 person Save: Neg. This spell affects any single "person" it is cast upon. The person gets a save vs. spell to avoid the effect of the spell. If the victim fails, he freaks for 5 rounds for every experience level of the caster. The victim's adrenaline starts to flow. He thrashes all around. He acts like a maniac. The victim will shriek, rave, and behave in a violent manner. His strength will increase by 2d2, dexterity by 1d2, and constitution by 1d2. Also, he loses 1d4 Insanity Points. Further, the person cannot do anything useful as he thrashes in frenzied madness and bangs his head against things until it rings, even bleeds. Towards the end of the spell's duration, there is a feeling deep inside that drives the victim fucking mad. It is a feeling of a hammerhead. This feeling is a prelude to the WHIPLASH, the part of the spell which tries to maim and kill. During the last round of the spell duration, the victim's neck (and spine) is suddenly whipped in a forward and backward jerk of the head that causes 1d4+1 points of damage per experience level of the mage. In addition, the victim must make save vs. crushing blow or suffer chronic neck problems. The chronic neck problems will manifest itself in the future whenever the person does any strenuous activity that affects the neck (GM's discretion). The GM may allow a save vs. crushing blow at this time. Failure and the character suffers 1d4+1 points of damage and will be unable to use his neck for 1d4 days (better get a brace). After the spell is over, the afflicted will not remember his actions during the spell's duration. Holocaust (Evocation) Level: 9 Range: 1000 feet / level Components: V, S, M Duration: Instantaneous Casting Time: 2 turns Area of Effect: 200 feet/level radius Save: Special Holocaust is a spell of revenge against a large populace who has destroyed a loved one or loved ones of the mage. The intricacies of the magic will cause the spell to fail if the mage is seeking revenge on only a person or the mage isn't seeking revenge at all. A key phrase inscribed in magical runes on the missile is "Do unto others as they have done unto you". A good GM would not allow a player to use this spell if the character's loss of loved ones was not role-played well. For example: if the mage's wife and children were killed because of the harsh rulership of a king and his court, he would want revenge. If the mage kept on adventuring and fornicated with a multitude of women, the spell would not work for him. However if the mage grieved for years, spent a fortune in creating a shrine, gave up adventuring, and made a vow to get revenge even if it cost him his life; then this spell would definitely work and destroy the kingdom that wronged him. A GM should not allow abuse of this spell. This is for true role-players and not Monty-Haulers. Holocaust is a strategic, not tactical spell. Notice that most offensive (and defensive for that matter) spells are tactical in nature. Attacks that affect a few people are classified tactical, while large-scale attacks (i.e. affecting a whole town or city) are strategic spells. This spell simulates a devastating technological bomb. Once cast, the spell creates a large (25 feet long, 5 feet in diameter at base), indestructible, magical missile from the mage's concoction (see below) that heads to it's target, better known as ground zero. The missile cannot be stopped or manipulated naturally or magically, it always gets to its destination (of course GMs may make exceptions to this rule). Once the spell is cast and the missile begins it's journey to ground zero, all people and animals within the area of effect of the spell must save vs. fear. Failure and the creatures become terrified with a feeling of impending doom. Some of those that are terrified begin a frantic dance. "To begin the whipping dance of the dead". The spell's range to ground zero is 1000 feet for every level of the caster. This allows an 18th level mage to center the spell as much as three miles away. This would indicate that the mage is well within enemy borders in most cases when the spell is cast, although he is still a distance from his target. The area of effect is a sphere with a 200 feet per level of the caster radius. The caster cannot control the area of effect. Thus if the mage is 18th level, he will always have an area of effect that is 6400 feet in diameter. Given that 5280 feet comprise a mile, this is quite a distance. The mage better be descent at judging distance, or he might suddenly find himself inside the area of effect of his own spell. Once ground zero is reached, the missile explodes and lightly disperses a very strong, somewhat gaseous, magical fluid that is then ignited causing immense damage and complete lose of oxygen in the area of effect. "Millions of our years in minutes disappears." Everything within 100 feet of ground zero is totally destroyed. Everything within the next 100 feet must make a save of 10 or be destroyed. The area becomes void of life, death of mother earth never it will mend. The earth gets blistered and takes on the darkest color. "Blackened Is the end." Also, the area becomes "radioactive" and anybody who enters this area must make a save vs. death magic every turn or suffer a mutation. "All is said and done never is the sun." Once the missile explodes, the area of effect is blanketed with a darkness. This is not total darkness as in the spell of that name but rather a deep rich nighttime darkness that blackens the day. "Winter it will send throwing all you see into obscurity." 1d10+10 rounds after the explosion, a heavy blizzard of black snow will commence. 2d10+10 inches of black snow will fall for 3d8 hours reducing vision to two feet. Winds will be at a gusty 6d8+40 MPH. Infravision and tracking are useless. The temperature drops to a minimum of -25 Fahrenheit causing a callous frigid chill. Damage to the victims come by two means. The first is the combustion/compression of the explosion which does 10d10 points of damage. Victims get no save because the area of effect is to large and the explosion is the very air around the victim, thus escape is impossible. "Soon to fill our lungs the hot winds of death." The second means of damage stems from the suffocation resulting from the explosion that uses up all the available oxygen in the area of effect. Every round beginning the round the spell is cast, 2d8 damage is taken from lack of oxygen. A victim that has a chance to take a large breath of air and does not perform strenuous exercise while holding his breath and is not fully encumbered can hold his breath for a number of rounds equal to 1/3 his Constitution, rounded up (nonstrenuous exercise includes such activities as normal movement, searching for secret doors, etc.). If a victim is performing strenuous exercise, the number of rounds is cut in half (strenuous exercise includes combat, attempting to subdue or move an uncooperative creature, trying to lift heavy weight, moving at high speed, etc.). If a person does not have a chance to take a deep breath before the spell takes effect, the amount of time is halved (rounded up). This halving is cumulative with regard to strenuous exercise. Note that anybody can always hold his breath for at least one round. When his breath runs out, a person does not immediately suffer the 2d8 points of damage caused because of the lack of oxygen. Each round after his breath runs out, the person makes a Constitution check. The first check has no modifiers, but there is a -2 cumulative modifier each round thereafter. A failed check indicates that the victim tries to inhale oxygen, which is not there, and suffers the 2d8 points of damage. He will continue to suffer 2d8 points of damage each round until oxygen diffuse back into the area of effect or he leaves the area of effect or dies. After detonation of the spell which rids the area of effect of oxygen, the oxygen will diffuse in at 50 feet a round. Finally, any survivors must make a save vs. death magic or suffer a mutation caused by the radiation of the missile. No table is presented on what the mutation is. GMs must decide what mutations develop. Note that many RPGs based on post-holocaust Earth have mutation systems devised and a GM may seek out such material. Once the spell is cast, the mage ages 1d10+9 years. Also, the mage must make a save vs. death magic or lose half his Constitution. Given the great loss the mage suffered and the thirst for revenge, these costs to the mage are not that great. One option to the mage is to make it a suicide missile of awesome destruction. With this option, the mage may meld with the missile during the final rounds of casting. The mage dies when the missile explodes. The benefit is that all effects (i.e. range, area of effect, and damage) of the missile are quadrupled. With nothing more to live for, the mage blows all into nothingness and all shall come to rest. "We shall die." The main material component of the spell is a huge piece of Metallica forged into a hollow cone-shape that is 25 feet long and 5 feet in diameter at base. The missile must be forged by the mage. Thus, the mage must be proficient in the art of blacksmithing. Forging of the missile takes six months. During the forging process, the mage inscribes various magical runes on to the missile. The missile is not magical, it merely becomes primed as a receptacle for magical use. Note that working with the metal Metallica causes a lose of 6 Insanity Points per month for a total of 36 Insanity Points. Note that previous rules dictate that the lose should be only 4 Insanity Points per month, but this spell requires an unusual amount of time with the metal which causes the increase of 2 points per month. Inside the missile, various things both solid and liquid are mixed together to form a magical concoction. The ingredients are: - A tear of grief from the mage. - Five gallons of pure 200 proof alcohol. If there is a trace of impurity before casting, the spell will backfire causing the mage to be the center of the area of effect. - A gallon of blood from a demon. Getting the blood of a demon is no easy task and the GM should make the retrieval of this item very difficult. - One gallon of holy water created by priests of Death. - The remains of at least one of the persons that was lost to the mage. As noted previously, the mage must have suffered a terrible loss to cast this spell. It is preferred that the mage has the remains cremated into a fine ash for ease of use. If there are enough remains for cremation to take place, a GM should make this a requirement. - The cremated remains of an adult (or better) red dragon: blood, hide, and all the innards. The GM should not allow any character to make this purchase. This item should be retrieved first hand. - A rock (no smaller than one square inch) from the elemental Plane of Fire. The rock should be crushed. Some GMs may have a ruling that such a rock is very dense and hard to crush requiring giant to deity strength to crush it. - One diamond that has a value no less than 10,000 silver pieces. The spell is potent but there are a few hindrances that come with the spell. The use of the metal Metallica will certainly cause the mage to go insane. Also, getting such a large quantity of the metal should be costly to the mage. The material components are perhaps the biggest problem with the spell for without them the spell can't be cast. GMs should make the material components hard to come by and adventures should be made just for that. This spell is a closely guarded secret by those that are fortunate to possess it. Using this spell offensively is great, but being on the receiving end of the spell is not to fun. The typical outcome: nothing left to kill, never seen before, breathing nevermore, smoldering decay, darkening in vain, decadence remains. Opposition, contradiction, premonition, compromise, agitation, violation, mutilation... planet dies. Termination, expiration, cancellation... human race. Expectation, liberation, population... lay to waste. Darkest potency In the exit of humanity. True death of life is the outcome of hypocrisy. The gods are laughing, as humanity takes it's last breath. What in the hell is this world coming to when spell's like this exist? Battery (Invocation/Evocation) Level: 10 (dweomer) Range: current plane Components: V, S, M Duration: Special Casting Time: 50 turns - 1 turn for every mage Area of Effect: Special Save: None Battery is a powerful dweomer. To be cast, a minimum of four mages inflicted with insanity is required. These mages form a circle of destruction. During the casting of the dweomer, the mages create a powerhouse of energy, whipping up a fury, dominating flurry. They create the Battery. The Battery is a destructive force of energy in the form of a colorful sphere. The sphere is 10 feet in diameter for every mage. When the Battery soars through the air, it resembles a hammer as the sphere develops a tail from it's movement. When the Battery is released, it heads straight for the victim. The victim can be anywhere on the Prime Plane. The weak are ripped and torn away. Any living being that is less than or equal to one hit die is killed instantly if in the path of the Battery. If a person tends to cower from the Battery to avoid it, the Battery will actually make a slight change in course to crush that person. Also all deceivers and non-believers are a favorite target for the Battery to mash and crush. All those that are killed end up feeding the Battery. Their hit points are added to the total damage done to the final victim of the Battery. The further the Battery travels, the more powerful it becomes. Never ending potency... The Battery can smash through any boundaries including magical boundaries of less than 18th level. Pounding out aggression, turns into obsession... Those that see the Battery are hypnotized and must make a save vs. charm or become totally mesmerized by the battery for 1 turn equal to the number of mages. Also, all who look upon the Battery must make an Insanity check or be stricken with the insanity of lunacy. Any magic cast at the Battery to stop it is ineffective. In fact, all spell effects are reversed back to the caster. Lashing out the action, returning the reaction, cannot stop the Battery. Battery is here to stay. When the victim is reached the Battery releases its full power. The Battery delivers 10 hit points of damage for every mage used in it's casting plus 10d10 points of damage plus any points it collected on it's route. "Battery is found in me." The material component of this spell is a 2-foot diameter sphere of silver which has an approximate cost of 5,000 silvers. ----------------------------------------------------------------------- MONSTERS OF ROCK KTULU Climate/Terrain: Any Frequency: Very Rare Organization: Solitaire Activity Cycle: Any Diet: Omnivore Intelligence: Low (5) Treasure: Nil Alignment: Neutral No. Appearing: 1 Armor Class: 5 Movement: 6 Hit Dice: 8 THAC0: 13 No. of Attacks: see below Damage/Attack: 2d4 Special Attacks: Tentacles, Gibbering, Spittle Special Defenses: Regeneration Magic Resistance: Nil Size: H (15') Morale: N/A XP Value: 5000 Ktulu the monster is a big, disgusting, amoeboid-like blob with five swarming tentacles. Like a Gibbering Mouther, a Ktulu has a many mouths and eyes. Ktulu typically lies dormant on the bottom of lakes and oceans waiting to summoned. The Ktulu can regenerate 1 hit point per round. Combat: The Ktulu can attack with all five of it's tentacles per round inflicting 2d4 points of damage per tentacle to it's victims. The Ktulu has a spittle attack that will blind victims for 1d4 rounds (no save). The Ktulu cannot make a spittle attack while using its tentacles to attack. The Ktulu has a gibbering attack that instantly causes confusion as the spell and if a save vs. magic is failed, the victim becomes insane. Habitat/Society: The Ktulu can be found anywhere but naturally it prefers the dank, dark dungeon setting. It does very little except hunt or scavenge for food. For some odd reason, the Ktulu is the target of a summoning spell. Why this monster is the preferred monster to summon is unknown. There are much better choices. It is as if the mage who created the spell was a bit insane. Ecology: The Ktulu is a big blob of gook that serves very little purpose in the scheme of things. The body of a Ktulu is prized component for healing/regenerating items or alchemy formulas. MENTAL PARASITE INSECTOID Climate/Terrain: Any Frequency: Very Rare Organization: Solitaire Activity Cycle: Any Diet: Emotions Intelligence: High (18) Treasure: Nil Alignment: Neutral No. Appearing: 1 Armor Class: 9 Movement: 1 Hit Dice: 1 hit points THAC0: 10 No. of Attacks: 1 Damage/Attack: attachment Special Attacks: See below Special Defenses: See below Magic Resistance: Nil Size: T (1" long) Morale: High XP Value: 100 This parasite is a small insect that attaches to a host (preferably a sentient being). Once a good host is found, the parasite stays with it until one of them dies. Once the parasite attaches itself, it begins its control of the host. The parasite begins injected an electrical sensation into the host that is a wonderful sensation and very addictive. The shock increases Strength 1d2, Constitution 1d2, Dexterity 1d2, and Intelligence 1d2. The parasite also establishes a telepathic link with it host. The parasite because a "true friend" and advisor. It's mind control convinces the host that the parasite is the only one who cares. The host is convinced that everybody else betrays him. The parasite becomes the truth. He becomes the reason with the alibis. The parasite is the only one who is there. The parasite can also send a multitude of emotions into the host. It is the emotions of the host that parasite feeds off of. Whenever the host is scared, the parasite increases the sense of fear and has a feast. The stronger the emotion, the better the parasite feeds. Thus emotions like fear and love are preferred. The parasite also has the tendency to twist emotions around. When the host once loves, the parasite changes the emotion to hate. The parasite can imbed special abilities to the host. The host gains the psionic powers of All-Round Vision, Danger Sense, Feel Light, and Feel Sound. The host may initiate each power once a day and maintain the power for 1 hour for every experience level. Sleeping for the host is very pleasant as the parasite controls the dreams of the host. The parasite always makes sure dreams are pleasant. When asleep the parasite can remain alert and warn the host of danger. Note that the parasite can pump the host full of dreams while he is awake as well (a weird form of daydreaming indeed). The host becomes a mask, a cover, a shelter for the parasite. The host does the deeds and the dirty work. The host gets blamed for all that goes wrong. He is the scapegoat. He is shamed. Combat: The parasite attacks with the purpose of attaching to a host. It typically aims for the spinal cord as this is the best nervous system target. After a successful attack, it takes paralysis the victim for one round. During that round it imbeds itself inside the host at which point it takes control so that the host doesn't try to remove it. Habitat/Society: The parasite doesn't come into contact with others of its kind. Its only contact is with victims. The parasites life span is roughly 40 years. All parasites are female and can lay eggs in it's host at the age of 20 to 30. Ecology: The parasite's purpose in life is to use sentient life forms as food. The parasite has a type of pet/slave relationship with it's host. The parasite develops a give/take relationship with it's host. The host loses a lot but gains a lot. You know its sad but true. Ktulu - The Call of Ktulu from Ride the Lightning Mental Parasite Insectoid - Sad But True from Metallica ----------------------------------------------------------------------- MONSTERS OF ROCK FESTIVAL Four weeks after the summer solstice, The Rock holds a seven day music festival. Everyday contains non-stop rock-n-roll music. Of course one of the big performers in this annual event is Metallica. The festival is sponsored by Damage Incorporated. During the week of the festival, Damage Incorporated coordinates all activities within The Rock. A trusting, centralized, governing body in charge of all activities of the festival was considered best for smooth operations. SCHEDULE First Day - Opening Day The first day of the festival is filled with great musical acts. Since it is the first day of the festival, the best acts known play on this day to get the festival off to a rocking start. Headliner: The headliner of the night is typically Metallica or some other mega-group. Second Day - Amateur Day This day of the festival is marked by amateur musicians or musicians who are considered "undiscovered". The day consists of competition. The winner gets to play on the last day of the festival and is asked to come back next year to headline on Amateur Day. Headliner: The winner from last year's Amateur Day typically headlines this night. Other Activities: All-Star Game - The Major League of Baseball has it's All-Star Game during the afternoon of this day. The various youth baseball leagues have their all-star games on this day. Third Day - Original Day The first year of the festival was only three days long: Opening Day, Last Day, and Middle Day. The middle day was considered one of the best days as the main headliner was always featured on this day. Now the festival is seven days and is filled with "theme" days, but in remembering the past, the third day of the festival is known as Original Day and duplicates the second day of the original festival. Headliner: The headliner of this night is a mega rock musical group that is currently sweeping the country. Metallica never plays this day as they give the spotlight to other stars. Besides, they rock the first and last days not to mention various other jam sessions, and even gods take a day of off once in awhile. Other Activities: The Great Rock Beer Exposition - Before noon, the Great Rock Beer Exposition starts. The Beer Exposition is where many brewers of beer, mead, ale, etc. get together to for various activities. The biggest part of the exposition is the various competitions. Festival goers love the free samples of alcohol, although some of the new experimental flavors aren't as loved. The Exposition isn't limited to major brewers. Microbrewers and homebrewers really fill out the exhibition. This exposition is considered preliminary competition to the Autumn Festival. Fourth Day - Culture Day The fourth day is marked with culture. Musicians preform more artistic songs. A groups musical set tends to inter-relate and tell a story. Festival Patrons are required to "dress-up" for this day of class The day caters towards the upper-class, but even those less fortunate make attempts to be elegant on this day. Headliner: The most popular musical act with a cultural flair headlines on this day. Typically the act performs a rock opera. Other Activities: Memorial Services - The day also contains various memorial ceremonies especially those of war. Musical Ball - Damage Incorporated has a Musical Ball after the opera. One of the most popular performers at the ball is Apocalyptica, a group of four cellolists who convert rock music to a classical music tribute. Of course, their favorite group to tribute is Metallica. Fifth Day - Alternative Day Some music cannot be classified as pure rock and roll. On this day, the festival goers get to hear various types of music: Gangsta Rap - A rhythmic chanting often in unison of usually rhymed couplets to a musical accompaniment. The music is marked by extreme and often deliberately offensive expressions of alienation and social discontent often preformed by lower-class urbanites typically of a minority race (goblinkin, dwarf). Country - Also known as Forest Music, this folklore music is generated by very rural people. Disco - Popular dance music characterized by hypnotic rhythm, repetitive lyrics, and magically produced sounds. Reggae - Headliner: The headliner of this day embraces whatever music is popular or the "in" sound. Alternative music tends to be trendy. Sixth Day - Classical Day On this day musicians who are established (ten years of popularity) have the arena. They perform their classic songs that are still popular as well as their new works that keep them alive. Headliner: The end of this day usually consists of a jam fest of the most popular musicians, new and old. Seventh Day - Last Day The last show of the night typically consists of a jam fest. Headliner: Alcohol and Drugs Alcohol is quite popular at the festival. In fact, many breweries sponsor many parts of the festival including activities and bands. If you like a wide selection of alcohol, then this is the place to be. In fact, on the third day of the festival is the Beer Exposition. Most drugs are illegal at The Rock although such usage still takes place. During the festival, illegal drug use is overlooked by the law as long as the druggies don't disrupt the fun of other festival goers. If a druggie does cause problems, he is punished above and beyond the law. The Crime Syndicate controls illegal drug trafficking. The sellers will not sell to somebody who looks like trouble even at the risk of losing great profit. The main reason for this policy is because drug use at the festival is greatly downplayed and any attention it draws will hurt the festival and the syndicate. If a seller peddles drugs to somebody who loses control, that seller suffers at the hands of the syndicate, which isn't good. Carnivals & Circuses The festival allows a few circuses and carnivals for festival goers to have fun. The most popular amongst adults is the Howard Stern Circus of the Weird and Perverted. The most popular amongst children is the Barnum and Bailey Animal Circus. Both organizations have been to the music festival every year. Crime Syndicate Reid is an accomplished thief and has a large quantity of respect from the Crime Syndicate. The Crime Syndicate provides an important role at the festival. The guild manages the collection of the 25% merchant tax on all profits that the merchant's make. This tax only applies to merchants not local to The Rock. Why put the Crime Syndicate in charge of this? Well, they can spy on merchants and make sure that they aren't cheating. In the past, some merchants tried to cheat, but their plans were thrawted. Now such problems don't exist. The Crime Syndicate has total rights to thieving activities during the festival. The guild monitors non-guild thieving activities and halts such activity. If a non-guild thief is caught, he is severely punished. If a guild thief is caught, The Judge is bought-off and the thief discreetly leaves town. The guild also provides security in a roundabout way. The guild kept an eye out for trouble and alerts more authoritative people. However when necessary, they will intervene when trouble arrives. In return, they abide by a few rules. First, they may never steal an amount of money from festival goers as to ruin the enjoyment of the festival. Secondly, they may not steal from merchants. The merchants are already paying a hefty task of which the guild gets a cut. Main Fairway Some land set near the arena is set aside for special merchants. On each day of the festival, a new set of merchants are given permission to set up shop. The merchants tend to go with the theme of the day. For example on Classical Day, the fairway is filled with more luxurious merchandise like expensive furs, ritzy jewelry, fancy clothes, and other exotic wares. On Alternative Day, the fairway is overflowing with wacky stuff like muti-colored shirts, beaded jewelry, non-traditional art, etc.. Security First, normal security guards are hired to supplement the small local law enforcement; namely the Metal Militia. The hired law is typically of the country's military. Thus the military makes some money for their assistance. Adventurers who are members of Damage Incorporated get free admittance into the festival. In return they are asked to provide assistance in security. They act as undercover officers. Finally, security is provided by the Thieves Guild (see below). Weather During the festival, the weather is perfect. It seems that this is do to clever use of money and shrewd deals. First, priests of the deity of weather are asked to make proper sacrifices to ensure food weather. Of course, the festival makes a nice "donation" to the church. During the festival, some druids are employed to control the weather. The Druidic Order that provides the weather service doesn't except monetary compensation. It exchange for their services they get service. The festival puts money into a special charity, The Back-To-Nature Druid Fund. The money in this fund is used throughout the year, to clean up pollution, replenish the earth with vegetation, care for animals, and beautify nature. The result is wonderful weather. Throughout the festival, the sky is sunny with no clouds. In general, the temperature is between 70 and 90 degrees Fahrenheit. A slight cool breeze blows through most of the time to keep people cool. Early each morning, a nice rain shower cools the earth. When necessary, a rain shower is called during the day to cool the festival goers. Interestingly, a nice lightning show accompanies a few Metallica songs. ----------------------------------------------------------------------- HOLIDAYS, FESTIVALS, AND EVENTS OF THE ROCK MEMORIAL DAY As mentioned in the MEMORIAL HILL section, the 30th day of the fifth month of the year is the anniversary of the battle because it was this day when the battle finally ended. This day is a local holiday in which people remember and morn. MONSTERS OF ROCK FESTIVAL As mentioned in the MONSTERS OF ROCK FESTIVAL section, four weeks after the summer solstice, The Rock holds a seven day music festival. Everyday contains non-stop rock-n-roll music. Of course one of the big performers in this annual event is Metallica. AUTUMN FESTIVAL The autumn festival is a three day event help the second week of the 10th month of the year. The festival lasts three days. The main purpose of the festival is to give thanks to the year's harvest. This is done by having large Thanksgiving banquets thanking the various deities. A major component of the festival is the Alcohol Symposium. The symposium brings together brewers, wine-makers, distillers, etc. from around the country to celebrate there art. A big part of the Symposium is the competition. For the residents of The Rock, the city has a fair. The fair showcases the achievements of the residents such as animal raising, vegetable growing, crafts, and cooking. Of course, a friendly competition is involved. WINTERFEST The winterfest is a small three day festival in the middle of winter. It's a time to celebrate winter and a time to appreciate friends and family. A popular part of Winterfest is to exchange gifts with friends and relatives. The first day of Winterfest is the Winterfest Ice Rock Concert with a great rock group performing in the arena. One of the cool parts of the concert is that huge bonfires are built throughout the arena and the town for that matter. The second day of Winterfest is the Winterfest Ball. A glamourous affair that the whole town enjoys. The last day of Winterfest is spent by the individual families. During this day, a family typically has a nice feast. The children are given presents. ----------------------------------------------------------------------- FOOTNOTES Reid Razorback and Scott Bosco are presented here as everyday Metallica fans. A GM may add himself and his friends in place of these two characters. Dr. Johnny Fever was originally a fictional character on the television show "WKRP". The name is used here in homage to the show. The story on the creation of baseball and more particularly the field was of course derived from the movie The Field of Dreams. Albus Ater Ante Magicus Metallum - A portal to the Positive Material Plane and a portal to the Negative Material Plane come in contact with one another on The Prime Material Plane for an a minute instant. This confrontation causes a massive explosion which will harm every living thing within 100 feet (100 -1d20 for every 10 feet away from the center of the explosion Hit Points of Damage). Furthermore, anybody within 200 feet of the explosion and not properly shielded will be permanently blinded by the strange mixture of intense light and intense darkness. The residue from this strange occurrence is a bizarre metal. The sages and scholarly mages refer to this metal as Albus Ater Ante Magicus Metallum. Common folk prefer the terms A.M. or Threatom. The metal has only been found deep within the earth. The portal collisions may take place elsewhere but all evidence (i.e. residue) so far shows that it is limited to the earth (possibly some strange link to the Elemental Plane of Earth, but there is no evidence of this). The amount of the metal found is usually around one ton. The metal is unique in that it is the only metal known to change colors naturally (if it is accepted that the metal is created naturally). At completely random intervals it will change from pure white to pure black immediately. Note that each separate piece of the metal will act independently on its color transformation. The best (or worst) quality of the metal is its uncanny ability of anti-magic; in essence it totally neutralizes and negates magic it comes in contact with. First, it removes spells and spell-like effects (including device effects, innate abilities, and mages' memorized spells) from creatures or objects comes in direct contact with the metal (i.e. not through clothing, armor, etc.). Second, it disrupts the casting or use of these magical abilities if in direct contact with the person attempting to use the abilities (i.e. mages' and clerics' spells that are being cast would fail). Third, it destroys all magical items that don't make a saving throw vs. disintegration for each round it is in contact with the ability. When an item is destroyed, everybody within a 50 feet radius must make a saving throw vs. paralyzation or become blind for 1d6 turns. As anybody could see, this could be a very dangerous substance indeed. The metal can be forged into items by an extremely good blacksmith or weaponsmith (must have a minimum of 2 slots in the proper non-weapon skill). The metal's melting point is at 2000 degrees Fahrenheit, but in other aspects it is very similar to iron. The time to forge items from this metal is quadruple the amount for normal metals. (GMs should be careful in introducing such a substance in his campaign. Some players may take advantage of such an item and overlook the dangers of using it.) Never Never Land is the Plane of Dreams and any demiplanes there of including the Demiplane of Nightmares. For GMs who have not developed such a plane here is a recommendation. Many cartoon RPGs exist today. A cartoon world is an ideal setting for a dream world. In a cartoon world many odd things happen and as most people know dreams are just as wacky. Crime Syndicate - Most game worlds have a Thieves Guild but technically this title is misleading as most Thieves Guild do more than just steal. Crime Syndicate is used here and is broken down into the following branches: Theft, Extortion, Counterfeiting, Spying, Illegal Merchandising (Contraband, Drugs, Slaves), Assassination, Begging. -----------------------------------------------------------------------