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D&D 3.5 Living Death Campaign Sourcebook PDF
D&D 3.5 Living Death Campaign Sourcebook PDF
D&D 3.5 Living Death Campaign Sourcebook PDF
by Claire Hoffman
The material presented here has been converted to work with the D&D 3.5 rules and is based on the following material:
Masque of the Red Death boxed set by William W. Connors
Domains of Dread by William Connors & Steve Miller
Ravenloft boxed set by Bruce Nesmith with Andria Hayday
Donning a New Masque by William W. Connors; Dragon Magazine #215
Mystics, Miracles, and Meditations by James Wyatt; Dragon Magazine # 236
Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth by Andrew Hauptmann; Polyhedron
Magazine #124
Archeologist Kit developed by Peter Parker
Animal Breeder Kit and Politician Kit developed by Keith Hoffman
Criminal Kit developed by Jeff Richards
The Players Guide to Living Death by Claire Hoffman
DUNGEONS AND DRAGONS, D&D, d20, RAVENLOFT, and RPGA are registered trademarks of WotC, Inc.
LIVING DEATH is a trademark of WotC, Inc., WotC Inc. is a subsidiary of Hasbro Inc. ALL RIGHTS RESERVED.
This booklet is intended for Campaign use only and may not be reproduced without the approval of RPGA Network.
Table of Contents
Introduction . Page 2
Chapter One: Abilities, Races, and Alignment Page 2
Chapter Two: Classes.. Page 4
Chapter Three: Prestige Classes . Page 25
Chapter Four: Skills. Page 35
Chapter Five: Feats ..... Page 53
Chapter Six: Equipment ....... Page 58
Chapter Seven: Firearms...... Page 70
Chapter Eight: Adventuring in Gothic Earth Page 83
Chapter Nine: Magic ... Page 95
Gothic Earth is a place where the fight of Good
vs. Evil is very real. It is also a place were Evil
Introduction frequently is in a position of power or strength
such that Evil can warp the very nature of the
The goal of this book is to present to the player land.
and judge the world of Gothic Earth in terms
of the new D&D game system. In creating this A creature of Evil has corrupted and weakened
d20 system, there were two goals that guided the magic drastically on Gothic Earth. This creature,
process. One goal was retaining the flavor of the known as the Red Death, may reach out to tempt
Masque of the Red Death (MotRD) setting. The a character into corruption and evil deeds with
other goal was accommodating the constraints promises of power.
and history of the Living Death Campaign. With
the advent of 3.5 D&D additional adjustments The detailed history and geography of the world
needed to be made. This update addresses 3.5 of Gothic Earth and the entrance and effect of the
D&D, corrects some errors, and clarifies some Red Death on that world was originally
rules. presented in the Masque of the Red Death .
The official Living Death Campaign web site <
The Living Death Campaign, is an RPGA http://www.livingdeath.org > also has a section
member-run tournament campaign. This where this material is posted. The MotRD
campaign was already underway before the campaign is set in the 1890's in a world very
introduction of the new D&D. That fact similar to, but not exactly like, ours in the 1890's.
influenced some of the choices made during the This is a world filled with intrigue and scientific
design process. If you wish to use these rules for inventions, great wealth and great poverty. A
a home campaign, you may wish to make world rushing forward to the end of the Century
adjustments. and perhaps to the end of other things as well.
In general most aspects remain fairly similar to In the Living Death Campaign, the term hero is
the original MotRD. Magic is still slow, used instead of the term Player Character. Many
unreliable and occasionally dangerous to use. players create more than one hero for the Living
Gothic Earth is still set in the late 19th Century Death Campaign.
and the Classes, Skills and Feats have been
adjusted to reflect that time period. The rules for creating Heroes for the Living
Death Campaign are included in this work.
This document is not a stand-alone work. Players
will need the D&D v3.5 Player's Handbook
(PHB) and to understand certain aspects of the
Prestige Classes they may need access to the
Chapter One: Abilities,
DMG v3.5. Judges will need the D&D v3.5
Dungeon Master's Guide (DMG) as well as the
Races, and Alignment
Living Death Judge Guidelines. The guidelines
are available from HQ and will accompany each
scenario when RPGA HQ sends them to the
Abilities
Abilities in this setting serve the same function
Convention, or Gameday, Coordinator. The
as in D&D but there are some differences you
guidelines are also available as a download from
should be aware of when creating a hero for the
the official campaign web site <
Living Death Campaign. Table 1-1 in the PHB
http://www.livingdeath.org >. Only those aspects
lists the modifiers for ability scores.
of the game mechanics and spells that are
different from that in the PHB or the DMG are
presented here. Assigning Ability Points
All Living Death heroes start with 72 ability
The campaign will convert to these rules October points. At character creation, ability scores can
1st 2003. range between 3 and 18; however, the only
scores that can be duplicates, at character
creation, are 10 and 11. A hero can have as
The World of Gothic Earth many abilities as you choose with either of those
scores, so long as you do not exceed 72 points.
Class Skills:
Alchemy, Arithmology, Concentration,
Chapter Two: Classes Forbidden Lore, Language: Ancient,
Mesmerism, Prognostication, Psychometry,
While most D&D worlds settings resemble our Religion: Ancient, Religion: Modern and Sixth
Medieval or Renaissance period, the Masque of Sense.
the Red Death is set in a world that resembles the
latter years of our 19th Century. The number of Skill points at 1st level: (5+ Int. modifier) x4
professions, trades, crafts, arts, and fields of Skill points at additional levels 5 + Int. modifier
academic study have proliferated greatly. The
class skills for each class are denoted in table 4:1 Class Features
in Chapter Four. This setting as well as the Weapons: All adepts are proficient with the
general lack of divine intervention in the world following: dagger, any pistol, baton, sword cane,
has caused major reshaping of Character Classes. knife or club. They may become proficient in
other weapons with the use of the proper feat
(See PHB).
Adept
The Adept is the wizard of Gothic Earth.
Class Ability:
However, her road is much different that that of
This class has a special ability called Spellcraft.
the wizard in most D&D worlds. Magic is all but
It is this ability that allows them to learn and to
unknown on Gothic Earth. Still, a few
cast spells. It is an Intelligence based ability. The
individuals have secretly kept alive the ancient
Adepts cast Arcane spells through the use of this
knowledge of spell casting and magical lore.
Spellcraft ability. See Chapter Nine for the game
While many frauds might claim knowledge of
mechanics involved in casting and learning
the arcane arts, truly talented people are few and
spells.
far between. Because of the differences in how
the knowledge of magic is taught, Adepts on
All Adept characters begin the game with
Gothic Earth can not automatically memorize the
knowledge of the Detect Magic and Read
spell Read Magic without their spellbook.
Magic spells.
Adepts do not get bonus spells from high
Intelligence.
In addition, a character knows 4 other spells
for a total of six. The spells are limited to
Adept Hit Die is a d4. In the Living Death
two 0 level and two 1st level. One spell of
Campaign the Adept has 4 hit points at first level
(+any Con bonus), and gains 2 hp (+ Con bonus) each level must be a defensive enchantment
each additional level of adept. while the other two may be offensive spells.
The players may select the spells their hero
knows from a list presented in Chapter 9.
Adepts use Table 3-20 in the PHB for attack
Chapter 9 includes information on magic
bonuses, saves, bonus feats, and spells per day;
and spells.
however, they do not get Scribe Scroll or Find
Familiar. They do get a bonus Metamagic feat at
first level and one additional bonus Metamagic Wealth: First level Adepts start with 2d6 x
Feat every five levels (as Wizards do in D&D). $10.00 for starting cash. See Chapter 6 for
information on hero's income.
See Table 3-1 in the PHB. Use the rogue column Soccer
for attack bonuses and saves. Table 3-2in the Few sports are as demanding as this one.
PHB lists level-dependent bonuses Therefore they get a +2 bonus on all Dexterity
based checks at first level and +2 on Endurance
Athlete Hit Die is a d8. In the Living Death Checks at 3rd level.
Campaign, Athletes get 8 hit points at first level
(+any Con bonus) and gain 5 hp (+ Con bonus) Tennis
each additional level of this class. Quick reflexes and agility dominate this sport,
however this is also a sport favored by the
Class Skills middle and upper-classes.
Athletics, Climb, Dancing, Equestrian, Handle Tennis players gain the Feat: Lightening
Animal, Hunting, Jump, Mountaineering, Move Reflexes as a Bonus Feat at 3rd level
Silently, Rope Use, Seamanship, Survival,
Swim, Tightrope Walking and Tumble Wrestler (Greco-Roman)
At 1st level gain a +2 bonus to attempts to escape
Skill points at 1st level: (6+ Int. modifier) x4 from Grapples
Skill points at additional levels 6 + Int. modifier At 3rd level gain a +2 Bonus to Grapple attempts.
Starting Skill points (6+ Int. modifier) x 4 All Criminal Class Heroes must meet the
Skill points per level advancement 6+ Int. campaign requirement of having a "Good"
modifier alignment. Thus all criminals should be of the
type that have some sense of morals and honor
Class Features (even if somewhat twisted to suit their own
Weapons: This class is generally proficient with ends). Perhaps only stealing from those who can
the following weapon types: all rifles, all pistols, afford to lose it (the Robin Hood approach), or
dagger, Bowie knife, lasso, club, baton bolo and only taking what they believe they rightfully
one of the following: (hand axe, machete), (sap, deserve (justified in their own minds of course).
brass knuckles), or (short bow, long bow). They The characters background and method of
may become proficient in other weapons with the criminal activities should account for the conflict
use of the proper feat. (See PHB.) between his good alignment and pattern of illegal
activities. (It is generally not considered "good"
Bonus Toughness Feat at 1st level by most societies to harm or steal from others.)
Bonus Weapon Focus Feat: Lasso, bolo or bow Illegal activity does result in a Dark Power
(pick one) at 2nd level Check. (See Chart 8:1 in Chapter 8.) Because of
Bonus Skill Focus Feat: Survival at 4th level their habit of illegal activity, Dark Power's
Wild Empathy Ability (as per the Ranger ability checks are made at double the normal percentage
in PGB pg. 47) at 7th level. chance for that act.
When dealing with city folk (people in Criminals must take extreme care to cover up
metropolitan/civilized areas) the Cowboy is at -2 their illegal activities and not leave incriminating
for the following skill checks: Bluff, Diplomacy, evidence that could convict them of their crimes.
Disguise, Etiquette and Gather Information. Should a criminal be blatant about criminal
activities, they could be arrested, convicted, and
Wealth: First level Cowboys start with 2d6 x incarcerated for extended periods of time
$10.00 for starting cash. See Chapter 6 for
See Table 3-1 in the PHB. Use the Rogue Characters of this class are best portrayed as vain
column for attack bonuses and saves. Table 3-2 and perhaps foppish. They will devote their
lists level dependent bonuses. energies to enjoying themselves and
experiencing the many pleasures that the world
The Criminal Hit Die is a d6. In the Living has to offer. Serious work, especially of a
Death Campaign, Criminals get 6 hit points at physical nature, should be avoided at all costs.
first level (+any Con bonus) and gain 4 hp (+ These characters might be portrayed as harmless
Con bonus) each additional level of this class. eccentrics, parasitic leeches, or socially
worthless sloth.
Class Skills
Appraise, Bluff, Climb, Diplomacy, Disable See Table 3-1 in the PHB. Use the Wizard
Device, Disguise, Etiquette, Forgery, Gather column for attack bonuses and saves. Table 3-2
Information, Hide, Listen, Move Silently, Open lists level dependent bonuses.
Lock, Sleight of Hand, Read Lips, Search, Sense
Motive, Spot, Thespian, Tightrope walking, and The Dandy Hit Die is a d4. In the Living Death
Toxicology Campaign, they get 4 hit points at first level
(+any Con bonus) and gain 3 hp (+ Con bonus)
Skill points at 1st level: (8+ Int. modifier) x4 each additional level of this class.
Skill points at additional levels 8 + Int. modifier
Class Skills
Class Features Appraise, Bluff, Connoisseur, Dancing,
Weapons: all pistols, all rifles, dagger, Bowie Diplomacy, Disable Device, Disguise,
knife, sap, club, brass knuckles, knife, baton, and Equestrian, Etiquette, Fishing, Forgery, Gaming,
sword cane. They may become proficient in Gather Information, Handle Animal, Heraldry,
other weapons with the use of the proper feat. Hide, Hunting, Listen, Move Silently, Musician,
(See PHB.) Needlework, Open Lock, Sleight of Hand, Read
Lips, Search, Sense Motive, Singing, Spot,
Search allows Criminals to find traps (not Thespian, Tightrope Walking, and Toxicology
limited by the DC of the trap. It does not allow
Criminals to find Magical Traps. Skill points at 1st level: (10+ Int. modifier) x4
Skill points at additional levels 10 + Int. modifier
At 2nd level the Criminal gains the Sneak Attack
ability This works and advances in the same Class Features
manner (every two levels; 4th, 6th etc.) as the Weapons: This class is generally proficient with
Sneak Attack ability does for Rogues in D&D. the following weapon types: all pistols, all rifles,
(PHB pg. 48.) sword cane, knife, club, dagger, baton, whip and
one of the following: (foil, rapier), (shotgun), or
At 3rd level the Criminal gain the same Evasion (short bow, long bow). They may become
ability that D&D Rogues gain at 2nd level. (PHB proficient in other weapons with the use of the
pg. 50.) proper feat. (See PHB.)
Wealth: First level Criminals start with 3d6 x Influence: The dandy's family is almost certainly
$10.00 for starting cash. See Chapter 6 for well connected and respected. Once per month,
information on hero's income. (once per adventure in the LD campaign) the
dandy can use this influence to acquire some
favor or exert some influence in official matters.
Dandy The DM should carefully consider the request
The upper crust of society has more than its and, if it seems reasonable, allow the player to
share of people who have no experience with make a Charisma check. A successful check
everyday life in the real world. These pampered indicates that the favor will be granted.
folk have spent their days in the lap of luxury,
never knowing work, want, or suffering. All too At first level the Dandy has the bonus Skill
Class Features
Weapons: This class is generally proficient with Mystic
the following weapon types: all pistols, sword In MotRD the Mystic class is somewhat like the
cane, dagger, knife, club, & baton They may D&D Cleric but there are major differences. In
become proficient in other weapons with the use the world of Gothic Earth Mystics get their
of the proper feat. (See PHB.) abilities from the study of the Spiritworld and
they learn how it can be woven to interact with
Class Ability: Spellcraft the real world. Some Mystics may also be clergy
The Metaphysician have the ability to cast members of one of the various religions. There is
Arcane spells through the use of the Spellcraft no actual connection between religion and
ability. The characters Metaphysician level and mystics. There is no divine guidance or power
his intelligence determine the level of spell he involved in any mystic spell or power.
can cast. See Chapter Nine for the game
mechanics involved in casting and learning The Mystics Hit Die is a d8. In the Living Death
spells. Campaign, Mystics get 8 hit points at first level
(+any Con bonus) and gain 5 hp (+ Con bonus)
All Metaphysician characters begin the each additional level of this class.
game with knowledge of the Detect Magic
and Read Magic spells. Mystics use Table 3-6 for attack bonus, saves
and spells per day, with the exception that they
In addition, a character is assumed to know do not gain the extra domain spells.
4 other spells, for a total of six. The spells
are limited to two 0 level and two 1st level. Class Skills
One spell of each level must be a defensive Alchemy, Arithmology, Concentration,
Journalists are expected to learn every detail of a This class also gets a free Skill Focus Feat that
story. When covering a story, you can become directly relates to their type (such as
obsessed in the pursuit (-2 to all Wisdom Mathematics for the accountant). They must
Checks, and Diplomacy checks) and may even have at least 2 ranks in this skill.
ignore facts that contradict what you wish to
believe. Chinese Pharmacists have an additional class
skill of Herbalism.
Wealth: First level Journalist starts with 3d6 x
$10.00 for starting cash. See Chapter 6 for Wealth: First level Professional starts with 4d6 x
information on hero's income. $10.00 for starting cash. See Chapter 6 for
information on hero's income.
Lawyer
From the Solicitors with their through Physician
understanding of business and financial law, to All Medical Doctors MUST be Professional,
the Barristers who argue cases before the Physician Class. Healers have a long and
criminal courts, Gothic Earth is rife with lawyers notorious history in the world. Working with the
and attorneys. Whether they prosecute the guilty, most current scientific methods and the highest
defend the innocent, or litigate trade disputes, of ideals, physicians seek to bring comfort and
their importance in the western world cannot be health to the suffering and dying. He is a familiar
belittled. Lawyers tend to be methodical, careful figure, trusted and beloved, who must do his best
people. They pay constant attention to the words to remain in touch with the latest news from the
and actions of others, while guarding their own medical community.
to avoid giving away any secrets. Whenever
possible, they take time to formulate a plan and Most physicians have sworn an oath to ease the
make sure nothing is left to chance. they are also pains of man at every opportunity, and further, to
frequently trained in diction and debating skills. cause no harm to a patient. Players of physician
characters should keep this in mind as the
Class Skills: Academician, Bluff, Concentration, character's constant motivation. This is
Connoisseur, Diplomacy, Etiquette, Gather especially important in combat. The physician is
Information, History, Law, Listen, Search, Sense a healer, not a killer, and will be reluctant to use
Motive, and Thespian force where cleverness and logic will suffice. He
will not hesitate to take measures to protect his
Bonus Skill Focus Feat: Law at first level (They allies from harm, and will tend the wounded
must have at least 2 ranks in this skill.) (even injured enemiesof a non-supernatural
nature, at least) as soon as gunplay is over.
Wealth: First level Lawyer starts with 4d6 x
$10.00 for starting cash. See Chapter 6 for Physician characters may write prescriptions.
information on hero's income. They generally have access to medicines and
chemicals not normally available to adventuring
Other parties. The DM determines which chemicals
and medicines may or may not be available.
The list here is not all-inclusive. Obviously there
are other Professionals in this era. The
Class Ability: Spiritcraft:. The Soldier's Hit Die is a d10. In the Living
All Shamans can cast Mystic spells because of Death Campaign, Soldiers get 10 hit points at
this ability. Access to spells is determined by first level (+any Con bonus) and gain 7 hp (+
study of domains, not by worship of a deity. The Con bonus) each additional level of soldier class.
rituals and knowledge of Spiritworld are the
basis of their spells. See Chapter Nine for the Class Skills
game mechanics involved in casting and learning In Chapter 4 there is a chart listing all class skill
spells. for the Soldier class. Some of these skills are
listed as "s" for special. There are 3 main types
Shamans start out with Minor access to the of Soldiers; Infantry, Cavalry and Sailors. While
All Domain. (See Chapter 9 on Magic for all 3 types of Soldiers share certain skills, the
details on the domains.) descriptions below list those skills that are "class
skills" for that type.
Because of their ties to nature Shamans have
a +3 bonus when casting spells from the Starting Skill points (4+ Int. modifier) x 4
Animal, Plant or Weather Domain. Skill points per level advancement 4+ Int.
modifier
Because of their study and awareness of the
sprit world Shamans become increasing Class Features
disconnected to the real world. Therefore, Antique Weapons: A majority of the weapons
Shamans have a -2 penalty to Initiative listed in the PHB are considered antiques and are
rolls. not in common use. Therefore the Exotic
Weapon Proficiency Feat is required if the player
Shamans do not have the ability/knowledge to wishes her character to know how to use such
Turn Undead. weapons as halberds, long swords or crossbows
(to name just a few).
Wild Empathy: At first level Shamans gain the
Ranger Wild Empathy ability (PHB 47). Bonus Feats: Like Fighters in D&D Soldiers get
See Table 3-1 in the PHB. Use the Fighter Infantry: Skill Focus: Artillery and Combat
column for attack bonuses and saves. Table 3-2 Reflexes (requires Int of 13+)
lists level dependent bonuses.
Cavalry: Mounted Combat and Mounted
The Officer's Hit Die is a d8. In the Living Firearm (requires one rank of Equestrian)
Death Campaign, they get 8 hit points at first
level (+any Con bonus) and gain 6 hp (+ Con Navy: Skill Focus: Artillery and Skill Focus-
bonus) each additional level of this class. Navigation (requires minimum of one rank of
Navigation)
Class Skills
The following skills are common to all Soldier Wealth: First level Officer starts with 4d6 x
Officers: Academician, Accounting, Artillery, $10.00 for starting cash. You must buy all of
Athletics, Biology, Bluff, Botany, Chemistry, your equipment (even if your hero is currently
Cryptology, Demolition, Diplomacy, the member of a military unit). See Chapter 6 for
Engineering, Etiquette, Geology, Gunsmithing, information on hero's income.
Heraldry, History, Hunting, Law, Mathematics,
Survival, Swim, Physics, Zoology.
Spiritualist
Soldier, Officer: Infantry additional class The spiritualist is a scientist devoted to the study
skills: Climb, & Jump of mystical powers. Like the metaphysician, he
Spiritualists use the Cleric column on PHB Table Because of their study and awareness of the
3:1 for attack bonuses and saves. They use table sprit world Spiritualists become
3-2 for level dependent bonuses and Table 3-6 disconnected to the real world. Therefore,
for spells per day with the exception that they do they have a -2 penalty equal to all Spot,
not gain the extra domain spell. Search, and Initiative rolls. This penalty
increases to -4 at 5th level, -6 at 10th level, -8
Class Skills at 15th level, and -10 at 20th level.
Academician, Alchemy, Arithmology,
Concentration, Forbidden Lore, Hierarchy The Spiritualist cannot Turn Undead.
Contact, Mesmerism, Presence, Prognostication,
Psychometry, Religion: Ancient, Sixth Sense Wealth: First level Spiritualists starts with 2d6 x
$10.00 for starting cash. See Chapter 6 for
Skill points at first level: (5 + Int modifier) x 4 information on hero's income.
Skill points at additional levels 5 + Int modifier
Class Ability: Spiritcraft. The tradesman does not require any knowledge
All Spiritualists cast mystic spells through use of skill to practice his craft or trade. His work is
the Spiritcraft class ability. Access to spells is more "hands-on" and the stuff of ordinary life.
determined by study of domains, not by worship
of a deity. The rituals and knowledge of Tradesmen use the Rogue Column on Table 3-1
Spiritworld are the basis of their spells. See in the PHB for attack bonuses and saves. They
Chapter Nine for the game mechanics involved use Table 3-2 for level dependent bonuses.
spiritcraft in casting and learning spells.
The Tradesman's Hit Die is a d6. In the Living
Spiritualists start out with Minor access to Death Campaign, Tradesman get 6 hit points at
the All Domain. (See chapter 9 on Magic for first level (+any Con bonus) and gain 4 hp (+
details on the domains and casting spells.) Con bonus) each additional level of this class.
Skill points at each level: 6+ Int modifier Instant Mastery Ancient Language: This skill
works much like the Loremaster Secret: Instant
CLASS FEATURES Mastery (DMG pg. 192). You gain 4 ranks in
Spells per day: As the Forbidden Loremaster one (heretofore unknown to you) Ancient
continues their study of the ways of magic, they Language. Each time you receive Instant
Mythic Lore: Your intense research in to the Maximize Spell: At 10th level the Forbidden
facts behind the myths of a specific culture gives Lore Master gains the bonus Metamagic Feat:
you a +5 Bonus to skill checks on Forbidden Maximize Spell. If they already have this feat,
Lore checks associated with a cultural myth. The they gain no bonus. Dark Power checks for
culture must be designated each time you gain spells cast with this feat are at the level the spell
this benefit (and it must be taken for a different is cast at +2.
culture each time). Wealth: If the hero has more levels the prestige
class she needs to adjust the wealth column she
Instant Mastery Ancient History: This ability uses (chart in Chapter 6) to 2d6.
works much like the Loremaster Secret: Instant
Mastery (DMG pg.192). You gain 4 ranks in one
(heretofore unknown to you) Ancient History of Lycanthrope Hunter
a specific country or people. At some point in the career of these heroes, they
have been profoundly effected by an encounter
Rediscovered Ritual: You have discovered and with a werecreature of some type. In some cases
can utilize a mental exercise, which allows you it may have been the sight of a trusted friend
to memorize an additional 1st level spell per day. changing shape before them or seeing a relative
shredded by the claws and fangs of one of these
Second Rediscovered Ritual: You have dreaded beasts. Whatever the motivation, the
discovered and can utilize a mental exercise, Lycanthrope Hunter has become a deadly foe of
which allows you to memorize an additional 2nd these creatures. They focus and polish their skills
level spell per day. in order to improve their chances against these
deadly and cunning beasts.
Quicken Spell: Your study of the past has
allowed you to learn new methods for casting REQUIREMENTS
your spells. This works exactly like the Base Attack Bonus +5
Metamagic Feat: Quicken Spell. Only those who 5 Ranks in Forbidden Lore Lycanthrope
have dedicated their time in the quest of ancient 5 ranks of Sixth Sense
knowledge can comprehend how this works. Track Feat
Dark Power checks for spells cast with this feat
are at the level the spell is cast plus +2. Note:
HIT DICE
The Hit Dice for this prestige class is d10. In the CLASS SKILLS
Living Death Campaign heroes with this prestige The class skills for the Lycanthrope Hunter are:
class gain 7hp + Con Bonus/level Forbidden Lore: Lycanthrope, Hunting, Listen,
HIT DICE Spot. If the hero does not already have at least
The Hit Dice for this prestige class is d8. In the two ranks in this skill, then she must spend some
Living Death Campaign heroes with this prestige of this levels skill points to acquire at least 2
class gain 5hp + Con Bonus/level ranks of this skill. If they do not, they relinquish
this benefit.
CLASS SKILLS
The class skills for the Minister are: Diplomacy, Spiritcraft Bonus: Because of the focus of your
Forbidden Lore, Concentration, Healing, study of the Spiritworld, you have a +2 bonus for
Psychology, Sense Motive, Spot, Sixth Sense Spiritcraft check for casting spells from All,
and Etiquette. Magic, Healing, and Good Domains.
Skill points at each level: 5+ Int modifier Maximize Spell: At 3rd level the Minister gains
the bonus Metamagic Feat: Maximize Spell. If
CLASS FEATURES they already have this feat, they gain no bonus.
Spells per day: As the Minister continues Dark Power checks for spells cast with this feat
training in some areas of Spiritcraft, their are at the level the spell is cast at+2.
Prestige Class level is added to their mystic spell
casting class level when determining the number Enhanced Spiritcraft Bonus: Because of the
of spells per day that they can cast. They do not, focus of your study of the Spiritworld and
however, gain access to new domains as they frequent use of spells in the All. Magic. Healing,
gain levels in this Prestige Class. Prestige class and Good Domains you have learned how to be
levels do not added to their previous class levels subtle and sparing in your use of power.
when making attempts to Turning Undead or for Therefore, all Dark Powers checks for spells
gaining bonus metamagic feats. from those four domains are at a -2 (Minimum of
1%).
Skill Focus: Forbidden Lore: The Tainted and
Redemption: A bonus Skill Focus Feat in Skill Focus: Sense Motive: At 4th level the
Forbidden Lore: the Tainted and Redemption. If Minister gains the Skill Focus Feat: Sense
the hero does not already have at least two ranks Motive. If they already have this feat, they gain
in this skill, they must now spend the skill points no bonus.
to acquire them. If they do not, they relinquish
this benefit. Empower Spell: At 5th level the Minister gains
the bonus Metamagic Feat: Empower Spell. If
Hierarchy Contact: White Rose; 4 free ranks they already have this feat, they gain no bonus.
in the Hierarchy Contact: White Rose Society.
This focused version of the Hierarchy Contact Wealth: If the hero has more levels the prestige
includes knowledge of how to contact specific class she needs to adjust the wealth column she
departments within the organization and can be uses (chart in Chapter 6) to 1d6.
generally used in the same manner the Hierarchy
Contact skill is used. Qabalist
Although the formal practice of magic has been
Skill Focus: Spot: A bonus Skill Focus Feat: dead on Gothic Earth for many centuries, tiny
Table 3: 5 Qabalist
HIT DICE
The Hit Dice for this prestige class is d4. In the A Qabalist has some general knowledge of other
Living Death Campaign heroes with this prestige modern qabals and can match name and symbol
class gain 3hp + Con Bonus/level of another qabal with a Forbidden Lore-Qabal
check (DC15).
CLASS SKILLS
The class skills for Qabalist are: Academician, CLASS FEATURES
Forbidden Lore, Open Locks, Disguise, Listen, Spells per day: As the Qabalist continues
Bluff, Sense Motive, Hide, Gather Information, training in some areas of Spellcraft, their
Concentration, Language: Ancient, Read Lips, Prestige Class level is added to their arcane spell
Psychometry and Sixth Sense. casting class level when determining the number
of spells per day that they can cast.
Skill points at each level: 6+ Int modifier
Scholar/Scientist
Soldier. Officer
Explorer/Scout
Metaphysician
Professional
Tradesman
Spiritualist
Performer
Dilettante
Charlatan
Detective
Criminal
Medium
Cowboy
Shaman
Laborer
Servant
Athlete
Soldier
Ability
Mystic
Parson
Dandy
Adept
Skill
Academician x x x x x x x x x n x o x o x s o x n x o o x Wis
Accounting x x x x x x x x x n x x x o x s x x n x o x x Wis
Agriculture x x x o x x x x x x x x x x x s x x x x x x o Int
Alchemy o x o x x x x o x n o o o x x x x x n x x o x Int
Animal Empathy x x x o x x x x o x x x x x o s x x o s o x x Cha
Animal
Husbandry x x x o x x x x x x x x x x x s x x x x x x o Wis
Appraise x x x x o o x o x x x x x x x s x o x x x x x Int
Archaeology x x x x x x x x x n x x x x x s o x n x x x x Int
Arithmology o x o x x x x o x n o o o x x x x x n x x o x Int
Artillery x x x x x x x x x x x x x x x x x x n o o x x Int
Artist x x x x x x x x x x x x x x o x x x x x x x o Int
Astronomy x x x x x x x x x n x x x o x s o x n x x x x Int
Athletics x o x o x x x x o o x x x x o x x x x o o x x varies
Biology x x x x x x x x x n x x x x x s o x n x o x x Int
Blacksmith x x x x x x x x x o x x x x x s x x x x x x o Int
Bluff x x o x o o o o x x x x x o o s x o x x x x x Cha
Botany x x x x x x x x x n x x x o x s o x n x o x x Int
Brewing x x x x x x x x x o x x x x x x x x x x x x o Int
Carpentry x x x x x x x x x o x x x x x x x x x x x x o Int
Chemistry x x x x x x x x x n x x x o x s o x n x o x x Int
Climb x o x o o x x x o o x x x x o x x x x s s x x Str
Clockwork x x x x x x x x x x x x x x x x x x x x x x o Int
Clown x x x x x x x x x x x x x x o x x x x x x x x Cha
Cobbling x x x x x x x x x x x x x x x x x x x x x x o Int
Concentration o x o x x x x o x x o o o x x x o x o x x o x Con
Connoisseur x x x x x o x o x x x x x x o s x x x x x x x Wis
Cooking x x x x x x x x x o x x x x x x x o x x x x o Wis
Criminology x x x x x x o x x n x x x x x x x x n x x x x Int
Cryptology x x x x x x x x x n x x x x x x o x n x o x x Int
Dancing x o x x x o x o x x x x x x o x x x x x x x x Cha
Demolition x x x x x x x x x x x x x x x s o x x o o x x Int
Diplomacy x x x x o o x o x x x x x o x s x o x x o x x Cha
Metaphysician
Professional
Scholar/Sc.
Tradesman
Spiritualist
Performer
Dilettante
Charlatan
Detective
Criminal
Medium
Cowboy
Shaman
Ability
Laborer
Servant
Athlete
Soldier
Mystic
Parson
Dandy
Adept
Skill
Disable Device x x x x o o o x x x x x x x x x x x x x x x x Int
Disguise x x o x o o o x x x x x x x o x x x x x x x x Cha
Electricity x x x x x x x x x n x x x x x s o x n x x x x Int
Engineering x x x x x x x x x n x x x x x s o x n x o x x Int
Equestrian x o x o x o x o o x x x x x o x x x o s s x x Dex
Etiquette x x o x o o o o x x x x x o o o x o x x o x x Cha
Fire-building x x x o x x x x o x x x x x x x x o o x x x x Int
Fishing x x x x x o x x o o x x x x x x x x x x x x o Wis
Forbidden Lore o x o x x x x o x n o o o o x s x x o x x o x Int
Forgery x x x x o o o x x x x x x x x x x x x x x x x Int
Gaming x x o x o o o o x x x x x x x x x x x x x x x Int
Gather
Information x x x x o o o x x x x x x o o s x o x x x x x Cha
Geology x x x x x x x x x n x x x x x s o x n x o x x Int
Gunsmithing x x x o x x x x o x x x x x x x x x x o o x o Int
Handle Animal x o x o x o x x o o x x x x o s x x o o s x x Cha
Healing
(first aid) x x x x x x x x x x x x x x x s x o o x x x x Wis
Heraldry x x x x x o x o x x x x x x x x x o x o o x x Int
Herbalism x x x x x x x x x x x x o x x s x x o x x x x Int
Hide x x x x o o o x o x x x x x x x x x x x x x x Dex
Hierarchy
Contact x x x x x x x o x x o x o o x x x x x x x o x Cha
History x x x x x x x x x n x x x o x s o x n x o x x Int
Hunting x o x o x o x x o x x x x x x x x x o o o x x Wis
Jeweler x x x x x x x x x x x x x x x x x x x x x x o Int
Journalism x x x x x x x x x n x x x x x s x x n x x x x Int
Jump x o x x x x x x o o x x x x x x x x o o s x x Str
Language,
Ancient o x o x x x x o x x o o o x x s o x o x x x x Int.
Language,
Modern * * * * * * * * * * * * * * * * * * * * * * *
Law x x x x x x o x x n x x x x x s o x n x o x x Wis
Listen x x x x o o o x x o x x x o x s x o x x x x x Wis
Masonry x x x x x x x x x o x x x x x x x x x x x x o Int
Mathematics x x x x x x x x x n x o x x x s o x n x o x x Int
Medicine x x x x x x x x x n x x x x x s o x n x x x x Wis
Metaphysician
Professional
Scholar/Sc.
Tradesman
Spiritualist
Performer
Dilettante
Charlatan
Detective
Criminal
Medium
Cowboy
Shaman
Laborer
Servant
Athlete
Soldier
Ability
Mystic
Parson
Dandy
Adept
Skill
Mesmerism o x o x x x x o x x o o o x o x x x o x x o x Cha
Mining x x x x x x x x x o x x x x x x x x x x x x o Wis
Mountaineering x o x x x x x x o o x x x x x x x x o x x x x Wis
Move Silently x o o x o o o x o x x x x o o x x o o x x x x Dex
Musician x x x x x o x o x x x x x o o x x x x x x x o Cha
Navigation x x x x x x x x o n x x x x x s o x n s s x x Int
Needlework x x x x x o x o x x x x x x o x x o x x x x o Int
Open lock x x o x o o o x x x x x x x x x x x x x x x x Dex
Photography x x x x x x x x x x x x x x x s x x x x x x o Int
Physics x x x x x x x x x n x o x x x s o x n x x x x Int
Presence x x x x x x x o x x o x o o x x x x o x x o x Cha
Prognostication o x o x x x x o x x o o o x x x x x o x x o x Int
Psychology x x x x x x x x x n x x x x x s o x n x x x x Wis
Psychometry o x o x x x x o x x o o o x x x x x o x x o x Wis
Read Lips x x x x o o o x x x x x x x o x x x x x x x x Int
Religion,
Ancient o x o x x x x o x n o o o o x s o x o x x o x Int
Religion,
Modern o x x x x x x x x x x x x o x x o x o x x x x Int
Seamanship x o x x x x x x o o x x x x x x x x x s s x o Wis
Search x x x o o o o x o x x o x x x s x o x x x x x Int
Sense Motive x x x x o o o x x x x x x o o x x o x x x x x Wis
Soldier. Officer
Explorer/Scout
Metaphysician
Professional
Tradesman
Spiritualist
Performer
Dilettante
Charlatan
Detective
Criminal
Medium
Shaman
Laborer
Servant
Athlete
Soldier
Mystic
Parson
Cowboy
Dandy
Ability
Adept
Skill
Tumble x o x x x x x x x x x x x x o x x x x x x x x Dex
Use Rope x o x o x x x x o o x x x x x x x x x s s x x Dex
Ventriloquism x x o x x x x x x x x x x x o x x x x x x x x Cha
Weaving x x x x x x x x x o x x x x x x x x x x x x o Int
Zoology x x x x x x x x x n x x x o x s o x n x o x x Int
This skill first appeared in Dragon Magazine Treating Poison victims: As per Heal except that
#215. the physician attempting to help a poisoned hero
Physicians are able to diagnose and treat diseases. A mesmerized hero has almost total recall, so this
Treatment does not always indicate an immediate skill is useful for recovering information that may
cure (or any cure). It may constitute the easing of have been lost to the conscious mind. For example,
symptoms through herbs, drugs, poultices, or a subject who witnessed a werewolf attack in the
other therapy. Treatment may shorten the duration foggy alleys of London might well have been so
of an illness depending on the severity of the shocked and horrified by the sight that he blocked
disease. To administer successful treatment, the out nearly all memory of the event. Under the
physician must make a skill check. If the influence of a skilled mesmerist, the subject could
physician has access to reasonable medical be made to recall many of the specifics of the
supplies, this check is made with a +2 bonus. If scene, which he was unable to recall consciously.
care is given in a hospital or similar facility, the
bonus increases to +4. Note: Someone under the affect of a Mind-
affecting spell is not considered a "willing subject".
The average physician has no knowledge of
magically created or transmitted diseases. Some Mining (Wis; Trained Only)
magically created or transmitted disease requires (This skill works in the same manner as Profession
the knowledge of a mystic to cure. Skill in PHB, pg. 80.) A hero with mining skill is
needed to site and supervise the operations of any
Mesmerism (Cha: trained only) mine. First, the character can attempt to determine
(This skill works in the same manner as Perform what types of ores or gems can be found in a given
Skill in PHB, pg. 79.) The powers of the mind are area. To do this, he must spend at least a week
only beginning to be understood in the 1890's. searching a four-square-mile area. The DM may
The mysteries of hypnosis are still beyond the rule that more area must be searched to find
comprehension of science. anything of value and may thus increase the amount
of time required. At the end of the search, the
A hero with this skill is able to place a willing character can say what is likely to be found in this
subject into a trance. The mesmerist to explore area. After this, the character can site the mine.
the inner reaches of the mind with carefully
phrased questions. Unwilling characters or those On a successful skill check (made secretly by the
who are unaware of the attempt are impossible to DM), the hero has found a good site to begin
entrance. An individual may be mesmerized only mining for any minerals that may be in the area.
once per day. The check does not guarantee a successful mine,
only that a particular site is the best choice in a
Establishing the trance requires 1d4 minutes (DC given area. The DM must determine what minerals,
15 skill check). During this time, the mesmerist if any, are to be found in the region of the mine. On
and subject must be in a quiet place with no a failed check, the character only thinks he has
obvious distractions. The mesmerist must supply found a good site. Much effort is spent before the
some object upon which the subject can focus his character is proved wrong, of course.
concentration, such as a burning candle, gleaming
ring, or polished pocket watch. The combination A hero who has both this skill and the Geology skill
of the focused attention and the soothing words of gains a +2 bonus to any checks in which the two
the mesmerist lull the subject into a sleeplike areas overlap.
trance.
Mountaineering (Wis, Trained only)
Once the subject has been mesmerized, the (This skill works in the same manner as Profession
character can begin to ask questions. With each Skill in PHB, pg. 80.) A hero with this skill can
question asked, the hero must succeed a skill make difficult and dangerous climbs up steep
Move Silently (Dex, Armor Check Penalty) This skill includes knowledge of forces and motion,
As per PHB, pg. 79. gravity, heat, light, optics, magnetism, and
properties of matter and energy. The Physics skill
Musician (Cha -) provides a good understanding of electricity and
(This skill works in the same manner as Perform may provide a +2 bonus on attempts to use the
Skill in PHB, pg. 80.) The player must select a Electricity or Engineering talent if the DM deems
musical instrument when this skill is chosen. The this appropriate. Like other skills dealing with the
hero knows how to play it but does not make a sciences, additional ranks indicate the level of
living by being a musician. If they wish to make a learning and the ability to postulate new theories.
living at they should have at least one level of
Performer class. Presence*(Cha Trained Only)
Some heroes have such spiritual power that their
Navigation (Wis; Trained only) auras are almost tangible, especially to supernatural
(This skill works in the same manner as creatures. On a successful skill check the hero can
Profession Skill in PHB, pg. 80.) Navigation is shift the reaction of a supernatural creature. The DC
much more exact on Gothic Earth than it is in of the skill check is 10+ the # HD of the creature.
most fantasy campaign worlds. A skilled Also any Charisma-based skill checks gain a +2
navigator with the proper equipment (maps and a bonus when dealing with that creature. If the
compass, at the very least) can find his way Presence skill check fails, then all Charisma-based
across any stretch of land or sea with relative ease checks gain a -2 penalty. Any attempt by characters
(DC 10). If a sextant and a clock are used, then with this skill to use the Hide skill against Undead
the character gets a +2 on her check. is at a -2 for every 5 ranks of Presence that she has.
Aid another can not be used with this skill.
Needlework (Int)
(This skill works in the same manner as Craft Prognostication (Int; trained only)
Skill in PHB, pg. 65.) The hero is skilled in the With this skill, a hero is able to catch fleeting
use of a needle for the purposes of sewing or glimpses of the future. When this skill is selected,
embroidery. the player must select a method by which the
character attempts to read the future. Possible
Open Locks (Dex; Trained Only) techniques include astrology, palm reading, tealeaf
As per PHB, pg. 71. reading, and numerology. This skill does not show
solutions (directly) the way a divination spell
Photography (Int; Trained only) might.
(This skill works in the same manner as Craft
Skill in PHB, pg. 65.) A hero with this skill is can For the most part, individuals who practice
use and repair camera equipment. In addition this prognostication on Gothic Earth are frauds or fools.
talent allows a character to develop photographic They learn nothing from their efforts and know
plates and print pictures if the proper equipment nothing of the true magic associated with fortune
is available. If combined with the Artist skill, the telling. Heroes who take this skill are assumed to
character can produce photographs that are have an understanding of the true mystical nature of
considered artistic rather than merely competent.
The hero is skilled in photography but this is only *
This skill was first published in Dragon
a hobby and not what they make a living at. If Magazine #236.
This skill was first published in Dragon
Magazine #215.
METAMAGIC FEATS
Empower Spell
Enlarge Spell __
Extend Spell __
Heighten Spell __
Silent Spell __
Spell Focus* __
Greater Spell Focus* Spell Focus
Spell Penetration __
Still Spell __
SPECIAL FEATS
Alertness Explorer or Cowboy Class Only
Combat Reflexes Soldier, Soldier: Officer and Cowboy class
Evasion 3rd level Criminal Class
Extra Turning** Mystic, Dilettante, Medium or Exorcist Class
Learning* 3rd level Laborer or 3rd level Shaman
Sneak Attack 2nd level Criminal Class or 1st level Shepherd
Shield Proficiency Soldier or Soldier: Officer Only
Weapon Specialization* Soldier level 4th +
Greater Weapon Focus Soldier Level 8th, Weapon Focus
Greater Weapon Specialization Soldier level 12th, Greater Weapon Focus, Weapon Specialization
* You can gain these feats multiple times. The effects do not stack; each time you take the feat, it applies to a new weapon,
school of magic, domain, selection of spells or sense.
** You can gain this feat multiple times. Its effects stack.
The next to Feat name denotes Feats that qualify as combat feats for Soldiers.
Camera, Box: Perhaps the most commonly used Handcuffs: The price given in the equipment list
camera of the period for landscape and studio is for steel handcuffs with double locks. Each
photography, this item is bulky, cumbersome and cuff can be locked and unlocked independently
fragile. To take a picture, a photographic plate of the other.
or film must be inserted into the camera. Once
exposed, the plate or film must be developed Locksmiths Kit: This kit includes a variety of
later by a person with skill in photography. A skeleton keys, key blanks, a couple of files,
different back of camera is used for a plate screwdriver, keyhole saw, hammer, and lock
holder and a film roll holder. (Film for 12 and 24 picks. A tradesman (locksmith) uses it to install,
exposures is available in urban settings.) replace, repair or open locks. Others may
purchase the kit for less legal purposes. An
Camera, Folding: Similar in operation to the Open Locks skill check is needed to open locks.
box camera, a folding camera has a soft body ( the locksmiths kit substitutes for thieves tools.)
with accordion folds that can be collapsed for
easy storage and transport. new folding cameras Microscope: This tabletop optical device is used
may offer a choice of a plate holder or film to examine minute objects and is useful in many
holder backs. scientific pursuits. It is fragile and can be easily
damaged. The materials required to make slides
Camera, Stereo: The stereo camera is similar to for viewing under the microscope accompanies
a box camera in size and appearance. It produces the device when purchased.
two images of the subject, each slightly different
in perspective from the other. When such Opera Glasses: These optical devices are ornate,
photographs are developed and viewed with a less powerful versions of common binoculars.
stereoscope (described later), they create a three- Opera glasses generally magnify at a power of 2
dimensional imager. Stereo cameras are very or 3 times, limiting their usefulness outdoors.
delicate. They are intended for use at the theater. They are
very fragile.
Carpentry Kit: This assortment of
woodworking tools may enable a character to Photographic Plate: Early photography is a
make repairs to wooden objects or fashion new challenging pursuit. Photographers on Gothic
items. In order to use these tools safely and Earth must use heavy, fragile glass plates treated
effectively, a character must make Carpentry with chemicals in order to take photographs. The
skill checks. chemicals for developing the plate after a picture
is taken are included in the photographic kit.
Club Bag: This bag is a cross between the
modern duffel bag and the briefcase. It is Photographic Kit: This kit contains all the
fashioned of canvas, leather, or alligator hide and chemicals needed to produce good quality
has soft sides, a metal frame, and a metal clasp. photographs, including flash powder and the
various chemicals used in developing and
Cobbler's Tools: These tools, including knives, printing pictures. Developing photographs
punches, and awls, are used for the care and requires a Photography skill check.
repair of items made of leather. Shoes, boots,
gloves, leather backpacks, suitcases, bags, and Physician's Bag: This collection includes
more may be mended with this equipment. The bandages, gauze, cotton, carbolic acid, ether, silk
kit is also likely to contain shoe polish, saddle thread and needs for sutures, a stethoscope, and
soap, and leather cream. To use these tools safely an assortment of medications common to the
4
Additional items are from the Unabridged Facsimile Catalogue No. 57, Montgomery Ward & Co. Spring and
Summer 1895; Dover Publications, Inc.; New York 1969 and the facsimile 1897 Sears, Roebuck Catalogue:100th
Anniversary Edition, Chelsea House Publishers; Philadelphia 1993.
One of the side effects of an explosion is damage to 18) means the dynamite will explode where it "lands."
the hearing of individuals close to the blast. For game They may take 10 if the bundle is prepped while the
reasons, we have simplified this effect to a temporary demolitionist is not in combat or threatened. An
hearing loss of 1d6 minutes if an individual is inside of unsuccessful demolition skill check means there is a
the point blank or close blast zones and failed their time delay before the dynamite explodes. The DM
Reflex saving throw (as above). Individuals inside of should secretly roll initiative (+0) for the dynamite
the point blank blast zone who failed their saving bundle (thereby inserting its explosion into the
throw will also be stunned for one minute. initiative order) and a 1d3-1 (to determine any delay in
rounds (0-2) prior to exploding). For example, the
Throwing Explosives dynamite will explode on its initiative if the delay
round result is zero, but if the delay result was two, it
Either dynamite or nitroglycerin may be thrown as a will explode on its initiative after two rounds pass. In
grenade at a target. Gunpowder, generally found in the meantime the bundle may be picked up and thrown
kegs, is too bulky to be thrown. Throwing dynamite or again (maybe back at the demolitionist) (remembering
nitroglycerin is treated as a ranged touch attack with that picking up an item on the ground is a move
the thrown weapon misses rules (PHB p. 158); action).
however, there are some nuances to dynamite and
nitroglycerin that are treated differently than say a A demolition skill check (DC 10) may successfully
flask of burning oil or a vial of holy water. defuse the bundle. Failure causes detonation. A roll of
a "1" on the die for any demolition skill check means
The range increments for throwing bundles of the dynamite bundle explodes in the thrower's hand.
dynamite are 12' for 1-7 sticks per bundle, 8' for 8-12 (Unless magical aid is forthcoming, such accidents will
sticks per bundle, and 4' for bundles of dynamite mean the loss of a hand as surgical techniques are not
greater than 12 sticks (but less than 25 sticks). sufficient to restore the hand.)
Bundles larger than 25 sticks cannot be thrown. Even
if the ranged touch attack is successful, the dynamite In all cases, characters get a Reflex saving throw
may not explode upon contact. unless they are helpless (unconscious, asleep, bound
up or magically Held). Success yields half damage.
Dynamite requires preparation of a fuse cap and a lit Lighting the dynamite fuse counts as a move-
fuse prior to being thrown as a grenade (unless another equivalent action. A character can light a fuse and
character is attempting to shoot the stick(s) with her throw the dynamite bundle, but not move more than 5
firearm). Judging the proper length of fuse and timing feet in the same round. Alternatively, the character can
of the throw and predictably lighting the fuse is part of light a fuse and make a normal move.
the demolition skill check. A successful check (DC of
Attack Roll
Successful Target is within point blank blast zone
Unsuccessful Use thrown weapon miss rules to determine proximity (1 square per range increment)
Wood 1 10 1 15
Earth (unlikely for 0.2 12 2 20
less than 1 foot walls)
Soft Stone 1 15 2 20
Hard Stone 2 20 3 25
Iron or Steel 2 25 4 30
The big game rifle is a standard rifle grown to a A navy pistol is a lightweight revolver that
very large size. It is also known as a buffalo gun generally uses .38 caliber ammunition. They are
or an elephant gun. It is generally only used by more dangerous than derringers, but lack the
big game hunters and usually carried by their stopping power of army pistols. Navy pistols are
trusty porter while on safari. Ammunition is hard found most commonly in urban areas (but they
to find for this size of weapon, which is are available for sale in mail order catalogs) and
represented by the cost. The big game rifle uses are considered by most city dwellers to be
.50 caliber bullets. accepted standard firearms. This weapon is in
common use by police forces. While usually
carried in a shoulder or waist (belt) holster, the
Carbine navy pistol may also be placed in a gentleman's
A carbine is a lighter version of a rifle. All pocket, ladies purse (of moderate size) or hidden
carbines are two-handed weapons. It has a in various containers. With a 2" or 3" barrel, this
shorter range, uses a smaller bullet (generally in pistol is easy to draw and maneuver in close
.32 to .38 caliber), and causes less damage. combat.
Because it is lighter to carry on daylong marches
and is easier to maneuver in close combat, the An army pistol is the classic Western six-
carbine is actually favored by most military shooter with .44 or .45 caliber ammunition. It is
forces over the rifle. Like a rifle, the carbine can medium-sized and heavy. These are the weapons
be either a single-shot breech-loader, or a lever- of army officers, cowboys, gunslingers,
action repeating carbine. Because of their explorers, and other rugged individuals. To such
reduced size, it is easier to conceal a carbine than characters, nothing else is worth carrying. With
a rifle, although not as easy as a pistol. its 7" or longer barrel, the six shooter has better
accuracy over longer ranges than any other
pistol. However, it suffers the handicap of being
Pistol more difficult to conceal on one's body. The
The pistol is a one-hand weapon. In Gothic army pistol can be used in close combat
Earth, the commonly available pistols are effectively.
revolvers, which hold six shells, or the single-
shot derringer. In the Masque of the Red Death
setting, such weapons fall into one of three Shotgun
categories: derringers, navy pistols, and army The shotgun is a two-handed weapon with a
pistols. The heroes on an adventure might length between that of carbine and rifle. The
encounter some variations, but they will not be shotgun fires a shell packed with pellets
available for purchase. (A DM of a home (normally made of lead). Those pellets spread
campaign may wish to permit custom pistol out as they head towards the target, making it
design (such as changing the barrel length), but easier to hit a given target, but also reducing the
this is not available in the Living Death damage significantly as the range increases. The
campaign.) Pistols may be used in two-weapon shotgun is the weapon of bird hunters and a
style, which is explained later. cherished possession of gentry. While the most
plain, no-name shotguns are relatively
A derringer is a very small, light weapon that inexpensive (as shown in the equipment list), the
holds only a single bullet. Although not as top of the line Greener's cost $230. Because of
deadly as larger pistols, a derringer is easily the length of the shotgun, it is difficult to conceal
concealed and may allow a hero to carry a gun the firearm on one's body. In the Masque of the
Red Death setting, the shotgun is divided into
Carrying Firearms
Scattergun Characters may wish to carry more than one
The scattergun (redefined from Second Edition firearm on their body and have the weapons
Masque of the Red Death) is a highly modified, available for quick use. There are physical
often illegal, cut down shotgun. By taking a limits, however, to how many weapons can be
single barrel (not double barrel or pump action) packed on the human body and still allow for
shotgun, cutting the barrel down to less than 12 normal movement. In all cases, the weight of the
inches and cutting off the stock behind the firearms is added towards the encumbrance of
handgrip, the shooter has a one-handed, medium- the character. Firearms may be carried in the
sized firearm that acts as a very close combat, following locations in combination except where
room-clearing weapon. The pellets disperse in a specifically denied.
cone-shaped spray that is 6' wide at 10-foot
range, 12' wide at 20-foot range, 18' wide at 30- A character may use two hip holsters (for
foot range, and so forth (out to 60' wide at 100- any handgun) OR a gentleman's pants
foot range). However, the rapidly dispersing pocket for a derringer or a navy pistol only
pellets deliver rapidly declining damage at
One ankle holster may be used for only a Drawing the Firearm
derringer or a navy pistol. (Ladies, note that Commonly characters carry a firearm in a
an ankle holster will be visible upon holster, in a container, or on a sling unless they
occasion (normal dress skirts or while feel that combat is imminent. The weight of a
dancing).) firearm in one's arms is tiring over long periods
(hours) and the sight of a character wielding a
One thigh holster may be used for a firearm "at the ready" is often taken as an
derringer only. This location would not be unfriendly, even hostile, act by others. This
very accessible for characters who wear long tendency of characters leads to the need to draw
pants. out one's gun upon the start of combat. If the
firearm is already at the ready, then proceed with
One bosom holster may be used for a shooting.
derringer only. (Gentlemen, please note that
you are not equipped to use a bosom If a pistol is carried in a holster (that is
holster.) Access to a bosom holster implies accessible), drawing the pistol is a move action.
that a bodice of a dress or blouse is low If a pistol is carried in a pocket, purse or some
cutwhich may be thought scandalous by relatively loose arrangement where the shooter
observers. (Dance hall girls need not be must fumble for the weapon, drawing the pistol
concerned.) is a standard action. If the shooter has
previously put her hand on the pistol (but kept
Normally one long arm (rifle, carbine or the pistol in the purse, pocket, etc.), then drawing
shotgun) would be on a sling diagonally the pistol is a move action. The Quick Draw
across the back. If such is carried, then no Feat changes the move action into a free action.
back belt holster for a handgun is possible in The Quick Draw Feat depends upon the pistol
combination. Alternatively, two long arms being in a fixed location, which is provided by
may be carried, one slung on the left the holster, or the pistol is already in the
shoulder and one slung on the right shooter's hand. The Quick Draw Feat improves
shoulder. This arrangement is not very the standard action drawing of a hidden pistol to
stable for running. It also cannot be used in a move action.
combination with hip holsters (no matter the
size of the handgun, or the long arm). A scattergun may be carried in an oversized
Alternatively, one or two long arms may be holster, in which case drawing the scattergun is a
placed in sheaths attached to a backpack move action (or free action if the shooter has the
Two-Weapon Style the off-hand can make a Panic Fire shot, and
additional penalties from Table 8-10 apply.
Two-Weapon Style of combat can be used with If the primary hand is shooting Blind Fire,
firearms so long as the firearms can be used with the off-hand can make a Blind Fire shot.
one hand. Thus, all long arms are eliminated (Additional penalties are meaningless in this
from two-weapon style. Derringers, navy pistols case.)
and army pistols are light weapons, while The off-hand weapon can be shot Blind Fire
scatterguns are not. The penalties of two- (one shot, or two with the Improved Two-
weapon fighting cited in Table 8-10 of the PHB Weapon Fighting Feat or three with the
(pg. 160) are applicable. The firearm used in the Greater Two-Weapon Fighting Feat) in a
off-hand can only make one shot, no matter the different direction while the primary weapon
rate of fire or type of firearm. The only is being shot with Rapid Fire. Likewise the
exception to this rule is if the character has the off-hand could shot one Rapid Fire shot
Improved Two-Weapon Fighting Feat, in which (two with Improved Two -Weapon Fighting
case a second shot from the off-hand weapon (at Feat or three with the Greater Two-Weapon
-5) is possible, or Greater Two-Weapon Fighting Fighting Feat) while the primary hand
Feat, in which case a third shot (at -10) from the shoots three Blind Fire shots in a different
off hand weapon is possible. Also, the firearm in direction. Additional penalties apply to the
the off-hand cannot be given the Aimed Fire Rapid Fire shot(s) as appropriate.
bonus, unless it is the only attack being made Other combinations of rates of fire are not
(i.e., the weapon in the primary hand is not being possible.
fired). Moreover, if the firearm in the primary The Two-Weapon Fighting Feat allows the
hand is being used with the Aimed Fire bonus, designation of primary and off-hand to be
no shot may be made from the off-hand. If you switched in subsequent rounds (but not
use the Two Weapon Fighting Feat to get an off- during the same round).
hand attack, as per the D&D rules, you must use The firearm in the off-hand does not have to
a Full Attackwhich takes a Full-Round Action. be the same type of firearm as in the primary
hand.
If the primary hand is shooting Aimed Fire, Additionally, a character may use a firearm
the off-hand cannot shoot. Penalties to the in one hand, and a melee weapon in the
primary hand from Table 8-10 do not apply other hand, subject to all the normal
in this case, because the character is simply penalties. The one additional restriction in
holding a gun in her off hand. Likewise, if this case is the firearm cannot be used with
the off-hand is shooting Aimed Fire, the the Aimed Fire bonus while a melee attack
primary hand cannot shoot. Penalties for the is being made with the melee weapon.
off-hand shot do apply.
If the primary hand is shooting Rapid Fire,
the off-hand can make a Rapid Fire shot, Attack Roll Modifiers
and additional penalties from Table 8-10
apply. In addition to their high rate of fire, the power of
If the primary hand is shooting Panic Fire,
* Damage drops 1 hp per range increment after the first due to shot spread.
** Damage drops 2 hp per range increment after the first due to shot spread.
The attack may elect to grapple the defender's Concealment scenarios are:
firearm itself, or grapple the defender himself as
normal. Derringer -- assumed to be in a bosom,
wrist, thigh, or ankle holster, while wearing
In the first case, the attacker makes an attack roll normal street or formal attire (except the
to grab the firearm. The AC of the defender is ankle holster is worn with skirts or dresses
modified by an AC modifier based upon the of floor length) or in a gentleman's pants or
weapon size. Modifier is; for Light (-4), one- coat pocket, or in a small ladies handbag.
handed (0) or two-handed (+4). If successful, the (Medium-sized purses are more concealing.)
attacker and defender make opposed grappling Concealment of a wrist holster requires long
checks (base attack bonus + strength modifiers). sleeves. Hip or shoulder holsters under a hip
Unarmed attacks count as light weapons. If the length jacket or coat are not as concealing--
attacker wins, she now holds the firearm. If the the DC should be lowered by 2.
defender wins, he has wrestled the firearm out of Concealment DC is unaffected by sitting or
her hands. If the checks were tied, then both running, except for the ankle holster which
characters are still holding on to the firearm and should be lowered by 2.
neither can use it. Navy pistol -- assumed to be in a shoulder,
back belt, or hip holster under a hip length
In the second case, the attacker makes the normal or longer (loosely cut) jacket or coat.
grab attempt to grapple the defender. Normal Concealment DC is lowered by 2 if the
grappling rules apply, except that the defender character sits and by 4 if the character runs.
may be able to use his firearm. If the defender is A navy pistol may also be concealed in a
not pinned by the grappling attempt, but is held, medium-sized ladies purse (or similar bag)
the defender may use his light firearm on his with this concealment DC. The
next action instead of trying to escape the concealment DC of the pistol in the purse is
grapple with another opposed grappling check. unaffected by sitting or running, but it is
The defender is at -4 on such attacks. (Likewise affected by hitting another character with the
if the attacker is holding a light firearm.) purse. Ladies in normal women's attire
(which is close fitting in this era) could not
Concealed Weapons (Hiding a Firearm) conceal a pistol easily in these locations
Characters will often attempt to conceal a (unless they are wearing a heavy coat or
weapon, particular a firearm or a knife, on their cape). A fine gentleman's dinner jacket will
person, perhaps to remain armed while in not conceal pistols in these locations either,
civilized society. (In some locations, such as as such jackets were close fitting. The
Silver bullets are available in small quantities Table 7:3 Making unusual Bullets/Cost per
from some of the larger suppliers of ammunition. Bullet
They see it as a novelty item and do not keep
large amounts on hand. Silver bullets (1d10) of Firearm Silver Gold Copper
any one type will be available once per Derringer 0.10 1.00 0.05
adventure if there is a company in the area. Eley Navy Pistol 0.30 3.00 0.05
Bros. LTD., of London (England), Birmingham Army Pistol 0.45 4.50 0.10
(England), Glasgow (Scotland), and Liege Rifle 0.60 6.00 0.15
(Belgium) is one such company. The Society of Carbine 0.30 3.00 0.05
the White Rose in the Living Death campaign
has arranged for a private supplier to stock silver While it is possible to make iron or steel bullets,
bullets in Hong Kong and in Denver, Colorado, due to the temperatures for melting iron or steel
USA, as of 1894. The cost per cartridge with as well as the hardness of the materials, it is not
silver bullet from such suppliers is: derringer-15 feasible for an individual to do this in a simple
cents; navy pistol-40 cents; army pistol-55 cents; shop with the Gunsmith skill. It is possible that
carbine- 50 cents; rifle-75 cents and big game such bullets might be available upon rare
rifles- one dollar. These suppliers do not have occasions in a Living Death adventure. Bullets
bullets of other materials, nor do they have made of ice, glass, or rock minerals are not
shotgun shells with silver (or other material) possible without magical assistance.
pellets. Sometimes, the Society of the White
Rose may supply its heroes directly with some As stated in the Damage Rolls section, use of
specific ammunition. Such cases are described nonstandard bullets reduces the damage by 1
in a tournament module. point per original damage die. Hence, damage
from silver bullets for derringers is -1, For navy
The Gunsmith Skill allows a character to make and army pistols is -2, for rifles is -3, and for big
both standard and nonstandard ammunition for game rifles is -4. remember minimum damage of
firearms. Only one gunsmith skill check is 1 per hit (not per die).
permitted per Living Death adventure for a
specific character. Failure of the skill check Some heroes would also like to have shotgun (or
means that half the cost per cartridge was scattergun) shells also loaded with exotic
wasted. A set of 25 lead bullets can be made for materials. In addition to the silver, gold, copper,
half the book price with a DC of 10. Lead bullets iron, or steel, heroes have been known to try to
are easy to make, though, because ordinary fires put various rock minerals into shotguns.
are hot enough to melt lead (620 F). The only Conceivably characters might try glass as well.
tools are an iron or copper pot, a bullet mold, and Special material pellet packing of shells is
the reloading tools. These tools cost $2. possible. The Gunsmith skill, access to the
materials and tools, and time are, of course,
Silver, gold, and copper are other desired required. For this purpose, the character is
materials for firearm ammunition. These assumed to purchase small gauge wire of silver,
material melt at much higher temperatures gold, or copper and then cut off small pieces
(between 1760 F and 1980 F) and ordinary fires roughly the size of a shotgun pellet. Steel or iron
do not get that hot. (A conventional gas-heated, would come in fine rods, and would be similarly
box oven tops out about 1250 F.) You need cut into small pieces. Some grinding or polishing
access to something similar to a forced air might be done to smooth the rough edges. Glass
furnace to melt enough silver, gold, or copper to or rock materials would be smashed with a
For spell casting (or use of the arcane skills: If a previous Power Check failed, i.e., the Red
Sixth Sense, Prognostication and Psychometry) Death noticed the hero, then all powers checks
the window on the power check is 10 minutes for the next eight hours are doubled (including
per 1% of the first spell. If for instance a spell ones for frequency).
caster cast ten 1st level spells within ten minutes .
(all for a good purpose), the successive checks
Good effects
Possible Effects of Corruption by the Red Commonly gain significant
Death improvement in one of the five (or even
sixth) senses Vision, hearing, taste,
Because this is a tournament campaign, we down smell, touch. (Keen Sense Feat or
play some parts of the corruption/ temptation of Uncanny Sense Feat)
player characters during adventures. However,
NPCs may have these visual effects. Since Improved physical or mental abilities.
Heroes may gain a more detailed knowledge of (Increases in character abilities.)
such effects by taking Forbidden Lore: The
Tainted and Redemption, the information is Greater knowledge or skills without
included here. apparent study. (Increased skills)
5
Numbers indicates percentage chance for acts against Evil NPCs or Monsters/ Neutral NPCs/Good
NPCs/PCs or innocents
6
numbers indicate percentage chance for acts against: evil faiths/ neutral faiths/good faiths/PCs faith
7
Check is made if the curse succeeds or fails
8
0 level spells and Arcane Skills that touch the web have a min. 1% check
The highest risk department is, of course, the Expeditions would have little foreknowledge and
Expeditions. Within this department, there are no aid with spells if not for the department of
Field Researchers, Field Watchers, and the Scholars. Scholars are the various experts within
Travelers (also referred to as Explorers by older the Society are often unique in their knowledge
hands). of history, languages, science, Forbidden Lore,
spiritcraft, or Spellcraft. Usually these experts
The Field Researchers are solo investigators live quietly in a set location, answer questions
of unusual reports or known groups. put to them through mail or couriers, and write
Typically, they live and work in a location reports based upon their studies. Scholars pore
for weeks or months. They may be living over the fragmentary field reports, trying to piece
with a false identity. These dedicated together the plans and activities of our
people gather information about local adversaries. Some Scholars are former Field
events, people, or phenomenon and pass that Researchers or Travelers who have decided that
back to the Area Field Supervisor for review the less risky profession of Scholars is more to
and action. In some circles, people their liking. Many Scholars teach at renowned
universities. Some Scholars are Forbidden
Loremasters.
Chapter Nine: Magic In the 1890's magic is a lost and forgotten art.
Thousands of years ago, a group of ancient The stories of ancient wizards like Merlin or
Egyptians unwittingly allowed an unspeakable great societies like Atlantis are dismissed as
evil into the world. It was not their intention to fictional. Few people recognize that virtually all
tarnish magic or to deliver an evil force unto such legends are rooted in fact. Adepts and
mankind. It was not their intent, but it was the Mystics are the last of a dying breed. Although
consequence of their actions. A being already countless evil creatures, as well as the
banished from the nether-realms it called home mysterious Vistani, seem able to wield spells,
for its acts of unspeakable darkness, found itself few mortal men dare to do so.
trapped somewhere between life and death.
When ancient priests of Egypt attempted to Two types of magic exist: Arcane and
sunder the barriers between those realms, the Mysticism. Although similar results can be
diabolical creature slipped through the temporary created with both forms, the ways in which these
rift and into Gothic Earth and so the Red Death spells derive power and manifest effects are very
entered Gothic Earth. As the powers of the Red different.
Death grew in the world, magic became
corrupted. The use of magic became so
Those arcane spell casters, who wish to study a Learning an Existing Spell
specific school, and thus improve their ability to
For a hero to learn a spell discovered in a
cast spells in that school, can do so with the
spellbook, three steps are necessary:
Spell Focus Feat. A different specific school
must be indicated each time that this Feat is
A Spellcraft check must be made for the
taken.
hero to determine the spell's level and
school. (DC =10+spell level) The caster can
Initial Spells not take 10 or 20 on this check.
Arcane spell casters must maintain a spellbook. The PC must copy the spell into his own
When a hero is first created, this book will spellbook, then roll a Spellcraft check to
contain only a few spells. All adept characters determine whether the spell was copied
begin the game with detect magic and read correctly.
magic spells. In addition, a character is assumed If the spell was copied successfully, the hero
to know 4 other spells, for a total of six. The may attempt to cast the spell; the normal
spells are limited to two 0 level and two 1st level. Spellcraft check applies.
One spell of each level must be a defensive If the hero has five ranks in Forbidden Lore:
enchantment, while the other two may be Arcane Magic, they gain a +2 competency
offensive spells. On the back page of the Living bonus when learning spells.
Death Character sheet there is a place to list your If the hero has Spell Focus for the school
starting spells. All other spells require a that the spell is in, they gain a +2 bonus to
certificate. learn the spell.
The players may select the spells their hero While Read Magic allows you to learn the ritual
knows from the following list: involved in casting the spell found, it does not
Breaking off Studies: The following spells still exist in Gothic Earth
If a mystic spell caster discontinues study of a and are described later in this chapter: Affect
specific domain, he can never study that domain Normal Fires, Forget, Irritation, Feign Death
further. Thus, if a character opts not to pursue study (now also a Feat), Deeppockets, Gaze Reflection,
of the All domain while advancing from 1st to 2nd Dig, and Fools Gold. If you gained a certificate
level and chooses instead to gain minor access to for any of these spells, they are still valid.
another domain, he can never attempt to study the
All domain further. He will never gain major access The spell Friends is now the spell Eagle's
to the All domain.
Splendor. Mark the change on the certificate, if
you have the spell Friends. If you have a
For example: a 6th level Mystic started out with
certificate for the spell Emotion chose one of the
minor access to the All Domain. She began
following to replace it (mark which one chosen
study of the Healing Domain and gained minor
on the certificate.): Crushing Despair, Heroism
access upon reaching 2nd level and major access
or Rage.
upon reaching 3rd level. She then takes up the
study of the Knowledge Domain and gains minor
Some spells that have been given out in the
access upon reaching 4th level. At that point she
campaign have new names or have had their
decides to take up the study of the Good
level adjusted. Since there are valid certificates
Domain. So she gains minor access to that
with the old name on them use the chart below to
domain upon reaching 5th level and major access
determine the new name of the spell. Mark the
upon reaching 6th level.
certificate with the new name to avoid confusion.
(See chart that follows.)
Differences in Spell Names
There are a few arcane spells in the Masque of
Arcane Spells
2ed Name D&D Name
Hold Undead Halt Undead
Audible Glamer Ghost Sound
Protection from Normal Missiles Protection from Arrows/Bullets
Detect Invisible See Invisible
Wizard Lock Arcane Lock
Strength Bulls Strength
Continual Light Day Light
Protection from Evil 10 radius Magic Circle against Evil
Enchant a Weapon Magic Weapon
Spook Cause Fear