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2 This book is a work of fiction. Names, characters, places, and incidents are the product of the authors' imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living or dead, is coincidental. The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

3 The Dark Tower Torak the Black is the last of the Dark Elf Necromancer that had survived the last major Demon War between his race. He fled the war on a Griffon with his apprentice Maer Dan to the highest peak of the Dwanen Mountains. There he used powerful magic to erect the Dark Tower. He despises the surface dweller race and has chosen to stay isolated from them. He does however put the gnomes to work and always invites dark elves to his tower. One can only visit his tower with the aid of his Griffons as the trip is dangerous. One must wear a Wolf s Pelt or a Blue Yak s coat to survive the flight. If not the adventurer loses 3 hit points during the trip. Unholy Sanctuary The Unholy Sanctuary is controlled by a Grimm Reaper. He has Dark Shadows called Shades that provide services. Available Commands Worship - Costs 300 experience points - adds +1 attribute of choice. Can only be blessed once in the Unholy Sanctionary. Cure - Costs 200 experience points or 50 gold pieces - removes disease, poison, curse, and sicknesses. Remove experience points - Suffering from an odd item that doesn't want to remove itself naturally from your adventurer such as cursed rings, armor, or helms. Use the service of a Shade to remove the burden. Study - Allows the adventurer to add a new skill under "skills" on the character sheet. Choose one skill and subtract 500 experience points to add the special skill selected. Each skill of study counts as one action point. Surface Creature Identify - Allows the adventurer to determine weakness of those that roam the surface lands to help defeat it easier. Literacy - Allows the adventurer to read unknown scriptures as of other ancient languages.

4 Speechcraft Allows the adventurer to receive 10% discount when shopping. Potion lore Allows the adventurer to create and identify potions. Hellhound Pit Training A big Fiery Blazing Fire Giant either sends his hellhounds or attacks to ensure the adventurer is ready to advance to next level. He charges 150 gold pieces for each advancement of level. Available Command Train The adventurer gains attributes and skills when attaining a new level. Experience Points Level 02: 501 to 2,000 Level 03: 2,001 to 5,000 Level 04: 5,001 to 9,000 Level 05: 9,001 to 14,000 Level 06: 14,001 to 20,000 Level 07: 20,001 to 27,000 Level 08: 27,001 to 35,000 Level 09: 35,001 to 44,000 Level 10: 44,001 to 54,000 Level 11: 54,001 to 65,000 Level 12: 65,001 to 77,000 Level 13: 77,001 to 90,000 Level 14: 90,001 to 104,000 Level 15: 104,001 to 119,000 Level 16: to 135,000 Level 17: 135,001 to 152,000 Level 18: 152,001 to 170,000 Level 19: 170,001 to 190,000 Level 20: 190,001 (reached highest level)

5 The Undead Ogre The Undead Ogre has no name or at least none know of it. He shapes armor and weapons with a cursed hammer until his rotten flesh gives out. Available Commands Upgrade (name of armor) at the Nurenhill s Blacksmith - This command allows the adventurer to improve his armor. Make sure to indicate which armor to improve. If this is not mentioned the armor that the adventurer is currently wearing will be upgraded. Upgrade (name of weapon) at the Nurenhill s Blacksmith This command allows the adventurer to improve his weapon. Make sure to indicate which weapon to improve. If this is not mentioned the 1 st weapon the adventurer is currently carrying will be upgraded. If the adventurer is not carrying a 1 st weapon then the 2 nd weapon will be upgraded. Repair (name of weapon or armor) at the Nurenhill s Blacksmith This command allows the adventurer to repair his armor or weapon. Make sure to have enough gold pieces for the services. Armor Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same armor. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade to his armor. The 3 rd upgrade is the max an armor can have. Gauntlets and Helmets can also be upgraded in the same manner. To upgrade armor it costs 150 gold pieces 1st upgrade: costs 150 gold pieces = Subtracts an additional 1 to enemy attack roll. 2nd upgrade: costs 200 gold pieces = Subtracts an additional 2 to enemy attack roll. 3rd upgrade: attack roll. costs 250 gold pieces = Subtracts an additional 3 to enemy Weapon Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same weapon. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade. The 3 rd upgrade is the max a weapon can have.

6 1 st upgrade: cots 150g old pieces = adds +1 Physical 2nd upgrade: costs 200 gold pieces = adds +2 Physical 3rd upgrade: costs 250 gold pieces = adds + 3 Physical Repair Weapons need to be sharpened and Armor needs repairs after being used so often. To determine when a weapon needs to be repaired look at the percentage indicated next to the weapon or armor on the adventurer's character sheet. If it is close to zero percent then the item is almost worthless and cannot provide any help. 10% repairs costs 10 gold pieces. 20% repair costs 20 gold pieces. 50% repair costs 45 gold pieces. For Magical Weapons and Armors the price changes. 10% repairs costs 50 gold pieces. 20% repair costs 100 gold pieces. 50% repair costs 240 gold pieces. Magical items are expensive to repair because the blacksmith has to ask a Necromancer to disenchant the magic from the item to be allowed to repair it. Then the Veteran Mage has to enchant the item again to keep its value. Old Hag s Potion Shop Hexadaria an ancient dark elf hag has been selling potions for almost a century. Her aura of magic smells of death as it keeps those of great powers to leave her alone. She will also identify items for 30 gold pieces. Available Commands Purchase (name of item) at the Old Hag s Potion Shop This command allows the adventurer to purchase an item.

7 Sell (name of item) at the Old Hag s Potion Shop This command allows the adventurer to sell an item. Identify (name of item) at the Old Hag s Potion Shop This command will have the old hag identify an item for a fee. Available Potions Small Unicorn Blood - 40 gold pieces - Restores half of the adventurer s hit point status. Only for Gnomes or Dark Elves does this potion work. For others it is poison. Large Unicorn Blood - 70 gold pieces - Restores all of the adventurer s lost hit points. Only for Gnomes or Dark Elves does this potion work. For others it is po Cure Holy Magic Curse Potion gold pieces Allows the adventurer to cure from a curse. Cure Poison Potion gold pieces Allows the adventurer to be cured from poison. Mighty Might Potion gold pieces Allows the adventurer to add 5 to physical for one battle. Brains of the Arch-Lich Potion gold pieces Allows the adventurer to add 5 to Magic for one battle. Levitate Potion gold pieces Allows the adventurer to levitate for one day. Iron Skin Potion gold pieces Allows the adventurer to add 5 hit points for one battle. Available Scrolls Fireball Spell gold pieces Allows the adventurer to add 10 to magic for one battle. Lightning gold pieces Allows the adventurer to add 10 to magic for one battle. Massive Meteor Shower gold pieces Allows the adventurer to add 24 to magic for one battle. Summon Hellhound 100 gold pieces Allows the adventurer to add 7 to physical for one battle.

8 Summon Fire Golem gold pieces Allows the adventurer to add 10 to physical for one battle. Death Hold - 50 gold pieces Allows the adventurer to flee without losing hit points for one battle. Shapeshift gold pieces Allows the adventurer to shapeshift as the enemy having the same amount of attributes and skills as the opponent. Deceit of Strength gold pieces Causes the opponent to reduce its physical attribute by 10 points for the entire battle. Confusion Whirlpool gold pieces - Causes opponent to reduce its magic attribute by 10 points for the entire battle. Butterfingers Clumsy gold pieces - Causes opponent to reduce its stealth attribute by 10 points for the entire battle. Advanced Deceit of Strength gold pieces - Causes opponent to reduce its physical attribute by 22 points for the entire battle. Advanced Confusion Whirlpool gold pieces - Causes opponent to reduce its magic attribute by 22 points for the entire battle. Advanced Butterfingers Clumsy gold pieces - Causes opponent to reduce its stealth attribute by 22 points for the entire battle. Gnoll s Goods Niffniff has been a shrewd negotiator for handling goods. His business always thrives trying to get the best deals. In his younger days, he was an adventurer collecting special items so he can start one day his own business. Many cyclone years later he is consider one of the best in the trade. Available Commands Purchase (name of item) at the Old Hag s Potion Shop This command allows the adventurer to purchase an item. Sell (name of item) at the Old Hag s Potion Shop This command allows the adventurer to sell an item. Available Items

9 Bubbling Stangwood Brew - 10 gold - restores 2 hit points. Glowing Elixir of Renewal - 25 gold - restores 5 hit points. Vial of Khorrstone Essence - 45 gold - restores 10 hit points. Refined Temporal Dust - 55 gold - adds + 2 physical for one day. Dust of Redecisiveness - 70 gold - adds + 4 physical for one day. Banner of Mastery gold - allows 2 additional action points on the spread sheet for each time it is used. Trollblood Ring of Regeneration gold - heals 1 hit point per action. Advanced Trollblood Ring of Regeneration gold - heals 3 hit points per action. Ring of Greater Deathward gold - subtract 2 hit points from opponent before battle begins. Ring of Life Gate gold - restore 8 hit points per day. Bag of Holding gold - hold additional 5 items. Gnomish Backpack of Holding gold - hold additional 10 items. Lesser Loot Transmutation Cube gold - add 5% gold when looting after a battle. Greater Loot Transmutation Cube gold - add 15% gold when looting after a battle. Girdle of the Iron Gut gold - add 5 hit points to character sheet. Gloves of Potency gold Magic. Gauntlets of Power gold Physical Obsidian Ring of Lucky Scholars gold - adjust to opponents statistics in each battle if desired.

10 Shrine of Sacrifice The sacrifice can only be performed once per a lifetime. Available Commands Sacrifice Minor at the Shrine of Sacrifice. This command grants the adventurer an additional 1 action point per spreadsheet Deduct 2 of each attribute permanently on the character sheet. Sacrifice Average at the Shrine of Sacrifice. This command grants the adventurer an additional 2 action points per spreadsheet. Deduct 4 of each attribute permanently on the character sheet. Sacrifice Major at the Shrine of Sacrifice. This command grants the adventurer an additional 3 action points per spreadsheet. Deduct 6 of each attribute permanently on the character sheet. Sacrifice Life the Shrine of Sacrifice. This command grants the adventurer an additional 4 action points per spreadsheet. Deduct 8 of each attribute permanently on the character sheet. The Underworld Abyss s One can purchase slaves to do the adventurer biddings. One can only own a slave if the adventurer owns a magic tower. Available Command Purchase (type of citizen) at the Underworld Abyss This command allows the adventurer to purchase slaves. Availability Tormented Low Class Citizen 100 gold pieces Earns 10 gold pieces per spreadsheet. Tormented Middle Class Citizen 200 gold pieces Earns 20 gold pieces per

11 spreadsheet. Tormented High Class Citizen 300 gold pieces Earns 30 gold pieces per spreadsheet. Magic Towers Only the powerful can own Magic Towers to show power and rule over their domain. Available Command Purchase (amount) Slaves This command allows the adventurer to purchase slaves to do his tidings. Available Magic Towers Tower of the 1 st Abyss s 2000 gold pieces Houses up to 20 slaves. Tower of the 2 nd Abyss s 4000 gold pieces houses up to 30 slaves. Tower of the 3 rd Abyss s 6000 gold pieces houses up to 40 slaves. Tower of the 4 th Abyss s (must be a level 5 adventurer) 8000 gold pieces houses up to 60 slaves. Tower of the 5 th Abyss s (must be a level 6 adventurer) 10,000 gold pieces houses up to 80 slaves. Tower of the 6 th Abyss s (must be a level 8 adventurer) 12,000 gold pieces houses up to 100 slaves. Tower of the 7 th Abyss s 25,000 gold pieces (must be level 10 adventurer) houses up to 200 slaves. Tower of the 8 th Abyss s 50,000 gold pieces (must be level 12 adventurer) houses up to 400 slaves. If the adventurer exceeds 400 slaves he must buy another tower to provide shelter for the additional slaves.

12 School of Black Arts Only a select few are chosen to become apprentice for the mighty Torak the Black the Dark Elf Arch Necromancer. He is the only magic user that knows how to defeat a demon lord in the Lands of Bavidirian. He seeks a worthy apprentice to take his lead as he is well over 4000 Cyclone Years old. This school is only for Necromancers available. Warning: The risk of joining is death so make sure that the adventurer is certain to take the risk. Available Command Apply Black Arts Apprenticeship This command allows the necromancer to learn mastery of the black arts of dark magic and become an Arch Necromancer of the Black Robes. Instructions The first 1d18 dice roll determines if Torak accepts the adventurer as his apprentice. An odd number means that the adventurer is accepted and an even number indicates he is not accepted. The second 1d18 dice roll is to see if the adventurer survives the tests given to him as an apprentice. An even number roll indicates that the adventurer has survived the tests and an odd number indicates he has died. The last 1d18 dice roll determines if the adventurer survives mastery of necromancer dark arts of magic. An odd number indicates he survives and an even number indicates he dies. If the adventurer survives + 14 in all attributes increase permanently and his title is now Arch Necromancer of the Black Robes destined to take command of the Dark Tower when Torak the Black dies gold pieces as of the Demonlord Ishinkari s Gargoyle Bonestaff is now in the adventurer s belongings. It provides + 10 to Magic when used as a 1 st weapon. Everything that is available to purchase at the Dark Tower is 50% off its original price.

13 Weaponsmith The Dark Elf Grash tar has been smithing scimitars since childhood when his father taught him the ancient arts of smithing. His collection is few, yet the worth is massive. Available Commands Purchase (name of scimitar) at the Weaponsmith This command allows the adventurer to purchase a scimitar. Enchanted (name of scimitar) at the Weaponsmith This command allows Grash tar to fully enchant the scimitar to its original strength. The adventurer must pay 1000 gold pieces for this service. Note: The Dark Elf Assassin can use the benefits of the scimitar as a second weapon if desired. In other words he can fight with two scimitars at the same time and gain benefits from both weapons if they are mentioned. Available Scimitars Scimitar of Luck 6000 gold pieces The scimitar adds a new attribute (luck) for 5 charges. If the adventurer so happens to die in a battle then the attribute luck will spare his life as long as the adventurer is carrying the Scimitar of Luck as a 1 st or 2 nd weapon. Scimitar of Agility 3000 gold pieces The scimitar adds + 5 to Stealth as long as the adventurer carries it as a weapon. Scimitar of Power 3000 gold pieces The scimitar adds + 5 to Physical as long as the adventurer carries it as a weapon. Scimitar of Magic 3000 gold pieces The scimitar adds + 5 Magic as long as the adventurer carries it as a weapon. Scimitar of Toughness 3000 gold pieces The scimitar adds + 5 Hit Points as long as the adventurer carries it as a weapon. Scimitar of Prevention 3000 gold pieces The scimitar allows the adventurer to be immune to fright, poison, disease, and curse as long as he carries it as a weapon. Scimitar of Fire 4000 gold pieces The scimitar adds + 2 Magic, + 2 Stealth,

14 and + 2 Physical as long as the adventurer carries it as a weapon. Scimitar of Paralyze 3000 gold pieces The scimitar forces the opponent to add only half of his attack roll when in battle as long as the adventurer carries it as a weapon. Note: If the scimitar is not carried as a weapon then the attribute benefits will not be added to the character sheet. Altar of Primal Elements Strong magic is practiced her in the arts of summoning Elementals. For most magic users it requires all of their concentrated skill to summon an Elemental let alone control it. The adventurer is able to command an Elemental for the right price. Available Command Purchase (name of elemental) at the Altar of Primal Elements This command allows the adventurer to receive a follower to help aid in battles. Available Elementals Fire Elemental 600 gold pieces adds + 4 Physical, + 1 Stealth, + 1 Magic. The Fire Elemental has no effects to Demon opponents. Water Elemental 600 gold pieces adds + 4 Stealth, + 1 Physical, +1 Magic. The Water Elemental has no effects to Seafaring opponents. Earth Elemental 600 gold pieces adds + 4 Magic, + 1 Physical, + 1 Stealth. The Earth Elemental has no effect on Spirits, Ghosts, Specters, and Wraiths. Air Elemental 600 gold pieces adds + 4 Magic, + 1 Stealth, + 1 Physical. The Air Elemental has no effects to the Undead opponents. Large Fire Elemental 1200 gold pieces adds + 8 Physical, + 2 Stealth, + 2 Magic. The Fire elemental has no effects to Demon opponents. Large Water Elemental 1200 gold pieces adds + 8 Stealth, + 2 Physical, + 2 Magic. The Water Elemental has no effects to Seafaring opponents.

15 Large Earth Elemental 1200 gold pieces adds + 8 Magic, + 2 Physical, + 2 Stealth. The Earth Elemental has no effects on Spirits, Ghosts, Specters, and Wraiths. Large Air Elemental 1200 gold pieces adds +8 magic, +2 Stealth, + 2 Physical. The Air Elemental has no effects to Undead opponents. Gigantic WAFE Elemental 2500 gold pieces adds + 7 Magic, + 7 Stealth, + 7 Physical. WAFE standing for Water, Air, Fire, and Earth is an elemental that has a combination of all four elements. It doesn t have a weakness and can fight any opponent. The War Griffon Tavern The War Griffon Tavern is owned by a gnome necromancer named Stoerk the Dark. He has 5 slaves working for him. These succubus s serve any customer for a fair price. Many wonder how he managed to get these powerful servants of Demon Lords under his control. Available Commands Drink 25 gold allows the adventurer to drink for the night. Frighten is eliminated if the adventurer suffers from it. Eat 35 gold Mucklarsh is a slimey black guck with odd meats in a kettle. It is served daily. Poison is eliminated from the body if eaten. Rent Room 50 gold Get a good night s rest in a dark magical room that offers absolutely no sounds. Curse is eliminated if the adventurer suffers from such a fate. Blood Memorial Here one can hire the rare blood elf. They are corrupt assassins of the ancient order. Some believe they were a bad experiment of mixing genes. Other says they are from a different planet. All know they are ferocious in battle and for the right amount of gold pieces will help aid in war. Blood Elf Assassin 1000 gold pieces adds + 6 Stealth as long as he remains as a follower. Blood Elf Raider 1000 gold pieces adds + 5 Physical as long as he remains a follower.

16 Blood Elf Sorcerer 1000 gold pieces adds + 5 Magic as long as he remains a follower. Palace of Shadows Shadows are neither ghosts or shapeshifters. They can appear and disappear without notice and fly through walls without effort. Their language is unknown to most as only veteran necromancers can actually speak it. They are the eyes and ears of both the Dark Elves and Demons. One can have a shadow serve them for a fair price. Shadow 1000 gold pieces The Shadow can add 3 to the attack roll, deducts 2 to the strongest attribute from the opponent, and earns an additional 30 gold pieces when gold is awarded for each action point spent. Dragon Pinnacle It is not wise to enter such an area meant for dragons to live. Only the strongest of will and magic can enter and come back out alive. If they are lucky they might even have a dragon to aid their battles. It is rare yet it has been done. Available Command Enter Dragon Pinnacle This command allows the adventurer to enter where dragons live and see if one will want to become a follower. The following dragons brew inside. Death Dragon Adds + 18 Magic Black Dragon Adds + 18 Stealth Bone Dragon Adds + 18 Physical The DM rolls a 1d100 dice. If the roll is 1 to 10 then 10 hit points have been deducted. If the roll is 11 to 30 then 20 hit points have been deducted. If the roll is 31 to 50 then 30 hit points have been deducted. If the roll is 51 to 70 then 40 hit points have been deducted.

17 If the roll is 71 to 80 then 50 hit points have been deducted. If the roll is 81 to 87 a Bone Dragon becomes a follower. If the roll is 88 to 93 a Death Dragon becomes a follower. If the roll is 94 to 100 a Black Dragon becomes a follower. All dragons are immune to curses and remain loyal to the adventurer. Additional Available Commands Drop (name of item) This command allows the adventurer to drop an item. Switch (name of weapon or armor) This command allows the adventurer to switch a weapon or armor. Equip (name of item, weapon, or armor) This command allows the adventurer to equip an item, weapon, or armor. Use (name of potion, scroll, or item) This command allows the adventurer to use a scroll, potion, or special item. Eat (name of food) This command allows the adventurer to eat when needed. Drink (name of drink) This command allows the adventurer to drink when needed. Travel (name of location) This command allows the adventurer to travel to one safe location to another. The following location is available to travel to from the Dark Tower: Stronghold Steal Allows the adventurer to attempt to take an item that is not his own. This command can only be used when in a town. The DM first uses a 1d18 dice to determine if the adventurer has successfully stole something at the Stronghold. The dice roll has to be below the adventurer s Common Skill to be successful. If successful, The DM uses a 1d150 dice for Halfling Rogues and a 1d20 dice for those that are not Rogues to determine how much gold is taken.

18 Join us for some adventure fun at I hope to hear from you soon! Yours truly, John GD

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