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HOOKSAbernath still fights the good fight. Though his undead
form prevents him from rejoining society,he cares deeply for his
people, and does all he can to protect them. PCs can encounter
Abernath inone of many ways, here are a few examples:
As agents of the King, the PCs are asked to investigate the now
deserted Necromancerskeep. They find Abernath inside, trying to
recover the bodies of his fallen comrades.
The PCs uncover several of the Necromancers minions searching
for the missing Abernath.They foil the minions plans and gain a
valuable ally.
The PCs are rescued by a mysterious undead warrior as they are
nearly overwhelmed bya horde of flesh-eating zombies.
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3ABERNATHClass/Level: Ranger 8Sex/Race: Male Human
(Undead)Height/Weight: 56", 175lbs.Challenge Rating: 12Hit Points:
8d10+24 (74 hit points)Initiative: +7 (+3 Dex, +4 Improved
Initiative)Speed: 30 ft.Armor Class: 24 (+8 Scale & Plate
Armor, +3 Dex, +3
Natural)Attack: Spear +11/+6, Short sword +9/+4Damage: Spear
1d8+2, Short sword 1d6+2Special Attacks: Energy Drain, Favored
Enemies (Undead
+2, Aberrations +1)Special Qualities: Undead, DR 15/+1,
Regeneration (3hp/
hour), Cold and Fire Immunity, Turning Immunity, SR15,
Ambidexterity, Two-weapon fighting, Track
Alignment: Chaotic GoodSaves: Fort +9, Ref +5, Will +3Abilities:
Str 15, Dex 17, Con 14, Int 13, Wis 11, Cha 16Skills: Animal
Empathy +8, Concentration +9, Handle
Animal +6, Heal +5, Hide +8, Intuit Direction +5, Jump+8,
Knowledge (Nature) +6, Listen +6, Move Silently+7, Ride +6, Search
+7, Spot +6, Swim +5, WildernessLore +4
Feats: Cleave, Improved Initiative, Great Cleave,
PowerAttack.
BACKGROUNDAbernath died ten years ago, during the a great war.
Hewas a loyal soldier of the Morning Lord, a gallant paladinknight
who commanded the armies of a northern king, anda member of an
elite scouting detail, called the Dawnsmen.
The Dawnsmen were on a reconnaissance mission, spy-ing on a
Necromancer Lords keep. Abernath was in com-mand of the unit, he
was a veteran with nearly a decade ofadventuring experience before
joining the Morning Lordsarmy.
The mission was complex; his team was expected topenetrate the
Necromancers keep, bypass his defenses, andretrieve a holy relic
stolen by the Necromancers loyalists.
It took nearly three hours for the Dawnsmen to scalethe rocks
and climb over the outer wall of the keep. Theyslipped passed the
Necromancers undead sentries anddemonic servants, using stealth,
spells, and potent magicitems to great effect.
Little did they know, despite their efforts, the Necro-mancer
had detected their approach, and allowed them topenetrate his
defenses. He was interested in capturing theelite group, so
impressed was he with their skills.
Abernath led his Dawnsmen deep into theNecromancers lair, and he
grew more wary with every step.His team was performing their duties
admirably, even su-perbly, he couldnt have been more pleased with
them, buthe couldnt shake a feeling that things were too easy.
When they finally engaged the Necromancers troops,his grew more
suspicious. He noticed flaws in their tacticsand he felt like the
Dawnsmen were being lured inside, to-ward danger. He warned the
team of his suspicions, butpressed onward, intent upon reaching
their objective.
Despite Abernaths suspicions, the Necromancer usedhis minions to
lure the Dawnsmen into a trap. He preparedhis throne room with
deadly spells and traps, held backthe most powerful of his minions,
and waited for them toarrive.
The Dawnsmens final battle was not short lived.Abernaths warning
prepared them for the throne roomtrap, and they fought valiantly
while he recovered the holyrelic. But the Necromancer pressed the
attack, and the stron-gest of his minions started to break through
theDawnsmens defenses. Several members of the team per-ished as
they retreated back to the keeps exterior. AndAbernath was forced
to send his most talented wizard onahead with the relic.
Reluctantly the wizard teleportedaway, completing the Dawnsmens
mission.
Abernath and his team fought their way out of the keep,and onto
the battlements. Escape was near at hand, theycould taste freedom,
and then it slipped away. The Necro-mancer had been holding back.
He tested their strengths,trying to discover which of them was the
most capablewarrior. He scryed the entire battle from his secure
labora-tory, and made his choice after seeing Abenaths
efficientleadership and superior tactics. He confronted them
di-rectly, and unleashed an arsenal of destructive magic uponthem.
Abernath watched his team fall around him, and fi-nally, he was the
last of the Dawnsmen.
The Necromancer captured Abernath, and used him fora necromantic
experiment, corrupting his body with thedark arts. But Abernath
resisted, and clung to his free will.He survived , and when the
opportunity presented itselfhe escaped the keep and fled.
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HOOKSCoglinus is loyal to his master but retains independent
thought. PCs can encounter him in one ofmany ways, here are a few
examples: The PCs are lost at sea and are rescued by the Captain
Whestra and the Enigma. The PCs discover the wreck of the Enigma
just off the coast of an uncharted isle. Coglinus is
the lone survivor. The PCs discover the fabled Lost City and
rescue Captain Whestra and his crew with Coglinus.
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5 COGLINUSSmall Clockwork AutomatonHit Dice: 12d10 (62 hit
points)Initiative: +0Speed: 30 ft.AC: 25 (+1 Size, +12 Natural, +2
Reinforced Armor)Attacks: Slam +5 meleeDamage: Slam
1d8+5Face/Reach: 5 ft. by 5 ft./ 5 ft.Special Qualities: Suresight,
Low-light Vision, Speech,
Skill Competence (Scry +10)Saves: Fort +3, Ref +3, Will
+3Abilities: Str 14, Dex 11, Con , Int 18, Wis 10, Cha 6Skills:
Knowledge (arcana) +12, Knowledge (Legends)
+12, Listen +14, Scry +24, Spellcraft +14, Spot +14Feats:
Alertness, Fine Manipulation, ReinforcedArmor, Skill Focus
(Scry)
Challenge Rating: 8Alignment: Lawful NeutralSpells (as 12th
level wizard): (at will) Animate Rope,
Arcane Eye, Detect Magic, Detect Secret Doors, Light,Locate
Object, Read Magic, Scrying, Tongues; (1/day)Analyze Dweomer, Call
Lightning, Create Water; (1/week) Control Weather, Legend Lore,
True Seeing, GreaterScrying
BACKGROUNDCoglinus was born in a workshop, amidst cogs,
wheels,beakers, books, and other wizardly accoutrements. Itsmaker-a
wizardly scholar and explorer-designed this highlyversatile magical
tool as a companion for his dangerousexpeditions into the
unknown.
Whestra, as his master was called, loved the sea, and
hecaptained his own ship, a beautiful galleon called Enigma.He paid
his crew handsomely and earned their loyalty withhis shrewd
seafaring.
Whestra designed Coglinus to help navigate-both at seaand during
expeditions. He sailed to the Isle of Dread andbartered with Sorcha
the Sea Hag for an entire Sirian Stone-a seeing stone with all the
properties of a crystal ball-andtwo shards of a second. He agreed
to accept a geas to sail tothe First Coast, and recover a talisman
that had been lost tothe Hags for generations.
On a long journey Whestra carefully constructedCoglinus, its
armor shell housed the Sirian Stone. The stonewould not only
function as the constructs mind, but alsoits power source. Whestra
inscribed runes of power in stra-tegically placed locations, and
imbued the creature withmagic. His spells awakened the Sirian
Stone, and bestoweda rudimentary consciousness upon the
creature.
Whestra put his new creation to the test. He used itsLegend Lore
ability to research the talisman, and after only10 days, Coglinus
had analyzed the legends and determineda likely location. He
instructed the automaton to ControlWeather and the Enigma deftly
avoided danger as it navi-gated a perilous coastline. Its ability
to Animate Rope proveduseful on deck, and its ability to Call
Lightning warded offpirates intent on making use of stormy weather
to catchEnigmas crew off guard. Whestra beamed with pride
atcreating so useful a tool.
The Enigma and her crew successfully recovered the tal-isman and
returned it to the Hag. News of their successraced across the sea
lanes, and soon they were among themost desired adventures on the
seas. Captain Whestraseemed invincible, as the riches poured in
with each newdiscovery, and he was unprepared when betrayal
rearedits head.
Whestra never noticed the way his first mate eyedCoglinus. Never
knew how the man hated being in the greatcaptains shadow. One
night, while the Enigma was in port,the first mate and a handful of
cronies stole Coglinus andfled into the city. They believed that
the automaton wastheir key to success.
The thieves stole a small ship, and set out to sea in searchof
the Lost City-a legendary place believed to be on a tinyisland, far
into uncharted waters. They forced Coglinus touse his abilities to
aid them, threatening to destroy the crea-ture after it initially
refused to help.
The automaton followed their instructions to the letter,offering
no interpretations of the Legend Lore, and doingnothing of its own
volition. The crew fumbled with theirorders, and began to
understand the folly of their ways asthey started into the unknown.
They made critical errors,and ended up lost at sea.
The men were contemplating mutiny when the Enigmacaught them,
and they put up little resistance when Whestracame along side and
boarded their ship. The former firstmate and his cronies were
forced to walk the plank, andtheir ship was hauled back to charted
waters.
Coglinus was reunited with his master, and togetherthey
deciphered the meaning in the Lost City legends. Af-ter returning
the stolen ship, the Enigma set out for partsunknown, taking up the
quest to find the Lost City. No-body knows if they found it or if
they were lost at sea. Theyhave not been seen or heard of
since.
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HOOKSDusk is a vicious creature, and would be a suitable
companion for evil PCs and NPCs alike.Licinivus uses the creature
as an enforcer, so it will be easy to introduce the beast to your
players.Here are a few examples: The PCs are investigating an old
town graveyard when they stumble across Dusk on an
errand for Licinivus. The PCs double-cross a local merchant. He
hires Licinivus to collect the money owed to
him by the PCs, and brings Dusk along as muscle. The PCs are
hired to infiltrate Licinivuss stronghold. Dusk is patrolling the
compound,
and discovers them.
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7 DUSKMedium-Size Outsider (Evil)Hit Dice: 6d8+18 (42
hp)Initiative: +5 (+1 Dex, +4 Improved Initiative)Speed: 50 ft.AC:
14 (+1 Dex, +3 natural)Attacks: Bite +7 meleeDamage: Bite
1d6+4Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Bay,
TripSpecial Qualities: Shadow Blend, ScentSaves: Fort +7, Ref +5,
Will +5Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 12, Cha
13Skills: Listen +8, Spot +8, Wilderness Lore +7Feats: Dodge,
Improved InitiativeChallenge Rating: 5Possessions: Blackshield (see
below)Alignment: Neutral Evil
BACKGROUNDThe creature known as Dusk is a shadow mastiff of
unusualintelligence, perhaps even an alpha male of its kind on
thedemi-plane of shadow. His existence on the prime materialplane
is due to the machinations of his master, the shadow-mage
Licinivus.
Early in Licinivus career, the shadow-mage entered intoa pact
with an entity from the demi-plane of shadow thatwas eager to exert
influence on this plane. The namelessentity gave Licinivus
inspiration in dreams that would comein the predawn twilight. Using
the otherworldly instruc-tions, the industrious shadow-mage
constructed an item ofstartling and insidious power: Twilight
Illuminus, an or-nately designed lantern that contained a permanent
gate tothe demi-plane of shadow. One of the powers of this magi-cal
lantern was that it could summon a shadow mastiff oncea day, but
only in the short time between day and night.
The first few times Licinivus called upon TwilightIlluminus, the
mastiffs that were summoned lacked the cun-ning the shadow-mage
desired in his servants. One evening,however, Dusk answered the
call. Licinivus saw in this crea-ture the wits and subtlety he
desired in a companion. Alas,the time he spent with Dusk was brief,
but the shadow-mage once again called upon his benefactor from the
realmof gloom. In an altered familiar-summoning ritual usingthe
Twilight Illuminus, Licinivus gated in Dusk and boundhim body and
soul.
What is unknown to Licinivus is that the same entitywho inspired
the Twilight Illuminus sent Dusk to the un-witting shadow-mage. His
purpose is as yet undetermined,but at this point Licinivus cares
not. He has become the
most powerful mage in the northern provinces and is rev-eling in
his stature.
Dusk has a history as complex and enigmatic as anyhumans. His
rise to prominence within shadow mastiffsociety is largely unknown.
He is considered a cunning andferocious adversary. His intelligence
is far beyond most ofhis kin, provoking the speculation that he is
the chosen ofsome more powerful shadow entity. Even those of
morebrute physicality have fallen before the commanding pres-ence
of Dusk.
Dusk stands an impressive five feet tall at the shouldersand is
a staggering ten feet long from nose to tail. His fea-tures are
similar to those of most shadow mastiffs but dif-fer in the face.
His enormous eyes burn with an almost hu-man intensity and his face
is extremely expressive. Evenwithout speech, Dusk can communicate
with perceptiveindividuals with great accuracy. With the magical
bond thathe and Licinivus share, the two beings work in
completeharmony.
In spite of Dusks impressive array of abilities, the crea-ture
had always suffered from the debilitating weakness ofhis shadow
kin: his inability to function effectively underdirect or intense
light. His master, always looking to maxi-mize Dusks efficiency,
constructed a collar from the hideof an exceptionally large
darkmantle and set it with an en-chanted black diamond. This
collar, dubbed Blackshield, cannegate any light-based spell or
effect in Dusks immediatearea, giving the shadow mastiff an
advantage in even themost unfavorable conditions.
Dusk revels in his role of enforcer and confidant ofLicinivus.
He is as calculating and possibly crueler than hismaster. In fact,
many times even Licinivus has been fright-ened of the massive
beast. When Dusk is given a target byhis master, his supremely
malicious nature is magnified. Ifgiven time, Dusk will torment his
victim for days and weekson end. This cat and mouse game goes on
until Dusk fi-nally grows tired of the torment or the victim ends
its ownexistence to be done with the agonizing ordeal.
When in an unknown situation Dusk analyzes the cir-cumstances
using his formidable stealth abilities, formu-lates a plan, then
strikes. If no advantage is to be gained, hewill retreat to a
better vantage point and reevaluate thescene.
Dusk has only one weakness: his perfectionism. Thisbothers
Licinivus, who sometimes just wants the task to bedone. This has
put the pair at odds more than a few times.
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HOOKSEriv does spend time with any one adventuring party for
very long. His grating personality makes itdifficult for most
people to get too close to the young warrior, and he doesnt do much
to change thisfact. Here are a few ways to introduce him to PCs:
Eriv is sleeping in the stables of the inn the PCs are visiting. He
saves their horses when the
stables mysteriously catch fire in the middle of the night. Eriv
spends some time drinking and gambling with the PCs during a
springtime festival. He
offers them his services, as hes currently between jobs. Eriv
takes a job as a guard in the same caravan the PCs are traveling
with. When they set off to
investigate raiders that have been harrying the caravan, he
offers to go with them.
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9ERIVClass/Level: Fighter 4Sex/Race: Male HumanHeight/Weight:
59", 165lbs.Challenge Rating: 4Hit Points: 4d10+8 (29 hit
points)Initiative: +7 (+2 Dex, +4 Improved Initiative)Speed: 30
ft.Armor Class: 17 (+5 Chainmail, +2 Dex)Attack: Longsword
+4Damage: Longsword 1d8+3Alignment: Chaotic GoodSaves: Fort +5, Ref
+3, Will +1Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 10, Cha
14Skills: Climb +5, Jump +5, Profession (Fisherman) +4, Spot
+3, Swim +5Feats: Blind Fight, Combat Reflexes, Endurance,
Improved
Initiative, Power Attack, Quick Draw
BACKGROUNDEriv came from a little-known town on the shores of
afishing area. He was a bastard by birth yet not belittled forhis
lineage, for many a young lass was gotten with child bypassing
adventurers in his village. His mother raised Erivlovingly, as he
puts it, but it is suspected many in the townhelped rear him.
Expected to become a fisherman, Eriv wasapprenticed to the local
boaters to learn the trade, but Erivhad other dreams. He dreamed of
becoming an adventurerlike his mysterious father, fighting for good
and saving theyoung ladies of the land, and filling his pouches
with gold.
When not catching fish and repairing nets, young Erivwould
practice with his tiny sword and assortment ofthrowing knives,
honing his skills. More than a few treesby his mothers house bore
the brunt of his practice hewould at times boast about.
Occasionally, a random partyof souls looking for a quest of some
sort would stumbleupon his humble village for a rest. Eriv always
seemed tobe able to persuade the strongest warrior of the group
toteach him to fight. His mother would pale at the bruisesand cuts
Eriv presented to her each night with a proud grinupon his winsome
face. Every now and then, a generouswarrior would gift the boy with
a larger sword with whichto practice. His skill, of course,
increased over the years,and soon it was obvious that Eriv would
never be contentto be a mere village fisherman. His eyes shone
brightly withrepeated tales brought to him by travelers of fighting
fiendsand foes in dungeons and castles. His mother would
worryherself to tears some nights thinking of her only child
offfighting the monsters of legend.
Fiercely devoted to his mother but yearning for adven-ture, Eriv
found himself torn between protecting her andliving his dreams. A
young mans dreams often win outover his duty. Eriv didnt need to
make that choice, for itwas made for him one afternoon following
the fall harvestfestival. A traveling minstrel group came to town
to per-form and earn a bit of coin to feed themselves. In this
group,a fiddler worked the townspeople with his jaunty
songs,stirring many to dance in the streets. Quite the ruckus
itcreated at some points, diverting attention from one of
theminstrels. The juggler, so handy with his nimble fingersand
quick movements, had slipped away from the groupto rob the empty
households of gold. As fate would haveit, Erivs mother had not left
home to watch the festivitiesand was caught unawares by the thief.
Eriv will never tellexactly what befell his beloved mother, but it
is thoughtthat some dastardly fate awaited her at the hands of
theintruder and his memories are much too painful to speakof.
Suffice it to say, after the minstrels faded away into
thewilderness, Eriv discovered his mothers broken body.
Grief tinged with madness ripped through Eriv, whohad at this
point grown into a strapping broad-shoulderedyoung man. Taking up
his sword, he swore vengeance uponall who would harm the innocent,
especially women. Withfellow townsmen, Eriv led the pursuit upon
the minstrels.A day later, the group was happened upon in a
clearing.The juggler was pulled from the group as Eriv drove
hissword home, piercing the mans heart. From that day for-ward, he
never returned to his village. Blood upon his handsand a mission in
his heart, Eriv became a protector of theinnocent. Occasionally he
would allow himself to be hiredout as a bodyguard, but for the most
part he traveled theland joining random parties for companionship.
Legend hasit that many times certain party members would find
theneed to leave this existence unexpectedly if their unwhole-some
deeds upon the innocent came to light or were fool-ishly bragged
about.
Eriv tends to be a quiet man unless he is plied with ale.His
loosened tongue will spin stories of his adventures andtravels.
There are times when the drink will slip him into adeep depression
and he will speak of nothing but the deathof his mother and his
vengeance. Many a party membersavoid giving Eriv ale lest they be
subjected to his rantingand crying about his past. Without the
alcohol, Eriv is astolid and reliable fighter within any party.
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HOOKSFionadell is as curious and headstrong as she is beautiful.
She gratefully attaches herself to anyparty that interests her.
Shes on a quest for power, and will do what she must to find it.
Here area few ways to incorporate Fionadell into the PCs storyline:
Fionadell spies the PCs as they pass along the edge of her fathers
kingdom. She quietly
follows them until they make camp for the night, and then
introduces herself. Fionadell runs afoul an evil sorcerer who
captures her to experiment on. Luckily, the sorcerer
runs is discovered by the PCs, who free the captured pixie. The
PCs encounter Fionadell fighting with a goblin war band and come to
her aid.
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11
FIONADELLClass/Level: Adept 6Sex/Race: Female Pixie (Small
Fey)Height/Weight: 28" / 25lbs.Challenge Rating: 8Hit Points:
1d6+6d6 (31 hp)Initiative: +4 (Dex)Speed: 20 ft., fly 60 ft.
(good)Armor Class: 16 (+1 Size, +4 Dex, +1 Natural)Attack: Dagger
+5 Melee; or Composite Shortbow +6
RangedDamage: Dagger 1d4-2; or Composite Shortbow 1d6Special
Attacks: Spell-like Abilities, Special ArrowsSpecial Qualities: SR
16, Natural InvisibilityAlignment: Neutral GoodSaves: Fort +1, Ref
+7, Will +8Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha
16Skills: Alchemy +12, Bluff +7, Concentration +10, Craft
(brewer) +10, Knowledge (arcane) +10, Knowledge(nature) +10,
Listen +7, Perform (dance, melody, pipes)+7, Sense Motive +6, Scry
+10, Spellcraft +10, Spot +8
Feats: Brew Potion, Craft Wondrous Item, Dodge, PointBlank Shot,
Rapid Shot, Skill Focus (Alchemy), ScribeScroll, Weapon Finesse
(dagger), Weapon Focus(shortbow)
Spells: (0) detect poison, detect magic, read magic;
(1st)obscuring mist, change self; (2nd) misdirection
BACKGROUNDFionadell is from the Great Forest. Idyllic and
serene, theforest protected and housed the fey, and most notably,
theroyal family of their kind. Fionadell was fortunate enoughto be
born into the royal family and lived a shelteredexistence as the
pampered princess of the fey King. Lifewas perfect for the fairy
folk, who frolicked undisturbed inthe wild woods and streams
Possessed of a restless and inquiring spirit, Fionadelldid not
usually hide from the few strangers who dared toventure into her
fathers domain. Several times, the kingsguards reported that she
had been witnessed alighting onthe shoulders of a wayward traveler.
She would be seenwhispering in their ears before flitting away into
the leavesabove. The king normally lightly scolded his daughter
onthe dangers of speaking with strangers and urged her to bemore
careful.
Fionadell disobeyed him, and as chance would have it,one night
an old wizard moved into a clearing along theshore of the Lake of
Songs, resolved to live out his days inquiet and solitude after
years of adventure. The Lake ofSongs provided him the peace and
quiet he needed to relax
and meditate. Fionadell watched him for a week as he put-tered
around his makeshift camp. He had the smell of deathabout him, and
the fairy princess realized he had come hereto die in peace.
This man would have much to teach her before he leftthis world,
she thought, as she watched him one morningmix a potion that left
the area smelling like sulfur. He hadseveral books and scrolls with
him that he would pagethrough on occasion as the potables were
combined. Shewondered what mysteries those pages must contain, as
shesat concealed within the leaves of a nearby bush.
During the second week, Fionadell began whisperinginto the old
mans ear as he slept, leaving him with the urgeto speak of his
talents. Over the weeks, Fionadell began topick up on the ways and
purposes of magic from the dyingwizard. Greedily, the princess
drank in all the informationshe could before her source was but
decaying flesh andbones upon the leaf-strewn forest floor. She
dreamed ofbeing able to cast spells and brew poisons with just a
fewwords and pinches of ingredients.
As the weeks passed, it was obvious that the days ofthe old
wizard were coming to a close. His waking hoursbecame shorter and
the nightmares of his adventures be-came more vivid and longer.
Fionadell would sit by himduring the dreams and take in all the
muttered informa-tion she could before it was too late. Her own
mind trav-eled in directions beyond the forest to see what
amazingsights this dying man had seen and done. The nightmaresended
one night as the muttering slowed and slurred, theman dying in his
sleep before her. As his breath stilled uponhis cooling lips,
Fionadell lightly poked him with a twig.There was no more movement.
The lesson was over.
His patience at an end, the king had his beloved childdragged
back to his side by his guards. Too long had heallowed her to play
with the stranger at the lake. She wasto stop this foolishness
immediately and act more like theroyal daughter he had raised her
to be. But the power andopportunity the old mans stories had
stirred in her mindspurred her to action. She told her father that
she was go-ing away for a time. She needed to see what was
beyondthe woods. His rage taking hold, he banished her from
theforest until she grew up and could accept her royal duties.
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HOOKSEver on the search for his youngest brother, he hopes that
traveling with different groups willgive him the chance to find
news of his location. His wayfarer attitude should make it easy to
fitHarenhorn into your campaign. Here are a couple of examples:
Harenhorn and his party arrive at the same inn the PCs are
visiting. All of them are badlywounded, except Harenhorn. He asks
the PCs for their aid in recovering two adventurerswho had been
captured by bandits.
The PCs are short handed for a dungeon delving mission, they
meet Harenhorn through amutual acquaintance and hire him on.
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13
HARENHORNClass/Level: Aristocrat 3 / Fighter 3Sex/Race: Male
HumanHeight/Weight: 62", 195lbs.Challenge Rating: 5Hit Points:
3d8+6+3d10+6 (22 hit points)Initiative: +4 (+4 Dex)Speed: 30
ft.Armor Class: 21 (+5 Chainmail, +2 Shield, +4 Dex)Attack: Bastard
sword +7Damage: Bastard sword 1d10+3Alignment: Chaotic GoodSaves:
Fort +8, Ref +4, Will +6Abilities: Str 15, Dex 18, Con 14, Int 17,
Wis 10, Cha 15Skills: Climb +6, Diplomacy +9, Gather Information
+8,
Handle Animal +7, Jump +8, Listen +9, Ride +8, SenseMotive +8,
Spot +8, Swim +8, Wilderness Lore +8
Feats: Exotic Weapon Proficiency (Bastard Sword),
GreatFortitude, Iron Will, Weapon Focus (Bastard Sword)
BACKGROUNDHarenhorn is a young man living the life of a
travelingadventurer. At least that is what he prefers to tell those
whoask about him. On the surface, life couldnt be better forthis
attractive swordsman with glinting green eyes and aneasy smile.
Harenhorn was born Prince Celon, third son of the Kingin a far
off land. Life within the royal family was idyllic fordecades and
peace reigned over the countryside. The wid-owed king was generous
with his family and his subjects.Prince Celon grew up learning the
sword, intending to be-come a knight to fight in tourneys. As the
third-born, heaccepted that the throne was probably not in his
future.
On the eve of the Spring Garland Tourney held in honorof the
kings name day, hundreds of hopeful knights andtheir retinues
feasted in the great hall with the royal fam-ily. As if the hand of
death had reached up and snatchedthe dream away, Prince Celon
watched as his beloved fa-ther and liege tumbled from his seat to
the floor in the gripof a heart attack. The very next day, his
eldest brother Lomarascended to the throne and was crowned king.
The dreamwas over and so began the horror, as Celon watched
hissiblings begin to die in their sleep of unknown causes. Itwas as
if the family had had a curse laid upon them. Hisyoungest brother,
Jerene, was kidnapped from his bed andhadnt been heard from since.
King Lomar, always the stron-gest of the children, used his new
power to rule over thefamily with an iron grip. Whispered rumors
among the ser-vants spoke of a poison the young king had obtained
fromtraveling wizards that he was using to kill off his
siblings.
He feared losing the power he had easily obtained that fate-ful
day on the eve of the tourney. Prince Celon fled in thenight with
help from the head of the castle guard. With thelittle coin he was
able to escape with, Celon traveled southwith a group of performers
and bards.
Stories along the road spoke of armed men looking foran escaped
prisoner from the castle. Having a hard timeblending in with the
talented ensemble, Celon left them inthe middle of the night and
found his way to a travelersinn.
From that night on, realizing that he could no longer beknown as
one of the royal family, he began to call himselfHarenhorn, a
simple swordsman looking for work.Harenhorn is looking for word of
his brother, who wasspirited away from the castle by the servants.
This is hismain priority and driving goal. He is always on the
look-out for news and rumors of a little boy with a birthmark onthe
right side of his neck. This birthmark is a telltale sign ofhis
royal lineage. Harenhorn takes great pains to concealthe mark on
his own neck with the use of scarves or cloaks.He has had scares in
the past when groups he has traveledwith have discovered his
ancestry. Some less savory typeshave tried to capture and ransom
him back to the king-dom, but with luck on his side, Harenhorn has
been able toescape before being handed back to his eldest
brother.
No matter how hard he tries, Harenhorn is not a manof the common
folk. He has a difficult time blending inwith the lower classes and
will use words with a more re-fined ring to them. This has proved
to be his undoing onmore than one occasion. Harenhorn tries to
limit his speechto others and simply flash his winning smile to
convey hisfeelings these days. He is very careful about his
movementsacross the land and will go to great lengths to hide
hiswhereabouts. He is looking for a band of adventurers totravel
with and will offer his sword to aid their cause. Hewill not kill
innocents or steal from the poor. Harenhornwill live up to his
noble heritage while consistently bury-ing deep his history.
-
HOOKSInfernus is evil, powerful, and vicious, but he is a
servant at heart. Should anything happen tohis master, the
nightmare will seek out a new one. Here are a few ways the PCs may
encounterhim:
Infernus attacks a village while the PCs are visiting. He has a
score to settle with the localmagistrate, and is razing farms and
villages across the countryside.
The PCs might face Lord Urroth in open battle as emissaries of
the King on a diplomaticmission.
The PCs encounter Infernus as the nightmare flees a battle with
the Morning Lord. LordUrroth has fallen, and Infernus tries to
escape.
-
15
INFERNUSLarge Outsider (Evil)Hit Dice: 6d8+18 (45 hp)Initiative:
+6 (+2 Dex, +4 Improved Initiative)Speed: 40 ft., fly 90 ft.
(good)AC: 24 (-1 size, +2 Dex, +13_natural)Attacks: 2 hooves +9
melee, bite +4 meleeDamage: Hoof 1d8+4 and 1d4 fire, bite
1d8+2Face/Reach: 5 ft. by 10 ft./5 ft.Special Attacks: Flaming
hooves, smokeSpecial Qualities: Astral projection,
etherealnessSaves: Fort +8, Ref +7, Will_+6Abilities: Str 18, Dex
15, Con 16, Int 13, Wis 13, Cha 12Skills: Intuit Direction +10,
Listen +12, Move Silently
+11, Search +10, Sense Motive +10, Spot +12Feats: Alertness,
Improved InitiativeChallenge Rating: 5Alignment: Neutral Evil
BACKGROUNDThe conflagration bursting upward over the
hillockssheltering the fields of wheat and corn stalks signaled
theend of the tiny village of Grens Keep. Snorts of rage
andthundering hooves heralded the death riding down uponthe
farmers. Called Infernus by the few who have survivedits
destruction, it has been said to be moving to the eastand nearing
the coast. Those pitiful few beings who claimto have seen the black
steed with flaming mane destroy allin its path have been slowly
going mad with the nightmaresconstantly plaguing every fitful
sleep.
Infernus was first seen as the death-breathing horse car-rying
the infamous swordsman Lord Urroth of the Black-guard. During his
bloody campaigns, Lord Urroth couldbe found leading the charge to
cut down the armies thathad been massing against him. Fiery trails
followed hissteed as they swooped down over the heads of the
soldiers.Infernus, with his massive head rearing back, shot
burstsof flames across the front of the line, barely sparing a
glanceas the shields and leather armor burned away. Screams ofthe
dead, dying, and fear-struck filled the air as the armywas
decimated beneath the might of the Blackguard.
As the battle progressed, with victory close at handInfernus
vaguely perceived a sudden lurch in the saddle asthey completed
another swoop over the rapidly falling en-emy. The reins fell loose
about his thick muscular neck asLord Urroth slumped sideways and
slid off the saddle.Infernus shifted around and watched as his
master fell thetwenty feet to the ground, landing with a sickening
thud.Gracefully the horse glided down to stand next to theheavily
armored soldier who had for the last two years been
his master. Several arrows protruding from the chinks inhis
heavy scaled armor and blood pouring out of the raggedwound in his
thigh, Lord Urroth moaned heavily. Infernusdipped his head lower
and sniffed at the body, his nosealmost nudging the soldier. With
an abrupt movement, hereared up with a terrifying scream and came
down uponhis former master, a flaming hoof crushing the
helmetedskull like a fragile egg.
Wheeling about, Infernus returned to the remains of thebattle,
cutting a swath of destruction across the rapidly de-pleted army.
As the Blackguard finished off the remainingenemy and looted the
dead, a handful of hopeful yet fool-hardy men attempted to rein in
the Nightmare. Grabbingthe reins would quickly be followed by
combustion as aflame-filled snort would reduce most to charred
ruins.
Infernus left the victory field and took off into the sky,flames
trailing his hooves. He was able to pry off the bridleand reins and
subsequently burn off the saddle. Finally freeof mans confinements,
he took to the wilderness, destroy-ing entire forests and their
denizens. If the forests inhabit-ants attempted escape from the
flames licking at their backs,they were quickly attacked by the
gigantic pitch-black horsewith the fiery mane and tail that stood
on the path beforethem.
The Nightmare has come upon several villages duringhis trek
east. Word of the approaching flaming death wouldoccasionally
forewarn the inhabitants, and many of thewomen and children gained
valuable escape time while themen rallied a defense. Small groups
of refugees were foundevery now and then telling stories of the
flying horse thatsnorted fire and had blazing red eyes. More often
than not,the town they had escaped from was destroyed along withthe
majority of the men folk.
The trek east to the shores of the sea has been long andarduous,
and even though Infernus seemed indestructible,he has suffered some
injuries. Once or twice a lucky yetdoomed villager has been able to
hit the horse with a swordor arrow. While not life-threatening, the
wounds haveproven a slight hindrance, and have slowed down his
at-tacks upon townships but not on unwary travelers alongthe
roadways.
Any who chance upon this being would be well advisedto keep
their distance and try to remain hidden. Infernusrage knows no
bounds, and small groups of travelers areeasy targets of his
ire.
-
HOOKSNecruss is an evil, conniving, morally bankrupt creature;
hes always hatching some evil notion. Itshould be very easy to
incorporate him-and through him, his demonic masters-into your
campaign.Here are a few ideas:
Necruss is sent to spy on the PCs. Theyre working for a local
temple, and Kolegstrathintends to interfere.
Kolegstrath orders Necruss to steal a magic item from one of the
PCs. He sneaks into theirrooms, one by one, as he searches for
it.
Necruss is secretly behind the rise of a beggar-cult in the PCs
city. The imp is persuading amad wizard to lead the cultists
against the local temples.
-
17
NECRUSSTiny Outsider (Evil, Lawful)Hit Dice: 3d8 (13
hp)Initiative: +6 (+2 Dex, +4 Improved Initiative)Speed: 20 ft.,
fly 50 ft. (perfect)AC: 18 (+2 Size, +3 Dex, +3_Natural)Attacks:
Sting +8 meleeDamage: Sting 1d4 and PoisonFace/Reach: 2 ft. by 2
ft./ 0 ft.Special Attacks: Spell-like Abilities, Poison, Share
Spells,
Empathic LinkSpecial Qualities: Damage Reduction 5/Silver, SR
5,
Poison Immunity, Fire Resistance 20, See in Darkness,Polymorph,
Regeneration 2
Saves: Fort +3, Ref +6, Will+4Abilities: Str 10, Dex 17, Con 10,
Int 10, Wis 12, Cha 10Skills: Hide +15, Listen +5, Move Silently
+5, Search +5,
Spell Craft +5, Spot +5Feats: Dodge, Weapon Finesse
(Sting)Challenge Rating: 4Alignment: Lawful Evil
BACKGROUNDThe imp known as Necruss is highly cunning and
deviousbut lacks a strong will. If confronted directly he will
usuallyacquiesce and then bide his time until he finds a way
toretaliate without fear of reprisal. Realizing he is not muchof a
facilitator, Necruss would be content to find a masterwho will
allow him to express his disturbing impulses.
The imp has a strong predilection for torture, not just asa way
to get information, but mostly for deriving pleasure.Oddly, he
himself has a low threshold for pain. He has spentmost of his free
time on the prime material plane kidnap-ping small folk (preferably
young elves) and performingvile acts on them. Several
constabularies and churches thatare aware of these heinous crimes
want him captured.
To be in his presence is to feel uncomfortable, hes gotan aura
of corruption around him, and does little to hidehis hate or
contempt for other living beings. He is not a foolto be taken
lightly. Many have made the mistake of under-estimating Necruss,
and he always makes them pay. Usu-ally in some conniving, or
hateful way. He enjoys suffer-ing, and his methods are rarely
direct. He wants to enjoyhimself, so he takes his time and savors
his pettymacinations.
Necruss has always been a pitiful little imp. His exist-ence in
the Abyss began as a messenger to a minor demonlord. After a few
centuries of meaningless (and painful)servitude, Necruss began to
think his life was doomed tomediocrity and boredom. Until the call
came-a young grey
elven prodigy from the royal house of Silvermane, who hadbeen
studying the summoning arts stumbled across thename Necruss in a
minor demonology text. Unknown toher tutors, Maeg (short for
Maegaliaserilis) decided todabble in some extracurricular projects,
and she summonedNecruss from the Abyss to serve as her
familiar.
At first Necruss rejoiced in his newfound good fortune.It soon
became clear to him that Maeg was not going to bean easy mark for
his infernal charms. Beside the fact shewas an elf and naturally
resistant to such magic, she alsowas exceptionally intelligent and
willful. Within a fewweeks, the discouraged imp resigned himself to
a differentkind of servitude. The most galling aspect of this elf
wasthat she actually wanted to do Good. But Maeg had a
majorpersonality flaw: she was supremely confident in her abil-ity
to deal with infernal creatures. She felt that with herknowledge of
demonology she could bind and dominateany infernal creature with
enough preparation. She wastragically mistaken, as were so many
would-bedemonologists before her.
Necruss new master began what she thought was aminor
informational exchange with a lesser demon namedBlekon. She
(mistakenly) felt she had duped this unwittingfool of a creature to
reveal infernal secrets to further herdevelopment as a
demonologist. However, it was she whowas being played. Blekon had
another name, Kolegstrath.Kolegstrath was a tanari of great power,
a balor. He beganto communicate with Necruss, and the hopeful
little imp,tempted by promises of influence and greater freedom,
ini-tiated the demon lords dire plan to roam the prime mate-rial
plane unfettered.
Necruss knew that if pushed, Maeg would attempt tosummon Blekon
into this plane. As her power and confi-dence grew, the scheming
imp cunningly convinced hismortal master to bind the demon Blekon
to her service.
On that fateful night, Maeg prepared her summoningpentacle
flawlessly, for a minor demon. When Kolegstrathbrutally ripped past
her defenses, she knew she gazed uponher doom. Necruss cackled
gleefully as the demon lordstripped the young elf of any vestiges
of her mortal andmoral shell. Kolegstrath transformed Maeg into a
succubusbound to him body and soul.
As for Necruss, the demon lord was true to his word.The imp was
given his freedom from servitude (at least forthe time being). At
present Necruss cavorts on the primematerial plane, sowing mischief
and ill will.
-
HOOKSRiakkhon, the Great White Hunter, Totem-god of Goblins,
wanders far and wide, searching for his lostmaster, and learning
all he can. Here are a few ways to include him in your game:
Riakkhon encounters the PCs deep in the ruins of the Lost City,
as he searches for his master. Heconfronts them, hoping he might be
able to make them help him discover his masters whereabouts.
The PCs encounter Riakkhon crossing the Great Savannah. Hes
crossing the great grasslands,searching for his worshippers.
Riakkhon tracks the PCs through an ancient ruin, and aids them
when theyre attacked by aManticore. He wants their help finding his
master, and hopes to enlist their aid after saving theirlives.
-
19
RIAKKHONLarge Magical BeastHit Dice: 10d8+30 (77 hit
points)Initiative: +7 (+3 Dex, +4 Improved Initiative)Speed: 50
ft.AC: 17 (-1 size, +3 Dex, +3 Natural)Attacks: 2 Claws +12 melee,
Bite +7 meleeDamage: Claws 1d8+6, Bite 2d6+3Face/Reach: 5 ft. by 10
ft./5 ft.Special Qualities: Pounce, Improved Grab, Rake 1d8+3,
Share Spells, Empathic Link, Scent, SR 10Saves: Fort +8, Ref +7,
Will +3Abilities: Str 23, Dex 17, Con 17 Int 13, Wis 14, Cha
4Skills: Balance +10, Hide +10, Listen +10, Move Silently
+10, Spot +10 (or masters skills)Feats: Improved
InitiativeChallenge Rating: 8Alignment: Neutral Evil
BACKGROUNDRiakkohn was born a freak. His coat-stark white and
cold-made him a pariah; the pride exiled him after a singleseason.
Among the Tiger Clans, albinos are harbingers of ahungry
season.
Life in the Great Savannah is hard. And it was ten-timesas hard
for a clan less tiger. Riakkohn was forced to fight-daily-just to
survive. He was hunted by savage Orc tribes,harried by great
eagles, and hounded by howling jackals.After a half dozen seasons,
he was a savage predator-harder,stronger, and larger than any of
his kind. When he defeatedthe Old Krenshar, he assumed the beasts
place as the to-tem-god of a Goblin tribe.
The Goblins worshiped Riakkhon as the Great WhiteHunter and paid
him tribute-with antelope, zebra, and otherherd animals. In return,
he protected their borders; heprowled the night like a vengeful
spirit and killed anythingthat threatened his worshippers. They had
a symbiotic re-lationship, and the lowly Gobin tribe gained
prominencein the area because of the strength of their totem and
thewillingness he had to destroy their enemies.
When a renegade Orc tribe finally attacked the Goblinsin force,
Riakkhon was sorely tested for the first time. Evenwith his loyal
worshippers fighting fanatically by his side,the white tiger was
mortally wounded before the last ofthe Orcs was defeated. As his
people labored to destroythe few remaining Orc warriors, Riakkhons
chief worship-per desperately tried to save his master.
Miraculously, the Goblin shaman-a wizened, crookedcreature with
innate magic abilities-was able to save hismaster with a hearty
sacrifice of the three strongest surviv-
ing Goblins. He bound their spirits to the tigers, using
theirsoulstuff as fuel for potent healing magic. After a night
ofchanting ritual and spell casting, Riakkhon was saved.
The healing changed him. He was stronger, faster, andmore aware
than he had even been in the past. The goblinsouls bolstered his
spirit; they awakened in him an intelli-gence far-greater than his
primitive kin could ever imag-ined. This consciousness awoke a
desire within him andwith it, a thirst for knowledge, and driving
need to betterhimself. He was more than a tiger. He was something
else,something new and greater.
Riakkhon contemplated leaving the tribe for a time, toseek out
someone to teach him. But he was torn. He re-mained loyal to his
worshippers, he knew how much theyneeded his strength and
protection. But the decision wastaken from him, when the great
white tiger was caught inthe grip of a wizards summoning spell.
Loremaster Inelex was deep in the ruin of the Lost Citywhen the
white tiger answered his magical summons. Sur-rounded by a gang of
Lamia, he deftly cast the summoningspell, seeking aid in combating
the foul creatures, and Fate,it seems, was with him. Riakkhon
destroyed the Lamia; hetore them apart with tooth and claw, his
savage ferocity athing of grim beauty.
When the fight was finished, the great beast turned toconfront
the wizard who called him. He didnt understandthe strange
compulsion that bound him to the man, or themeans he had used to
draw him away from his worship-ers, but the beasts eyes gleamed
with intelligence none-theless, and the wizard recognized it with
intent fascina-tion. He cast a tongues spell, and the two spoke at
greatlength, until finally, the wizard agreed to take Riakkhonas
his Familiar, he bent the aspects of the spell with other,more
potent magic, and bound the tiger to him on the spot.He recognized
the creatures potential, and was sure hedbenefit from such a potent
companion and ally.
They became a formidable team. The Loremasters pow-erful spells
were coupled with the white tigers savagery.They explored lost
tombs, ancient dungeons, ruined cities,and the like with equal
fervor, both thirsting for knowl-edge and power-until a freak
accident sent them both plum-meting through the planes, severing
their bond. Now thetwo are separated, neither knows the others
whereabouts,or even if they are alive.
-
HOOKSShae likes to join parties that have paladins or persons
who are obviously on the side of good. But she helps anywho need
her strength and protection, she unfailingly serves those in need.
Good PCs may find themselves gracedby her healing touch, while evil
PCs will feel the strength of her good right arm. Here are a few
ways to include herin your game:
Shae is called on to heal one of the PCs during a city riot. She
offers to accompany them, and continue aidingthe weak and
wounded.
Shae is assigned to the PCs as a guide through the city by
temple officials. Shes a close-mouthed guide, butknowledgeable;
shell get the PCs where they need to be.
Shae offers to help the PCs investigate the murder of a local
church official. She wont take no for an answer.
-
21
SHAEClass/Level: Cleric 2Sex/Race: Female HumanHeight/Weight:
52", 105lbs.Challenge Rating: 2Hit Points: 2d8 (12 hit
points)Initiative: +0Speed: 30 ft.Armor Class: 15 (+5
Chainmail)Attack: Cudgel +1 meleeDamage: Cudgel 1d8Alignment:
Chaotic GoodSaves: Fort +3, Ref +0, Will +4Abilities: Str 10, Dex
10, Con 11, Int 12, Wis 13, Cha 14Skills: Concentration +4,
Diplomacy +3, Heal +8,
Knowledge (religion) +4Feats: Combat Casting, Skill Focus
(Heal)Spells: (0) detect magic, guidance, light, resistance; (1st)
bless,
endure elements, magic weapon, sanctuary
BACKGROUNDShae was born to a poor family in the western plains
duringthe Plague of Black Harvests. The land was still and deadfor
months on end as the plague ran its course through themany
townships in its path. Dozens of farms and animalsperished under
its terrible swath of death. Few childrenwere born during this
period, and nerve-wracked citizenswhispered of some vengeful god
having his touch upontheir humble land.
The time of plagues passed and the harvest returned tothe
farmers. Shae was the last child born to her parentsand as such was
cherished. She lived a typical life in thefarming village of
Norvol. Her older siblings went on towork on the farm and
apprentice with various tradesmenin town. Her father made
arrangements for the young teento marry a local farmer on the
outskirts of the village. Aswas traditional, young Shae went
willingly into the mar-riage and life was peaceful for her the
first two years withher new husband. Things changed when she gave
birth totheir first child, a girl. Her husband wanted a boy to
helpwork on the farm. The infant died mysteriously during thenight.
For many weeks grief held grip over the homesteaduntil Shae became
pregnant again. Her husband rejoicedthat he would finally get his
heir.
Months later, her second girl child died suddenly dur-ing the
night. The sadness was not so apparent on herhusbands face this
time, and suspicion reeled in the youngwifes mind. A year later and
another daughter was bornand survived for yet a few weeks before
the seeminglycursed household saw another small grave dug near
the
garden. Neighbors whispered about the deaths and theyoung mother
who seemed to withdraw more into herselfwith each passing year and
each passing child.
Then one evening when the husband returned from thefields, the
home was empty. Shae disappeared during theday and was not seen in
the village again. Time passed andquestions concerning her leaving
finally dwindled, and theman remarried.
Shae had escaped to the town of Cinderalt and soughtrefuge in
the local temple. Here she began to receive train-ing as a cleric.
The clerics took in the frightened youngwoman after hearing her
story of the deaths of her children.They prayed for her to find the
strength to avenge her losses.With the priests, Shae learned to
temper her anger and fearand then channel it into power. The once
vivacious womanbecame quieter and more sedate as prayers and
trainingwove their way into her life. Buried at the bottom of
hersoul dwelled the subtle twinges for revenge upon the onewho had
hurt her and her children.
Shae left the temple after several years of study and de-votion.
Her focus on her past was obvious as she traveledsilently back to
her old life. She found sadly that the tinygraves near the old
garden had been increased by two. Thelittle mounds of earth were a
sad legacy to the past and aglaring crime of the present. She faded
into the hills andsearched for her prey. He would be working the
fields thistime of day and should be alone.
She confronted her husband, and used her newfoundpower to
dispatch him when the he admitted the horribletruth and turned on
her. Shae felt the weight lift from herheart as his soul left his
body. Making a sign over his bodyshe gave thanks to her god for his
strength. She disappearedinto the hills after her vengeance was
sated and let her feetcarry her to parts unknown. She had no path
to follow orgoal to reach.
Shae has never spoken to others of her past. All whomeet her
find a soft-spoken woman with a shadowed gazewatching passively.
She will aid other travelers on the roadin exchange for protection
and food.
-
HOOKSStone/Nebbish has since served masters of all types: mages,
priests, warriors, bards, and rogues, but all ofthem female. It
seems he is always looking for the companionship that a caring
woman brings him that willcontinue to fill the emotional void in
his heart. Here are a few ways he might meet the party:
Stone takes a fancy to one of the female PCs and offers to serve
her for nothing more than her company.A difficult offer to refuse
from so powerful a creature.
Stone meets the party on the ethereal plane, and helps them
escape an ethereal filcher. He offers toescort them safely to the
prime material plane.
Stone notices the PCs are in trouble while perching on a nearby
rooftop. He comes to their aid,swooping out of the sky like a
guardian angel.
-
23
STONELarge ConstructHit Dice: 21d10(105 hp)Initiative: +1 (+1
Dex)Speed: 20 ft (cant run), fly 25 ft (average)AC: 28 (-1 size, +1
Dex, +18 natural)Attacks: 2 claws +25 melee, Bite +23 melee, gore
+23
meleeDamage: Claw 2d10+9, Bite 1d8+9, gore 1d8+9Face/Reach: 5
ft. by 5 ft./10 ft.Special Attacks: SlowSpecial Qualities:
Construct, Magic Immunity, Damage
Reduction 30/+2, FreezeSaves: Fort +4, Ref +5, Will +8Abilities:
Str 29, Dex 13, Con , Int 20, Wis 18, Cha 11Skills: Alchemy +14,
Appraise +15, Bluff +12,
Concentration +16, Craft (Bookbinding) +15,Diplomacy +10,
Forgery +10, Gather Info +6,Knowledge (Arcana) +28, Knowledge
(Planes) +20,Listen +8, Move Silently +13, Scry +28, Search
+14,Sense Motive +15, Speak Language (Abyssal,Common, Draconic,
Dwarven, Elven, Giant, Infernal,Orc), Spellcraft +28, Spot +11.
Feats: MultiattackChallenge Rating: 14Alignment: Neutral
Good
BACKGROUNDThe construct known as Stone is far more than it
appears. Itlooks remarkably like a gargoyle, winged and stony.
Whatlies beneath the coarse rock, however, is most astonishing.
Stones story begins 850 years ago in the mind of an
ac-complished mage named Nebbish the Shrewd. Nebbish hadseen well
over a hundred winters and was alive only inpart due to many
magical elixirs that pushed back the in-exorable effects of time on
his wizened and fragile mortalshell. In spite of all this, his mind
remained sharp and hun-gry for knowledge. Nebbish knew it was only
inevitablethat his battle with death had to end with him on the
losingend.
It was while studying a tome on lichdom that hestumbled upon an
answer. A phylactery could hold his lifeessence after his body
perished. The only problem was thathe did not desire to become
something of monumental evilas an undead lich. Pure chance helped
steer him in an en-tirely new direction.
During an ethereal jaunt, looking for unexplored cav-erns in a
local mountain range, Nebbish stumbled acrosshis solution: a
perfect gem surrounded by some of thetoughest stone known to sages,
granite. It became clear to
the mage that this is how he would cheat death. He wouldtransfer
his life essence into a stone golem.
His health failing, Nebbish went to work quickly on hisfuture
body. The eerie-looking gargoyles that perched uponthe walls of a
local cathedral he had lived near when hewas a child had always
fascinated him. They had not only asort of silent grace but also a
formidable presence. AllNebbishs training as a wizard came into
play as he extractedthe large hunk of rock from the side of the
mountain. Hethen performed all the necessary rituals for the
creation ofa golem with a slight modification, the insertion of his
con-sciousness into the construct.
The ritual was successful. Nebbish was now a stone go-lem with
the additional power to fly. The feelings that wentthrough him
could only be described as euphoric, not to betrapped in a frail
mortal form anymore, his limbs surgingwith vigor. For many years
Stone/Nebbish was happy inhis new form, traveling to strange and
distant lands, learn-ing of new wonders. But certain things began
to bother him.He could no longer practice magic and its intricacies
withhis huge and bulky hands. He also realized there were fewhuman
settlements that would tolerate his appearance.Lastly and worst of
all, he had no human sensations, at leastnot normal human
sensations. He could see and hear, buthe could not feel the
sensation of touch, and it nearly drovehim mad. Stone became
melancholy for a time, until he metLady Amara.
Amara was a minor noble from the southern kingdomswho went
against all conventions to become a priestess ofan ascetic goddess.
Stone had fallen into the habit of mas-querading as a gargoyle on
various buildings to watch andcovet the simple lives of people as
they went about theirdaily routines. It was at Amaras temple where
Stone fell inlove. He watched her from afar, looking after her
concerns,secretly keeping her safe.
It took more than a year to approach her, but he finallymustered
the courage to meet Amara. At first the priestesswas taken aback
and nearly shunned Stone completely, butshe eventually began to
appreciate the shining soul beneaththe stony exterior.
Stone was truly alive again. He found that as her com-panion he
could fulfill himself in a new way. He served herfaithfully until
the day she passed away of old age.
Now he moves from master to master, always servingthe side of
good.
-
HOOKSSyrna seeks power, and will do anything to get it. Shell
use the PCs if she can, and even join them if she must. Here area
few easy ways to include her in your game: Players are sought out
by an NPC mage to retrieve an arcane tome from an abandoned library
on the edge of the
wastes. The party travels unknowingly into the lair of Syrna who
is looking to start her own undead army. A PC necromancer is
looking for a unique creature to become his or her familiar. Either
she hears about Syrna from
a traveling bard or discovers her story in the frenetic writings
of a mad necromancer named Sahar Mahaadi. He orshe decides to track
down and bind Syrna to her will.
Communication from a small village on the outskirts of the
kingdom is lost. This village just happens to be thebirthplace of
one of the PCs in the party and is where most of his family lives.
The party must go investigate andSyrna is waiting for them.
-
25
SYRNASmall Animal (Undead)Hit Dice: 4d12 (26 hp)Initiative: +3
(Dex)Speed: 20 ft., swim 20 ft.AC: 17 (+1 size, +3 Dex, +3
Natural)Attacks: Bite +4 meleeDamage: Bite 1d4-2 and
PoisonFace/Reach: 5 ft. by 5 ft. (coiled)/5 ft.Special Attacks:
Petrification Gaze, Poison: Fortitude
save (DC 11); initial and secondary damage 1d6temporary
Constitution.
Special Qualities: Undead, +2 Turn Resistance, DamageReduction
10/Silver, Cold and Electricity resistance10, Scent, Petrification
Immunity
Saves: Fort +4, Ref +7, Will +4Abilities: Str 6, Dex 17, Con 11,
Int 2, Wis 13, Cha 9Skills: Balance +11, Climb +12, Hide +15,
Listen +9, Spot
+9Feats: Alertness, Dodge, Weapon Finesse (bite)Challenge
Rating: 5
BACKGROUNDThe viper known as Syrna has an origin similar to
mostwizards familiars. Her life truly began with a
ceremonialsummoning from a mage by the name of Elocnarr. It
wasduring that one balmy summer evening that herconsciousness awoke
to a purpose. At the moment of hersummoning Syrna began to desire
power. As she gainedawareness and newfound abilities as a familiar,
Syrna wasdriven to become more than she was before.
Syrnas master was a gifted mage, forever poringthrough ancient
texts and arcane manuscripts. This frus-trated the awakened
serpent, for she yearned to be inde-pendent and pursue a life
unbound by the ritual that hadlinked her to this wizard. This
desire created a terrible con-flict within Syrna, as her soul was
coupled to this mans.She knew if anything untold happened to
Elocnarr, herlife would likely end. She was not ungrateful to him
forunlocking her consciousness and did not pursue the call-ing in
her heart for freedom. She preformed her duties tothe best of her
abilities, and was a dutiful companion to thewizened wizard.
Many years passed, and Elocnarr had established amanse and
library on the eastern edge of a prosperous king-dom, confident in
his reputation as a gifted spellcaster todefend him against
unwanted harassments. At least in onecase, this display of wealth
and independence was takenas a challenge. Elocnarr was encroaching
on another
spellcasters domain, though he was unaware of it, andwould
remain so until it was too late.
A necromancer by the name of Sahar Mahaadi heard ofElocnarrs
manse (and the mans growing mystical abili-ties) and decided that
the wizard was a threat that neededaddressing. Sahar was trying to
establish himself as thepreeminent spellcaster in the region, and
Elocnarr wasbecoming a thorn in his side. He was friendly with
Saharsrivals, and the Necromancer didnt need any more ememies.
The Necromancer used stealthy magics and sly agentsto analyze
Elocnarrs defenses. He gathered informationabout the wizard, and
planned an offensive strike thatwould get rid of this new rival
with none the wiser.
In the middle of winter, Sahar made his way toElocnarrs
stronghold with a small but potent contingentof undead soldiers of
his own manufacture. In his hubris,Elocnarr had become lax in the
upkeep of his magical de-fenses, and he was unprepared for the
brutal efficiency ofSahars undead minions. They decimated Elocnarrs
mea-ger contingent of guardians in a single night and caughtthe
wizard himself unaware in his sleeping chambers. Theydestroyed the
mage with the same swift, brutal efficiencythey used against his
guardians. Elocnarr never had achance. He died without ever knowing
why hes been at-tacked, or who was responsible for it.
In one last act of defiance, Syrna attacked the necroman-cer,
but Sahar was immune to the snakes poison. Saharmurdered her master
and left her to his minions. In hernear decade of awareness, Syrna
had nurtured an all-con-suming desire to become an independent
entity. This crav-ing rooted her spirit to this plane as an
unfulfilled soulwanting expression. The necromancer, having certain
sen-sitivity to these things, contacted Syrnas spirit. Impressedby
the intensity of the snakes will, he decided to create anew form of
undead by bringing Syrnas soul back to hernow skeletal body.
The resultant undead being that arose from Sahars
foulexperiments was an amalgamation of all Syrna had beenand many
new undead abilities and she revels in this, ex-ploring the limits
of her newfound freedom and abilities asoften as she can.
Syrna now wanders the wastes with her own agendaand the power to
carry out her desires. It seems the necro-mancer released her from
his subjugation out of respect forher wishes to be free, but now
another dark need drivesher.
-
HOOKSTerean is young, brash, and excited, but he has the talent
to prosper as an adventurer if he can settledown and get some
experience under his belt. Hes an able companion, and willingly
works for older,wiser parties when he can. Here are a few ways for
him to meet the party:
The PCs are looking for a wizard to help them decipher a
rune-covered map. They hire Tereanas a translator and guide.
Terean hires the PCs to escort him from Old Town to the Hall of
Magic. He crossed a local lordwho wants his blood.
The PCs are hired to stop a local pirate from capturing a ship
containing medical supplies. Theyhire Terean to aid magically
support to their arsenal.
-
27
TEREANClass/Level: Wizard 3Sex/Race: Male HumanHeight/Weight:
510", 175lbs.Challenge Rating: 3Hit Points: 3d4+6 (14 hit
points)Initiative: +2 (+2 Dex)Speed: 30 ft.Armor Class: 12 ( +2
Dex)Attack: Dagger +1Damage: Dagger 1d4Alignment: Chaotic
GoodSaves: Fort +1, Ref +2, Will +3Abilities: Str 11, Dex 13, Con
10, Int 15, Wis 11, Cha 16Skills: Concentration +7, Diplomacy +5,
Heal +3,
Knowledge (Necromancy) +9, Spellcraft +9Feats: Dodge, Improved
Initiative, Maximize SpellSpells: (0) Flare (x2), Detect Magic,
Read Magic; (1st) Magic
Missile, Burning Hands; (2nd) Web
BACKGROUNDThe youngster known as Terean grew up within a
familyof merchants. Silk and fine fabrics were the familys
primarytrade, earning them great renown across the lands for
thequality of their wares. It was expected that the children ofthe
family would join the business in some way as theygrew to the age
of responsibility. Alas, the gods had otherplans for young
Terean.
Upon reaching his sixth year, odd things began hap-pening to the
boy. Visions and apparitions would appearto only his sight at the
oddest times. Frightened by the vi-sions, young Terean feared he
was going as mad as CrazyLill who lived at the end of the road. As
he grew older, hebegan to realize that the visions were not harmful
but wouldat times give warning of dangerous events.
Terean, compelled by his secret, sought out the townsmystic for
answers. A long afternoon of relating what hehad seen over the
years persuaded the old man to pro-nounce that the boy was gifted
with innate abilities in thearcane arts. Stunned, young Terean
digested this new rev-elation that would inevitably change his life
in more waysthan he had ever thought imaginable. Gone was the goal
ofbecoming a silk tradesman like his father before him. Heimagined
a world of adventure like his cousin Berh, whowas off traveling in
some wild land where women woregold and castles beckoned to be
pillaged for riches, or sohis older brother boasted.
The old town mystic directed the boy to the to seek ateacher who
could train him in the arts. Terean met with
Silent Gert, a master illusionist from the Hall of Magic.
Si-lent Gert was not mute, but spoke rarely enough to earnher
nickname. Content she was to spin and create her magicwithout words
to disturb her concentration. Recognizingthe talent the boy
radiated as he entered the magical build-ing, Gert immediately made
the decision to take him on asan apprentice.
It took all he had in persuasion to convince his familythat the
life of a tradesman was not in his future. At firstthey recoiled at
the idea of their youngest child not follow-ing in their footsteps,
but gradually they accepted the pathhe was destined to walk. So
began young Tereans appren-ticeship, he astounded even the most
stoic wizards with hisdedicated desire to master the mystic arts.
Years passed,and his abilities surpassed most others of his
age.
In his twentieth year, Terean, now a young man andhaving amassed
skills most in the hall were envious of, wassent leagues away to
another hall. Many days travel awayin the Valley of Whispers, the
town of Mor-at hosted theHall of Magic. Terean studied at that hall
for five years,learning how to focus his arts and mold from nothing
a tan-gible object. He impressed his teachers with a quick wit anda
hearty desire to learn.
Shortly after his twenty-fifth birthday, Terean visitedhis
childhood home for a yearly gathering. His adventur-ing older
cousin Berh was also on hand for the celebrationand reunions. With
his cousin came tales of travels far andwide involving rescuing
fair maidens and slaying mightybeasts. It was as if he were a boy
of six yet again as he lis-tened with apt attention to the stories
woven by his excit-ing cousin; the adventures called to him.
Noticing the glintin Tereans eyes, Berh naturally over inflated his
stories,enticing the young man to consider a new life. Over
manymugs of ale, the two men spoke of traveling together andthe
adventures to be had. At the end of the weeklong fam-ily
celebration, Terean was soundly convinced that the lifeof adventure
was for him, and after making numerouspromises to his teachers to
return in a few years to continuehis training, Terean went off with
his cousin to seek for-tune and adventure.
Now he can be found traveling with mercenaries, ad-venturers,
minstrels, and the like, seeking fame and fortuneand chasing tales
of treasure and excitement.
-
HOOKSWhisperwing is unusually intelligent for his kind, perhaps
due to the lingering effects of his bond withJarsters. He is
clever, and capable of following detailed plans to their fruition,
and would serve verywell as a spellcasters familiar. Here are a few
examples:
A PC wizard or sorcerer seeking a familiar in the vicinity of
the Great Forest is blessed, whenWhisperwing answers the
summons.
The PCs encounter Whisperwing while defending a grove of Trents
from a marauding Orc tribe. Whisperwing swoops and dives around the
PCs, herding them toward an injured unicorn with
hopes they can aid the magnificent creature.
-
29
WHISPERWINGSmall Magical BeastHit Dice: 1d8 (1/2 masters
hp)Initiative: +7 (+3 Dex, +4 Improved Initiative)Speed: 10 ft.,
fly 40 ft. (average)AC: 17 (+1 size, +3 Dex, +3 Natural)Attacks: 2
Claws +5 meleeDamage: Claws 1d4-2Face/Reach: 2 ft. by 2 ft./ 0
ft.Special Qualities: Low-light Vision, grant +2 Move
Silently, grant Alertness, Improved Evasion, ShareSpells,
Empathic Link
Saves: Fort +2, Ref +5, Will +4Abilities: Str 6, Dex 17, Con 10
Int 6, Wis 14, Cha 4Skills: Listen +14, Move Silently +20, Spot +6
(+8 on Spot
checks in dusk and darkness) (or masters skills)Feats:
Alertness, Improved Initiative, Weapon Finesse
(Claws)Challenge Rating: 3Alignment: Neutral Good
BACKGROUNDWhisperwing, here! was a familiar call to those who
knewthe druid Jarsters, as he would hold out his
leather-wrappedforearm and the owl would land upon it. Serenely
lookingabout his surroundings and lightly bobbing his head at
hismaster, Whisperwing was the animal companion of the wisedruid
known for his adventuring skills. Jarsters traveledfar and wide
with groups that had a yearning for richesand glory, with his
faithful owl along for the ride.Whisperwing traveled with Jarsters
for three years, assistinghim with scouting and protection. The two
worked soamiably together that is was rare to see them apart.
Theyseemed to have the same thought patterns and
intuitions.Jarsters was seen many a time seemingly whispering
intothe ear of his companion, its head bobbing as ifunderstanding
completely.
For all his eccentricities, Jarsters was a wise druid,
per-fectly in tune with nature and its denizens of the
wild.Whisperwing was faithful and true in his companionshipto the
old man in their many travels. Other animal com-panions came and
went, but Whisperwing was a perma-nent fixture in the mans life,
proving his loyalty and valuetime and again. Occasionally parties
traveling with the pairwould keep tally and place bets to see how
many times theowl would forewarn them of impending danger.
Jarsterswould smile and bob his head slightly at the owls workfor
the group.
A year ago, Whisperwing accompanied his master anda party of
adventurers along a series of paths that would
ultimately lead them to an old run-down keep.Whisperwing was
sent ahead to scout the area for possibledangers. Flying high above
the trees surrounding the crum-bling brick and plaster walls that
somehow still supportedhalf a roof, the owl searched for any kind
of movement.Aside from the occasional rat or squirrel, the area
seemeddeserted. A foul odor did seep upward from a large darkcrack
in the barely visible floorboard. Arriving back toJarsters, the owl
landed silently but for a flap of wing inthe wind. The old druid
smiled and nodded to the bird asit let out a squawk. There was
something evil living in thekeep, possibly protecting the ancient
tomes of power ru-mored to have been buried there.
The party decided that this was a perfect opportunityto prove
their worth to the neighboring duke who had sentthem on this quest:
retrieve the tomes and collect thebounty. The thrill of battle
coursing through their veins,Whisperwing watched dispassionately as
the troupe ven-tured down into the darkness. He sat upon the
crumblingwall and waited for the return of his master. The sounds
ofthe groups screams and the clash of metal reverberatedupward
through the crack in the floorboards. A drider wassweeping through
the party, destroying and feasting uponall who fell at his feet.
Whisperwing waited patiently forJarsters to emerge from the
pit.
A week later, the owl flapped away into the wilder-ness, its
servitude to Jarsters abruptly concluded. Like manyanimal
companions, Whisperwing is unfailingly loyal pro-vided his master
does not give him reason to distrust.Whisperwing is able to see
extremely well in darkness andis excellent for reconnaissance. His
last master was able tospeak to and understand the animal, which
frequentlywould amuse other party members. Many jokes would bemade
of Jarsters affinity for the mannerisms of the owl.
Whisperwing has been living in the Great Forest sincethe
departure of his old master. He will come willingly to anew
summoner if called. He will join any type of masterwho summons him
as long as he is not abused or forced toact against his nature. He
is well suited for traveling groupsthat need a scout who can remain
silent and swift and en-joys the company of humans as well as elves
and otherwoodland folk.
Whisperwing tends to remain close to the Great Forest,though hes
free to travel where he will. Something aboutthe place is
comforting to the beautiful bird, and he feels akinship with the
mighty place, emotions perhaps, left fromhis bond with
Jarsters.
-
HOOKSWildwind is the protector of Red Bane Ridge, but he will
serve a master if there is need. Wildwind is a noble,heroic
creature, and would make a find mount for a paladin, cleric, or
ranger. Here are a few ways to incorporatehim into your game:
The PCs help Wildwind defend the village against a hostile Fire
Giant come down from the mountains. The PCs recruit Wildwind to
help them find a particular peak on the Red Bane Ridge. With his
ability to
fly, the could search in places they otherwise could not reach.
Wildwind enlists the PCs aid as he searches the countryside,
looking for a pair of lost children. The kids
have been missing from the village for two days, they were
captures by centaurs crossing the valley.
-
31
WILDWINDLarge Magical BeastHit Dice: 4d10+12 (34 hp)Initiative:
+2 (Dex)Speed: 60 ft., fly 120 ft. (average)AC: 14 (-1 size, +2
Dex, +3 natural)Attacks: 2 hooves +7 melee, bite +2 meleeDamage:
Hoof 1d6+4, bite 1d3+2Face/Reach: 5 ft. by 10 ft./5 ft.Special
Qualities: Scent, Spell-like abilitiesSaves: Fort +7, Ref +6, Will
+4Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13Skills:
Listen +12, Sense Motive +7, Spot +12, Wilderness
Lore +3Feats: Iron WillChallenge Rating: 3Treasure:
NoneAlignment: Chaotic good
BACKGROUNDStories of a winged horse began filtering down from
themountain villages in late winter during the month of Pines.The
elders of the valley whispered tales of the white-wingedhorse that
would glide down from the heavens. Childrenvainly watched the skies
searching for the wild animal oflegend said to have visited their
village in the days of yore.Arriving never when expected, Wildwind,
head of thePegasi herd living in the Red Bane Ridge, would
portendgood luck to the children born that year, at least
accordingto the town mystics.
Wildwind is twenty years old and sired ten foals withhis mate,
Surefoot. But the coughing sickness took Surefootsuddenly, leaving
Wildwind to lead the herd alone. Nor-mally even-tempered, the death
spun Wildwind into a deepdepression as the grieving process took
over. While he ne-glected his leadership of the herd, younger, more
brazenPegasi pushed Wildwind out. It was then that he took
toexploring the land around the Red Bane Ridge.
The Red Bane Ridge covers many leagues and severalvillages dot
the landscape in the valleys. Rumors about theherd were told in
various villages over the years, and talesfrom travelers spoke of
the great winged horses that hadbeen seen flying over faraway
lands. Wildwinds first veri-fied appearance was in the spring
during the month of Pet-als. A trio of young girls gathering
flowers for the familyhousehold watched spellbound as the winged
horse landedgracefully a few feet from a stream. Seeming to ignore
thestares of the children, Wildwind drank from the stream,allowing
the icy waters to quench his thirst. Ears perkedand watching them
from the corner of his eye, the former
herd leader allowed his young audience to watch him. Hehad been
aware for some time that the local two-leggedinhabitants appeared
to react with either great joy or spell-binding fear at his
so-called appearances. This was the firsttime he had been on the
ground and so near to the strang-ers, however. Prior sightings were
from the air and werecompounded by varying degrees of
incredulousness or dis-belief.
The children were awestruck, with their eyes wide andtiny mouths
working into large grins. The oldest of the threegathered up her
courage and stepped closer to Wildwind,holding out her handful of
flowers. Folding his wings inclose to his body, the great beast
turned and looked downupon the child who walked toward him, albeit
timidly. Hertwo companions stood back and watched as the large
headof the proud animal tilted down and gently nuzzled herhand
before taking the flowers. Chewing the tasty flowers,Wildwind
watched the girls as they giggled, and all threenow thrust more
handfuls of flowers up at him. Shakinghis long white mane, he pawed
the earth and took the ad-ditional snacks.
So began the visits of Wildwind, at first to the childrenof the
village and finally to others. He never allowed a bridleto be
placed upon his head but occasionally would permita rider. The
villagers never knew where he came from butalways welcomed his semi
frequent visits. For his part,Wildwind began to think of the
villagers as his second fam-ily. There came a time when it was not
unusual to spy thehandsome animal standing on a ridge overlooking
the vil-lage, eyes and ears alert for any danger. Several
occasionsfound Wildwind alerting the two-legged beasts of an
ap-proaching danger. The villagers called him Protector, whilethe
children secretly named him Flower-Eater.
Many a traveler remarked on the appearance of the greatwinged
animal that stood so alertly upon the rocky peaks.Some wayward
moneymakers would whisper about theriches to be gained at
harnessing and taming such a beast.The villagers vehemently
dissuaded these ideas, sometimesto the point of forcing the
troublemakers from the town.
Once a year, Wildwind returns to his ancestral homehigh up in
the rocky peaks above the valley of the two-legs. He visits the
place where his mate died. Spending aweek in mourning, he will not
eat and only his now-grownchildren can elicit any response from
him. He returns tothe village ridges appearing gaunt and wearied,
and thetownspeople worry about his health. But the weeks passand
his attention once again turns to the surrounding coun-tryside, as
he looks for any sign of danger.
-
OPEN GAME LICENSE Version 1.0a
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Reference Document, Copyright 2000, Wizards of the Coast, Inc.;
AuthorsJonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. GaryGygax and Dave Arneson.Friends & Familiars,
Copyright 2003, Talisman Studios, Inc.; Authors Kristen Schlichtand
J.D. Douglas.
Declaration of Open Game Content: The entire contents of Friends
&Familiars is open content, except for the cover, artwork, and
othergraphic elements. The artwork, cover, and other graphic
elements areProduct Identity of Talisman Studios, Inc.
Seeking Ever More?Friends & Familiars is the sequel to our
very popu-
lar Allies & Adversaries release. Filled with both friendand
foe alike, and featuring the incredible artwork ofJason Engle,
Allies & Adversaries is a gem to intro-duce into any campaign
setting. Fifteen stalwart friendsand villainous agents of evil
await you in TalismansStudios first release.
www.bastionpress.com
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