d20 Ambient The Complete Librum of Gar'Udok's Necromantic Arts.pdf

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N E W S
from Ambient Inc
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Gar’Udok’s Necromantic Artes
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Thee Compleat Librum
I
Ov Gar'Udok's
N
T
Necromantic Artes
R
O
Credits
Conceptual Design : M Jason “HellHound” Parent
Written & Collected by : M Jason “HellHound” Parent
Additional Material by : Denise “Dextra” Robinson, Chester “Khan the Warlord” Douglas II
Typesetting & Layout : M Jason “HellHound” Parent
Cover Art : Tony “SquidHead” Monorchio
Cover Layout : M Jason “HellHound” Parent
Interior Art : Tony “SquidHead” Monorchio, M Jason “HellHound” Parent, Denise “Dextra” Robinson
D
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Dedication
www.realmsofevil.net - the lair of internet scum and villainy, home to a legion of fell necromancers
T
T HIS EDITION OF T HEE C OMPLEAT L IBRUM OV G AR ’U DOK S N ECROMANTIC A RTES IS PUBLISHED
UNDER VERSION 1.0 AOFTHE O PEN G AME L ICENSE AND THE DRAFT VERSION OF THE D 20 S YSTEM
T RADEMARK L ICENSE , D 20 S YSTEM T RADEMARK L OGO G UIDE AND S YSTEM R EFERENCE D OCUMENT
BY PERMISSION FROM W IZARDS OF THE C OAST . S UBSEQUENT EDITIONS WILL INCORPORATE FINAL VER -
SIONS OF THE LICENSE , GUIDE AND DOCUMENT .
M INOR M ENDINGS OF THE F ALLEN , O SSEOUS S TAFF , R ISEN A RMIES , S KELETAL S TRENGTH , W ALL OF
THE G RAVE ). T HE FOLLOWING O PEN G AME C ONTENT ORIGINATES FROM THE E NCYCLOPEDIA
A RCANE : N ECROMANCY - B EYOND THE G RAVE AND IS © 2001 M ONGOOSE P UBLISHING ., AND IS USED
UNDER THE O PEN G AME L ICENSE , VERSION 1.0 A , (C HAPTER 1 SPELLS : P ET C EMETERY , S KELETAL
C OHORT , Z OMBIE C OHORT , G RAFTED A RMAMENT , A GELESS , N ECROPOLIS , D EAD E YES , O NE WITH
THE D EAD ). T HE FOLLOWING O PEN G AME C ONTENT ORIGINATES FROM L IBRUM E QUITIS VOL 1 AND
IS © 2001 A MBIENT I NC ., AND IS USED UNDER THE O PEN G AME L ICENSE , VERSION 1.0 A , (C HAPTER
3 CLASSES : Z OMBIE M ASTER ). T HE FOLLOWING O PEN G AME C ONTENT ORIGINATES FROM T HE 3 E
T OWER AND IS © 2001 J OHN T D ODSON ., AND IS USED UNDER THE O PEN G AME L ICENSE , VERSION
1.0 A , (C HAPTER 3 CLASSES : P ROPHET ). T HE FOLLOWING O PEN G AME C ONTENT ORIGINATES FROM
T HE P RIMAL C ODEX AND IS © 2001 N ETHERLAND G AMES , I NC ., AND IS USED UNDER THE O PEN G AME
L ICENSE , VERSION 1.0 A , (C HAPTER 2 I NHALATION A NTHRAX , S HELLFISH N EUROTOXIN ; C HAPTER 3
C RYPTOSPORIDIOSIS ). T HE FOLLOWING O PEN G AME C ONTENT ORIGINATES FROM D RAGONS AND IS ©
2001 A LDERAC E NTERTAINMENT G ROUP , I NC ., AND IS USED UNDER THE O PEN G AME L ICENSE , VER -
SION 1.0 A (C HAPTER 4 D RACONIC R OGUE ).
I
D ESIGNATION OF P RODUCT I DENTITY : T HE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS P RODUCT
I DENTITY IN ACCORDANCE WITH S ECTION 1 ( E ) OF THE O PEN G AME L ICENSE , VERSION 1.0 A : A LL
SPELL NAMES AND SPELL FLAVOR TEXT ( MATERIAL IN ITALICS BETWEEN THE SPELL NAME AND THE
SCHOOL OF THE SPELL ). A LL REFERENCES TO G AR 'U DOK THE N ECROMANCER ., M ONSTER NAMES AND
DESCRIPTIONS ( EVERYTHING FROM JUST BENEATH "A DVANCEMENT " AND BEFORE "C OMBAT " IN EACH
MONSTER ENTRY IN CHAPTER 2), A NY AND ALL A MBIENT I NC . L OGOS AND IDENTIFYING MARKS AND
TRADE DRESS INCLUDING ALL A MBIENT I NC . P RODUCT AND P RODUCT L INE NAMES INCLUDING BUT NOT
LIMITED TO : THE A MBIENT LOGO , D READ G AZEBO G AMING R ESOURCES , T HEE C OMPLEAT L IBRUM OV
G AR 'U DOK ' S N ECROMANTIC A RTES ; ANY LOCATIONS , GODS , HISTORIC EVENTS , MAGIC ITEMS , ORGAN -
IZATIONS ; AND ANY AND ALL STORIES , STORYLINES , PLOTS , CHARACTERS , THEMATIC ELEMENTS , FICTION
AND DIALOGUE ; AND ALL ARTWORK , SYMBOLS , DESIGNS , DEPICTIONS , ILLUSTRATIONS , MAPS AND CAR -
TOGRAPHY , LIKENESSES , POSES , LOGOS , GRAPHIC DESIGNS , EXCEPT SUCH ELEMENTS THAT ALREADY
APPEAR IN THE D 20 S YSTEM R EFERENCE D OCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEAR -
ING THERE . T HE ABOVE P RODUCT I DENTITY IS NOT O PEN G AME C ONTENT .
O
N
S PELL NAMES IN CHAPTER 6 THAT ARE INDICATED AS ORIGINATING FROM R ELICS & R ITUALS ARE ©
2001 C LARK P ETERSON
A LL CONTENTS OF THIS PUBLICATION , REGARDLESS OF DESIGNATION , ARE COPYRIGHTED YEAR 2002
A MBIENT I NC . A LL RIGHTS RESERVED . R EPRODUCTION OR USE WITHOUT THE WRITTEN PERMISSION OF
THE PUBLISHER IS EXPRESSLY FORBIDDEN , EXCEPT FOR THE PURPOSE OF REVIEW .
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LOWING PORTIONS OF T HEE C OMPLEAT L IBRUM OV N ECROMANTIC A RTES ARE DESIGNATED AS O PEN
G AME C ONTENT : A LL SPELL ENTRIES EXCEPT FOR THE SPELL NAME AND THE DESCRIPTIVE TEXT IN ITAL -
ICS BEFORE THE SPELL SCHOOL . A LL M ONSTER ENTRIES EXCEPT FOR THE MONSTER NAME AND THE
DESCRIPTIVE TEXT LOCATED BETWEEN THE A DVANCEMENT ENTRY AND THE C OMBAT SECTION OF THE
MONSTER ENTRY AND THE FLAVOR TEXT IN ITALICS . A LL P RESTIGE C LASSES IN C HAPTER 3 EXCEPT
THE DESCRIPTIVE TEXT BETWEEN THE CLASS NAME AND THE HIT DIE TYPE . A LL FEATS IN C HAPTER 4.
T HE P OWERS AND CONSTRUCTION RULES FOR M AGIC I TEMS IN C HAPTER 5. T HE D OMAINS AND
A LIGNMENT LISTINGS FOR THE D EITIES AS WELL AS THE COMPLETE D OMAINS AND SPELL LISTS PRO -
VIDED FOR THEM IN C HAPTER 6.
T HE MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGE
TO THE TRADEMARK OR COPYRIGHT CONCERNED .
" D 20 S YSTEM " AND THE " D 20 S YSTEM LOGO " ARE T RADEMARKS OWNED BY W IZARDS OF THE C OAST
AND ARE USED ACCORDING TO THE TERMS OF THE D 20 S YSTEM L ICENSE VERSION 1.0 A . A COPY OF
THIS L ICENSE CAN BE FOUND AT WWW . WIZARDS . COM .
"D UNGEONS & D RAGONS " AND "W IZARDS
THE C OAST " ARE R EGISTERED T RADEMARKS
OF
OF
W IZARDS OF THE C OAST , AND ARE USED WITH P ERMISSION
S OME OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED OGC ORIGINATE FROM THE S YSTEM
R EFERENCE D OCUMENT AND ARE © 2000 W IZARDS OF THE C OAST , I NC . T HE FOLLOWING O PEN
G AME C ONTENT ORIGINATES FROM U NDEAD AND IS Ã 2001 A LDARAC E NTERTAINMENT G ROUP , I NC .,
AND IS USED UNDER THE O PEN G AME L ICENSE , VERSION 1.0 A , (C HAPTER 1 S PELLS : A CIDIC V ITAE ,
C HANNELING W ARD , G AR 'U DOK ' S A URA , G AR 'U DOK ' S B LESSING , G AR 'U DOK ' S G REATER B LESSING ,
G AR 'U DOK ' S M INOR B LESSING , H OLD THE S LAIN , L IFE ' S V EIL , M ASK D EATH , M END THE F ALLEN ,
T HIS MATERIAL IS PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS . A NY REPRODUCTION OR
UNAUTHORIZED USE OF THE NON -OGL MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED
WITHOUT THE EXPRESS WRITTEN PERMISSION OF A MBIENT I NC .
C OPYRIGHT © 2002 A MBIENT I NC
I
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Table of Contents
Prologue - Gar’Udok and the North
Page III
Chapter 1 - The Necromancies of Gar’Udok
Page IV
Spell Lists
Page IV
New Spells
Page V
Chapter 2 - Risen Creatures of the North
Page XVII
Monsters & Creatures
Page XVII
Creature Templates
Page XXVI
Player Character Races
Page XXX
Chapter 3 - Dark Lords
Page XXXI
Legion Prestige Class
Page XXXI
C
The Lotahm Prestige Class
Page XXXIII
Pale Riders Prestige Class
Page XXXV
O
Priest of Bones Prestige Class
Page XXXVII
Prophet Prestige Class
Page XXXVIII
Zombie Master Prestige Class
Page XL
N
Fiendish Characters
Page XLI
Chapter 4 - Feats
Page XLIV
Chapter 5 - Magic Items
Page XLV
T
Chapter 6 - Deities and Domains
Page XLVIII
Fine Print - Open Game License
Page L
E
About this Book
N
Thee Compleat Librum ov Gar’Udok’s Necromantic Artes
details the legacy of an ancient fell necromancer, his con-
quest of the northlands and his subsequent defeat nearly a
thousand years ago.
A lot of the work that went into this book was finally put to
type due to the many creative minds at Realms of Evil -
(ww.realmsofevil.net) - a website dedicated to the villains of
fantasy roleplaying, and seemingly primarily to necromancy,
at least based on the contents of their site and message
boards (where I can be found posting regularly). They
reminded me of the mighty Gar’Udok and his necromantic
armies, and thus he was reborn from his icy grave to wan-
der the north of the D20 world once again.
T
The book contains a selection of new and modified spells,
monsters (mostly undead and constructs), new creature
templates, prestige classes, feats, magic items, deities and
domains that are keynotes in the legacy of Gar’Udok. These
are strung together by the storyline of Gar’Udok’s ascent
and then fall in the Northlands. Each item has a text seg-
ment in italics that links it to this storyline.
S
Finally, this book has been assembled to provide a venue
for the wonderful art of Squidhead (as well as a few of my
own line illustrations). Tony has been a great friend and
enthusiastic help, having provided illustrations to many great
roleplaying sessions as well as volunteering his art for the
DreadGazebo website. Here’s hoping the spotlight shines
brighter on him.
The material in this book originates from a campaign that
I ran 18 years ago and that has become the legendary back-
drop of my campaign world. It has been stripped of some
elements that tied it to the original campaign world it was set
in, allowing it to be more easily “dropped” into any other pub-
lished fantasy campaign world with a typically tribal and bar-
baric “norse” northlands.
Many thanks have to go out to my ancient gaming groups
in the old fantasy RPG days of the early 80’s... to Darcy
Burgess, Drummond Fraser, Hunter Fraser, John Golding,
Glenn Hall, Steven Howes, Darrel Lalonde, Luc Landriault,
Gabe Laundriault, Kristin McNulty, Sam Parent. To my 90’s
team - Andrew Keyworth, Gab, Leonard Briden, Chuck,
Marcel Malenfant, Andrew Navratil, and Tymen Van Dyk.
And of course to my new D20 groups - Greg Cameron,
Leonard Briden, Tim Brown, Alex Kovacs, Kristan Roberge,
Denise Robinson, Genevieve Robinson, Chrystine
Robinson and Jason Sooch.
Instead of reinventing the wheel, I’ve included open game
content from other sources in various parts of this book -
why write up conflicting material and rules to cover the same
content that someone else has done admirably? That is one
of the wonders of the Open Game License, the ability to take
and modify material written for the D20 system to better fit in
your own games.
II
Gar’Udok’s Necromantic Artes
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Prologue
Gar’Udok and the North
Over one thousand years past, a man changed the north-
lands to his will. His name was Gar'Udok, a fell necromancer
and priest of undeath. He
came with his allies, his
Fallen Priesthood, and
armies that grew after
each battle instead of
shrinking. He changed the
face of the north for all
time, capturing citadels
that had lain mostly aban-
doned by the barbarian
tribes for generations, and
turning them into the cen-
ters of his new empire.
Gar'Udok was a necro-
mantic overlord cut from
the whole cloth. He wor-
shiped no god, instead
considered himself above
such concerns. He sought
out all forms of undeath,
finally choosing a form of
undeath that suited him,
to continue his reign of
terror. He had thralls
remove his brain, heart
and tongue to craft his
new, perfect form. He kept
company with a small
corps of arcane necro-
mancers, a dragon who
ate the dead, and a beau-
tiful ancient undead
medusa. Commanding
and building his undead
forces was the Fallen
Priesthood - clerics of
many gods of death,
undeath and disease; and
later clerics of pure death
and undeath who followed
in Gar'Udok's steps wor-
shipping no deity but the
forces of death them-
selves.
Together they waged a
quick conquest of the
northlands, wresting control of the lands from the many frac-
tious barbarian tribes who held the lands in those times. They
built an empire in the ancient cities that predated the barbar-
ian elders, and spread the worship of death across the world
and even the planes.
But his conquest of these ancient lands would never last.
The cities he raised upon the ruins begin to fall as the
Southern neighbors
of his new empire
became worried
about his incessant
expansion and final-
ly rose up in force
against him.
Most likely these
attacks would have
ended in tragic
defeats for the
Southern Nations,
but under the stress
of the battles, the
Fallen Priesthood
began to fragment
under the tutelage
of their various high
priests. In the midst
of their fractious
attempts at inde-
pendence, Sahinn
the necromancer
made his long-
delayed play for
Gar’Udok’s title.
Suddenly without
the backing of the
Priesthood and
Sahinn, Gar’Udok’s
armies began to
crumble. They were
pursued from
fortress to fortress
as they retreated to
the ruins of Mires
Ford.
There the final
battle was joined,
the holy armies of
the South striking
hard to crush the
remnants of
Gar’Udok’s undead
forces. But the final
battle was far from
one-sided. One of Gar’Udok’s last powerful necromancers
loyal to him brought forth the dead of the entire ruined city
state for one final act of carnage so great that even the gods
took note.
The Gar’Udok Timeline
-1,740 Gar’Udok takes up the mantle of priesthood
-1,712 The destruction of the True Mummies and creation of the dis-
ease golems. Gar’Udok seeks eternal unlife.
-1,694 Joining forces with Sahinn the necromancer
-1,411 Meeting and conquering Torexis, the Cairn Wyrm. Torexis
shares information about the ancient catacombs in the north
and the necromantic lore stored there.
-1,404 The Fallen Priesthood is assembled.
-1,390 Initial forays into the North teach new lessons about undeath,
and Gar’Udok targets them for conquest.
-1,372 Meetings with the Blood Druids and obtains their quiet backing
of his conquering armies.
-1,351 Conquers the majority of the tribal-controlled Northlands, estab-
lishing bases and trade cities in the ancient ruined cities that
predate the barbarian tribes.
-1,202 Renewed search for ancient necromancies - chooses the path
of the True Mummy for immortality.
-1,080 Discovers and frees Caramina
-1,065 Undead armies begin conquering the city-states around the
Northlands already under his control
-1,060 Chondri the Dark, high-priestess in the Fallen Priesthood,
becomes a prophet of Bulboros. Her preachings end with her
death at the claws of a dark beast summoned by Gar’Udok.
-1,040 Caramina travels to the Island Nations to discuss tribute to the
northlands and changes to their burial rites
-1,038 The Southern Nations rise up to strike back against Gar’Udok’s
expansion attempts.
-1,035 Battles tear apart the Northlands. Cities fall on both sides, but
the fallen soldiers in lost battles soon become part of
Gar’Udok’s armies.
-1,023 As cities fall, Gar’Udok’s armies are torn apart by internal strife
between the faiths of the Fallen Priesthood.
-1,002 Seeing the sundering of the Priesthood, Sahinn seeks to usurp
power from Gar’Udok, and is slain and his conspiracy
destroyed.
-1,001 Gar’Udok’s armies dwindle without the support of the
Priesthood and Sahinn. A tactical retreat towards Mires Ford is
begun. The armies of the south burn all bodies they encounter
to prevent their rising as undead and to destroy members of the
Fallen Priesthood hiding among them.
-1,000 Gar’Udok’s last stand at Mires Ford, the scattering of his surviv-
ing followers
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