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L ANDS

OF

M YSTERY W EB B ONUSES

Greetings! We wrote so much information for Lands of Mystery that it didnt all t in the book. What to do with
all that extra material? Give it away, of course!

F ROM C HAPTER 6: C IVILIZATIONS


The following sections were cut from Chapter 6.

Dragon Errata

Lands of Mystery incorrectly describes all blue


dragons as able to cast spells. This is incorrect;
many blue dragons, especially young ones, cannot
cast spells. Therefore, eliminate the Spells special
attack for both blue whelps and blue drakes.
This change also reduces the dragons Challenge
Ratings. The new CRs are: blue whelp 5, blue drake
15.
However, note that dragons who can cast spells
do not need spellbooks. They store their spell
knowledge in a separate part of their minds, as
described in the book.

Blue Dragon Whelps


as Player Characters

Blue dragons are guardians of magic. The


constantly seek magical knowledge and artifacts in
order to prevent evil forces from discovering them.
A blue dragon might take human form and work
with mortals to further his understanding of the
world, as well as to discover items of power. While
the numbers of the blue dragonight are few, blue
dragons grow more condent about reentering the
outside world, and many nd the thrill of a life
outside their cavern homes exhilarating.
The blue dragon characters described here are of
the youngest age category (whelps). Some alteration is
required to play an older dragon; talk to your GM.
Names: The majority of blue dragon names use
gos as a sufx. Additionally, many blue dragons
are named after the color of blue their scales
resemble, i.e. Azuregos.

Blue Dragon Whelp


Racial Traits

+4 Strength, +6 Intellect, +2 Spirit, +4


Charisma. Blue dragons are strong, charismatic,
and possess an iron will, but more than anything,
they are highly intelligent, and masters of the
arcane arts.
1

Medium: As Medium creatures, blue dragon whelps


have no special bonuses or penalties due to size.
Blue dragon base land speed is 40 feet. Additionally,
they can fly at a speed of 150 feet with poor
maneuverability, and have a swim speed of 60 feet.
Darkvision: Blue dragon whelps can see in the dark
up to 120 feet. Darkvision is black and white, but it
is otherwise just like normal sight.
Breath Weapon (Su): Blue dragon whelps can use
a breath weapon as a standard action. This weapon
is a 30-foot cone of cold. Creatures caught in the
cone take 1d6 points of cold damage per two of
the blue dragons HD (minimum 1d6), Reflex half
(DC 10 + 1/2 blue dragons HD + blue dragons
Sta modifier). Creatures that fail this save also
suffer a mana burn effect as a 4th-level caster (Will
negates; DC 10 + 1/2 blue dragons HD + blue
dragons Cha modifier).
Spell-Like Abilities: 3/day detect thoughts,
wavesend*; 2/day fog cloud; 1/day control
weather, waterworks*. Caster level 1/2 HD; save
DC 10 + spell level + blue dragons Cha modifier.
* See Lands of Mystery, Chapter 9: New Rules.
Spells: A blue dragon casts spells as a mage of a
level equal to half his Hit Dice. These levels stack
with actual mage levels for spellcasting purposes;
a blue dragon whelp 2nd-level mage, for example,
casts spells as a 3rd-level mage.
Unlike other magi, blue dragons do not need
spellbooks to prepare their spells; rather, a blue
dragon stores his spell knowledge in a separate part
of his mind that functions as a spellbook blue
dragons effectively have the Spell Mastery feat for
all the spells they know. A blue dragon can learn a
new spell from a scroll, spellbook or other source
just as any other mage can, except he does not
need to scribe it into a spellbook and thus spends
no money to do so.
Blindsense (Ex): Blue dragons can pinpoint creatures
within a distance of 60 feet. Opponents the dragon
cant actually see still have total concealment against
the dragon.
Immunities (Ex): All blue dragons are immune to
cold, sleep, and paralysis effects.
Water Breathing (Ex): A blue dragon can
breathe underwater indefinitely and can use his
breath weapon, spells, and other abilities while
submerged.
Skills: Blue dragons have a +8 racial bonus on
Swim checks to perform a special action or avoid a
hazard. In addition, blue dragons can always choose
to take 10 on a Swim check, even when distracted
or endangered. He can use the run action while
swimming, provided he swims in a straight line.
Automatic Languages: Common and Draconic.
Bonus Languages: Darnassian, Dwarven, Goblin,
and Thalassian. Blue dragons have associated with
the elves for the centuries, and more recently they
2

study the unique skills of dwarven, gnome, and


goblin engineers.
Favored Class: Mage. A multiclass blue dragon
whelps mage class does not count when determining
whether he suffers an XP penalty for multiclassing
(see World of Warcraft the Roleplaying Game,
Chapter Three: Classes, Multiclass Characters,
XP for Multiclass Characters).
Level Adjustment: +5.

Magnataur

The following information was cut from the magnataur


section.

Page from a Tattered Journal


Found in an unimpressive stretch of icy rock in
Northrend.
Ten more were taken this week, and I fear that I
will soon join them. The tusked ones have grown
impatient again, and the livestock that we raise are
no longer sufcient to sate their voracious appetites.
I thank the spirits that Elisa is too small for them
to consider her a meal. Sometimes I wonder why
I continue to live under these conditions. With so
many friends dead, I now know there is little or no
hope for my future. The thought of escape crosses
my mind each day, but their hunters are too swift
and too skilled. Perhaps the ruins we have been
exploring will hold salvation, but my dreams show
me only further darkness.
We rst found the ruins almost a month ago,
and Im condent that some of the objects we
found there were magical, but none of us know
how to use them. We havent found any weapons
just pots and other random objects but I
suspect we wouldnt be able to do much even if we
did nd a weapon or two among the objects. Still,
this ruin is the best hope we have of escape, either
through nding something useful or just digging
deep enough to create a place to hide. Our time
is running out.
By the time I found the page, whatever ruins
he spoke of had long eroded into dust. I hope the
writer found what he was seeking, but his chances
were bleak. The journal contained a few other
readable pages, but I have yet to transcribe them
into modern Common. I suspect the ruin he found
was probably created by the titans, and thus I find
it intriguing. I have to wonder if magnataur settled
in that area intentionally, perhaps one of their
shaman detecting the magical aura in the area.
Whatever the reasoning, the ruin seems to have
completely disappeared, or the writing could have
been transported but I find that unlikely. I dont
see any reason why the journal would have been
moved far from where it was written.

FROM CHAPTER 7: ADVENTURES


The following information was cut from the Off to
the Races adventure in Chapter 7.

Gnomish Miniaturization Device


Once the players are alone, Arty Sandgunner
approaches them (in much the same way Izzik does
privately). He thanks them for returning the engine and
asks if they might be able to help out. The nasty goblins
will do anything to win, including try to steal gnomish
property! Not only that, theyll try to make off with
intellectual property, too. Thats why he needs the help
of someone not associated with the raceway.
He tells the players:
Everyone knows about the fantastic invention
called a gnomish shrink ray, right? Well, the only
bad thing about it is it only lasts a few seconds. Ill let
you in on a secret were trying to make one that

works on machinery, and lasts a lot longer! If we can


do that, we can make even huge, bulky engines small
enough to t in a car! But our problem is, we blew
up our last gnomish shrink ray last week, so we need
another one. We know a gnome in Steamwheedle
Port who owes us a favor, so if you could go get one
from him, that would be great. Ill pay you 200 gold,
and if you get it back here in 3 days and we win the
race, Ill double your fee!
Sounds simple enough. If the players agree, Arty writes
them a signed note telling the Steamwheedle gnome,
Felya Waterfinder, that hes collecting on his debt,
and to hand over the device to these duly appointed
representatives, et cetera, et cetera. The players
must then travel to Steamwheedle Port and back in 3
days (which doesnt give them a lot of time to stand
around). Some possible kinks to throw in (besides
a random encounter or two along the way):
Felya can make the ray gun, but doesnt
have the parts. The players have to rush back to
Gadgetzan to get them, which could make them
late. If they bribe her with 100 gp, though, shell
come along, so they dont have to come all the
way back to the port. They can use Diplomacy to
knock this down to 50 gp.
While the goblins arent sure what the
players are up to, they saw them chatting with
the gnomes so somethings up. They send a
team to follow the party, potentially leading to a
fight (or a goblin thief trying to make off with the
shrink ray).
The heroes may have a tinker in the party
whos capable of making a gnomish shrink ray
(or thinks he is). Making a ray with a duration
long enough for the racer increases the Craft
(technological device) DCs by 5. Let the character
try to make the device, but keep the result roll
secret until the race. If he failed his check, the
race begins normally but suddenly the gnome
car shrinks to about 1/4 normal size and
speed! Needless to say, the gnomes arent too
happy with this result.
If the players get the ray gun, they get paid,
and the gnomes put it to good use, shifting the
die roll by 1 in their favor on race day. If they win,
they give the shrink ray to the party as a bonus
gift, since they dont need it any more. It used
most of its oomph in the race, so now its a normal
shrink ray.
See the Alliance Players Guide for a description
of the gnomish shrink ray.

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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
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