D20 System D&D 3.5 - Dave Arnesons Blackmoor The MMRPG v2.0 - FAQ

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The document discusses the races, classes, and creatures found in Dave Arneson's Blackmoor roleplaying game.

The document mentions the High Thonian and Westryn races on page 2.

The document lists the Arcane Warrior, Variant Paladins, Druid, Elderkin, Idolater, Monk of the Clan of the Fallen Star, Noble, Ranger, Sorcerer, Wokan, and Wizard base classes on pages 2-3.

Dave Arneson’s Blackmoor: The MMRPG

Official FAQ

Version 2.0
September 1, 2006
New questions and answers are in Blue text.

This document takes effect on the date listed above. This document may be superseded at any time with a new
release of the FAQ. Please check the download area at http://www.dablackmoor.com periodically to
ensure you have the latest version.
Dave Arneson’s Blackmoor: The MMRPG – FAQ

Table of Contents
Restricted Items................................................................................................................................................. 3
Excluded Items .................................................................................................................................................. 3
Races ..................................................................................................................................................................... 4
High Thonian.................................................................................................................................................. 4
Westryn ............................................................................................................................................................... 4
Base Classes............................................................................................................................................................ 4
Arcane Warrior ................................................................................................................................................... 4
Variant Paladins .................................................................................................................................................. 5
Druid ................................................................................................................................................................... 5
Elderkin............................................................................................................................................................... 5
Idolater ................................................................................................................................................................ 6
Monk of the Clan of the Fallen Star.................................................................................................................... 6
Noble................................................................................................................................................................... 6
Ranger ................................................................................................................................................................. 6
Sorcerer ............................................................................................................................................................... 7
Wokan ................................................................................................................................................................. 7
Wizard................................................................................................................................................................. 7
Prestige Classes....................................................................................................................................................... 7
General Questions............................................................................................................................................... 7
Dragon Knight .................................................................................................................................................... 8
Elven Elementalist .............................................................................................................................................. 8
Sunsinger............................................................................................................................................................. 9
Feats ........................................................................................................................................................................ 9
Core..................................................................................................................................................................... 9
The Wizard’s Cabal ............................................................................................................................................ 9
Skills ....................................................................................................................................................................... 9
Craft: Poison Making.......................................................................................................................................... 9
Craft: Clockwork .............................................................................................................................................. 10
Diplomacy......................................................................................................................................................... 10
Item Creation and earning money through skills.................................................................................................. 10
Magic Item Creation ......................................................................................................................................... 10
Earning Money Through Skills......................................................................................................................... 11
Item/Spell/Feat Access.......................................................................................................................................... 11
Questions about specific spells ............................................................................................................................. 12
Questions about specific items.............................................................................................................................. 12
Spell Foci .............................................................................................................................................................. 15
Arcane Warrior/Sorcerer Arrests .......................................................................................................................... 16
Time Units ............................................................................................................................................................ 17
ATL....................................................................................................................................................................... 17
Online Play............................................................................................................................................................ 17
Misc....................................................................................................................................................................... 18

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
Restricted Items
The following items are considered restricted in the campaign. This means that your character will need to find a
certificate during play in order to possess these feats, spells, or items.
Spells Feats Items
Aberrant Ribbon (WC) Attune Spells Focus (WC) Armor
Airless breath (WC) Blindsight 5’ radius Arcanists Armor
Aging (WC) Craft Spell Focus (WC) Arcanist’s Armor, Greater
Angvile’s Last Strike
Elemental Mixture Arcanist’s Armor, Improved
Armor of Darkness
Elemental Substitution Arcanist’s Armor, Ultimate
Armor of Light
Energy Mixture Arcanist’s Shield
Elongated Arms
Energy Substitution Arcanist’s Shield, Improved
Elongated Arms, Mass
Improved Familiar (SRD) Arcanist’s Tower Shield
Heat Wave (WC)
Last Breath Weapon Enhancements
Heat Wave, Greater (WC)
Lucky Arrow Deflection
Hide the Deed
Quick Pin Arrow Redirection
Lion’s Pounce
Resonance Hound (WC) Spell Deflection
Lion’s Pounce, Greater
Resonance Sniffer (WC) Spell Redirection
Lion’s Pounce, Mass
Miscellaneous Magic Items
Probe Thoughts (WC)
Crystalline Enigmas
All Quicke’s spells Prestige Classes
Dwarven Beard Gems
Rain of Fire All prestige classes from Dave Elven Ear Rings
Redirect Teleportation Arneson’s Blackmoor, The Wizards’ Halfling Toe Rings
Rhino’s Charge Cabal, and The Player’s Guide to Golembane Scarab (SRD)
Rhinos’ Charge, Greater Blackmoor require certification. Prestige Teeth of Magics
Rhino’s Charge, Mass Classes from the DMG are open access
Simpleton’s Answer once you meet the requirements.
Teleportation Ward

Excluded Items
The following items are considered excluded from the campaign. This means that they do not exist in the campaign
world and are unavailable to PC’s.
Classes Spells Feats Skills
Base Classes Bonds of Marriage Cooperative Magic (WC) Smell
Merchant Detect Aberration Hidden Bloodline Taste
Prestige Classes Detect Construct
Improved Scribe Scroll Touch
Dragon Disciple Detect Elemental
Detect Giant Increased Spell Points
Eldritch Knight
Detect Humanoid Vermin Companion
Horizon Walker
Detect Lycanthrope
Detect Magical Beast
Detect Monstrous
Humanoid
Detect Ooze
Detect Outsider
Detect Shapechanger
Detect Vermin
Miracle (SRD)
Permanency (SRD)
All Ritual Magic (WC)
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Dave Arneson’s Blackmoor: The MMRPG – FAQ
Wish

Races
How is weapon proficiency with the racial equipment handled?
All PCs are proficient with their particular racial weapon (i.e. a dwarf is proficient with a Dwarven slugbow). A
sickle sword is considered a Peshwah weapon.

High Thonian
Are High Thonians considered Humans for purposes of starting skill points and feats? That is, do they get an extra 4
skill points and feat at first level?

No. They get other bonuses to compensate for this.

Westryn
Could someone please clarify how the +1 level adjustment for Westryn Elves actually works. I read the DMG
description, but am still a little confused.
Westryn Elves effectively begin play as a second level character. This means that a Westryn PC counts as one level
higher when calculating the ATL for a table.

As of September 1st, 2006, the MMRPG uses the variant rule from the SRD that allows PC’s to “purchase” their level
adjustment down to zero. This results in much less of a penalty at higher levels for Westryn PC’s. The table below
shows the differences. This means, when a Westryn character hits

This means, once a Westryn PC hits level 4, their Level adjustment is considered 0.

Level Standard Progression New Progression Level Standard Progression New Progression
2 1000 2000 11 55000 60000
3 3000 5000 12 66000 71000
4 6000 11000 13 78000 83000
5 10000 15000 14 91000 96000
6 15000 20000 15 105000 110000
7 21000 26000 16 120000 125000
8 28000 33000 17 136000 141000
9 36000 41000 18 153000 158000
10 45000 50000 19 171000 176000
20 190000 195000

Base Classes
Classes

Arcane Warrior
Does an arcane warrior lose his powers when he violates one of
the laws listed in the wizard cabal book?
No. It's not a divine connection like a paladin. The skills are taught. There may be in character consequences for
the player.

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Variant Paladins
Should any of the new paladins be able to multi-class back and forth with any of the prestige classes and if so which
ones?
A new feat is soon to be released in one of the upcoming books! It is useable now!

Pious Lord [General]


Your subjects see your piety as a boon to them.
Benefit: Choose either the monk or the paladin class. You may freely
multiclass between noble and this other class.
Normal: Multiclassing away from paladin or monk restricts the
character from returning to those professions.

Druid
Can a druid wear Spidersilk armor without losing their druid abilities?
Spidersilk armor is non-metallic, so Druid characters can freely wear Spidersilk armor without penalty, assuming
they can find it. Remember that Spidersilk is Peshwah racial equipment, meaning that Peshwah characters may
purchase it while in their lands, but other races must find access during an adventure to obtain Spidersilk
equipment.

Elderkin
Are the spells based off charisma, wisdom or both? There is a bit of confusion in the wording.

Bonus spells come from Wisdom. Spell DC is based on Charisma.


The Elderkin class description states that a cleric can use a turn attempt and use the rules for casting greater dispel
magic to determine the effect. Can you explain this?
A cleric may burn turn attempts to try and dispel a spell effect. You simply make a turning check (1d20 + your
Charisma modifier, maximum +5) and apply the rules given under the greater dispel magic. This may be
attempted as an area-effect dispel or a targeted dispel attempt. This operates within the 60’ burst that a turn
attempt would occupy, not at the range of a Dispel Magic spell. There is no difference between a Turn Undead
attempt and a Rebuke Undead attempt for this purpose.
How would a cleric attempting to dispel an Elderkin's spell work if there were undead creatures in the area?

The Cleric must turn the undead first.

Can I use the Spellcraft skill to determine what an Elderkin is casting or Spirit Guides currently in effect?
Yes.
Do magic items created by an Elderkin detect as magic?
No, they are haunted.
How does the Inquisitors anti-magic aura affect Elderkin magic?
Their Anti-Magic Aura has no effect on Elderkin magic.
Are Elderkin considered divine or arcane for the purpose of using scrolls? Can they use scrolls made by other classes
at all?
Neither. Elderkin can only use Elderkin scrolls. They don't make them often. That's why they have Use Magic
Device as a class skill.

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Can they use spell-trigger items crafted by non-elderkin, and vice-versa?
Elderkin may use these items via the Use Magic Device skill.
Are Elderkin able to qualify for arcane or divine prestige classes such as Mystic Theurge, Elven Elementalist,
Loremaster, Arcane Trickster, Archmage and Arcane Archer?
Elderkin cannot qualify for arcane or divine prestige classes.

Idolater
Can any arcane caster use a spell scribed on an idol or other abnormal storage medium?

Nope. The idol is a spell completion item, but only the Idolater knows how to activate it.
Do Idolaters have a chance for Arcane Spell Failure from armor or shields
Yes
Is there a reason I can’t make all my idols one inch tall?
No. I f you like your idols tiny and portable, that is fine.
Do an Elderkin's spells count as incorporeal undead for the purposes of the Idolater’s Turn Spirit ability?
No.

Monk of the Clan of the Fallen Star


The Monk of the Clan of the Fallen Star references a feat called Inner Sight. Where is that referenced?
This feat has been removed. It has been replaced with the diehard feat.
How do the flurry of blows from the Fallen Star Monk stack with the flurry of blows of the Monk class from the PHB
or is that class now obsolete.
The monks won't take others from another order, so you can't overlap Monk with Fallen Star Monk. Their beliefs
are too radically different from each other. What that means in game terms is that you may not have a level of the
Player’s Handbook Monk and Monk of the Clan of the Fallen Star.

Noble
Do Nobles get 6 or 8 skill points (plus INT bonus) per level? The Noble description says 8, however the example
Noble says 6. Which is correct?
Nobles get 8 skill points. The description is correct.
The Player’s Guide to Blackmoor details a number of ways that Nobles may gain and use noble points. How are these
adjudicated in game?
There will be a special metaorg just for Noble characters that will detail the uses of these new abilities.
How do I determine which areas are considered my family’s lands as a Noble?
There will be a special metaorg just for Noble characters that will detail the uses of these new abilities.

Ranger
There is no list for favored enemies in the Blackmoor book. Do we default to the list in the PHB?
Per the PHB, each Humanoid race is taken individually by race. (i.e.. Humanoid(Dwarf) (Cumasti), (Gnome), etc).
Up to this point, this rule has been applied to all races of Humans as well as they are lumped into one main group.
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(i.e. Humanoid (Human))

In Blackmoor, this rule is also applied in the same manner with one notable exception: Afridhi. All Human races in
Blackmoor can be counted under the Favored Enemy: Humanoid (Humans) with the exception of Afridhi, which
requires a separate designation as a Favored Enemy.

Sorcerer
Can a Sorcerer ever be considered fully rehabilitated? What if one arcane warrior at a table considers him
rehabilitated while another does not?
Currently, they are never considered fully rehabilitated.

Can Sorcerer be taken as a second class for a multiclass character? The background info seems to imply that this class
"manifests" itself early in life and must therefore be a PCs first class.
Yes. The manifestation is just one aspect of the Sorcerer type caster. There are many aspects to magic that are not
understood.

Wokan
I'm thinking of building a Wokan character, but the Wokan "borrow nature's power" ability is incorrectly described. It
says you gain a bonus to your caster level, which can be used to "increase the effective caster level of the spell" or to
"power a metamagic feat." Metamagic feats have nothing to do with caster level, but rather with what spell level the
spell uses up.
The powering of metamagic feats were left over from feats that we had cut out of the manuscript. It's a typo and
only increases the caster level.

Wizard
If a 1st Level Wizard wants to begin the game with a Familiar in his/her possession, they have to expend 100gp for
materials. This effectively means that when you start the game with a Familiar, you will have 20gp left to spend on
equipment. Is this correct?
Correct. That is why some Wizards wait until they have adventured a bit before selecting a familiar.

Prestige Classes

General Questions
Am I allowed to take a level of <whatever class>?
Above all else, we like to emphasize the story and we want the prestige classes to have a special place in the shared
narrative. As such, all prestige classes in the campaign are by invite only. You have to obtain access to take the
class through adventuring and gaining a cert that specifies that you have met the requirements or found a teacher
who will teach you the secrets.

Players may freely take prestige classes listed in the DMG, provided they are not in the list of restricted classes at
the front of this document.

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Dragon Knight
If the armor a person chooses is Adamantine do the DRs of the class and the armor stack?
The DR does not stack, it overlaps. The Dragon Knight gains the benefit of whichever DR is highest.

Dragon Knights receive a Draconic Infusion at level 10. It's rules are not listed anywhere.
This was a mistake in the core book. It’s an ability that was pulled, but a reference was left in the book.

Elven Elementalist
The Elven Elementalist class requirements specify that you must have the “Ability to cast 10 spells from one of the
elemental schools of (air, earth, fire, metal, water, or wood) as appropriate.” Does this mean that you have to have 10
spells of that element type, or does it mean you have to know 10 spells from that "elemental school"
It means you need 10 spells with the appropriate elemental descriptor to the school you are looking to join with. It's
a tough Prestige Class and is designed to represent a character who is dedicated to the elements from almost day
one. School is to be interpreted as "elemental school" (Fire, Water, Air, etc). Please see the Elementalist Spells for
the MMRPG document on the Blackmoor website or the Yahoo Group for more detailed information.
If an arcane caster becomes an Elven Elementalist it says their spells are now considered divine. Does this mean they
get all of their spells from their God and no longer have to study their spells from a spell book, or do they still have to
study the spells from a spell book, but now they are just considered divine?

The short answer is that the Elven Elementalist continues to learn, prepare and cast spells the same way as their
base spellcasting class(es) dictate.

The exact quote you are referencing states "Elven Elementalist manipulates the world's energies in a divine state -
their magic surpasses the arcane. All an Elven Elementalist spells are considered divine, even if she belonged to an
arcane spellcasting class before taking a level in this prestige class."

This statement applies only to the base spellcasting class(es) to which the Elven Elementalist applies their +1
spellcaster level. For example if a multiclassed sorcerer/bard became an Elven Elementalist and applied the +1
spellcaster level from Elven Elementalist to his sorcerer class his sorcerer spells would be considered divine, but his
bard spells would be considered arcane.

This statement has several implications for an Elven Elementalist who applies their +1 spellcaster level to an arcane
spellcasting class.

1) The Elven Elementalist now meets any prerequisites requiring a character to be able to cast divine spells (the
ability to cast particular spells or spells of a certain level must be met separately). For example, an Elven
Elementalist may activate and use a strand of prayer beads, or potentially take levels in the Hierophant
prestige class.

2) If the Elven Elementalist possessed only one arcane spellcasting class, he or she now no longer meets
prerequisites requiring a character to be able to cast arcane spells. For example, a wizard/Elven Elementalist no
longer meets the spellcasting prerequisite of the arcane archer prestige class.

3) The Elven Elementalist is no longer able to activate arcane spell completion magic items using the spell list of
an arcane spellcasting class to which was applied the +1 spellcaster level from Elven Elementalist. For example,
a wizard/bard/Elven Elementalist who applied the +1 spellcaster level from Elven Elementalist to his or her
wizard class would be unable to use arcane spell completion items from his wizard spell list, but would be
able to use arcane spell completion items from his bard spell list.

4) The Elven Elementalist may use divine spell completion magic items for spells which appear on his class spell
list. For example, the wizard/bard/Elven Elementalist in the example above would be able to use a divine
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Dave Arneson’s Blackmoor: The MMRPG – FAQ
scroll of protection from evil (a first level spell that appears on the sorcerer/wizard class spell list) but be
unable to use an arcane scroll of protection from evil. The same character would be unable to use a scroll of
divine favor (a spell that is not on the sorcerer/wizard spell list). The Elven Elementalist may use the Use
Magic Device skill normally. The Elven Elementalist may still use spell trigger items normally.
What ability score do Elven Elementalist’s new spells use? I am assuming the same ability score that their previous
spell casting class used, but I just want to make sure.
The Elven Elementalist continues to use the same rules for bonus spells and spell save DCs as his base spellcasting
class(es) dictate.

Sunsinger
The Sunsinger’s Create Light ability states that it acts as a Continual Light Spell. That Spell does not exist. What
should this ability be?
This should function as per the Daylight spell.
Does the Dispel Darkness and Silence ability dispel normal darkness, or just magical darkness?
Only magical darkness is affected by this ability.

Feats

Core
The Improved Familiar feat says "Arcane caster level" not "class level" so does it have to be just your Wizard/Sorcerer
levels or can prestige classes that add to your caster level count too?
Any classes or prestige classes that specifically state that their levels stack when determining your familiar abilities
will stack. If it does not specifically state this for the class, it does not stack.

The Wizard’s Cabal


There are some feats listed on page 60 of the Wizard's Cabal book that I cannot find mention of. These include
Disguise Spell, Energy Substitution, and Subdual Substitution.

Those feats come from the d20 SRD. If you need them you can find them here:
http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#feats

At this time, they are not available. They were intended to be removed and will be updated as such in the
pending errata for the book. We are going to be considering many things in the forthcoming expansion and
revision of the Campaign Sourcebook. We will visit this issue at that time as well.

Skills
Skills

Craft: Poison Making


Are we allowed to use poisons? If so, do we have general access to them?
Craft: Poison making is not an allowed skill. That may change. If, hypothetically, one were to find poisons for sale
in an episode, or to manage to secure it as booty from someone, it would be an ethical decision for the character in
question to decide to acquire and use it or not. That is the purview of your character.
Note: The possession of poison can open your character up to some difficult social situations. A belt pouch full of
poison while traveling in the swap fighting Froglin will most likely fail to provoke the ire of a patrol of Uther's
finest. That same poison found on your person as you visit the Wizard's Cabal might generate a different response.
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So, if you got it, use it if you think it's ok. Just be aware... All choices have consequence.

Craft: Clockwork
Can I take Craft:Clockwork for my character?
Yes. There will also be a supplement coming out that will detail clockwork items and the uses for the skill. Until
then, you can use it in game if the opportunity arises, or you may use it under the rules in the campaign
sourcebook to make money between adventures.

Diplomacy
My players have a noble whose diplomacy and bluff are cracked out. He's breaking the game! What can I do?
Remember a couple other things.
The diplomacy skill, when judged according to the rules takes 1 minute to use properly. An attempt to quickly
stop a fight is a rushed usage and made at an additional -10 to the roll.
You need to be able to speak the language of the creature you are trying to reason with. If you can't do that, no
amount of diplomacy is going to help.
Also, there are times when diplomacy simply wont work. If the bad guy has hires a group of thugs to kill your
group, they may be a lawful evil group who stick to their word. If you successfully use diplomacy against them
and move them from hostile to friendly, they may simply say, “Wow. I'm really sorry for your situation, but I still
have to kill you.”

Item Creation and earning money through skills


Magic Item Creation
How is Item Crafting going to be handled after an Episode? Can I use NPC spell casting or an item to assist me in
creating an item?
Further, players must have all feats necessary to create an item. In effect, you cannot cooperate to create magic
items during the normal course of play. You can only trade magic items that you create after they have been certed
at a bazaar.

The reasons for this are manifold and involve book keeping and keeping track of items. Spreading the
responsibility for item creation across several players makes an untraceable audit trail.

At this point, we are allowing players to access spells they do not personally know to create items if they have
access to these spells through another magic item or if they choose to pay for that access with an NPC caster. Items
used to create an item need to be attached to the log sheet and any NPC spell casting needs to be documented on
the PCs log sheet.

How is Item Crafting going to be handled at a Bazaar? Can two people work together to create an item?
The player who crafts the item pays gold & XP for the item in question. This person is known as the crafter.

Other players may contribute gold to the crafting, and this transaction must be noted on the log sheets of both
players. The transaction should look like this, "I gave <crafting player> XX gold to assist in crafting <insert item
here>" and on the other side of the transaction "Received XX gold from <donating player> to help in crafting
<insert item here>." Players who contribute only gold, have no other commitment to the process.

Casters who want to contribute spells or feats to the creation of must each spend the full amount of time required
to craft the item according to the rules relevant to the creation of the item. So, if it takes one TU to craft Mighty
Bracers of Smoking Whumpity, all participants in the creation must spend a TU.
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Relevant skills must be possessed by the crafter of the item in question. These may not be borrowed from another
player to fulfill a requirement to make an item.

The entire creation process must be documented on the log sheets of all involved. The contributions of each player
must also be noted on the log sheets of all involved. So, if Johnny McBoom and Sally O' Smitey each contribute
spells and feats to help Allen D. Nukem craft Armor of Unending Bling, then each person's log sheet must have a full
list of who contributed what to the process.

Earning Money Through Skills


Is there a limit to the number of time units I can spend between episodes crafting items or making skill checks?
No. You can take a year off adventuring and spend it cobbling shoes if you choose to do so.
How many checks do I get for each TU I spend trying to earn money through skills?
In order to make money using skill checks, you have to satisfy the following requirements...
1) You have to have a TU to spend.
2) You may only use the skills listed in table 4-4 in the Campaign Sourcebook.
3) You have to have the required toolkit for the skill you wish to use.
Provided you meet the above requirements, you get one skill check per TU spent. You may burn as many TU's as
you wish in this manner.

Perform is the exception to the above (entirely because that is the way the core rules work on the issue). You get
one check for each day in the TU, which means you get 10 Perform checks for each TU spent.

Item/Spell/Feat Access
I am confused about spells from the Players Guide. Are they freely available (except for the restricted spells) or do you
need to get campaign documentation to use them?

Unless a spell is listed as restricted or excluded, it is available if it is from an approved source.


What Items am I able to purchase during or after an adventure?

You can buy equipment, from Table 7-5: Weapons, Table 7-6: Armor and Shields, and Table 7-8: Goods and
Services from the PHB v.3.5, as well as items from the tables on pages 106 and 108 of Dave Arneson's Blackmoor (all
weapons here are exotic weapons). In the case of PHB Table 7-8 sections dealing with Transport, and Spellcasting
and Services are not in use from the trade goods table.

You may purchase weapons made from bone, bronze, stone, or wood following the rules set forth in the Player's
Guide to Blackmoor.

You may purchase armor or shields made from bark, bone, bronze, fur, heath, Thick Hide or Turtle Shell following
the rules set forth in the Player's Guide to Blackmoor.

You may freely purchase masterwork, masterpiece, or hardened versions of any weapon allowed above or
masterwork toolkits. You may also purchase potions and scrolls up to and including second level spells.
There are some interesting weapons and items in the Dave Arneson's Blackmoor core book. Can we purchase those?

With the exception of Racial weapons, mundane versions of all the items in the Dave Arneson's Blackmoor Core book
are available for purchase in an episode. Magical versions of these weapons are only available as certs.

Can I purchase the alchemical arrows listed on page 106 of the Dave Arneson's Blackmoor book?

These items are alchemical in nature and non-magical. They are freely available if you can afford them

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What spells, feats, and skills are available from The Wizard’s Cabal Supplement? Can I take them without joining the
Wizard’s Cabal metaorg?

You may learn the following skills, feats, and spells from The Wizard’s Cabal.

Non-Cabal Members:

The Following Spells: All Wizard spells, with the exception of Rituals. Also note that some spells are restricted or
excluded from the campaign. Please consult the tables at the top of this document for those spells.

The Following Skills: Investigation, Navigation, Research

The following Feats: Builder, Cabal Heritage, Cabal Training, Magical Heritage, Guide, Researcher, Skill
Specialization, Studious. Also note that some feats are restricted or excluded from the campaign. Please consult the
tables at the top of this document for those feats.

The Following Prestige Classes: None

Members of the Wizard’s Cabal should consult the Wizard’s Cabal metaorg document for information regarding
the benefits of membership.

NOTE: You must have a copy of the spell, feat, or skill in question at the table in order to use that ability during
play.

Questions about specific spells


Rhino's Charge: Is strength damage doubled? Weapon Specialization? A magic weapons' enhancement bonus? How
does this interact with other doublings (such as from a critical hit, spirited charge, or the spiked charger's abilities)?
Nope. Only the weapon damage itself.
Beaver's Bite: Can this be used on sunder attempts?

Yes.
How do I break a spell/enchantment/curse that needs a wish or other excluded spell?

NPCs still have access to these spells. They may be able to do it for you. This access must be certed.
Is there a unique reincarnation table for Blackmoor?
Yes there is. It can be found on the Reincarnation Certificate, available on the Blackmoor Website.
When Reincarnated do you get both favored classes?
You keep your old favored class. It represents what you gain from your upbringing, not special abilities of the race.

Questions about specific items


Can you use Grail of Holy Water to make money?
No. The holy water created by the grail is only holy for a short time. It does not stay magical long wnough for it to
be of any monetary value to anyone.
Robe of Missiles: can the wearer choose not to take the extra missile, or is it automatic?
This is automatic

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
How are Spell-Storing items handled in the MMRPG?
All Spell-Storing items are considered empty at the beginning of an Episode. They may be charged at the
beginning of subsequent rounds of a multi-round episode, provided they were charged by Player Characters or
NPC’s in a prior round.
Are Characters with a Peshwah name (from the Battle Interactive) considered Peshwah for requirements on either
certs or access to feats?
No. This is an honorific title, nothing more.
So, what’s so great about the Elven Longblade? Seems like an expensive longsword.
The Elven Longblade is finessable for characters of pure Cumasti extraction. This does not include half elves.
Additionally, players may finesse this weapon if "they meet the feats prerequisites due to their cultural affinity
with the weapon."
In a nutshell, Cumasti Elves that have a base attack of +1 may automatically use weapon finesse when they wield
an Elven Longblade.
Can two PCs breed their Cumasti puppies in order to get more Cumasti puppies (whether as back-ups or to give to
other players, etc)?
No. You cannot breed Cumasti puppies and have them certed as such. Nor can you breed Steppes Chargers.
However, you may purchase and standard dog or wardog and declare its lineage is Cumasti for role-playing
purposes, without the benefits associated with being a Cumasti dog. You can also claim that it is a dog raised by
your own hands if you are so inclined.
Can I take my Cumasti puppy as my familiar?
If you have not chosen a familiar, he may become your familiar. If you already have a familiar, you must dismiss
the current familiar, making sure to take all the penalties associated with doing so, before taking the Cumasti
puppy as a familiar.

There are also the following restrictions...

1) The puppy may never grow to normal size (you get the runt).

2) You use the statblock for a standard PHB dog with regards to abilities and saves.

3) Its HP, skills, saves, etc. will be tied to yours in the normal way a familiars are.

4) Instead of choosing one of the familiar benefits from the list, the puppy gets the dash feat. This applies only to
the dog, not to the owner as normal familiar benefits would.
I saw a guy at a convention that had a Dwarven slugbow. He said he could purchase it because he was a Dwarf. Is that
right?
Yes. Racial equipment, armor and weapons can only be bought by members of that race, or if they are found as a
certed item during play in the Blackmoor campaign. Racial equipment is defined as any equipment that has the
name of a race in its name. For example, the Dwarven slugbow from Blackmoor is a Dwarven weapon; only
Dwarves can buy this without campaign documentation. Half-breed races can buy racial equipment from either
parent race (thus a Half-Orc can buy an Orc double axe, and a Half-Elf can buy Elven equipment).

Special: The Sickle Sword and Spidersilk Armor are both considered Peshwah Racial equipment.
Is the Sickle Sword available to purchase?
The Sickle Sword is considered a Peshwah racial item, meaning that Peshwah characters may purchase it in their
lands. All other races must find a certed version of the item in order to possess it. The sickle sword is the favored
weapon of the god Raelralataen, the Peshwah's LN deity of law, justice and death.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
Are the weapons in the Dave Arneson's Blackmoor Core book martial, or exotic?
All weapons in the Dave Arneson's Blackmoor core book are exotic.
I've got a question on this; the Dwarven slugbow states that it 'appears to be a smallish light crossbow', but says
nothing about requiring a move action or full round action to reload, like a light or heavy crossbow respectively. Is
this correct? If so, how many rounds can a slugbow hold at a time? Or does it work like a bow, where you reload at
your rate of fire?
The slug bow works just like a light crossbow for reloading.

Regarding racial weapon familiarity, Dwarves are proficient with their racial weapons (waraxe and urgosh) as martial
weapons. In Blackmoor a Dwarf is allowed to purchase a Dwarven Slug Bow without campaign documentation.
Would this then qualify as a martial racial weapon or still be considered an exotic weapon?
Just because it is a racial weapon does not mean that that race is proficient with it. The Dwarven slug bow is still
considered an exotic weapon and requires the Exotic Weapon Proficiency: Dwarven Slugbow feat to use
proficiently.
According to the item description on page 107, a Bullova is a horseman's axe. However, the chart on page 106 has it
listed as a 2-handed weapon. Unless I totally missed that day in Human physics class, its utterly impossible to wield a
melee weapon 2-handed while in combat upon horseback. The text claims the notch cut from the center is responsible
for the wicked damage level while the chart implies that its because of being a 2-handed weapon. Does anyone know
which it is? Is it 2-handed, and thus melee weapon or is it a horseman's axe?
When you consider the length of the Bullova's shaft in comparison to the longer weapons on the same page like the
sickle mace, it would be possible to use the Bullova in a polo styled swing with one hand to brace it, but it is most
definitely intended to a melee weapon.
Generally, horseman's axes in the classical definition are much smaller and more balanced. I think it's
representation here is intended to mean that horsemen frequently carry them along on horseback and not the
normal medieval connotation.
The campaign setting describes the Elven longblade as having fine craftsmanship and fitting comfortably in the hand.
Is there an effect on the game by this description at all, or is it just lovely for purposes of role-playing? I'm wondering
how such an expensive, exotic weapon became popular among Humans near Cumasti lands, if it isn't any more
effective than a (much cheaper) longsword.
There are a lot of dueling societies that favor the longblade's elegance and durability. Additionally, there are a
number of advantages a comfortable blade has when combating the forces of nature and evil in the Redwoods. The
Elven longblade has proven time and time again to be an excellent weapon to use again such opponents.
Otherwise, no game specific mechanic boosts.

To give you an idea of why this could be beneficial to be skilled at using... Imagine there is a specialized group of
incredible fighters who are able to wield these weapons more proficiently than anyone else in the land, but the pre-
req to join is the knowledge and possession of an Elven longblade. That is a reason for this weapon to exist.
Think of it as a flavor piece that designates the preferred weapon of the Elven warrior caste. That’s how it was
originally designed.

Other than the two obivous ones, what's the difference between elemental/elemental burst weapons and their energy
variants (And the elemental resistance armors)?
Elemental types draw their efficacy directly from the elemental plane associated with them. Energy types are
distinct from elemental types and require different protections. To clarify, Energy (fire) is raw flame. Elemental
(fire) is the raw power of the plane of fire. Each requires different and specific protections. I believe further
clarification on this will come with the Judge's Guide.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
Spell Foci
If a spell is memorized from a spellbook, can I still gain the benefits of focus use when casting that spell?
No. The benefits of focus preparation can only be gained by spells within the focus.
Does a spell focus have any effect on the number of spells you can cast in a given day?

No.

The spell focus rules say each Wizard is given one by the Cabal. Does this mean it is essentially bonus equipment?
Are Wizards required to pay part of their starting gold for it?
If the Wizards are loyal to the Cabal, they get a Novice focus. It's assumed that this was paid for with the high
tuition at Ard's School of Wizardry.

If a Wizard specializes in a particular school of Magic, they receive +1 caster level when casting spells from their
chosen school with their Focus. How exactly does this bonus work? For example if an Enchanter casts Charm Person,
is the resulting DC for the Will save also increased by 1? If a 2nd level Evoker casts Magic Missile will there be one or
two missiles?
No. The DC to resist a spell is determined by the spell level, not the caster level. However, the duration and range
of the spell (as well as any other effect based off of caster level) would change.

A second level Evoker with an emerald Spell Focus would get 2 missiles, since the spell is cast as if by a 3rd level
Evoker.
When you begin play as a Wizard for your first time, do you have to show that you expended the Time Units (TU's) to
place all the spells from your book into your focus?
No. It's assumed that you spent all the years before your adventuring learning such things.
Can a Wizard go without ever purchasing a spellbook or spell component pouch should he so desire as long as he has
his spell focus? In other words, can a Wizard basically keep all his spells in his spell focus and memorize new ones
from it every day?
Yes. The purpose of the spell focus was to encapsulate all arcane spellcasting into the gems. The reason this wasn't
blasted everywhere is because some Wizards still choose to use the older method. The focus should contain all of
your known spells just like a spellbook.
What are the statistics of a spell focus? Hardness? Hit points? Size?

That's a good question. It would certainly depend on the type of focus, etc. More information on spell foci are in the
Wizards Cabal book, but to be honest we hadn't really emphasized that as the focus isn't supposed to be the size of
your head and most Wizards are putting them on chains, etc to take them out of their hands.
Is it possible to cast spells memorized from a focus once the focus has been destroyed or lost?
These are called Spell Shards and are further detailed in The Wizards Cabal
What happens if a spell focus is destroyed or sundered? Will the Cabal furnish the Wizard with another one?
If it's lost, you have to purchase or craft another one. There are Crafting feats in The Wizard's Cabal book to allow
shattered foci to be used to create spell shards (rules also in Wizards Cabal) which are just like scrolls.
Once a Wizard looses a spell focus, can they recover?
You can recover through the use of an older focus or through reuse of your spellbook. This assumes you are
already attuned to the focus.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
When I scribe a scroll into my spellbook (at the cost of 100gp per spell level) are those spells also placed into my
focus?
No it is not automatically in your focus. There is a process to take spells from a spellbook or other location (like a
scroll) and place them in your focus. This costs 100gp per level of the spell, just like scribing it into your spellbook.
When I gain a level and learn new spells, Do I have to pay to scribe them in my spell book and pay to scribe them into
my focus?
Yes. Each procedure is a separate process and has its own requirements for time and cost.
The description of spell foci indicates it may be possible to cast more spells than a spell book would let you
memorize. However, it was my understanding that the number of spells you can memorize is based solely on your
class level and bonus spells from a high Intelligence. Can a spell focus indeed grant a Wizard extra spells every day?
No. The passage in question references rumors about very powerful (read: Epic Level) Wizards.
My group has defeated an opponent that we believe to be a Wizard. We found this gem on her. Do we know what it
is?
An Appraise or Spellcraft check (DC 25) reveals that a particular gemstone is actually an arcane spell focus
(characters with 5 ranks of Craft (Gemcutter) receive a +2 synergy bonus to this check). A detect magic spell cast on
an arcane spell focus shows that it has spells locked within it. Though it requires an identify or an Analyze
Dweomer spell to determine exactly what spells are within the arcane spell focus, and what class of focus it may be
(Arcane Warrior, bard, Cabalist, or Wizard).

Additional Spellcraft checks (DC 25 + the spell’s level) gives the person studying the arcane spell focus one spell
that it contains for each successful check. When checking for spells in this manner, the spells are revealed from
lowest to highest spell level, beginning with any 0-level spells that may be present. The order in which spells of the
same level appear is left entirely up to the GM. Each of these checks requires the person studying the arcane spell
focus 1 minute per spell level (minimum of 1 minute) to determine what spells are available. If a check fails, the
person studying this arcane spell focus is not able to understand the spell helix formulae of that particular spell.
My DM mentioned something about a spell focus losing charges and burning out. I saw nothing in the rules to
indicate this. Am I missing something? Also, if a spell focus gets used up, how does one replace it?

It does not run out of charge. The Wizard's real ability here is to draw the White magic into the gem to energize the
spell formations inside the crystal. That's why he still needs to prep spells.

Arcane Warrior/Sorcerer Arrests


The rules under Arcane Warriors and Arrests in the Campaign Sourcebook indicate that a Sorcerer PC who is caught
by an Arcane Warrior needs to pay 1 TU and 100 gp at the end of the episode. What if the Sorcerer does not have 100
gp?
You can't squeeze blood from a stone. If the Sorcerer is caught and doesn't have 100gp, he will be required to sell
items to get the money. If he literally has *nothing* of value and no gold, then he pays an additional TU, for a total
of 2 TU.
Can magic be used to enhance skill checks made by either side? Eagles Splendor, Foxes Cunning, Disguise Self, Alter
Self, Zone of Truth, Discern Lies, etc. Are any of these valid to use for the opposed skill checks? What about
permanent magic items or class abilities that do the same thing such as a hat of disguise.
I think that depends on the circumstances. If you're using Disguise Self or Alter Self and leaving it up, then you'll
get the +10 to Disguise checks if they're looking for you. However, casting these things right in front of the Arcane
Warrior would not be wise. Similarly, if you have Eagle's Splendor up, it would help you on your Bluff check, but
casting it in front of the Arcane Warrior sort of defeats the purpose. Circumstance modifiers should be used
in most circumstances by the GM adjudicating the conflict.

I would point out that while using those spells and additional assists at the table would work, Arcane Warriors
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Dave Arneson’s Blackmoor: The MMRPG – FAQ
can detect magic at will and would know of the spell's effect on the person. This could cause them to approach for a
different reason altogether.

If there are multiple Sorcerers or Arcane Warriors at the table, are they allowed to assist one another in the checks? Do
they each make their own?
This is left to the discretion of the players at the table and the GM.
Do the same rules for arrest listed for Arcane Warriors work for NPCs? in other words, can a PC get commendations
from attempted arrests from NPCs?

Absolutely! It wouldn't be fruitful to just sit in the middle of town waiting for someone who looked like a Sorcerer
to come by, but if there's one in the episode that crosses your path, put him away!

Time Units
How are Time Units supposed to work? Is it simply that a player cannot use more than one year's worth in a campaign
year?
You can have as many Blackmoor characters as you want. Each character gets 37 TU. You can expend them on
episodes or special situations (such as the MIC, Cumasti Puppy, vision quest, etc...)

You as the player may only play each event once. You can bring a new or an old character into each event that
you play. So, if your Peshwah runs out of TUs, you can create another character to play for the remainder of the
year. The campaign year is from January 1 to January 1. Therefore, January 1, your characters will again have 37
TUs.

ATL
How do you Determine ATL?
Here's what the boilerplate at the beginning of every episode says: "Prior to beginning play, the ATL (Average
Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players
including EL racial adjustments (such as Westryn +1EL), followers, and animals that are not "class features" are
added together ("Class feature" animals are animal companions, familiars, and paladin mounts and do not affect
ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number
constitutes the party's ATL. The party may choose to round up or down if the particular number is not an offered
ATL. If a player Character has the Mounted Combat Feat, his or her mount does not count towards the ATL
calculation.

Note that under the new rules for Westryn XP, at 4th level, a Westryn effectively has no level adjustment.

Online Play
If I play a game online, how is the judge supposed to sign my log sheet?
Please put the email address of the judge in the place for the judge’s signature. Certs must still be signed and
individually mailed.
If I eat an episode and run it online, can I still get an “Ate an Episode Cert”? How do my players sign it?
Please put the email address of the players in the place for the player’s signatures.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
Misc
Is Henrin to stay Chaotic Good or is he still Lawful Good?
He's still Lawful Good.
Do all affects (i.e. Disease, permanent blindness, stat loss) carry on to the next mod if not cured?

Yes.
Can selling items found during the game put you over the “gold cap” listed at the end of the mod?
The players are rewarded with gold and Item Certificates. If the players wish to sell Item Certificates, they are sold
for half price (unless they are commodity items) and the gold from the sale may push their adventure income over
the gold cap set in the Episode.
Can a character with the appropriate feats create custom or non-standard magic items from the guidelines in the
DMG?
No.
What are the correct limits on table sizes? How many players must I have to make a legal table?
The table should consist of 4-7 players. However, you should try to limit your table size to 6 people.
Is there a limit to what level character can play what episode?
No. Using the rules at the beginning of the episode, determine the ATL that your group would be. If this is a
playable ATL for that episode, your group may play.

Example: You have a 9th level cleric but all of your friends are low level. Your levels all come out to be 9, 2, 2, 2, 1,
and 1. Using the rules for calculating your ATL, that would be 17/6 = 2.83, which rounds up to ATL 3. If there is
an ATL 3 track for that episode, you may play.
Can I make a Wizard who is really old, to gain the bonuses to the mental stats?

While you can make your character whatever age, height, or weight you choose, Dave Arneson's Blackmoor: The
MMRPG does not use the character aging rules. This means you do not gain the penalties or benefits that come
from playing a venerable Wizard.
Is it possible that I gm a game and have my wife run my PC?

No. A PC is attached to a player and may only be run by their player. Besides, it would look bad having you, as
the DM signing your character's log sheet.
The certs I have seen do not mention size for the weapons or armor we found. Do these items resize to whoever
picked them up?

Weapons and Armor are considered to be medium size unless declared on the cert. Items do not resize to fit the
character that chose the cert.
What is an enchantment bonus? (it is in the Players Guide to Blackmoor multiple times)

That is a typo. It should say enhancement bonus.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
How do I get to playtest new Episodes?
1) Send an email to [email protected] requesting an email to join the group

2) You must be able to make a legal table, and you will need to provide your own judge.

3) Once a module is ready for playtests, the first three groups that sign up will playtest it, and once the module is
sent you will have 7 days to play it

4) There is a questionnaire for both the judge and players that need fill out and send back to DAB HQ and it must
be returned in 8 days.
Is a steppes charger an animal?
It is for now. It will be "Augmented animal" in the future to account for the effects of long term breeding.

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Dave Arneson’s Blackmoor: The MMRPG – FAQ
I have seen conflicting stats for the light and Heavy Steppes Chargers. What are the correct Stats?
Steppes Charger
Steppes chargers might appear small and unattractive, but these horses boast great endurance and strength.
Steppes chargers are stocky, with thick, shaggy coats that are normally tan or light brown with lighter yellow
patches down the nose and flanks. Beneath this ugly exterior is a remarkable horse. A steppes charger is tough and
stubborn. Its thick coat and hide give it better protection than its more graceful cousins. Even with its short legs, a
charger can move swiftly for long distances. It is strong and able to carry as much as a warhorse.
Combat: Since the Afridhi invasions, Peshwah are training steppes charger foals to defend their riders in combat.
Light chargers are trained to use their front hooves in combat, while the larger heavy chargers are taught to use
their front hooves and to bite, as well. The Peshwah rely on their horses’ keen senses to alert them to any trouble,
normally posting at least two guards to watch how the horses react at night.
Durable Mounts (Ex): Steppes chargers are durables mounts. When spurred by their riders, they do not take
damage, and as result are capable of hard rides over long distance.
Carrying Capacities: A light load for a light charger is up to 230 pounds; a medium load, 231– 460 pounds; and a
heavy load, 461–690 pounds. A light charger can drag 3,450 pounds. A light load for a heavy charger is up to 300
pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy charger can drag 4,500
pounds.
Please see the chart below for the stat block information for these horses.
Table 8-6: Light Steppes Charger Heavy Steppes Charger
Steppes Charger

Large Animal Large Animal


Hit Dice: 3d8+12(25 hp) 5d8+20 (42 hp)

Initiative: +1 +2
Speed: 60 ft. (12squares) 50 ft. (10 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 Natural) 19 (–1 size, +2 Dex, +8 natural)

Base : +2/+7 +3/+10


Attack/Grapple:
Attack: Hoof +5 melee (1d4+3 ) Hoof +7 melee (1d6+4)

Full Attack: 2 hooves +5 melee (1d4+3) 2 hooves +7 melee (1d6+4) and bite +2
melee (1d6+2)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: -- --
Special Qualities: Scent, Durable Mount Scent, Durable Mount
Saves: Fort +7, Ref +3, Will +2 Fort +8, Ref +3, Will +2
Abilities: Str 16, Dex 15, Con 18, Int 4, Wis 12, Str 18, Dex 14, Con 18, Int 4, Wis 12,
Cha 2 Cha 2
Skills: Listen +4, Spot +4 Listen +5, Spot +5
Feats: Running, Endurance, Diehard Running, Endurance, Diehard
Environment: Plains Plains
Organization: Herd (2-24) Herd (2-24)
Challenge Rating: 2 3
Alignment: Neutral Neutral
Treasure: None None
Advancement: -- --
Level Adjustment: -- --

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