Professional Documents
Culture Documents
17
Editorial
Were gonna try royalty payments!
The Lords of Exsanguination
A living vampiric, pantherine race For
D&D 4E
Sirianthus Sector
New worlds and a scenario seed for
Traveller or other SF rpgs
Bloody Good Gear!
New fiendish magical arms and armor
for 4E
21
30
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Published by:
Zine Mascot:
Nicholas T. Bergquist
Tori Bergquist, Jody Wood, John Diffley
Jody Wood, various royalty free pieces. Some artwork copyright 2008 Mark
Hughey, used with permission. Some artwork from the Image Portfolio Louis
Porter, Jr. Design. All Rights Reserved. All art used with permission/license.
Zodiac Gods Publishing in conjunction with Lulu.com, and available at
e23.sjgames.com and other online retailers!
Mimi the wonder cat and Admiral Bluegill
Published Whenever (in theory). Produced using Windows Office Professional Word 2007
The Sorcerers Scrolls Issue 44 (June 2008) is copyright 2009 by Nicholas Bergquist, all rights reserved. All contents copyrighted by the
individual authors. All contributors to TSS grant the editor and publisher one-time publication rights in the issue featuring their work,
including reprinting rights of said issue.
The Sorcerers Scrolls will feature content which can be used with other role playing systems published by various companies and
individuals. No trademark or copyright infringement is intended, and no content in TSS shall duplicate such content without an
accompanying OGL or GSL agreement in the text of the contribution that specifically allows such. It goes without saying that to use
the content in TSS, you must own (and therefore should go buy!) copies of the specific rule books from the many fine companies that
publish these awesome games!
To contact the editor, please email me at TSSeditor@gmail.com or write to: Zodiac Gods Publishing; 188 Monte Largo Drive NE #4,
Albuquerque, NM 87123.
Editorial
Issue #44
By Tori Bergquist
I was mulling over the idea of a theme
issue, specifically an all old-school
issue, but realized from feedback that a
fair number of readers who enjoyed the
previous issues were appreciating the
4th edition content (or generic system
content). I also had some friendly
feedback on the sci fi stuff, especially
the fiction and the Traveller material.
This issue will pick up with where those
left off, and include some new worlds
and campaign ideas for Traveller
referees to use in their own campaigns
(which also tie in to the evolving Stellar
Expanse campaign setting that I am
slowly revealing in TSS).
Besides the Traveller content, there is
a veritable cornucopia of new 4th edition
material within these pages, including
new feats, magical devices, and a
deviant race of humanoid vampire bat
panther monster thingies, compliments
of Jody Wood. James Curtis makes his
debut as well, with a setting designed
for use with the 3.5 Expanded Psionics
Handbook.
Beginning with this issue, if anyone
would like to contribute then I will work
out a mechanism via rpgnow.com by
which I can guarantee some royalties for
payment. You might have an article, for
instance, that is 2-3 pages long and
really doesnt merit much attention as a
PDF on its own; send it in! Ill work out
an arrangement where you receive a
percentage of profits based on sales and
volume in the book. For example, if a
Bagheera Traits:
Attributes: +2 Dex, +2 Con
Speed: 7 squares
Size: medium
Vision: low light
Defenses: +1 Will and +1 Reflexes
Racial Skills: +2 Perception, +2 Stealth
Vampiric Bite
Racial At-Will Attack
Standard*At-Will*Melee*1 Target
Dex vs. Fort; Hit: 1D6+Dex damage and
gain your Con modifier in temporary hit
points.
Increase to 5+your Con modifier at level
11 and 10+Con modifier at level 21.
Racial Abilities:
Predators Instincts: Bagheera have
unusual hearing and a sort of sixth
sense. Bagheera do not grant combat
advantage when surprised or during the
first turn of combat.
Bagheera Claws
Racial At-Will Attack
Standard*At-Will*Melee*1 Target
Dex+2 vs. AC; Hit: 1D6+Dex damage.
This attack may be used as a martial
weapon for purposes of exploits or any
other powers requiring a martial
(melee) weapon in hand.
Increase to 2D6+Dex damage at level
21.
Bagheera Feats
Tide of Blood
Reaver Zealot Attack 11
You sight your foes and reach out with
the dark energy of the divine vampire
gods to rip the blood from their flesh. A
torrent of blood droplets fly from your
enemys body to your awaiting maw!
Encounter * Necrotic
Minor Action * Close burst 5
Target: 1 target in burst; increase to 2
targets at level 21
Attack: Cha + 4 vs. Fort.
Level 21: Cha + 6 vs. Fort.
Sirianthus Sector
Part 3 of an ongoing campaign setting for use with Traveller
By Tori Bergquist
Sirianthus is a remote sector of space with only one ruling presence: The Sector
Authority. The S.A. is stationed off of the prime world in the region, called Utopia
Incognita. It was founded hundreds of years ago, and falls nominally under the rule of
the Terran Authority, but ignores most other governmental influences, including the
Stellar Concord.
the same hominid genus as man,
leading some to speculate that the are
related to humans, and may have been
part of a genetic breeding program
executed by the precursors nearly one
hundred thousand years ago.
Sirianthus is quaranteed an amber
zone by both local and galactic
authorities because of discoveries made
by researchers on the planet. There is
evidence that the otherwise fantastic
remnants of the ruins of this planet are
still functioning, and some act as
gateways, opening wormholes to vastly
different regions of the galaxy, or
beyond. Indeed, some researchers feel
that these are in fact quantum
wormholes, opening up portals to
parallel universes.
The first incident in which this portal
technology was discovered led to the
accidental lethal contact with an foreign
alien intelligence. This species, dubbed
the presence by the only surviving
researcher from the incident, appeared
to be a form of collective entity which
rapidly studied, read, and absorbed the
DNA of the researchers, then turned
them in to puppet-like hosts, turning
them around and infiltrating the upper
echelons of the Von Neuman Scientific
Research and Astrographic Studies
Sirianthus
System Data: single star system; 3 gas
giants, 7 standard planets, 1 Type C
civilian starport and 1 Type B Sector
Authority starport
WPP: B8677702-2; note that the world
is restricted by Sector Authority
government (8) and law level (9).
Moons: Sirianthus has three small
moons, called Eados, Tyrianos and
Cleodor by the native.
Detailed Profile: SP: B; Size: 8; Atmos:
6, Temp: 9, Hydro: 7, Pop: 7, Govt: 7(8),
Law: 0(9), TL: 2(12)-parenthesis reflect
Sector Authority levels at the star port
and by quarantine.
The Sirianthus Sector is named after
the most unusual world in this sector,
Sirianthus. Sirianthus is a remote,
fascinating world with a climate suitable
for humans, and holds two unique
marvels: a vast network of ancient ruins
that employed an otherwise inscrutable
crystalline technology for almost all
computers and functions, and a
degenerate race of hominids called
Sirianthans who dwell upon its surface
in a barbaric culture that has grown up
with a mysterious fear and reverence
for the precursor culture that preceded
them. These people call themselves the
Erikathi, and they are unusually close to
Erikathi Characters
Sirianthus as a homeworld has the
following traits: agricultural, low
technology.
Erikathi may choose from the
following career paths although
barbarian is the most common,
restricting any and all choices to those
appropriate for Tech Level 1-2: infantry,
worker, barbarian, wanderer,
scavenger, artist, performer, thief,
enforcer, pirate, and any psionic career.
Any inappropriate skill (requiring better
than TL 2) must be substituted by a
more appropriate skill.
Erikathi have a couple racial traits
unique to their species, despite their
similarities to humans: Notable
Endurance +2, and Psionic. This reflects
the natural predilection of the species
towards psionic talents, and the unusual
adaptivity of the Erikathi to unusually
diverse biohabitats due to their own
ecologically diverse homeworld.
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Utopia Incognita
System Data: binary star system; 4 gas
giants, 14 standard planets, 2 Type A
civilian starports and 1 Type A Sector
Authority starport
WPP: A766A85-12
Moons: Utopia Incognita is a moon
around the Darius Gas Giant, closest in
of the four large gas giants in the
system.
Detailed Profile: SP: A; Size: 7; Atmos:
6, Temp: 6, Hydro: 6, Pop: A, Govt: 8,
Law: 5, TL: 12
Homeworld Traits: high tech, high
population, rich
Capitol City: Utopia Prime (also site of
an A class starport)
Utopia Incognita (Undiscovered
Utopia) is the capitol world and center
of Sector Authority in Sirianthus Sector.
It is a slightly cold world, and most of
the population is centered around the
warmer equatorial regions. It is a nearearth size world with slightly lower
average gravity (.92) than Earth normal.
The planet has plenty of resources, but
strict regional laws prevent the
exploitation of the local environment
and resources in favor of materials
imported from other regions in the
sector. Utopia Incognitas governing
system tries hard to live up to the name,
enforcing living standards and insuring a
measure of quality living for all citizens.
Indeed, on the surface it appears to be
an unusually idyllic and beautiful world,
with a peaceful, eco-conscious society.
As with all such worlds, this is only on
the surface. The decadence of Utopia
Incognita has led to a brisk trade in
illegal goods, especially drugs, bio and
cyber mods for a population of bored
dilettantes. This has created an
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Reardons World
Apophis 2216R
12
13
16
Hellslice
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Hellslice
The ebon blade writhes in your hand
with a life all its own. Dark runes of
chaos glow with purple energy as you
ready your attack!
Level 15
+3
Level 25
+5
Level 20
+4
Level 30
+6
Weapon Type: any heavy blade (usually
a scimitar, falchion or great sword)
Critical Bonus: +1D12 per bonus
Property: all attacks with Hellslice have
the necrotic property in addition to any
other properties, except radiant, which
is instead replaced by necrotic.
Encounter: Life Drainer; free reaction,
instant; Trigger: you attack and hit a foe
with Hellslice. Effect: your foe loses one
healing surge or is weakened (save
ends). You may choose which effect
happens.
Daily: Hellbomb Burst; standard attack;
range 20 burst 3; Attack: Cha vs. Ref;
Hit: 4D10+Cha modifier fire damage;
Miss: half damage. Secondary Effect:
the bearer of the sword suffers
backlash, taking 10 fire damage (save
ends.)
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Da (war)
Da is the representative of war, who
sits upon all warriors' shoulders with
bow in hand. He is the conqueror of
enemies in all forms, and the favorite
god of the Nalinot warriors. He receives
attention both among the Lamaists and
the Bon cults.
Adibuddha (Life-Death-Rebirth)
The Adibuddha is the embodiment of
Buddha as seen by the Lamaists; the
latest of a cyclical series of incarnations,
the Adibuddha is also the most northern
incarnation of the Followers of the Path.
The Adibuddha, within Nalinot, has
been seen to manifest additional
incarnations which reflect the needs of
Nalinot life. These manifestations are
known as the Boddisatvas.
sGrol-Ma (Nature)
sGrol-Ma is the mother goddess of the
land. Her form is the mountains, her
breath the clouds. She is a
representative of nature, but also in
known for fertility, sGrol-Ma is
debatably an incarnation; her origins
could go far beyond the Lamaists into
the Bon. She is one goddess on whom
the Bon and the Lamaist both agree
about, and both cults worship her
equally. SGrol-Ma is said to have
married sPyan-ras-gzigs, the monkey
god, and it was through this union that
all things of the earth emerged.
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The Phurbu
Nag-Pas use a specialized ritual dagger
in their arts. The Phurbu is a mystically
enchanted dagger for use against
demons. It will purge a body of
possessing spirits, and acts as a magical
weapon against those creatures
affected by such.
To create a Phurbu, the Nag-Pa must
have a properly prepared dagger which
he then performs the ceremony upon.
The ceremony lasts six hours, and
imbues any dagger forged of iron with
the following traits (see below,
according to system):
Rataeo
This is the capitol of the New Nalinot
government, established by the Jade
Emperor, and maintained by the
ever-present House Sho'jukin. The
current Lord of Nalinot is Hendicho, who
is served by a coalition of necromancers
called Ch'yo Kyon and the family
housings (mostly in Ishikoro) are the
dwelling spots of the Na'Ch'un, the
representative advisor to Lord
Hendicho. Needless to say, neither the
local Bon cults nor the Lamaists
appreciate the presence of the Chyo
Kyon in their lands, but they are forced
(on the surface) to tolerate this enclave
of the governors own deviant servants.
Rumors abound that the depravity of
these eunuch-sorcerers was so strong
that the Emperor banished them along
with Hendicho to this remote corner of
the empire specifically to keep them as
far away from the palace as possible!
Rataeo is the most secure city in
Nalinot, but it has strong, ancient stone
walls for defense and maintains a strong
regular garrison to stave off local
attacks from angry tribesmen. It seems
like every season another charismatic
Bon sorcerer sends some local tribe of
barbarians in to a frenzy against the city
walls, to overthrow the foreigners.
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Weeping Valley
The name of the Weeping Valley
stems from an ancient local legend
about several mysterious hags that
dwell within the valley, seeking out the
unwary travelers who would fall into
their grasp. The Hags are given to be
Me, Demons who were once women
that lost their lives looking for the men
of a tribe that was buried beneath an
avalanche. They have been driven mad
in their new-found state, and while they
might initially disguise themselves and
beautiful nymphs and attempt to lure
hapless men to the valley, they will
inevitably grow angry that these are not
the men they seek, and tear them apart,
devouring the marrow of their bones.
Or so the tales go
Nalinot Villages
Some of the villages deep in the
mountains include Ago, Gosh'pon,
Alo'Pan, Chanja, Ishikoro, Tano,
Tasgon, Loga, Compos, Cheno. These
are the towns, villages, and cities which
are loyal to the indigenous government
established two centuries ago by the
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Srin-po
Ghouls and vampires of all types (pretty
much any free-willed undead) prowl the
desolate mountainlands terrorizing the
hearty folk who dwell here
Hags
Hags, such as in the Weeping Valley, are
a particularly cruel form of local undead.
Oni and Ogres-the ogres and their
smarter cousins are dangerous giant-kin
dwelling in the mountains, and see all
humans on the region as encroaching
on their territory. They dwell in the
many deep caverns of the mountains,
but regularly emerge to harry caravans,
travelers and smaller villages. The oni
strongly revere the rGyal-Po demon
fiends.
Kala Frost Barbarians
This especially remote tribe of
barbarians believe they were the first
men of the land, born from the very
frost, sculpted in to life by bDud himself.
It is possible, at best, to earn the
grudging respect of a tribe of Kala, but
rarely will they ever be friendly, or even
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Sacred Mandala
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Aquatic Combatant
Prerequisite: Heroic Tier, Athletics
(trained)
Benefit: you do not suffer a -2 penalty
when using normal weapons
underwater.
Gift of KalieYana
Prerequisite: Paragon Tier, worshipper
of Kalieyana, Ritual Caster (Water
Breathing)
Benefit: You gain the benefits of the
Water Breathing spell as a permanent
effect on yourself only.
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HAZEDLAN
The World of the Forgotten Ways
A Campaign Concept for D&D 3.5 and the Expanded Psionics Handbook
by James Curtis
When the Eldritch Weave ruptured,
multiple events transpired. First, the
gods and their champions on both sides
of the conflict lost their magical abilities
(and immunities) as the fabric of the
cosmos buckled in turmoil. The worlds
atmosphere seemed to boil in
ectoplasmic flames, scouring the region
around which the great conflict
occurred of all life and causing serious
harm to lands sometimes a thousand
miles way. The devastation was so great
that it caused a momentary
convergence of planes, and the astral,
ethereal, and several other
undetermined planar realms were
found to exist coterminously with
Hazedlan for second, minutes and
sometimes even hours. In this time,
horrific beings from beyond roamed the
land seeking an end to the madness that
they were plunged in to, assaulting the
hapless inhabitants of the prime.
The final and most significant effect of
this rupturing was not to be fully
appreciated until much later. The World
of Hazedlan had lost its magical bind,
but the essence of magic, the ectoplasm
of sorcery had saturated the world.
Most every being with a soul or some
other property which tethered it to the
planar realms gained an innate
potential, which came to be known as
psionics. Simultaneously, the bleed of
magic had drained the regional cosmos
of arcane and divine power. For a very
long time to come, the capacity of
Hazedlans Development
Hazedlan was a relatively normal
fantasy land. It had kings and kingdoms,
dwarves and elves, orcs and ogres, you
name it. Men and creature alike found
solace in the worship of deities who
espoused their virtues and vices, gods of
the Great War, who fought for either
chaos or order for the infinite prize of
the multiverse. When the war came to
the ancient kingdom of Meretal, where
an uprising of villainy had sought to
overthrow the ancient servants of
order, the situation somehow escalated
in to an unexpected cataclysm. No one
knows exactly who or what tapped in to
the Eldritch Weave to unleash its fury.
There are several stories that name
different culprits, depending upon who
you ask. The most commonly accepted
tale is that it was Mourland, the civic
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Hazedlan Today
Hazedlan in the modern era is a land
of fractured kingdoms surrounding the
remnants of an ancient empire, once
called Meretal, which was at the center
of the great destruction wrought upon
the world. The direct descendants of
Meretal, who still hold the name
proudly, are a western culture of
nomads who dwell in rugged tribes and
struggle to make a living in a harsh
wasteland, while refusing to move to
more fertile climes lest they anger their
ancestors. Elsewhere, old enemies of
the empire have since gone on to form
entirely different nations and alliances
as a result of the great power gap and
new geographical limitations. Some of
the most well-known kingdoms in this
category include Shaddim, a conquering
kingdom led by whatever warlord is
currently strongest, as well as Chyrabal,
a sea-kingdom of rugged water nomads
who claim the eastern seas, and
Haaridan, a strong young empire in the
south which is ruled by a ferocious cabal
of psionic witches.
Among nonhumans of Hazedlan, the
elves, dwarves and other demi-human
species continued to survive and
prosper, although for a time the elves
were lost without their connection to
the Eldritch Weave, and many elves
were said to have gone mad with the
loss. To this day, the descendants of
elves who were mentally affected by
the loss of the Weave are called the
Drunasis, and they dwell in remote,
secluded domains where they refuse
even to practice psionics on the
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Rare Spell-Casters
One theme of Hazedlan is that magic
is, inevitably, slowly returning. On
incredibly rare occasion a human or
other being is born which can cast magic
with no problem whatsoever. If a player
wishes to play such a being, then he
must choose the following feat during
character creation to allow the
character to be a regular spell-caster
with no restrictions. Such a character
will be at the very least a curiosity and
novelty, and at worst a highly coveted
36
Prestige Classes
Any prestige class which has a
divine/arcane requirement may, at the
GMs discretion, substitute psionic
ability advancement and requirements
instead. If so, then the psionic variant
may not ever attain arcane/divine
abilities later on should that option
come to pass. As an example, an
assassin prestige class taken by a
psychic warrior would allow the assassin
to substitute arcane magic level from
the prestige class for additional psychic
warrior psionic advancement instead.
All of the prestige classes for psionic
characters in the EPH and CP are
available except for the Cerebramancer.
The Cerebramancer is still available to a
character which has taken the
Mageborn heritage feat and then met
the necessary requirements.
Gnomes
Gnomes are a rare lot, but they
adapted well to the change, and most
are psionic in one manner or another.
Gnomes tend to not have communities
of their own, but dwell within their own
local enclaves as part of another groups
city or town, among human, elves,
haflings and dwarves.
Humans
Humans are numerous and can be
found dominating most kingdoms. The
most common language among
humanity is Meretali, which is the
surviving language of the lost empire,
and has long been regarded as a
common trade language among all.
Halflings
Halflings are a rare subspecies of elf
which did not suffer from the loss of
magic, and went on largely unaffected.
They are not adventurous in the least,
but on rare occasion a Halfling will leave
his or her tribal land to go aquesting.
Most Halfling dwell in small
communities nestled in fertile, lush
Elves
Elves are rare but dwell in small
communities throughout the world.
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Lizardfolk
The lizardmen of Hazedlan are a fierce
and proud species, and they thrived in
the remnants of the blasted lands after
the Great War. The lizardmen were
mercenaries of old, working on the sides
of both order and chaos, and over time
their numbers were spread throughout
Duergar
The deep dwarves of the most
subterrene realms often vie with chitins,
mind flayers hobgoblins, orcs and dark
elves for control of their dark realms.
They are a harsh folk, and always at war
with their fair-skinned mountain
brethren.
Elan
Elan are a subtype of humans who
operate in secret with special societies.
They are found throughout the human
lands.
Half-Giants
The half giants are an enigma of the
old empire, once bred to be the
ultimate fighters and shock troops, now
destined to live in a land forever
changed by those old wars. Like the
orcs, half giants had to give up the
endless fight and learn to live in polite
society. They are most likely to be found
among men, but some half giant clans
have been found living with other
giants, ogres, dwarves and even orcs.
Maenads
The volatile and emotional maenads
have sometimes split in to small
communities of their own, but most are
intermingled with human society or
sometimes amongst elves and other kin.
Maenads have no distinct culture,
instead adopting to the region in which
they dwell.
Xeph
The Xeph dwell in hidden enclaves to
the distant north, although many
migrated to the blasted lands and now
eke out an existence there, seeking
hidden meaning in the region scoured
by the ancient explosion.
Half-Dragons
The rare half dragons of the land are a
site to behold, but it is said that early on
dragons who were trapped in humanoid
form when the magic died were unable
to change back, but when they had
offspring, the offspring were half
dragons. Although rare, there are
enough such beasts in the world to
merit inclusion here.
Githyanki
The githyanki are planar creatures, but
many will travel to hidden fortresses in
the prime world and dwell there for
years at a time, usually in the blasted
lands, looking for lost relics and the
remnants of fallen gods.
Githzerai
The githzerai usually find alliances
amongst humans and elves to work
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