Perilous Gateways
Portals of the Moonsea
By Skip Williams

Phlan Portal

Like the portal at Zhentil Keep described in the second part of this series, the rulers of Northkeep built this portal long before there was any permanent settlement at the site of the current town of Phlan. The portal was built here for many of the same reasons the Zhentil Keep portal was built where it was: The area was a well-used campsite on a major caravan trail that also offered a safe anchorage for ships from Northkeep. The site also was a little farther north than the Zhentil Keep site, and it served as an advanced base for Northkeep's agents operating at the northeast section of the Moonsea.

The portal and the subterranean vault containing it also were similar to the Zhentil Keep portal. The vault was located on high ground north of the Stojanow River and about 20 feet underground, with a secret entrance disguised as a huge boulder. Also like the Zhentil Keep portal, it had a well, sleeping niches, and storage areas for supplies, and a second secret door hid the portal itself, which was physically identical to the Zhentil Keep portal. (The tiny chamber, little more than an alcove, has walls that bear an intricate tracery of arcane symbols and obscure runes.)

Similar to the Zhentil Keep portal, this portal was lost after the fall of Northkeep, only to be rediscovered in later centuries as the people of Phlan built their city. Over the years, Phlan saw even more destruction and rebuilding than Zhentil Keep, and the vault containing the portal now lies some 40 feet under street level in Phlan's waterfront district.

Today, a ramshackle inn called the Red Spyglass stands over the vault, and the vault serves as the building's lower subbasement. The Red Spyglass has a certain charm. It has a ground floor built from stone scavenged from the ruins of greater Phlan and two upper stories of wood also salvaged from Phlan's ruined areas (along with some wood taken from shipwrecks). A smoky common room fills most of the ground floor. A small kitchen occupies its own room and contains a staircase leading down to the basement and two subbasements. The Red Spyglass offers strong drinks at cheap prices, greasy food, and various tawdry entertainments, with most of them being gambling of some sort. Ill-kept rooms on the upper floors are available for rent for almost any term a visitor can stand. Most residents are sailors waiting for work on passing ships and the occasional miner or hunter who has come to town to sell his wares.

The proprietors, Eavan and Chandra Oneye, are notable for their matching eye patches and colorful garb. The couple claim to have lost their eyes in separate clashes with lake pirates, and both decided to retire from the mariner's life and open inns. When they met by chance, they decided to pool their resources and later decided to make their partnership more formal. In fact, Eavan and Chandra are both weretigers and agents of the People of the Black Blood (both also have two good eyes and only wear eye patches for show). Their duties for the organization include keeping tabs on the Zhentarim and keeping a lookout for possible new recruits for their organization. Although they loathe living in a town, the pair has found the assignment lucrative, especially after making the acquaintance of Podel, the vampire who controls the portal at Zhentil Keep. Eavan and Chandra make a fairly good living as innkeepers, and they supplement their income by shanghaiing unwary patrons, who soon find themselves serving as meals for Podel or slowly suffocating in the catacombs below the ruins of Northkeep (described in the first part), where the lich Akempus simply lets them expire so he can use their bodes to make undead.

Eavan and Chandra keep a normal cellar stocked with goods for the inn. Below that is a secret subbasement where they chain up their prisoners (usually drunken patrons that can be quietly removed from the common room or their rooms on the upper floors). Below that lies the vault with the portal. Like the portal at Zhentil Keep, this portal is keyed and can be activated only once a day. The key is a knock spell, and the user also much touch the portal with a coin minted in Northkeep and must specify a destination: home (Northkeep), west (Zhentil Keep), or east (Mulmaster) spoken in Damaran. Failure to use the coin or specify a destination originally sent the user into a holding cell; however, this cell has since collapsed. Today, someone using the portal incorrectly causes the portal to malfunction (see Table 2-2 in the Forgotten Realms Campaign Setting).

Eavan Oneye: Male human weretiger (human form) Exp 2/Rog 2/Ftr 3; CR 8; Medium-size shapechanger (human); HD 2d6+2 plus 2d6+2 plus 3d10+3; hp 60; Init +8; Spd 30 ft.; AC 18, touch 15, flat-footed 14; Atk +7 melee (1d6+3/18-20, scimitar), or +9 ranged (1d4+2/0, dart); SA sneak attack +1d6; SQ alternate form, evasion, tiger empathy, traps; AL N; SV Fort +7, Ref +9, Will +7; Str 15, Dex 18, Con 13, Int 14, Wis 10, Cha 10.

Skills and Feats: Balance +6, Bluff +5, Climb +7, Diplomacy +2, Hide +9, Intimidate +2, Jump +9, Listen +7, Move Silently +9, Pick Pocket +13, Profession (sailor) +5, Read Lips +7, Search +11, Spot +9, Swim +12, Tumble +13, Use Rope +9, Wilderness Lore +5; Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Initiative, Mobility, Power Attack, Weapon Focus (claw).

Alternate Form (Su): Eavan can shift into tiger form as though using the polymorph self spell on himself, though his gear is not affected. He also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Eavan regains hit points as if he had rested for a day. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Eavan can communicate and empathize with normal or dire tigers. This ability gives him a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Possessions: Bracers of armor +1, cloak of resistance +1, ring of protection +1, scimitar, 6 darts, gloves of Dexterity +2 , 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Eavan Oneye: Male human weretiger (hybrid form) Exp 2/Rog 2/Ftr 3; CR 8; Medium-size shapechanger (human); HD 2d6+8 plus 2d6+8 plus 3d10+12; hp 60; Init +10; Spd 40 ft.; AC 23, touch 17, flat-footed 17; Atk +12 melee (1d8+6, 2 claws) and +9 melee (2d6+3, bite), or +11 melee (1d6+9/18-20, scimitar), or +11 ranged (1d4+6, dart); SA improved grab, pounce, rake 1d8+3, sneak attack +1d6; SQ alternate form, DR 15/silver evasion, tiger empathy, traps; AL N; SV Fort +10, Ref +11, Will +7; Str 22, Dex 22, Con 19, Int 14, Wis 10, Cha 10.

Skills and Feats: Balance +8, Bluff +5, Climb +11, Diplomacy +2, Hide +11, Intimidate +2, Jump +13, Listen +11, Move Silently +11, Pick Pocket +15, Profession (sailor) +5, Read Lips +7, Search +15, Spot +10, Swim +16, Tumble +15, Use Rope +11, Wilderness Lore +5; Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Initiative, Mobility, Multiattack, Power Attack, Weapon Focus (claw).

Improved Grab (Ex): To use this ability, Eavan must hit with his bite attack. If he gets a hold, he can rake.

Pounce (Ex): If Eavan charges, he can make a full attack (including a rake attempt; see below) even though he has moved.

Rake (Ex): On any round that Eavan has a hold on an opponent, he can make two rake attacks (+12 melee) with his hind legs for 1d8+3 points of damage each. Eavan can also attempt to rake when he pounces on an opponent.

Alternate Form (Su): Eavan can shift into tiger form as though using the polymorph self spell on himself, though his gear is not affected. He also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Eavan regains hit points as if he had rested for a day. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Eavan can communicate and empathize with normal or dire tigers. This ability gives him a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Possessions: Bracers of armor +1, cloak of resistance +1, ring of protection +1, scimitar, 6 darts, gloves of Dexterity +2 , 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Chandra: Female human weretiger Exp 2/Rog 2/Enc 3; CR 8; Medium-size shapechanger (human); HD 2d6+2 plus 2d6+2 plus 3d4+3; hp 42; Init +7; Spd 30 ft.; AC 17, touch 14, flat-footed 14; Atk +3 melee (1d6, quarterstaff), or +6 ranged (1d8/19-20, light crossbow); SA sneak attack +1d6; SQ alternate form, evasion, tiger empathy, traps; AL N; SV Fort +5, Ref +8, Will +11; Str 10, Dex 16, Con 13, Int 17, Wis 14, Cha 10.

Skills and Feats: Balance +5, Bluff +5, Concentration +7, Diplomacy +2, Hide +8, Intimidate +2, Jump +2, Knowledge (arcana) +9, Listen +9, Move Silently +8, Pick Pocket +12, Profession (sailor) +7, Read Lips +8, Search +12, Spellcraft +9, Spot +11, Swim +5, Tumble +10, Use Rope +8, Wilderness Lore +7; Blind-Fight, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative, Scribe Scroll.

Alternate Form (Su): Chandra can shift into tiger form as though using the polymorph self spell on herself, though her gear is not affected. She also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Chandra regains hit points as if she had rested for a day. If slain, she reverts to her humanoid form, although she remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Chandra can communicate and empathize with normal or dire tigers. This ability gives her a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Wizard Spells Prepared (5/4/3; save DC 13 + spell level; prohibited school: Conjuration): 0 -- daze, detect magic, flare, mage hand, prestidigitation; 1st -- animate rope, hypnotism (2), sleep; 2nd -- heightened charm person (2), Tasha's hideous laughter.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1st -- animate rope, charm person, hypnotism, magic missile, sleep; 2nd -- cat's grace, detect thoughts, invisibility, knock, see invisibility, Tasha's hideous laughter.

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor+1, cloak of resistance +1, ring of protection +1, headband of intellect +2, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Chandra: Female human weretiger (hybrid form) Exp 2/Rog 2/Enc 3; CR 8; Medium-size shapechanger (human); HD 2d6+8 plus 2d6+8 plus 3d4+12; hp 42; Init +9; Spd 40 ft.; AC 22, touch 16, flat-footed 17; Atk +10 melee (1d8+6, 2 claws) and +7 melee (2d6+3, bite), or +9 melee (1d6+9, quarterstaff), or +8 ranged (1d8/19-20, light crossbow); SA improved grab, pounce, rake 1d8+3, sneak attack +1d6; SQ alternate form, DR 15/silver, evasion, tiger empathy, traps; AL N; SV Fort +8, Ref +10, Will +11; Str 22, Dex 20, Con 19, Int 17, Wis 14, Cha 10.

Skills and Feats: Balance +7, Bluff +5, Concentration +10, Diplomacy +2, Hide +10, Intimidate +2, Jump +8, Knowledge (arcana) +9, Listen +13, Move Silently +10, Pick Pocket +14, Profession (sailor) +7, Read Lips +8, Search +12, Spellcraft +9, Spot +11, Swim +11, Tumble +12, Use Rope +10, Wilderness Lore +7; Blind-Fight, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative, Multiattack , Power Attack, Scribe Scroll.

Wizard Spells Prepared (5/4/3; save DC 13 + spell level; prohibited school: Conjuration): 0 -- daze, detect magic, flare, mage hand, prestidigitation; 1st -- animate rope, hypnotism (2), sleep; 2nd -- heightened charm person (2), Tasha's hideous laughter.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1st -- animate rope, charm person, hypnotism, magic missile, sleep; 2nd -- cat's grace, detect thoughts, invisibility, knock, see invisibility, Tasha's hideous laughter.

Improved Grab (Ex): To use this ability, Chandra must hit with her bite attack. If she gets a hold, she can rake.

Pounce (Ex): If Chandra charges, she can make a full attack (including a rake attempt; see below) even though she has moved.

Rake (Ex): On any round that Chandra has a hold on an opponent, she can make two rake attacks (+10 melee) with her hind legs for 1d8+3 points of damage each. Chandra can also attempt to rake when she pounces on an opponent.

Alternate Form (Su): Chandra can shift into tiger form as though using the polymorph self spell on herself, though her gear is not affected. She also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Chandra regains hit points as if she had rested for a day. If slain, she reverts to her humanoid form, although she remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Chandra can communicate and empathize with normal or dire tigers. This ability gives her a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor+1, cloak of resistance +1, ring of protection +1, headband of intellect +2, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Eavan: Male human weretiger (human form) Exp 2/Rog 4/Ftr 5; CR 8; Medium-size shapechanger (human); HD 2d6+2 plus 4d6+4 plus 5d10+5; hp 93; Init +8; Spd 30 ft.; AC 19, touch 15, flat-footed 19; Atk +11/+6 melee (1d6+3/18-20, scimitar), or +13/+8 ranged (1d4+2/0, dart); SA sneak attack (+2d6); SQ alternate form, evasion, tiger empathy, traps, uncanny dodge (Dex bonus to AC); AL N; SV Fort +9, Ref +10, Will +8; Str 15, Dex 19, Con 13, Int 14, Wis 10, Cha 10.

Skills and Feats: Balance +6, Bluff +5, Climb +11, Diplomacy +2, Hide +9, Intimidate +2, Jump +13, Listen +14, Move Silently +9, Pick Pocket +16, Profession (sailor) +5, Read Lips +7, Search +11, Spot +9, Swim +16, Tumble +18, Use Rope +14, Wilderness Lore +5; Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (claw), Weapon Specialization (claw).

Alternate Form (Su): Eavan can shift into tiger form as though using the polymorph self spell on himself, though his gear is not affected. He also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Eavan regains hit points as if he had rested for a day. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Eavan can communicate and empathize with normal or dire tigers. This ability gives him a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor+2 , cloak of resistance +1, ring of protection +1, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Eavan: Male human weretiger (hybrid form) Exp 2/Rog 4/Ftr 5; CR 10; Medium-size shapechanger (human); HD 2d6+8 plus 4d6+16 plus 5d10+20; hp 93; Init +10; Spd 40 ft.; AC 24, touch 17, flat-footed 24; Atk +18 melee (1d8+10, 2 claws) and +12 melee (2d6+4, bite), or +17/+12 melee (1d6+12/18-20, scimitar), or +15/+10 ranged (1d4+8, dart); SA improved grab, pounce, rake 1d8+4, sneak attack +2d6; SQ alternate form, DR 15/silver, evasion, tiger empathy, traps, uncanny dodge (Dex bonus to AC); AL N; SV Fort +12, Ref +12, Will +8; Str 27, Dex 23, Con 19, Int 14, Wis 10, Cha 10.

Skills and Feats: Balance +8, Bluff +5, Climb +17, Diplomacy +2, Hide +11, Intimidate +2, Jump +19, Listen +18, Move Silently +11, Pick Pocket +18, Profession (sailor) +5, Read Lips +7, Search +15, Spot +9, Swim +22, Tumble +20, Use Rope +16, Wilderness Lore +5; Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (claw), Weapon Specialization (claw).

Improved Grab (Ex): To use this ability, Eavan must hit with his bite attack. If he gets a hold, he can rake.

Pounce (Ex): If Eavan charges, he can make a full attack (including a rake attempt; see below) even though he has moved.

Rake (Ex): On any round that Eavan has a hold on an opponent, he can make two rake attacks (+18 melee) with his hind legs for 1d8+4 points of damage each. Eavan can also attempt to rake when he pounces on an opponent.

Alternate Form (Su): Eavan can shift into tiger form as though using the polymorph self spell on himself, though his gear is not affected. He also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Eavan regains hit points as if he had rested for a day. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Eavan can communicate and empathize with normal or dire tigers. This ability gives him a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor +2, cloak of resistance +1, ring of protection +1, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Chandra: Female human weretiger Exp 2/Rog 2/Enc 7; CR 12; Medium-size shapechanger (human); HD 2d6+2 plus 2d6+2 plus 7d4+7; hp 76; Init +7; Spd 30 ft.; AC 18, touch 14, flat-footed 15; Atk +5 melee (1d6, quarterstaff), or +8 ranged (1d8/19-20, light crossbow); SA sneak attack +1d6; SQ alternate form, evasion, tiger empathy, traps; AL N; SV Fort +6, Ref +9, Will +13; Str 10, Dex 16, Con 13, Int 18, Wis 14, Cha 10.

Skills and Feats: Balance +5, Bluff +5, Concentration +15, Diplomacy +2, Hide +10, Intimidate +2, Jump +2, Knowledge (arcana) +18, Listen +9, Move Silently +8, Pick Pocket +12, Profession (sailor) +7, Read Lips +9, Search +13, Spellcraft +18, Spot +11, Swim +5, Tumble +10, Use Rope +8, Wilderness Lore +7; Blind-Fight, Brew Potion, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative, Scribe Scroll, Spell Focus (Enchantment).

Alternate Form (Su): Chandra can shift into tiger form as though using the polymorph self spell on herself, though her gear is not affected. She also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Chandra regains hit points as if she had rested for a day. If slain, she reverts to her humanoid form, although she remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Chandra can communicate and empathize with normal or dire tigers. This ability gives her a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Wizard Spells Prepared (5/6/5/4/3; save DC 14 + spell level, or 16 + spell level for enchantment spells; prohibited school: Conjuration): 0 -- daze*, detect magic, flare, mage hand, prestidigitation; 1st -- animate rope, endure elements, hypnotism* (2), shield, sleep*; 2nd -- blur, detect thoughts, invisibility, see invisibility, Tasha's hideous laughter*; 3rd -- fly, haste, hold person*, suggestion*; 4th -- charm monster* (2), Otiluke's resilient sphere.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1st -- animate rope, charm person*, endure elements, expeditious retreat, hypnotism*, magic missile, shield, sleep*; 2nd -- blur, cat's grace, detect thoughts, invisibility, knock, see invisibility, Tasha's hideous laughter*; 3rd -- dispel magic, fly, haste, hold person*, suggestion*, vampiric touch; 4th -- charm monster*, confusion*, emotion*, lesser geas*, Otiluke's resilient sphere.

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor +2, cloak of resistance +1, ring of protection +1, headband of intellect +2, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

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Chandra: Female human weretiger (hybrid form) Exp 2/Rog 2/Enc 7; CR 12; Medium-size shapechanger (human); HD 2d6+8 plus 2d6+8 plus 7d4+28; hp 76; Init +9; Spd 40 ft.; AC 23, touch 16, flat-footed 18; Atk +12 melee (1d8+6, 2 claws) and +9 melee (2d6+3, bite), or +11 melee (1d6+9, quarterstaff), or +10 ranged (1d8/19-20, light crossbow); SA improved grab, pounce, rake (1d8+3), sneak attack +1d6; SQ alternate form, DR 15/silver, evasion, tiger empathy, traps; AL N; SV Fort +9, Ref +11, Will +13; Str 22, Dex 20, Con 19, Int 18, Wis 14, Cha 10.

Skills and Feats: Balance +7, Bluff +5, Concentration +18, Diplomacy +2, Hide +12, Intimidate +2, Jump +8, Knowledge (arcana) +18, Listen +13, Move Silently +10, Pick Pocket +14, Profession (sailor) +7, Read Lips +9, Search +17, Spellcraft +18, Spot +15, Swim +11, Tumble +12, Use Rope +10, Wilderness Lore +7; Blind-Fight, Brew Potion, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative , Multiattack, Scribe Scroll, Spell Focus (Enchantment).

Improved Grab (Ex): To use this ability, Chandra must hit with her bite attack. If she gets a hold, she can rake.

Pounce (Ex): If Chandra charges, she can make a full attack (including a rake attempt; see below) even though she has moved.

Rake (Ex): On any round that Chandra has a hold on an opponent, she can make two rake attacks (+12 melee) with her hind legs for 1d8+3 points of damage each. Chandra can also attempt to rake when she pounces on an opponent.

Alternate Form (Su): Chandra can shift into tiger form as though using the polymorph self spell on herself, though her gear is not affected. She also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from tiger or hybrid form is a standard action. Upon assuming either form, Chandra regains hit points as if she had rested for a day. If slain, she reverts to her humanoid form, although she remains dead. Separated body parts retain their animal form, however.

Tiger Empathy (Ex): Chandra can communicate and empathize with normal or dire tigers. This ability gives her a +4 racial bonus on checks made to influence the animal's attitude. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Wizard Spells Prepared (5/6/5/4/3; save DC 14 + spell level, or 16 + spell level for enchantment spells; prohibited school: Conjuration): 0 -- daze*, detect magic, flare, mage hand, prestidigitation; 1st -- animate rope, endure elements, hypnotism* (2), shield, sleep*; 2nd -- blur, detect thoughts, invisibility, see invisibility, Tasha's hideous laughter*; 3rd -- fly, haste, hold person*, suggestion*; 4th -- charm monster* (2), Otiluke's resilient sphere.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1st -- animate rope, charm person*, endure elements, expeditious retreat, hypnotism*, magic missile, shield, sleep*; 2nd -- blur, cat's grace, detect thoughts, invisibility, knock, see invisibility, Tasha's hideous laughter*; 3rd -- dispel magic, fly, haste, hold person*, suggestion*, vampiric touch; 4th -- charm monster*, confusion*, emotion*, lesser geas*, Otiluke's resilient sphere.

Possessions: Quarterstaff, light crossbow, 10 bolts, bracers of armor +2, cloak of resistance +1, ring of protection +1, headband of intellect +2, 2 potions of cure serious wounds, potion of haste, oil of slipperiness, tanglefoot bag, 2 smokesticks.

Dire Tiger: hp 120; see Monster Manual.

(EL 10) Average party level 10 (four 10th-level characters): Eavan and Chandra at 6th level.

(EL 12) Average party level 12 (four 12th-level characters): Eavan and Chandra at 6th level, 2 dire tigers.

(EL 14) Average party level 14 (four 14th-level characters): Eavan and Chandra at 10th level.

How to Incorporate the Phlan Portal Into Your Campaign

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