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Jason Andresen (order #1578489) - Jump page for Jubei

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Legends & Lore<br />

Legends and lore represent various myths and tales<br />

of the Iron Kingdoms. Typically these tales give<br />

insight into a creature’s history, habits, and powers.<br />

At the core, these myths and legends should be<br />

considered very carefully; they may save an adventurer from<br />

a watery grave at the hands of a boatman or an eternity of<br />

infernal servitude. An unheeded legend has been the death of<br />

many an adventurer!<br />

The sort of in<strong>for</strong>mation you can gain from musty tomes,<br />

ancient scrolls, and the legends of veteran adventurers often<br />

varies in quality. Legends and lore are classified under one<br />

of four types. Characters can find Common, Uncommon,<br />

Rare, and Obscure lore depending on how well they search<br />

<strong>for</strong> these secrets.<br />

Common lore is easy to find. This can be the name of a<br />

creature, what it is supposed to look like, or even speculations<br />

on its origin. Typically this comes in the <strong>for</strong>m of a tall tale<br />

told by an old salt or a poorly written passage in an ancient<br />

bestiary. Common lore is usually just enough to give a rough<br />

idea of what adventurers may potentially face. A rare creature<br />

might not have any Common lore.<br />

Uncommon bits of lore tend to be more specific and helpful.<br />

Examples are vague ideas of what sorts of powers a creature<br />

may possess, weaknesses it might have, or even the vagaries<br />

of where it might lair. Usually this lore comes in some concrete<br />

<strong>for</strong>m. Old maps from the attics of dead adventurers or<br />

tomes and books written by half-mad scribes are good sources<br />

<strong>for</strong> this sort of lore. An extremely rare creature might not have<br />

any Common or Uncommon lore.<br />

The realm of Rare lore is the province of the damned.<br />

This in<strong>for</strong>mation almost always comes from firsthand encounters,<br />

survivors of attacks, or observations made by hidden<br />

spies. Infernal tomes of summoning, a necromancer’s notebook,<br />

a rogue apprentice’s betrayal—these can all grant Rare<br />

lore. This sort of in<strong>for</strong>mation is specific and often directly<br />

useful. The specific powers of a creature or how to counter a<br />

special attack it makes are types of Rare lore that might save<br />

an adventurer’s bacon.<br />

Obscure lore comes in many <strong>for</strong>ms, such as fevered scrawling<br />

found on asylum walls, dredged up secrets from ancient<br />

writings, and the perturbing observations of otherworldly<br />

diagrams. Obscure lore isn’t always directly helpful— the problem<br />

with myths and ancient texts is that they often need to be<br />

interpreted. Still, Obscure lore can reveal the origins of a creature<br />

or its fatal flaws if the researcher is diligent.<br />

208<br />

<br />

What You Already Know<br />

Characters with ranks in Survival or a relevant Knowledge<br />

skill may be aware of some facts about a creature already. The<br />

DC <strong>for</strong> knowing a fact is based on the in<strong>for</strong>mation’s obscurity.<br />

Sample DCs are listed below under “Researching the<br />

Unknown,” but note unless the correspondence between the<br />

skill and the situation is amazingly good, only Common and<br />

Uncommon lore can be known in this way. In other words, no<br />

one with a good Knowledge score who rolls a lucky 20 is going<br />

to pull a giant’s true name out of thin air!<br />

What is a “relevant” skill? There is no specific answer; it<br />

depends on the situation. Here are a couple examples.<br />

• When the party is confronted with a glowing slime trail<br />

left by a magical beast, the DM makes a secret Knowledge<br />

(arcana) check <strong>for</strong> the wizard. The result is 14, meaning<br />

some Common knowledge is known (see chart below<br />

<strong>for</strong> DCs). The DM tells the wizard this is a sure sign a<br />

“frilled gobbersnatcher” is about.<br />

• Later in their quest, the party encounters a dracodile<br />

in a marshy area near the foothills of the Wyrmwall<br />

Mountains. Upon spying the creature, the DM allows<br />

the ranger (whose favored enemy type is magical beasts)<br />

to make a Survival check. The result is 18, Uncommon<br />

knowledge. The DM in<strong>for</strong>ms the ranger the dracodile<br />

lairs in swamps and marshes and mothers are extremely<br />

protective of their eggs.<br />

It is up to the DM to decide what skill is relevant and<br />

assign fair DCs. Perhaps a creature is extremely rare or new to<br />

the area—in such a case even a skilled character may have no<br />

chance of knowing anything about it. Characters will not get<br />

to check <strong>for</strong> lore on every creature they see, but those who specialize<br />

in Creature Lore will be fonts of useful in<strong>for</strong>mation.<br />

Researching the Unknown<br />

Knowledge skills and Survival are handy <strong>for</strong> instant recall of<br />

common and uncommon facts, but how are the more obscure<br />

legends uncovered? Through research, which can be a very<br />

time-consuming prospect. Gather In<strong>for</strong>mation can be used <strong>for</strong><br />

research, as can the new skill Creature Lore. DMs may use other<br />

skills that can be employed <strong>for</strong> research as well.<br />

If you wish to research a creature, tomes and other relics<br />

may provide an additional bonus. The tome used must be pertinent<br />

to the creature type—a tome on undead to research shaft<br />

wights, <strong>for</strong> example. The character needs to study one week <strong>for</strong><br />

each +1 of the tome’s bonus he wishes to employ. For instance a<br />

+4 tome of undead lore bestows a +2 bonus after two weks of<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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