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Allies & Adversaries

Apr 06, 2018

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Dylan McCardle
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    lm~m1! l I ID5c c ( Q ) ~ l L m C C 'i f 1 I ( O J M. ~::.., '.

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    RoLEpLaYll,lG NOTESDagan One-Eye is a riotous bundle of dwarven vengeance. Having never fully recov-ered from his parents' death, this doughty fighter has poured all of his energy into hismartial endeavors, leaving his social skills woefully underdeveloped, Dagan ismean tem-pered, illmannered, and at times, openly hostile. His time alone, dealing death and seek-ing vengeance, has done nothing to curb his ferocious ways, but even snobbish com tierscan't argue with the results. Dagan One-Eye is a force to be reckoned with and a livingtribute to dwarven combat prowess.

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    OassjLevel: Fighter 14Sex,lRace: Dwarf MaleHeight/Weight:. 4' 814 / 230 poundsChallenge Rating: 14Hit Points: 14dIO+ 140 (245 hit points)Initiative: +1 (Dex)Speed: 30 it.Armor Class: 25 (Armor +14, De.x+1)Attack: War Axe +21/+17/+12/+7Damage: War Axe Idl0+7Alignment: Chaotic GoodSaves: Fort +15, Ref +5, Will +6Abilities: Str 17, Dex 13, Can 22, Int 13, Wis 14, Cha 9Skills: Climb +8, Craft (Armorsmith) +10, Craft0 N eaponsmith) +9, Intimida te +1, Intuit Direction +4,Knowledge (Underdark) +3, Listen +4, Move Silently

    +3, Search +3, Speak Language (Common, Drow,Duregar, Dwarf, Undercornmon), Spot +4, Tumble +4,Wi1d~ess Lore +6.Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes,Great Cleave, Improved Bull Rush, Improved Criti-cal, Iron Will, Power Attack, Sunder, Track, WeaponPocus, Weapon Specialization.possessions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft. silk rope, sack, 3torches, I-day trail rations, and waterskin.

    Possessions, Magical: +4 (keen, might cleaving, vorpal)dum ruen w ar axe; shield +5 (spell resistance 19, reflect-ing, acid resistance, blinding) plaiemai l +2 (silentmoves, heavy fortification); b oo ts o f s trid in g a nd sp rin g-ing; 48 2 gpo

    BACKGROU""lOPassed down through the generations of greatdwarven dans are dozens of war epics of near mythi-

    cal figures in dwarven culture. Each one is more as-tonishing than the last, saving great kingdoms or de-stroying monstrous demons. The heroes of these talesare revered as patrons and saints inevery dwarf heart.Dagan Mynar will soon be counted among these he-

    When he was but 20 winters old, the mountainhis clan lived inwas assaulted by dark elves, legend-ary enemies of his people. Dagan, a young boy bydwarven standards, saw his mother and father killeddefending the clan. Enraged, Dagan picked up hisfather's war axe and slew five elves for each year hisfather had lived.

    The war priest of Dagan's dan,Madar, saw withinDagan the stuff of legend, and took him into his house-hold to care for as one of his own sons.

    Dagan soon became the clan's champion and de-fended it hom all enemies. He single handedly de-stroyed a warring arc tribe numbering over three hun-dred by hiding in a wine bar tel and letting the Orescouts bring him into the leaders tent. Dagan burstforth, and slew the leaders so they could not soundthe retreat, and then killed the others. He becameDagan One-Eye by jumping in the mouth of a greatdragon. A giant tooth took his eye as he chopped hisway into the brain of the beast and hacked it to pieces.

    Spurning his clan's pleas to become their king,Dagan went on a fifty-year quest to root out the darkell community that continually plagued his people.He vowed to destroy any dark elf within a thousandmiles of his clan. Away from the glow of the greatdwarven furnaces, his skin shifted from ruddy brownto a ghostly pallor. The only thing whiter was his un-blinking pale, blind eye. Many dark elven bards stilltell the tale of the "One-Eye" that travels the tunnels,killing any ebon skinned elves he finds.

    His half-century long crusade over, Dagan One-Eye returned to hismountain, only to find his adoptedfather thirty years dead. Since that time his clan's faithhad drifted, and his clan brothers had gJ:own soft onthe easy living that Dagan himselfhad provided. Dis-heartened by their way of life, and uncaring ways,Dagan took up a new crusade.

    Now, Dagan has sworn to travel the wor1d fight-ing the enemies of all dwarves. He never stays toolong in one spot thereby causing his people to be-come complacent. His armor and raiment rnay changedepending on what enemy he is facing, but he alwayswields Grauemaker , his blood father's old war axe.

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    R..olEplaY1.NG NOTESEligon is smooth, polite and sophisticated. He maneuvers through the intrigues

    of court life with the practiced ease of a lifetime courtier. He's wealthy and charmingand magnetic. People like to be around him and they like to talk to him. He's anexcellent listener and a clever conversationalist; few secrets are safe when he's on theprowl. All of these make wonderful traits for an assassin of his caliber.

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    el.lG01'lClass/Level: Rogue 5/Fighter 6/ Assassin 5SexjRace: Human MaleHeightjW"eight: 6' 1"/185 poundsChallenge Rating: 16Hit Points: 6d.10+10d(ij+16(106hit points)Initiative: +9 (+4 Improved Initiative, +5 Dex)Speed: 30 ft.Armor Class: 23 (+7 Armor, +6 Dex)Attack: Short Sword +17/ +12/ +7Damage: Short Sword 1d6+6Alignment: Lawful EvilSaves: Fort +81 Ref +15, Will +5,Abilities: Str 16, Dex 20, Con 13, Int 17, Wis 13, Cha 15Skills: Appraise +1,Balance +7, Bluff +8, Climb +2, Dis-guise +9,Decipher Script +3, Escape Artist +5I'Ga~erInformation +5, Hide+9,lntimidate +8,Jump +5, L1S-ten +8, Move Silently +9, Open Lock +6, Read Lips+6, Search +7, Sense Motive +8, Spot +8, Swim +2,Tumble +8, Use Magical Device + 5, Diplomacy +9,Disable Device +9, Intuit Direction +3, Use Rope +1

    Feats: Armor Proficiency (Light), Armor Proficiency(Medium), Armor Proficiency (Heavy), Simple Weap-ons, Martial Weapons, Ambidexterity, Two-WeaponFighting, Improved Two-Weapon Fighting, ImprovedInitiative, Blind Fighting, Improved Critical (ShortSWOl"d),Weapon FQCUS (Short Sword), ImprovedUnarmed Strike, Quick Draw (Short Sword), Run

    Possessions: W inged boo ts; r ing o f in.visibility; r ing o f eva -sion; pair of +3 (unholy, ghost touch, vorpal) shor tsw ord s; a mule t (m in d sh ie ld in g, sp ell re sis ta nce 17); + 5(ethereal, silent movement) le a th e r a rm o r; 1.436 gpo

    "BackC:;ROUNbEligon is a wealthy landed noble. He is we~ re-spected, a patron of the arts, and has the ear of rmrus-

    ters, knights, and barons. He is also the deadliest as-sassin in the kingdom.

    Eligon knew at an early age he would have to forgehis destiny with his own hands, as he was the yGurtg-of four brothers, and he would inherit little from

    B.:rciml~rbut a name and a desire for the privilegedonly wealth could bring. His opportunity arrived

    ~(-. -" ... ~ !!;...

    while, at the age of twelve, he was exploring the HighCourt attics. Eligon saw a cloaked figure peel back aloose floorboard and shoot the Prince Regent with adripping dart. Eligon didn't cryan alarm, but insteadfollowed the mysterious killer though the court andinto the city, stalking as best he could.

    Graven Darkholme saw the young boy easily, butknewno one else probablycould.lntrigued, and seek-ing a little diversion, Graven led the boy al~a roundthe city, slowing just enough to allow the quick boy achance to follow. After being "chased" all night,Graven grew bored and decided to circle around theboy and finish the charade.

    Emerzinz from the shadows, Graven told the boyb bthat his curiosity was about to cost him his life. Un-afraid, Eligon surprised Graven by asking him to teachhim the art of killing. Graven was impressed with theboy's lack of fear, and his ability to track l~. G!a~enrealized he had found the perfect apprentice, an im-pressionable youth with court connections, He agreedand began training him.

    The student soon surpassed the master. Ten yearsafter taking on Eligon, Graven knew his protegewould be better than he ever was. Graven retired andleft Eligon to be the world's premiere assassin. Andthree years later, when Eligon came for Graven, theold master was more proud than angry ...

    The tools Eligon uses for his trade are powerfulitems of death and deception. He dons the Change-ling, a suit of mystical leather armor that once be-longed to Craven, It mimics any clothing and turnsthe tip of any sword. He wears a necklace c~edAshron's Secret, a device that blocks most maglcs;divination, saying, and even magical attacks. Hisweapons are the Blades of Night, an ancient set ofswords that once belonged to the King's personalAssassin.

    By day Eligon is a well-loved noble that alwayshas a kind word or a friendly bit of gossip.

    By night, he is known as the invisible whisper,the deadliest blade, and the killer of kings.

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    ROLEpLAYING; No ESEmerald gives no thought to his appearance, his hair is close-cropped to keep it out

    of his eyes during combat, and his clothing and armor are functional and efficient. Thereis no bristling pride inhis eyes, no haughty drow arrogance. Emerald is a simple, effec-tive tool for his mind flayer masters. He's an automaton carrying out their orders, en-forcing their will. He's a slave, to the depths of his soul,

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    eaJERal_DClass/Level: Cleric 10Sex/Race: Draw MaleHeight/Weight: 5'9"Challenge Rating: 10Hit Points: 10d6+10 (50 hit points)Initiative: +2 (Dex)Speed: 30 ft.Annat Class: 27 (+15 Armor, +2Dex)Attack: Mace +14/+9/+5Damage: Mace Id8+7Special Qualities: SR 25, TelepathyAliS"ment: Chaotic EvilSaves: Fort +10, Ref +5, Will +13Abilities.: Str 16, Dex 14., Con 12, Int 20, Wis 19, Cha 10Skills; Balance +6; Heal +16, Hide +13, Knowledge(underdark) +17, Listen +12, Move Silently +10,Search +17, Sense motive +9, Spot +10, Swim +5,Tumble +7.Feats: Extra Turning, Great Fortitude, Iron Will, Im-proved Initiative.

    Possessions, Mundane: Backpack, bedroll, belt pouch,flh:,tand steel, grappling hook, 50 ft..silk rope, sack,3 torches, I-day trail rations, and waterskin,Possessions, Magical: +4 (Banting burst, ghost touch)mnce o f d is ru pt io n ; +3 hnlf pla te; bracers o f armor + 4;pot ion of ju mp ; p o tio n o fbull's streng th; rop e of cl imb-ing ; scro ll of gust o /w in d and e xp lo siv e r un e s (arcanemagic; LvI6 ); s cr o ll o j e at's g ra ce ; 1,928 g p o

    Cleric Domains: Chaos, War.Cleric Spells Per Day: G-level: D e te ct m ag ic , d ete ct p oi-s on , gU id a nc e, purifiJ food and drink, r ea d m ag ic , r es is -iance; 1st-level: b an e, b le ss , d ea th wa tc h, d oom, p ro te c-tio n fro m lm , ra nd om action; 2nd-level: au gu ry , f in dt rap s, ho ld pe rs on, l es se r r e st or a ti on , s hat te r, s il enc e; 3rd-level: dispel magic , meld in to sto ne , m ag ic cir cle a ga in stlaw, n e ga tiv e e ne rg tJ p ro te ctio n , wind wall; 4th-level:d eath w ard , d ivine p ow er, n eutralize po ison ., SIImmO!1monster TV, tongues; 5th-level:. flame s tr ik e (x2), truesee ing .

    BACkGROUNOEmerald was hom inan underground city on the

    frontier of contested caverns. Directly opposite thecity stood an ancient mind Layermonument, a holysite that they protected fervently from any and allattackers.

    Inhis tenth year, his city was attacked by a hostof mind flayers, The elves had no chance. Their citywas obliterated; no building survived ..

    Refugees were captured and turned into slaves,working in defense of the monument and its people.The children were trained to fight their own kind.TIle mind-bending powers at the mind flayers' com-mand shattered their psyches, brainwashing them,and binding them forever into service.

    Emerald was all exceptional case. His mastersstudied him, for he alone had an affinity for the mindflayers' telepathic speech. He was a wonder to them.

    Emerald was trained to hunt and slay the mindflayers' enemies, especially the draw. They kid-napped members of every race they could find, dis-sected their minds, and gifted Emerald with theknowledge. They taught him to move withou t sound,and move through the tunnels and caverns withamazing swiftness. He became their assassin, theirsecret weapon.

    One hundred years after the destruction of hiscity, and his abduction .. the mind flayer monumentspoke to Emerald's mind, or rather; itacted as a con-duit for the alien presence of the creature' 5 demonic,otherworldly god. It spoke to him, and accepted himas one of its own,

    Soon after, Emerald's new loyalty was put to thetest. He encountered a drow patrol scouting the cityruin. He attacked them withou thesitation. They werepowerful and Emerald was forced to flight, but notbefore sustaining a terrible wound. He knew that ifhe didn't receive aid, he'd surel y die. But instead ofattempting to cross the river, Emerald looked to themonument overhead, dosed his eyes, and prayed. Hisprayer was answered In the form of a trickling of palegreen flames dancing over his wounds, healing them.

    A new cleric was made.Emerald, renewed by his faith, tracked the drow

    through the city and battled them once more. Stillweary from the first battle, he bested them andclaimed their lives inthe name of the monument.

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    Ro'LepLAV1NG NOTESInelex is consumed with the desire for knowledge and secrets. He pursues it with a

    fanatical fervor not unlike that displayed by cultists or priests. To him, knowledge isdivinity, it's sustenance, it's desire, and everything he says or does revolves around it.Inelex's social skills leave something to be desired; if you have no new information forhim, you're worth nothing and beneath notice. He's arrogant and likes to prove hisintellectual superiority,

    .;

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    INlEXClass/LeveI: Wizard 10/ Lorernaster 10Sex/Race: Human MaleHeight/Weig.ht: 5' 4" /125 poundsChallenge Rating: 20Hit Points: 20d4+20 (80 hit points)Initiative: +0Speed.: 30 ft.Armor Class: 15 (Robes +5)Attack: Dagger +12/+7/+2Damage: Dagger Id4+2Specid Qu.alities: Lore, Greater Lore, True Lore"Secrets:Secret Knowledge of Avoidance, Dodge Trick, Ap-plicable Knowledge, Newfound Arcana, More New-found Arcana.

    Alignment: Neutral EvilSaves: Fort +7, Ref +6, Will +17Abilities: Str 8, Dex 10, Can 13, Int 20( Wis 16, ala 13Skills: Alchemy +28, Appraise +15, Bluff +6, Concen-tration +24, CraIt (Bookbinding) +15, Craft (pottery)+15, Diplomacy +6, Disguise +6, Forgery +20,GatherInfo +6, Knowledge (Arcana) +28, Knowledge(planes) +20, Listen +B ,Move Silently + 5 . , Open Locks+5,Scry +28, Search +10, Sense Motive +81Speak Lan-guage (Abyssal, Common, Draconic, Dwarven, Elven,Giant, Infernal, Ore), Spellcraft +28, Spot +8.

    Feats: Brew Potion, Combat Casting, Empower Spell,Enlarge Spell, Extend Spell, Heighten Spell, MaximizeSpell, Quicken Spell, Silent Spell, Scribe Scroll, SpellMastery, Still Spell.Possessions: Da g ge r a /w o un di ng +3; Potions: invisibi l i ty ,cur e l igh t wounds , swimming , to n gu es , w a te r b re ath in g,s le ep , a lt er self, c u r e mode ra te w o un ds , d ete ct th ou gh ts ,o il o f s li pp e ri ne ss , endurance, n e ut ra li ze p o is on , protec-tio n fr om e leme nts (cold), fly ; w an d o f sleep (32charges);

    r ing of w i zardry I I; w and of acid arr.ow (72charges): robe( ! ) f t lu a r ch -mag i; 879 g p oWizard Spells Prepared: O-level: arcane ma1'k, daze, de-tect magic , r ea d mag ic ; Ist-level: b urn in g h an ds, com-p rehe nd la ng ua ges, era se , id en tify, m ag ic m issile , sp id er

    climb; 2nd~level: detect thoughts, hideous la ug hte r, in -v is ib il it y, m i rr or imag e~whis pe rin g w in d; 3rd-level: dis-magic , fireball, hast e, ho ld person" lig htn in g b olti 4th-. b la ck te nta cle s, c ha rm monster , ic e s to rm , s cr yin g ,

    w all o f f ir e; 5th-level: cone of cold; co nta ct o th er p la ne ,ho ld m on ster, p assw all, w all a ffo rce ; 6th~level: analyzed uie om er , ch ain lig htn in g, .g lo be o f invulnerabil i ty , . leg-end IM e; 7th-level: fo rc eca ge , p rism atic sp ra y; te le po rtw ith out e rro r, vision; 8th-level: discem location, horridw iltin g, iro n b od y, s u.n bur st; 9th~leveI: as tra l pro jec ti on,fo re S ig ht, m ete or s io esm, t ime stop.

    U-'..CkGROU)(l DLoremaster Inelex had a humble childhood. The

    child 0 a royal sage and a chambermaid, Inelex grewup working as his father' s assistant. He spent most ofhis days deep inthe castle library, off ina corner some-where, reading a book or reorganizing long forgottenshelves full of dusty tomes.

    Inan ancient scroll, deep in the bowels of the li-brary, Inelsx made an obscure, yet significant discov-ery. The scroll detailed the creation of a philosophersstone, an exceptionally rare item reputed to bring un-heard of potency to magical elixirs and potions. Muchto the chagrin of his father, Inelex abandoned his du-ties and set out to find the components needed to cre-ate a philo sQ phe r's s to ne of his own.

    Inelex apprenticed himself to a reclusive old wiz-ard and alchemist. While this venera-ble man eked outa meager existence at the edge of society, Inelex hadmuch higher aspirations.For the next decade, Inelex absorbed all the knowl-edge the wizard had to offer, all the while studyingseveral spellbooks he had pilfered from the royal li-brary ..His knowledge and skill quickly surpassed his,master's. After a few short years, Inelex left to seekhis own fortune.

    Inelex delved into the secrets of the ancients ..Heuncovered lost tombs and plundered the wreckage ofships lost at sea. He raided other wizard's towers,and infiltrated secret societies of scholars and spell-casters. Knowledge was his greatest treasure, and hecould never have enough ..Inelex carries a multitude of potions at all times.The wily Loremaster is also a powerful wizard. Manyhave underestimated his spell casting abilities and per-ished. Those that cross him have garnered a power-ful enemy, one who delves into their lives" uncoverstheir secrets-and reveals them to the world.

    Be wary of him, you never know what secret ofyours he'll want next, or how far he'll go to get it .Just remember ... knowledge is ,power.

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    RoLEpLaTNG NOTES[arex is enthusiastic, warm, and friendly. He has an indomitable faith intruth, jus-

    tice, and honor. [arex is undoubtedly one of the bravest and most honest Paladins inhis order. His quiet upbringing taught him to reflect and his imposing size and strengthmake him an intimidating foe. Evil beware, this man will not rest until you are de-stroyed.

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    ]ARXClass/Level: Druid 3 / Ranger 3 / Paladin 4Sex,IRace:Human MaleHeighVWeight: 6' 2" / 225 poundsChallenge Rating: 10Hit Points: 3d8+7d10+20 (91hit points)Initiative: +2 (Dex)Speed: 30 It .Armo~ Class: 23 (+12 Armor, +1 Dex)Attaclc Longsword +12/ +7/+2Damage: Longsword 1d8+5Special Qualities: Nature Sense, Animal Companion(Hawk), Woodland Stride, Trackless Step, FavoredEnemy (Goblinoid), Detect Evil, Divine Grace, Lay011 Hands, Divine Health, Aura of Courage, SmiteEvU, Remove Disease, Turn Undead

    Alignment: Lawful GoodSaves: Fort +12, Ref +5, Will +7Abilities: Str 15, Dex 14, Can 14, Int n,Wis 15, Cha 15Skills: Concentration +2, Diplomacy +~,Heal +3, IntuitDirection +2 Knowledge (Nature) +4, Spellcraft +3,Swim +1, Wilderness Lore +4, Oimb +1, Jump +1,Listen 2, Move Silently +2, Ride +2, Search +2, Spot

    + lJ Knowledge (Religion) +2Feats: Armor Proficiency (Light), Armor Proficiency(Medium),Armor Proficiency (Heavy), SimpleWeap-ons, Martial Weapons, Track, Weapon Focus (LongSword), Improved Critical (Long Sword), Power At-tack, Cleave.

    Possessions: Backpack, bedroll, belt pouch, flint andsteel, grappling hook, 5 0 ft. silk rope, sack, 3 torches,I-day trail rations, and watsrskin,Possessions, Magical: F ull p la te +2; masterwork shield;

    h ea vy m ace ; +3 (holy) longswol 'd o f d i sr up ti o n (DC 25);pot ion of c at' g ra ce ; w a nd of c ur e lig ht wound s (2 6charges); 276 gp.Druid Spells Per Day: O-level.d et e.c t m a gi c, g ui da n ce ,m en din g, re sis itm ce ; Ist-Ievel: en tang te , faerie f ire,goodberry ; 2nd-level: b al'ks kin , h ea t m eta l.

    Spell per Day: bless.

    13A.CkGROUJ.lD"There once was a noble Paladin who undertook

    a great quest to save a nation, and this quest took himto an immense forest protected by a beautiful druid.The paladin gave her his heart, and the druid gavehimher aid. And the child of this coupling shall savethe world."J arex lived his first fifteen years in the wild withhis mother Xendela. When he asked of his father, hewas told, "he's from another world." Loving hismother, Iarex did not push her for more.

    Xendela was the head of the Druid Council, and[arex was quite proud of her, even if their views weresometimes quite different. Discussion of the evils ofhumanoid races and the druids' role in protecting theland and people often started heated debates betweenthem. After one such debate, [arex left his mother'shouse.[arex may have left home, but didn't go far. He

    joined the local Rangers/ an organization that helpedthe Druid Councilin times of crisis. He campaignedwith the Rangers for four years until he happenedupon a contest of bards singing about local legends.He heard the song of a certain holy warrior whohelped his mother almost twenty years ago.Three bawdy songs, two broken jaws, and oneburning tavern later, Jarex returned to his mother tolearn the truth. After days of silence, his mother re-lented and told of his father, [areth the Wise. Xendalafinally accepted her son's destiny when the GreatSpirit showed her a glimpse of his future.[areth the Wise was now the Priest-General of a

    1110St holy, well-respected warrior sect. Successful inhis quest, J areth returned to the kingdom and pros-pered. When a bastard son arrived at the sect chapterhouse, there was a great scandal, but in the end, fa-ther and son are reunited. [areth invited his son tojoin the order and [arex accepted, gladly.

    [arex soared through the ranks of Order and isnow the youngest person to be on the sect council. Infact, many senior members support the idea of elect-ing him Priest-General when his father retires. Hisattunement with nature has brought with it a keenunderstanding of the needs of his community and theland. His down-to-earth upbringing brings a fresh per-spective to all matters of politics. Not to mention hisconnection with the Druids and the Rangers, he main-t a m s friendships and allies in both organizations.

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    RoLepLa.yu.JG NOTes[essra is a pretty, seductive, winsome lady who's not afraid to dazzle a man, or awomanfor that matter, with her magnetic charm, She's clever, witty, and keeps a levelhead, both on the stage and incombat. She doesn't call man.ypeople friend, but those shedoes have earned a special place inher fiendish heart. Though not overtly evil, her mis-chievous nature keeps her toeing the line. Ifshe lets her guard down, she can be kind andloving, but that rarely happens.

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    )SSRAClass/Level: Bard 11Sex/Race: Half-Fiend FemaleHeightjWeight: 5' 5" j 125 poundsChallenge Rating: 13Hit Points: lld6+11 (61 hit points)Initiative: +3 (Dex)Speed: 30 ft .Armor Class: 16 (+3 Dex, +1 Natural, Ring +2)Attack: Staff +12/+7/+2Damage: Staff Id6+4Special Abilities: Darkness 3/ day, Desecrate, UnholyBlight, Poison 3jday, Contagion, BlasphemySpecial Qualities: Darkvision 60', Immunities, FR 20.

    Alignment: Chaotic NeutralSaves: Fort +4, Ref +10, Will +7Abilities: Str 14, Dex 16, Con 12, Int 16, Wis 11, Cha 20Skills: Bluff +13, Concentration +4, Diplomacy +13,Disguise +15, Gather Information +13, Hide +7,Knowledge (Arcana) +6, Knowledge (History) +6,Knowledge (Music) +7, Knowledge (Local) +6,Knowledge (Nobility and Royalty) +6, Knowledge(Religion) +6, Listen +3, Move Silently +7, Perform+19, Sense Motive +8, Speak Language (Abyssal,Common, Elven, Hallling, Ore), Spellcraft +7, Tumble+7, Use Magieal Device +9.

    Feats: Combat Casting, Dodge, Mobility; Expertise.Possessions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft. silk rope, sack,3 torches, 1-day trail rations, and waterskin.

    Possessions, Magical: Quar ter s ta f f +2, m ask o f em otion(despair, fear, hate, rage); m a sk o f e mo tio n (friendship,hope); lu te o f c ha nn in g (1 6 charges); ea rrin gs o f sonicp ro te ctio n; d io ke r o f a d ap ta tio n ; r in g o f p r ote ctio n +2; 231g p o

    Bard Spells Known: O-level: d aze , d etect ma gic , ghostsound; Ist-level: c ha n p erso n, e xp ed itio us re tre at, h yp -not i sm, ventr i loquism; 2nd-level: d e te ct tl 1: ou gh ts , h o ldp erso ll, m isd ire ctio n, so un d b urst; 3rd-level: eonfus ion,h as te , s cu lp t s ou nd , s lo w ; 4th-level: mOdi fy m em oty , ra in -b o w pat t ern .

    "BaCKGROUNDThe creature known as J essra Goldentongue is of

    indeterminate age. The fiendish blood of her succubusmother lends her supernaturally long life and allure,while the musical talent and ambition of her humanfather drive her to untold mischief throughout theknown lands.

    For what reason a succubus wanted to have a childremains a mystery, but her father, a well-known min-strel by the name of [en, raised [essra, Jell. doted onthe precocious and alarmingly cunning child through-out her younger years. The talented bard incorporatedthe irresistible creature into his act, becoming verywealthy in the process.

    Perhaps her part-fiendish nature got the better of[essra one day, for during a performance for a localhigh priest, the girl .evealed her father as the cruelmurderer that was responsible for several recent hei-nous crimes. Whether or not [en was responsible isnot known, but at his execution some witnesses sworethey noticed Iessra smirking through crocodile tears,

    [essra has become a captivating performer with-out peer. Her singing moves the most hardened ofsouls. Perhaps her fiendish nature lends power to thesoulful ballads, or some talent inberrted from her fa-ther as taken root in her. Whatever the case, she'shighly sought after across the land.As the years flowed by, [essra has changed hername and appearance multiple times, always on themove, causing mischief wherever she went. Shethrived on strife, on conflict and commotion. Mosttimes, she'd end up illone major city or another, play-ing for princes, and with them.

    Jessra does have a soft spot in her heart for or-phans and those who have been abused, and lendsaid to those in need from time to time. However, manytimes her capriciousness leaves behind a trail of bro-ken hearts and shattered lives. And just when it seemsher disruptive schemes are discovered, her "goldentongue" convinces someone to enable her escape.

    [essra sometimes feels the call of adventure. Whenthe mood strikes her she finds a band of would-be he-roes, joins them, and writes songs based on their ex-ploits. These songs are quite popular, so she keepsmaking more.

    Perhaps Jessra will one day tire of this dangerousgame, but it seems doubtful. To her, this is fun,

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    RoLEpLAYING NOTESLillith and her siblings have been gifted with unearthly beauty but they're all still

    very approachable, especially, Lillith. She has an amazing grace and exudes a quietconfidence and unwavering faith. She's kind, caring, and honest. Her friends are many,and even her enemies can't help but respect her majesty.

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    Class/Level: Cleric 12SextRace: Hall-Celestial FemaleHeightjWeight: 5' 10" /135 poundsChallenge Rating: 14Hit Points: 12d8+36 (108 hit points)Initiative: +1 (Dex)Speed: 30 ft .Armor Class: 17 (+1 Dex, +5 Ring, +1 Natural)Attack: Staff +13/+8/+3Damage: Staff Id6+4Special Abilities: Bless, Protection from Evil 3/ day, Aid,Detect Evil, Cure serious Wounds, Neutralize Poison,Holy Smite, Remove Disease, Dispel Evil, Holy Word.

    Special Qualities; Tum Undead, Lowlight Vision.Alignment: Lawful GoodSaves: F01t +15, Ref +5, Will +12Abilities: Str 10, Dex 12, Can 16, Int 15, Wis 19, Cha ISSkills: Concentration +8, Diplomacy +7, Heal +8, Knowl-edge (Religion) +10, Scry +10, Spellcraft +7, Knowl-edge (Outer Planes) 5Feats: Armor Proficiency (Light), Armor Proficiency(Medium), Armor Proficiency (Heavy), Simple Weap-ons, Craft Rod, Craft Staff, Brew Potion, Combat Cast-ing, Extra Turning

    Poss~ssions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft. silk rope, sack, 3torches, 'l-day trail rations, and waterskin.

    Possessions, Magical: +4 (holy, defending, ghost touch)s ta ff o f d is ru ptio n (functions as a sta ff o f life with 15charges per week); r in g o f p ro te ct io n +5; w in ge d b oo ts;n eckla ce o f p ra ye r b ea ds (full) ; 256 gpo

    Cleric Domains: Law, Healing.Cleric Spells Per Day: O-level: c re a te 'Wa te r , d e te c t p o is o n,

    guid an ce, p urifij joo d a nd drink, resista nce , uirtue; Lst-level: b an e, b le ss, co mm an d, d ivin efa vo t, e ntro pic sh ield ,p ro te cti on fr om e vi l, s an ct ua ry ; 2nd -le\"el:bu l l' s s t reng th. ,c alm e mo tio ns , co ns ec ra te , h old p er so n, le ss er r es to ra tio n,si lence; 3rd-level: da yligh t, d isp eZ m ag ic, m ag ic circlea ga in st c ha os , s ea rin g lig ht; 4tb-level: d ea tl1 w a rd , d iv in ep ow er, im bue w ith . sp ell a bility , le sser p la na r ally, order 's5th-Level: d isp el ch ao s, fla me strike , g rea te r co m-

    rig hteo us m ig ht, true see in g; 6th-level: b la de b ar -.--, !..... : . " " . , h ea l, h ol d m o ns te r.

    "'BA.CkGROUNDLillith Rain was born inan isolated mountain vil-

    lage far to the north. Twenty-five years ago the vil-lage was horne to a divine and holy event. A night offalling stars was followed by a morning of shimmer-ing rain, and rune months later every non-marriedwomen between 16 and 36 had a child. Since the vil-lage was so small, that number was few.

    Seven children born from seven mothers thatswore they had no contact with any man, each womenonly remembers the dream of aman, on the night ofthe stars and rain ...

    All seven children were smart, attractive, andcharismatic. They were bright for their age, tao. Thewhole village loved them, even if they could not ex-plain the strange births. The children seemed to sharea special bond and Lillith was their natural leader.

    On the morning the Seven turned fifteen, they saidgood-bye to their mothers and left for the world, on apath preordained for thousands of years. They allchanged their last name to "Rain" for the morningthat the heavens rained down on their village. Theseven have since become famous for heroic deeds to-gether and separately. Whel1 one is in trouble, one orall six always appear to help them, for they seem toalmost know each other's thoughts and needs.

    Sages and wise men have theorized that the Sevenare the children of some benevolent solar or demigodwho chose that village to give birth to a new genera-tion of champions. None can claim that Lillith andher siblings do n.ot fight for all that is good and just.

    Each of the Seven is special, with different skillsand abilities. Lillith, the one her siblings call "big sis-ter", has shone divine powers, like other priests inthe world. She has appeared at the heart of greatbattles, helping the most wounded and turning tiletide against the most evil of farces. She is always calmand serene, like she knows the outcome before shestarts any mission or journey. The only time she hasever shone any hatred or anger is against the greatun-life: the undead. The fury she shows fighting thenhas made powerful magi and. priests feel the very airquiver and ripple.

    Lillith has crafted her mast prized holy symbolfrom mithril, platinum, and adamantine. No one hasdetermined what god the staff is powered by, but allpriests can feel its holy power .

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    RoleplAYlNG NOTesMalgrim is a cold, calculating, and brilliant tactician. His military prowess is only

    surpassed by skill as a Battle-Mage. He is unflinching, efficient, and doesn't mince words.Voices hush when he enters a command tent and all eyes follow his every move. Malgrimexudes a sure confidence that intimidates even his oldest veterans. He's not a man whois easily ignored.

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    mALGRlmClass/Level: Fighter 4/ Wizard 12Sex,IRace: Human MaleHeightjWeigJ:lt: 6' 0" /185 poundsChallenge Rating: 16Hit Points: 4d10-t12d4+16 (92 hit points)Initiative: +7 (+3 Dex, +4 Improved Initiative)Speed: 30 ft.Armor Class: 21 (Armor +8, Dex +3)Attack: Spear +19/+14/+9/+4Damage: Spear 1d8+7Alignment: Lawful NeutralSaves: Fort +11, Ref +8, Will +12Abilities: Str 15, Dex 16, Can 13, Int 18, Wis 13, Cha 16Skills: Aypra~se +4, Climb +9, Disguise +6, Heal +8,Hide +6,Intuit direction +8,Jump +7, Knowledge +20,Knswledge (arcana) +20, Knowledge (nature) +10,Listen +8, Move silently +8, Profession +14.5, Ride+6, Sery +16, Spelleraft +16, Spot +6, Swim +6Feats: Alertness, Craft wondrous item, Enlarge spell,Great fortitude, Heighten spell, Improved initiative,Iron will, Leadership, Scribe scroll, Still spell, Tough-ness, Weapon focus (quarterstaff), Weapon focus(spear)Possessions: Backpack, bedroll, belt pouch, flint andsteel( grappling hook, 50 ft. silk rope, sack, 3 torches,1-day trail rations, and watersldn.

    Possessions, Magical: +5 (lawful, keen) sp ea r o f sp eed ,b ra ce n: o f a rm or +8, r ing o f fo rce shie ld , s ta ff o f f ire (32charges), w an d o f m ag ic 'm iss ile (37 charges), scro ll o fb urn ing hands, m ag ic moutli and summon sw arm (ar-cane magic; Ivl12); scro ll o f le sse r g ea s (arcane magic;Iv112); scrol l o f fami lia l 'pocket and c om p re h en d la n g ua g es(arcane magic; Ivl12); sc ro ll o f lig htin g b olt and repai rlig ht d am a ge (arcane magic, Iv112); 232 gpo

    Wizard Spells Known: O-level: f lare (x2), de iecr magic ,r ea d m a g ic ; 1 st -le v el : c o lo r spray, mag ic m i ss il e (x4), shock -in g g ra sp ; 2nd-level: a cid a r1 'OW ,m ir ro r im a ge , s ee invis-ibility, s ha tt er , w e b ; 3rd-level: d is pe l m a g ic , f ir eb a ll, f lam ea rro t, h o ld p erso n, lig htn in g b olt; 4th-level: black ten-ta cle s, ic e s to rm , s ho ut, s to ne skin ; Sth-level: co ne o f co ld ,in te rp osin g h an d, h old m on ste r, te le po rt; 6th-level: gl .obe

    in vu ln er ab ility , c ha in lig htn in g .

    BACkGROUNDThis feared Battle-Mage had humble beginnings.

    Malgrim was born ina small village at the edge of avast desert. The desert was a strategic location for anumber of powerful countries and was usually sweptup into any Significant war among these nations. TheGreat Road winded across the desert and movementwas swift between major cities.

    Every sizable village in the desert saw a lot ofaction, and Malgrim's was no exception. Most of itscitizens were refugees from one occupation or an-other, and many were war veterans.

    Malgrim was born to a couple that had come tothe village after the last war. They were known to havea penchant for magic, but none could have foreseenthe extent of Malgrim's potential.

    When Malgrim was thirteen, a wandering story-teller came to the village and traded ancient tales forhot meals and a place to sleep. What no one knewwas that this old man was actually a traveling wiz-ard, always looking for potential students of the ar-cane arts. He saw within Malgrim an untapped fountof ability, and revealed to his parents his profession,and Malgrim's potential Being retired mercenaries,Malgrim's parents understood what an opportunity.this was, and agreed. Malgrim left with the wizardand did not return for 20 years.When Malgrim next saw his home, he was a pow-erful Battle-Mage. He lead an army of legionnaires inan assault against a sizable force that was camped inhis home village. Without a thought Malgrim laid anambush by opening the sky and raining ire down onsoldier and villager alike. Malgrim had already useddivination magic to see that his parents were longdead, but he supposed it would not have matteredanyway. He would not have given away the elementof surprise to save anyone ...

    Malgrim" s legend as a commander grew. He waslauded for his ability to defeat any foe through tacticsor spellcasting. His grea test test was initiation info theOrder of War, a powerful conclave of Battle-Magesthat either recruited or eradicated any mage who grewtoo powerful. Magus Malgrim, his name after he hadpassed the trials, never described the secret tests hetook. His body, however, would forever show thescars of the intense rituals.He now commands a vast legion of battle-hard-

    ened mages.

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    ,

    ROleplA.Y1NG NOTESThe foul being known as Maliss came from noble beginnings to become one of the

    most feared creatures in the Southern Kingdoms. He rules with a regal and haughty airof superiority. His fortress and holdings inthe Forsaken Lands are spoken of inhushedwhispers, if at all, for to awaken his ire is to ensure destruction. He's cruel, heartless,and utterly without mercy.

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    aJA_l.lSSClassjLevel: Paladin 10, Blackguard 4Se~ace: Human MaleHeight/Weight: 6' 1" /185 poundsChallenge Rating: 14Hit Points: 14dl0+28 (133 hit points)Ihltiative: +3 (Dex)Speed: 30 ft .Armor Class: 24 (+ 11 Armor, +1 Dex, +2 Ring)Attack: Great Sword +21/+16/+11Damage: Great SW0rd 2d6+8Special Qualities: Aura of Despair, Command Undead,Dark Blessing, Detect Coed, Fiendish Summoning,Lay on Hands (1/ day), Poison Use, Smite Good (2/day), Sneak Attack (+2d6), Undead Companion.

    Alignment: Chaotic EvilSaves: Fort +15, Ref +9, Will +6Abilities: Sa 19, Dex 16, Can 1-5,Tnt 13, Wis 10, Cha 16Skills: Concentration +6, Diplomacy +6, Handle Ani-mal +5, Heal +3, Hide +6, Intimidate +10, Knowledge(Religion) +6,Move Silently +8, Ride +13, Speak Lan-guage (Abyssal, COmIDOl,'l, Orc), Spelkraft , J - 5 .

    Feats: Cleave, Exotic Weapon Proficiency (BastardSword), Leadership, Mounted Combat Power Attack,Sunder.

    Possessions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft . silk rope, sack, 3torches, I-day trail rations, and waterskin.Possessions, Magical: +4 (chaotic, keen, unholy) bas tard

    sword ; +3 (moderate fortification) fu ll p la te ; po tion o fCL I re m odera te w ounds; scro ll o f zea l, d iv ine fa vo r andprayer (divine magic; Iv16); r in.g o/proteetion +2, 230gpo

    Paladin Spells Per Day: 1st-level: b le ss , e nd m e le m en ts ;2nd-level: remove paralysis .

    'BACKGROU"'-lDLord Maliss was bam Dasan Malistar to a small,

    ........... ~JL.L influential noble family from the west. He spentjw:t'\.IUJ~LUI...'UU_ without want and being the only son to

    on the family name, Dasan was smothered withand praise. In the house Malistar tradi-

    tion, Dasan spent his teenage years in service withthe local temple, being trained in the arts of war andchivalric virtues.Dasan met another boy at the temple namedSandie. The two became fast friends, pushing each

    other to excel in all aspects of their training, How-ever, Sandie was blessed with natural abilities andgood looks that far exceeded his own. At first theyoung Malistar did not mind his friend's gifts. But intime they weighed heavily upon the spoiled boy's ego.To make matters worse, Sandie was the son of a serf,and considered a champion to the poor of the region.

    Dasan's jealousy grew great; it attracted the at-tention of a wicked fiend, a beast called Xerxess. InDasan, the creature saw the potential for monumen-tal evil and put about to tempt the young man to adon his impulses.

    The master smith of Sandie's village crafted amag-nificent sword. When the young men were to leaveon their first campaign to the east, the village elderspresented the splendid weapon to Sandie as a tokenof their faith in him. Dasan was consumed by jeal-ousy, for the blade was superior in craftsmanship thaneven his wealthy father's magic longsword.

    Xerxess whispered to Dasan and spurred jealousfits of rage. He corrupted the knight as the armymarched east, toward a massive battle with the hu-manoid legions, And when he saw a chance to fullycorrupt the faltering knight, he took it.Dasan and Sandric stood back to back, fighting

    bravely aga.inst the slavering humanoids, when thehilt of a blackened bastard sword thrust up throughthe earth in front of Dasan. Xerxess whispered onelast temptation, and it sent Dasan over the precipiceof sanity and morality. What was said is unknown,but the tale of what happened then is whispered intaverns, guildhalls and courts throughout the land.

    Dasan thrust the sword into his best friends back,slaying his fellow paladin instantly. The magic of theinfernal blade trapped Sandie's soul in its vile em-brace, it drove his benevolent spirit insane.

    Maliss was born. He conquered the humanoids.He rules all he surveys with an iron fist. And the price?A single soul. ..

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    ROLEPLAV1NG; NOTESNebezarr finally took the ultimate test for any necromancer; he cast the spells that

    turned him into a lich, He relishes the new power, and the nigh invulnerability his newform enjoys. He's rash, careless, and reckless. He's fond of using his arts to enhance hisphysical prowess, so he can rend his enemies' limb from limb rather than blast themwith spells. He's unpredictable, and not to be taken lightly.

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    Class/Level: Wizard 13SexjRace: Lich (Human Male)HeighfjWeight: 612" /150 poundsChallenge Rating: 15HitPoints: 13d4+1d12 (39 hit points)Initiative: +2 (Dex)Speed: 30 ft.Armot Class: 20 (+2 Dex, +3 Ri.ng, +5 Natural)Attack: Staff +10/ +5Damage: Staff Id6+4 or Touch Id8+5Special Attacks: Fear Aura, Paralyzing TouchSpecial Qualities: Undead, DR 15/+1, Turn Resistance,ImmunitiesAlignment: Neutral EvilSaves: Fort +4, Ref +6,Will +9Abilities: Str 12, Dex15, Con -, lnt 19, Wis 12, C o o 17skills: Balance +5, Escape artist +6, Hide +16, Knowl-edge (ancient history) +17, Knowledge (arcana) +14,Knowledge (nature) +17, Listen +12, Move Silently+11, Search +13, Sense Motive +10, Spot +13Feats: Brew potion, Craft staff, Craft wand, Empowerspell, Enlarge spell, Lightning reflexes, Scribe scroll,Still spell.

    Possessions: +4 (Unholy, Defender) sta ff o f striking ; + 2scimitar (keen); l1 ng o f p ro te ctio n +3; r ing of shoot ingstars; ring o f the rem ; hand of g I O 'l 'Y ; w a n d o f l ightning(58 charges): scro ll o f co ntro l un de ad , e ihe re aln ess, ra in -b ow p atte rn , re mo ve curse , te le kin etic sp he re and tra p th esoul (arcane magic; 1vI 16); scrol] of m agic m outh (ar-cane magic; lvl 16); scrol l o J m ag ic al a ura and shadowspray (arcane magic; lv116); s cr o ll o f re pa ir s erio us d am -age and scare (arcane magic; 1:v116).

    Wizard Spells Known: 4/6/5/5/5/4/2/1, O-level: daze ,d ete ct m ag ic, m en din g, re ad m ag ic; 1st-level: a la rm , b ur n-ing hands, charm person, magic missile (x2), shockinggrasp; 2nd-level: arcane lock, h ideous laughter, ghoulto uch, m irror im age, w eb ; 3rd-level: dispel magic , f lamea rro w , fire ba ll, h as te , lig htn in g b olt; 4th-level: b la ck te n -tacles, charm monster, confusion , fire shie ld , w all o f fi:re;5th-level: co ne o f co ld , d om in ate p erso n, m ag ic ja r, tra ns-mu te rack to mud; 6th-level: d isi te gra te , g la be o f in uul-

    rll,erabili:tu: 7tll-level: te le po rt w ith out e rro r.

    Ba.CkGROUNONebezarr was once a respected wizard at the

    Academy of Magic, where he taught summoning.Many wizards feared the dangers of summoningmagic, but Nebezarr controlled it with an artist's grace.His research in diabolic and infernal' true names' wasunprecedented, and his summoning circles had neverbeen broken. He was a prodigy, unlike m tY summonerthey had ever seen.

    But Nebezarr had a much darker passion. Hisstudies of extra-planer creatures had begun to borehim, and he had moved all. to the forbidden art ofnecromancy.

    As a tenured instructor, Nebezarr had helped OI-glUlize many expeditions to recover tare artifacts lorthe Academy. One expedition discovered an under-ground fortress, but almost a thousand leagues fromany major city or trade route. The site was perfect forhis designs. Nebezarr took a leave of absence fromthe Academy and spent all his time experimentingwith the Dead Arts. He summoned scores of fiendishcreatures to. guard and maintain his new home:Necrus Keep.

    When Nebezarr returned to the Academy ofMagic, it wasn't just to resume his duties, but to raidthe extensive vaults of the school. He secretly tookmany items dealing with necromancy. He found theancient staff, Deaduialker, which could create power-ful undead minions, the most powerful undead crea-tures he'd ever seen. But .his most treasured find wasa flesh-bound tome titled The M anua l o f the M acabre ,an ancient text that unlocked many dark secrets ofthe underworld ...

    His performance slipped at the Academy, butNebezarr didn't care. He finally slipped up and rev-eled his secrets by teaching a summoning class un-prepared. Instead of researching a creature to sum-mon, Nebezarr used a name already known to himfrom a past summoning. This creature had been sum-moned once before to perform a dark and dangeroustask for Nebezarr, and it innocently mentioned thetask in front of his students. Cursing the creature'sname, Nebezarr destroyed it.

    The students alerted the Instructors Council, butnot before Nebezarr could raid the treasure vault onelast time and spirit away to his fortress- a tome de-tailing the creation process of the most feared of un-dead, the lich,

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    RoLepLz...yuJG NOTesNo one knows which persona best matches Psyonis's true personality. As the wily

    thief he's quick to laugh, friendly, and always smiling. As the dedicated security advisorhe's hard-nosed, blunt, and in-your-face, Perhaps the answer lies inboth men's fanaticloyalty, or perhaps inthe ruthless fervor with which they protect those loyalties. Onething's for certain - both are extremely dangerous.

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    PSVONISClassjLevel: fighter 8 / Rogue 7SexjRace: Half-Elf MaleHeighifWeight: 5' 8" /150 poundsChallenge Rating: 15Hit Points: 8dl0+7d6+15 (107 hit points)Initiative: +7 (+3 Dex, +4 Improved Initiative)Speed: 30 ft.

    the priests within, was named Yonis, and that is whatthe priests named that boy.

    Yonis .had slightly elven features: he was muchthinner than most boys his age. That's all anyone canreally remember about that quier lad, except that hewas a quick-witted boy; always scheming ...

    Psyonis the Eye is a half-elf of indeterminate age.His rise though the city's organized crime cartels hasbeen phenomenal. He started working confidenceschemes and running protection rack'ets inthe darkerparts of town, then moved to the docks. His superi-ors were impressed, and also a little scared. t leastone crime lieutenant who Psyonis 'reported to disap-peared only moments after speaking with him in awell-lit tavern with 20 witnesses. Psyonis is now theright-hand man to who many call the Ambassador ofSecrets, the head of all the crime cartels. Few menknow his name. Psyonis is one of those few. What ismore amazing is that to Psyonis, this is a part; timejob.

    He is also know as Ivan Gasparov, Director ofForeign Security for the city. Director Casparov hasrecei ved promotion after promotion for protecting thecity and it's citizenry fro threats foreign and domes-tic. He has acted independently within the cit~ andabroad, gaining valuable intelligence and my'!5tic 1items. He's traveled to foreign lands as a pirate, ades-l;nan, mercenary, and adventurer. Never u,.ping oneidentity for very'long.

    Wlletlier e syonisjGasparov p enomenon isan example lof the cities relationship between crimeand government, or the exception, is uillnown. ButPsyonis deals: with both allegiances zealously. Thereis no limit or moral boundary that he will ot gladlystep over to-protect the cartels, and:"hifi,city.

    Psyonis has various ite:p.s and a ca a he hasamassed i his years of investigating the world. Hismos prized possession is Ocean's c d g e _ , a saber hefound on are island eagues to the south of any tradeoute. The islan was the epicenter of a great stormthat ever stopped. Psyonis is one of the only sailorsto refuin from it. O cean 's E dge seems to have crashing'W ve along its b1 de that sometimes move ...

    Damage: aber 2d4+6Special Qualities: Evasion, Sneak Attack +4D6,UncannyDodgeAlignment: Lawful Neutral

    Saves: Fort +9, Ref +10, Will +5Abilities: Str 12, Dex 16, Can 12, Int 16, Wis 12, Cha 17Skills: Appraise +1, Balance +8,Bluff +6, Climb +2, Dis-ise +8,Decipher Sed pt +2, Escape Artist +6,Gather

    ormation +8, Hide +8, Innuendo +4, Jump +4, Lis-iten +10, Move Silently +9, Open Lock + 9JRead Lips+9, Search +9, Sense Motive +9, Spot +6, Swim +1",Tumble +9, Us Magical Device + 8, Diplomacy +7"isable Device +7, Use Rope +2, Ride +2

    Feats: Armo Proficiency (Light), Armor Proficiency(Medium), Armor Proficiency (Heavy), Simple Weap-ons, Mantral Weapons/ Aml:iid~x ted ty, ~AlertnessQuiek Draw (Saber), Improved Initiative, WeaponFocus SabeI), Weapon Specialization (Saber), D.odge,Mobility, Spring Attack Expertise, Improved Disarm

    Possessions, Mundane: ackpack, bedroll, belt po~ch,flint and steel, grappllitg hook, 50 ft . silk rope, sack, 3torches, 'l-day trail rations) an waterskin.Possessions, Magical: B ra cers o f a rm or: +8; c loa4 , o f n!.sis;

    iance +4; n e ck la ce o f a d ap ta ti on ; o a o f t ri ck s'( ta .p ) ; O c ea n )Edge [+4 (Ghost Touch, Keen) . saber, it' assesses ~the properties I f a ring o f w ater. e lem enta l com mand];450 gp

    'BACkGROUNDOne night, long ago, an unusually quiet infant wasthe steps of the largest orphanage in the capi-guardsman who found the boy, and alerted

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    ROLEplAYlNG NOTESTambia is blunt and to-the-point. She doesn't like playing word games, she's pre-

    fers the straightforward approach to conversation. Make her angry; she'll punch youin the teeth. Earn her trust, and she'll stand between you and certain death. Tambia isrecklessly obsessed withhunting dragons and discovering their secrets. She never backsdown, even in the face of insurmountable odds.

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    T3..mBlaClass/Level: Ranger 12Sex/Race: Elf FemaleHeight;:Weight: 5' 6" / 125 poundsChallenge Rating: 12Hit Points: 12dl0 (90 hit points)Initiative: +4 (Dex)Speecl: 30 ft.~mor Class: 19 (+5 Armor, +4 Dex)Attack: Longbow +25/+20/+15/+10/+5Damage: Arrow Id6+4Alignment: Neutral GoodSaves: Fort +8, Ref +8, Will +5Abilities: Str 12, Dex 19, Can 10, Int 15, Wis 13, Cha 16Skills: Animal Empathy +11, Climb +9, Craft (Bowyer/Fletcher) +12, Hide +12, Intuit Direction +9, Knowl-edge (Nature) +7, Listen +9,Move Silently +12,Search+10, Speak Language (Common, Draconic, Elven,Ore), Spot +9,Wilderness Lore + 16.

    Feats: Far Shot, Improved Critical, Point Blank Shot,Precise Shot, Rapid Shot, Track.

    Possessions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft. silk rope, sack, 3torches, I-day trail rations, and waterskin.

    Possessions, Magical: Oath bo w (lo ng bo w +1),3 arrow s o fd r ag rm s la y in g +3, b ra ce rs o f a rch er y, e lu en c ha in , 2 dag-gers o f r e tu rn in g +2; 132 gpo

    "BACkGROUND-Tambia Woodwhisper was born in a small village

    on the northern tip of the Great Forest. Her parentswere among the three hundred or so elves thatfounded the community, 150 years ago. The forest wasEaken from humanoid expansion during the War ofThorns and the village was built initially as a scoutpost, and then as defensive fort against enemy inva-sion.

    Tambia excelled in the fighting arts, archery in.Her bond with the Old-Mother was strongEven though her parents were simple farm-

    Tambia was recruited into the Ranger Scouts, anforce that patrolled the forest and struck

    deep into humanoid territory to defend the settledlands.

    During one such raid.into relatively unknown ter-ritory, a huge dragon ambushed her party. Withoutwarning, the muck covered black snout rose out ofthe swamp and sprayed acid onto her party. Half therangers died instantly, the rest struck back withswords and bows. After the battle, only Tambia and adruid-ranger named Aspen survived. Aspen haswalked with a limp ever since, and Tambia was hor-ribly scared on one side of her face.

    Tambia found her true calling that day, the de-struction of evil dragons. The heroes recuperated atfort and grew closer, but Tambia's thirst for the huntspurred her recovery and away from Aspen's em-brace.As soon as she was able, Tambia traveled the con-tinent, and hunted evil dragons wherever she foundthem. Truly, Old-Mother touched her, for she grewmore deadly with every kill. Each battle opened newavenues, new ways to

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    RoLEplAyu.JG N-rESUthmar's charisma is a palpable force. You can't see it, p er s e, but there's no denying

    its presence. He commands respect. He's powerful, intelligent, and utterly ruthless. Hisarmies love him, and his enemies fear r u m . . He is destined for greatness; he is a livinglegend, and his vision is going to remake the world.

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    UTl)OJARClassfLevel: Barbarian 16Sex/Race: Human MaleHeightfWeight: 6' 6" / 310 poundsChallenge Rating': 16Hit Points: 16d12+68 (192 hit points)Initiative: +2 (Dex)Speed: 40 ft.Arm OJ' Class: 20 (+8 Armor, +3 Dex)Attack: Claymore +24/+19/+14/+9/+4Damage: Claymore 2d6+9Special Qualities: 'Rage 5/ day, Uncanny Dodge, Dam-age Reduction 2/ -, Greater RageAlignment: Chaotic EvilSaves: Fort +13:Ref +7, Will +7Abilities: Str 18, Dex 14, Con 17, Int IS, Wis IS, Cha 18Skills: Climb +12, Diplomacy +14, Handle animal +18,Hide +9 , Intimidate +18, Intuit direction +9,Jump +1 2,Listen +9, Move silently +9, Spot +9, Swim +12, Wil-derness lore +15

    Feats: Blind-fight, Cleave, Combat reflexes, Endurance,Great cleave, Leadership, Power attack.

    Possessions, Mundane: Backpack, bedroll, belt pouch,flint and steel, grappling hook, 50 ft. silk rope, sack, 3torches, I-day trail rations, waterskin, 5 tinder twigs;2 vials of antitoxin: 3 flasks of alchemist's fire.'water-proofing polish; suregrip salve;:2 flasks of acid.

    Possessions, Magical: +4 (lawful, keen) c la ymo r e o f s p ee d ;g ir dle o f a rm or +8; hom o f command ; po tion o f cure mod -era te w ounds; po tion o f endurance; po tion o f cure ligh tw oun ds; p otio n o f en la rg e; fea ther to ken (tree); g lo v e o fs to rin g; b ag o f tr ic ks (gray); th un de r s to ne ; h ea lin g s alv e;dus t o f d ryness ; dust o f illusion ; b ead o f fo rce ; ~ust o ftra ce le ssn ess ; a mule t o f n atura l a rm or +1; boo ts o f theunnterlands; 931 g p o

    "BaCkGROUNDThere are few barbarian warlords more feared

    ....""~~l Uthmar the Dragon. Uthmar learned the wayssword, axe, and spear from his father, as hishad done before him. He battled other young

    IfClCU4U", the elements of the Icy Desert, and the me-

    _'. .' . ~;i.~~ .4, ~~ . . . . . . . ' . ~':tJ.:

    nagerie of hostile monsters that made their home inthe bleak tundra.

    Uthmar became the youngest warrior to take com-mand. of his tribe by ritual challenge. He was fifteen.Not just another brute with a sword, Uthmar amazedthe tribal elders with a quick mind and head for tac-tics. He defeated all the other rival tribes by the age oftwenty and became the first man to ever mute thewhole northern wastes. He tamed or broke great, wildcreatures to use as weapons of war and fielded anarmy larger than-any or the clans had ever seen.

    Uthmar has angered many by desecrating the fTG-zen tombs of long dead kings, but the temptation offurther plunder has fueled more campaigns of con-quest. He found. two relics that make him even morefearsome on the battlefield, and lusts for other arti-facts.

    After countless raids and excavations, Uthmar dis-covered a priceless relic. He discovered the Hom ofCommand, a legendary item that boosted his controlover his troops lQ-fold. He became unstoppable, andhe soon dominated the entire region.Uthmar's first campaign outside the Icy Desert

    was against the Southern Empire, a country that hasstood, unchallenged, for centuries. His phenomenalgrasp of tactics and his imposing charisma combinedto make him an unstoppable battle commander. Hisforces destroyed all opposition, conquering fortress,after fortress, as it moved toward the Empire's capi-tal.

    After a yearlong siege, Uthmar was victorious. Hismen and his monstrous hordes sacked the capital,capturing the Emperor himself. There was nothingUtlunar couldn't do. No one he couldn't conquer. Hecrowned himself High King with the Emperor's owncrown and took residence in the Emperor's palace.His armies have subjugated the southerners, and bol-stered their ranks with newfound slaves and mon-sters.

    'Uthmar has conquered-all the lands above theCrown Mountains, making him the warlord over aquarter of the known world. But his ambition knowsno bounds. He's after the world, and he won't restuntil he has it.

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    RoLEPLaynJG NOTESWhen Wenowil was young, she spent months at a time in complete silence, never

    uttering a word. She is still quiet and reserved, though her duties don't allow for longstretches of silence. When Wenowil speaks its like leaves rustling ina gentle breeze. Hertouch is as cool as a mountain brook, and her very presence soothes even the mosttroubled of hearts. She's an enigma, a mystery that may never be fully understood.

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    WENOWILCl(lssjLevel: Druid 15Sex,IRace:Elf FemaleHeightjWeight: 5' 2" / 120 poundsChallenge Rating: 15Hit Points: 15d8 (90 hit points)Initiative: +3 (Dex)Speed: 30 ft.Armor Class: 17 (+4 Armor, +3 Dex)Attack: Sling +15/ +10/ +5Damage: SlingSpecial Qualities: Nature Sense, Animal Companion,Woodland Stride, Trackless Step, Resist Nature'sLure, Wild Shape (Huge), Timeless Body, A Thou-sand Faces, Venom ImmunityAlignment: Neutral GoodSaves: Port +9; Ref +8, Will +14Abilities: Str 10, Dex 16, Con 11, Int 14, Wis 20, eha 16Skills: Handle animal +17, Hide +2, Knowledge (nature)

    +20, Listen +10, Move silently +10, Search +8, Spot+7, Wilderness lore +20

    Feats: Blind-fight Combat casting, Craft rod, Craftwand, Skill focus (knowledge (nature, Skill focus(wilderness lore).

    Possessions: H id e a rm or +2; S l ing +1; 3 sling bullets; 10s li ng b u ll et s +1 o f d i st a nc e ; 3 sle ep b ulle ts ; p otio n o f cu religh t w ound s; po tion o f sw im ming ; po tion o f v is ion ; r ingo f a nim al fr ien dsh ip ; w an d o f silen ce (29 charges); f igu-rin e o j w ond rous pow er (ivory goats); figur in e o f w on -d ro us p oto er (serpentine owl); 761 gpo

    Druid Spells Per Day: O-level: d etect m ag ic, d etect p oi-s on , g uid an ce , m e nd in g, r ea d m a gic , r es is ta nc e; Ist-level:ca lm a nim als, cu re lig ht w ou nd s, e nta ng le (x2), [aer ie f i re ,pass un ihou trace , summon na ture 's a lly I; 2nd-level:b ar ks kin , c hill m eta l, fla m e b la de , le ss er r es to ra tio n, r es is te lem en ts, sum mo n sw arm ; 3rd-Ievel: c all lig htn in g, c ur em o de ra te W 0 1J nd s, n eu tr aliz e p ois on , s na re , s pik e g ro w th ,w a te r b re a th in g ; 4th-level: co ntro l p la nts , d isp el m ag ic,rustin g g ra sp , sp ike sto nes , sum mo n n ature 's a lly IV ; 5t11-level: commune w .ith na ture , cure cr itica l w ound s , icest0r112, tr ee str id e, w a ll o f th orn s; 6th-level: a n ti li fe s h el l,fL".um LV circle , tr an sp or t v ia p la nts ; 7th-level: creep ing

    jirestorm; 8th-level: fin ger o f d ea th .

    BAckGROUNDWenowil is a thousand years old, yet barely looks

    twenty. There is no exact record of where at whenshe was born. The earliest record of her is a footnotein The Druid Histories compiled by an Elven nationnear the Great Wood. During the reign of an ancientking, nearly a thousand years ago, an elven ambassa-dor was visiting The Grand Druid when a young elvengirl named Wenowil appeared during a council meet-ing. The Grand Druid seemed to expect her; shestarted as his student that moment.

    The first record of her acting as the /IAmbassadorof Nature" is during the recovery of an ancient elvenartifact called the Heart of Fire. The Heart was buriedat the center of an ancient volcano and protected bymagma elementals. Wenowil guided a band of nobleadventurers to the co;re of the world to help a conti-nent on the brink of war. When the catastrophe wasaverted, Wenowil buried the Heart of Fire beneaththe deepest ocean, where some sailors have reportedthe water still boils to this day. Wenowil would allowno person or group wield that much power. It upsetthe balance. And that she could not abide.

    Although Wenowil has usually helped the forcesof good, she is not above lending assistance to thosewho view the world ina different light. She helped atribe of lizard men relocate to a deserted swamp ratherthan come in conflict with an expanding human soci-ety. She also convinced a large tribe of trolls that "manthings" tasted bad and usually wore too much metalthat hurt their bellies. This tribe of trolls might nowbe the first to ever raise livestock instead of huntinghumans.

    Wenowil is the only non-dragon on the DragonCouncil that consists of nine Great Dragons who speakfor their respective kind. The Council has existed sincehis.tory began and although their goal is not peace withmankind, the Dragons (or at least most of them) donot want to go to war with the other sentient races.They selected a single mortal to speak on behalf oflesser species. Wenowil is the voice of all the non-dragon races in the world, and struggles with theirnear godlike egos on a constant basis. She stands un-afraid among monstrous creatures that look upon herand all the other races as food at worst, or narve play-things at best.

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    RoLepLayuJG NOTESIf you come across Winter in a roadside innor a lonely keep off the beaten path, he

    is polite and courteous, showing signs of 'a noble birth. He keeps to himself, sittingquietly, gazing into the fire or out into the night sky. He never stays in one place for verylong; he's always searching/looking for something, or more likely, someone.

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    WlNTERClass/Level: Cleric 5 / Monk 13Sex,IRace: Elf MaleHeighVWeight: 5' 7" / 155 poundsChallenge Rating: 18Hit Points: 18d8+18 (126 hit points)Initiative: +7 (+3 Dex, +4 Improve Initiative)SBeed: 70 ft .Armor Class: 21 (+ 5 Armor, + 3 Cloak, +3 Dex)Attack: Staff +14/ +9/+4Damage: Staff Id6+5Special Qualities: Unarmed Strike, Stunning Attack,Evasion, Still Mind, Slow Fall, Improved Evasion, KiStrike+Z, Diamond Body

    Alignment: Lawful GoodSaves: Fort +13, Ref +12, Will +17Abilities: Str 15, Dex 17, Can 12, Int 11, Wis 20, Cha 13S'KlIls:Balance +10, Climb +10, Concentration +13, Di-J?lomacy +12, Escape artist '+-IS,Heal +12, Hide +"16,Jump +10, Knowledge (arcana) +5, Listen +~,5,Movesilently +12, Ride +5, Search +15, Spellcraft +9, Spot+9, Tumble +18

    Feats: Aledness, Blind-fight, Combat reflexes, Deflectarrows, Expertise, Great fortitude, Improved trip, '1m-proved Initiative, Improved unarmed strike, pointblank shot, StUnning fist.

    Possessions, Mundane: Backpack, bedr01l, belt pouch,'flint and steel, grappling hook 2jlasks ' o { j ' _ o f y wa-ter, 5 0 ft. silk rope, s ck, 3 torches, ;I.-day:trail rations,and waterskin.

    Pessessions, Magical: +3 quart e rs t af f o f -s t ri ki ng ; +3 quar-t er s ta f f o f d is r up ti o n (DC 25); v estm en ts o ffa ith; c~ oa Ko fprotect ion +3; phan tom ink (magical light); slip pe rs o fsp ider climb ing ; b racers o f arm or +2; can ~le o f tru ih;m o nk 's b el t; p hy la ct er y o ffa itl ifu ln e ss ; 187 gp',

    aerie Domains: Healing, Protection.Cleric Spells Per Day: 5/5-+'1/3+1/2+1. O-l~vel: detect

    m ag ic, d etect p oiso n, g uid an ce , re sista nce , uiriue; l~t-level: b le ss , c omm an d, d iv in e fa vo r, e nir op ic s Tiie l'd ,s an c-tu ar y, s hie ld o f fa ith ; 2nd-level: b ull's s tr en gth , h 01 d p er -

    l es s er r e st o ra ti on , s hi el d o t he r ; 3rd-level: d i sp e l mag ic ,nr-;"u'I.1"' e ne rg y p ro te ctio n, p ro te ctio n fr om e le me nts .

    B3..ckGROUNDNo one knows the true name of the one called

    Winter. He has traveled the lands of men for over acentury. He is almost certainly an elf, but even atrueborn e lf would show signs of aging after this long.His elvenfeatures are, carved OJ1. a sculpted body thathas learned or taught every martial art on the conti-nent, and perhaps a few,ptore, His only forfeiture totime is his long, white hair.

    Winter was born to a long forgotten noble familythat specialized inforeign trade. He took over. the fam-ily business at an early age and excelled at it. His per-sonallife was just as blessed, and he had three finesons to carryon the family name, twin toddlers and afine young man who was just taking responsibilitiesin the business, This son, perhaps too zealous inhisbusiness practices, attempted to expand their traderoutes into dangerous lands to enhance profits, Heled the wagon caravan personally. The caravan waslost in the mountains and after time, everyone waspresumed dead.

    Years passed, and the elf that would become Win-ter still mourned, letting his mercantile empirecrumble. His grief was compounded when, ",after re-turning from one of his now rare trips, he ound hiswhole fal1:1,ilylain by some evil creature.

    The elven priests divined that a vaUlpire";had com-mitted the grisly murders, ULe noble swore:rev;engeand formed a mob to a,ttack the , a andoned castle thatthe priests had identified as the monster' s lai . Theband was unprepared for a vampire thls,pow~fu1,and everyone was killed except the"grieving father.He was spared. by the vampire and given the mosthorrible news of all. That the vampire was:.his son!The beast laughed aloud as his father cried, it disap-peared, and left ,im alone to curs lis existence.

    'Less than a month later that nobl disappeared,leaving his fortune b . a and walking into a sacredsmonastery to ~earn the skills necessary to slay theundead."HeDegan his career as a cleric, trying to bend hisanger and pai to'his will, but determination wasn'tfaith, and e soon learned that he'd never truly givehimself to a deity. Instead he abandoned the morespiritual aspects of his quest, and concentrated on thephysical- he became a monk. The crucible of his painand suffering forged a spirit and body that could notbe broken. He became a hunter, as he remains.

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    OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizardsof the Coast, Inc. and is Copyright 2000 Wizards of

    the Coast, Inc ("Wizards"). All Rights Reserved.1. Definitions: (a)"Contributors" means the copyright and/ortrademark owners who have contributed Open Game Content;(b)"Derivative Material" means copyrighted material including de-rivative works and translations (including into other computer lan-guages), potation, modification, correction, addition, extension, up-grade, improvement, compilation, abridgment or other form inwhichan existing work may be recast, transformed or adapted; (e) "Distrib-ute" means toreproduce, license, rent, lease, sell, broadcast, publiclydisplay, transmit or otherwise distribute; (d)"Open Game Content"means the game mechanic and includes the methods, procedures,processes and routines to the extent such content does not embodythe Product Identity and is an enhancement over the prior art and

    a n y additional content clearly identified as Open Game Content bythe Contributor, and means any work covered by this License, in-cluding translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) "Product Identity" meansproduct and product line names, logos and identifying marks includ-ing trade dress; artifacts; creatures characters; stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments, person-alities, teams, personas, likenesses and special abilities; places, loca-tions, environments, creatures, equipment, magical or supernaturalabilit ies or effects, logos, symbols, or graphic designs; and any othertrademark or registered trademark dearly Identified as Product iden-tity by the owner of the Product Identity, and which specifically ex-eludes the Open Game Content; (f) "Trademark" means the logos,names, mark, sign, motto, designs that are used by a Contributor toidentify itself or its products or the associated products contributedto the Open Game License by the Contributor (g) "Use", "Used" or"Using" means to use, Distribute, copy, edit , format, modify, trans-late and otherwise create Derivative Material of Open Game Con-tent. (h) "You" or "Your" means the licensee in terms of this agree-ment.

    2.The License: This License applies to any Open Game Contentthat contains a notice indicating that the Open Game Content mayonly be Used under and in terms of this License. You must affix sucha notice to any Open Game Content that you Use. No terms may beadded to or subtracted from this License except as described by theLicense itself, No other terms or conditions may be applied to anyOpen Game Content distributed using this License.

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    8. Identification: H you distribute Open Game Content You mustdearly indicate which portions of the work that you are distributingare Open Game Content.9. Updating the License: Wizards or its designated Agents maypublish updated versions of this License, You may use any anthe-rized version of this License to copy, modify and distribute any OpenGame Content Originally distributed under any version of this License.10 , Copy of this License: You MUST include a copy of this li-cense with every copy of the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertisethe Open Game Content using the name of any Contributor, unlessYou have written permission from the Contributor to do so.12 Inability to Comply: II it is impossible for You to comply withany of the terms of this License with respect to some or all 0 theOpen Game Content due to statute, judicia] order, or g vernmentalregulation then You may not Use any Open Game Material soaffected,13Termination: This License will terminate automatically if You

    fail to comply with all terms herein and fail to cure such breach within30 days of becoming aware of the breach. All sublicenses shall sur-vive the tertnlnatien of this License.14Reformation: II any provision of tins License isheld to be un-enforceable, such provision shall be reformed only to the extent nec-essary to make it enforceable.15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast,Inc. Allies &Adversa r ies Copyright 20,0,2,Talisman Studios. SystemReference Document Copyright 1999, 2000Wizards of the Coast, Inc The entire contents of Allies &Adversaries is considered OpenContent, except the cover, artwork, and other graphic elements. Thecover, artwork, and other graphic elements are considered ProductIdentity and are owned solely by Talisman Studios.

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