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Published by: Jeff Williams on Dec 19, 2012
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An Adventure for characters level 6 - 8

Little Red Goblin Games
Brian Tieken (order #2913028)


and does not endorse this product. OGL Compatible: Open Game License v 1. Erica Balsley. LLC does not guarantee compatibility. Inc. Inc. The Book of Experimental Might. Inc. All Rights Reserved Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing.. System Reference Document. with Clark Peterson. Art: Alissa Mathiasmeier Graphic Designer: Justin Gagen Little Red Goblin Games A Product of Little Red Goblin Games. Tome of Horrors.com http://littleredgoblingames. Travis Hawvermale. Copyright 2002. Paizo Publishing. Authors: Scott Greene. LLC Questions? Comments? Contact us at: info@littleredgoblingames. LLC. Based on original content from TSR.com/ © 2011. based on material by Jonathan Tweet. based on material by E. Casey Christofferson. and Skip Williams.. Caleb Aylsworth. Necromancer Games. Cook. Wizards of the Coast. LLC. Author: Jason Bulmahn. Monte J. Patrick Lawinger. Copyright 2009. Kevin Baase. Copyright 2000. and Bill Webb. All rights reserved. See http://paizo. Wizards of the Coast. Monte Cook. Lance Hawvermale.0a Copyright 2000. Paizo Publishing. Gary Gygax and Dave Arneson.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.subtle as a drow Credits Producer: Scott Gladstein Designers: Scott Gladstein. Copyright 2008. Monte Cook. Pathfinder RPG Core Rulebook. Authors Jonathan Tweet. 1 Brian Tieken (order #2913028) 7 . Skip Williams.

even for a drow. in the Golarion setting from Paizo the goddess might be Goddess and Tieu’tyme could be played by Norgorber. Even more curious is that it should arrive at my door. When a drow you don’t like sends you a letter. it could be an acquaintance or friend. Goddess save us all. Legend has it that he craved too much power. “Unnoticed until it is too late”. for high priest Anthil has charged me with fulfilling Lax’ana’s mad task. a church. but they are unsubstantiated and possibly just the result of xenophobic sentiments towards the sinister elves. Trade is good and the drow don’t particularly care about settlements this far away from their actual location. subterfuge. the House of the Flea is a tiny house. She requests that we kill their once mighty lich king.) When an elf you don’t like sends you a letter. --Sir Salavant The players arrive in the town of Ravensport on behalf of Sir Salavant. May the Goddess watch over you. you check it for enchantments. A DC 25 Knowledge Local or Nobility check will reveal some general information. For the most part. A DC 35 is required to know it all. and cheated death to peruse it. You can imagine my dismay when I received a letter from the Drow Lax’ana.ADAPTING THIS MODULE This module was designed to slip into any existing setting. I charge you in the name of the church to investigate on my behalf brother. The deity Tieu’tyme. infestation that must be taken care of. Chances are you’ll never find the poison until it’s already too late. The drow society in this module could be an isolated pocket if you have already explored drow society in your setting. She is thought to be one of Tieu’tyme’s six high priestess inthe drow society. If you have existing drow in your setting they can replace any references to the other courts. Once the party has entered the town. They have been charged with the investigation of Lax’ana’s request. A slew of households and storehouses surround them. [This information is not common knowledge. This relative is a member of the church of the Eight Virtues. An entrance to the underground world of the drow lays hidden somewhere nearby. Despite her unsavory reputation. They are to fulfill it if possible. (If this is not possible for whatever reason. can be filled by any deity who’s domains include duplicity. A +5 racial bonus is given to any drow in the party attempting this knowledge 2 Brian Tieken (order #2913028) 7 .the Matriarch of the House of the Flea. and/or assassinations. I hear tell of a goblin Lore: The House of the Flea & Lax’ana Lax’anaWidowkiller is a cunning yet subtle drow priestess. and a blacksmith are the only establishments in the town. T’rissyn Blackblade. (The drow emissary will only arrive at dusk or later) PLOT HOOK The players have recently received a letter from a relative of a member of the party. I have business in the town of Ettin’s Reach before I meet you. A few unsolved abductions and murders are attributed to the drow. and a general goods store. I can only imagine. What Lax’ana has in store. A tavern. The deity referred to as “the goddess” is simply a pervasive good aligned deity. References are made to four different “courts” (of societies) of the drow. Lore: Ravensport Ravensport is a small farming community of no more than 20 houses. which the drow worship. a citizen (or town guard) will eventually inform them that if they are the ones investigating on behalf of Sir Salavant a drow emissary is waiting at the edge of wood to meet them. they have had an uneasy truce with the drow. Their motto translates to. you don’t bother. For example. (However many are thought to be) She is shrouded in mystery and few are said to have actually meet her. the door of the Church of the Eight Virtues. The Goddess must be testing me. A DC 30 will reveal more. though the townspeople have been unable to find it.

Yellow Eye now controls the throne via a puppet matriarch and Last-Moon has had its reputation restored. A DC 40 Knowledge Local or Nobility check will reveal some general information. though his ambition was grander than his ability. This occurred nearly 800 years ago. They despise the Lore: T’rissyn Blackblade The once mighty ruler of all the drow houses of the western court was T’rissynBlackblade. His plan was to unite the four courts under his rule. Unlike other houses. A DC 45 will reveal more. A character who is not a drow. The players can make a DC 25 perception check to spot 3 other dark hunters watching them at a distance. It has been 3 days since T’rissyn was killed. (+2 cloak of resistance) The clasp appears to be a onyx flea. a member of the church of Tieu’tyme or deeply affiliated with either cannot attempt to make this knowledge check. Spies and actors sit in the halls of its mansions and they use its influence as a proxy for the Tieu’tyme. House Last-Moon recently began a push to end his suffering. A recent political coup d’etat has placed LastMoon in charge of the Dark Hunters. a gaunt male drow with long. The dagger is sitting in the Dark Hunter’s keep. A cloak of tawny green and black is clasped around his neck obscuring his form. There is no telling how long there is until his body will fully form but reports say it is already happening. His body is destroyed using a sacred dagger. They may roll it untrained. Lax’ana is not a real person. It is said that they revere their ancestor like a god and would do anything to set him free. he was murdered. The walk to the Dark Hunter’s keep takes 6 hours through the forest. (Think “Dread Pirate Roberts”) [This information is completely secret and known only to a select few Drow. This greed and ambition made him more than a few enemies and when he had finally achieved lichhood. even by drow standards. though he admits that this is simply analias. He began to understand that the only way to realize his ambitions was to achieve some degree of immortality. She is simply a “role” that one of the high priestesses plays. features and a widow’s peak makes no attempt to hide his presence. It doesn’t actually exist. However. He was overly ambitious. He explains the following situation to the party: Lore: House Last-Moon The House of the Last-Moon is splinter house of T’ryssn’s old house. (No more than 3 days) Blackfinger will lead you to the Dark Hunter’s keep. he dedicated his house’s (DC 3 Brian Tieken (order #2913028) 7 . For his pride and greed T’rissyn was subjected to having his form killed in front of his phylactery on a twice weekly basis. but he is honor bound not to interfere directly with the orders of House Last-Moon. unused. His phylactery is his obsidian throne.check. fine. mentioning that he has been watching their progress for some time now and that he admires their prowess. they often take pride in political killings rather than covering them up. The church simply uses it as a way to extend its influence into the political arena from a different angle. He greets the party. THE EMISSARY Outside the town. They have gained some degree of support because of their dealings with the trapped spirit of T’rissyn. (Death was too good for him) The dark hunters (like Blackfingers) are an order that is dedicated to killing him and making sure he never rises to power again. Death nearly took him on several occasions. A DC 50 is required to know it all. If confronted about it Blackfingers will admit to it and remind them that he never said that he was alone. (House of the White Serpent) They are not particularly magically inclined but they have made a reputation as ruthless assassins. Already a powerful necromancer.] 30 Knowledge: royalty reveals he was a member of the “House of the White Serpent”) entire resources to achieving immortality as a lich. They helped House Yellow Eye stage a political coup de’d’etat.] In reality the “House of the Flea” is actually an extension of the church of Tieu’tyme. (Bluff check reveals he has only been watching them for a day or so) He introduces himself as “Blackfingers” (DC 20 knowledge religion to know that this is one of Tieu’tyme’s title’s). Use the appropriate encounter chart.

They have their names. his memory and appearance only pertaining to this mission. Pulling the stem will activate a small magic circle that transports the group to a distant location far below the surface. They are also charged with the sacred task of destroying the lich T’ryssn Blackblade’s body every few days before it can reform.) Waiting in the darkness are a number of drow assassins (see stat block) from House Last-Moon. A DC 35 is required to know it all. altered after every mission by one of the six high priestesses after each mission. The keep is constantly under the effects of a deeper darkness spell (light is reduced by 2 steps and it is supernaturally dark. A DC 25 Knowledge Local or Nobility check will reveal some general information. (DC 45 to spot) in a bed of wild roses. They serve as a sort of emergency light. It should also be noted that the Goggles of the Ebon Eyes that they wear allow players to see in Deeper Darkness. THE DARK HUNTER’S KEEP The entrance to the Dark Hunter’s keep is located at the roots of a single black stemmed rose. A +5 racial bonus is given to any drow in the party attempting this knowledge check. Once they defeat the assassins. A DC 30 will reveal more. They may roll it untrained. (Equivalent to the term “John Doe”) He is of true neutral alignment and has the stats and trappings of a Drow Assassin (see stat block below). Lore: Blackfingers Blackfingers is just another dark hunter. They are the perfect assassins and becoming a member of the organization is an honor all common born drow aspire to. Air is circulated by tiny pin-hole sized portals to the plane of air. Lore: The Dark Hunters The dark hunters are a religious order of assassins that have sworn allegiance to the church Tieu’tyme.] number 1d4+ the party’s size. torches that cast a dim purple haze flicker on. They 4 Brian Tieken (order #2913028) 7 . Their memories of the missions are removed from them. There are no physical entrances or exits. physical features. They are known to reuse names and identities to create fake personas to achieve Tieu’tyme’s ends. [This information is not common knowledge.Dark Hunters both because they are rival assassins and because they kill their ancestor on a weekly basis. “Blackfingers” is a common name given to a dark hunter.

THE DARK HUNTER’S KEEP 5 Brian Tieken (order #2913028) 7 .

Sneak Attack Sneak attack at an extra (D6) 3 Death Attack (See below) 1/day Str 14. Escape Artist +2. Melee Single Attack (+1/+1) Rapier +9 (1d6+4/18-20) Full Attack (+1/+1) Rapier +9 (1d6+4/18-20) Special Attacks Drow Poison DC(13) 1d4 . If the victim’s saving throw succeeds. Weapon Finesse: Use Dex instead of Str for melee attack to hit. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked).Drow Assassin CR8 XP 4800 NE Medium Humanoid Init +4. Studying the victim is a standard action. (In this case a red crescent moon) Should the players successfully overpower the assassins. Stealth +12. The dagger itself is atop a small. Appraise +9. Major Magic: Cast a spell from 1 level wizard list 2/day. Intimidate +0. Blind-fight: Reroll miss chance for concealment. 3 new rounds of study are required before he can attempt another death attack. they will find the dagger in the far room. Patrol 5-8 Treasure standard Magic Items Cloak of resistance (+2) +2 saves (4000gp) +1 Rapier (2000gp) Goggles of the Ebon Eyes (Allows them to see in deeper darkness) Special Abilities Other +2 on will saves against spells Evasion Reflex save no damage instead of 1/2 Trap Sense Reflex save and AC when dealing with traps bonus 1 Trapfinding Can find magical traps Uncanny Dodge Retains Dex bonus if flat footed Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage. the attack is just a normal sneak attack. she dies. 2 Rogue Talents. Trapfinding. Use Magic Device +6 Languages Common. Sense Motive +9. simple. Flat-Footed = 14. the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. Minor Magic: Can cast spell from 0 level wizard list 3/day. Undercommon Special Abilities Uncanny Dodge. Combat Reflexes: Dex mod additional attacks of opportunity. Disable Device +11. Simple Weapon Proficiency Skills Acrobatics +12. Drow Poison DC(13) DC13 fall unconscious for 1 minute then DC 13 fall unconscious for 2d4 hours. Perception +7 AC 19. Know Dungeon +2. Once the assassin has completed the 3 rounds of study. Climb +10. Armour Prof (Light). Spell-like Abilities 1xday dancing lights. Elven. CMD 20 Feats Fast Stealth: Move at full speed while sneaking. Touch = 15 hp 36 (0d8+5d8+2d8+5) Fort +3.1 doses. Cha 11 Base Attack Bonus +4. They are armed with matte black rapiers that have an elegantly swept black hilt inlaid with onyx. Band 20-50. Perception +7. Disguise +9. Bluff +7. If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect. Evasion. Dodge: add 1 to AC . Sneak Attack +2d6 Environment Underground Organization Squad 2-4. Their form is covered in a non-reflective black leather that seems to blend well with the shadows. Spell Resistance 6 + level Speed 30 ft. If the saving throw fails against the paralysis effect. darkness. faerie fire. It 6 Brian Tieken (order #2913028) 7 . Con 10. Swim -2. Evasion: No damage on reflex save. A clasp on their cloakdenotes their house. stone altar. Diplomacy +2. Wis 11. Will +3 Sensitivity to sunlight blinds for 1 round then dazzled. Trap Sense +1. The drow assassins wear tawny green and onyx black cloaks with a hood drawn up around their head. A metallic “mask” covers their lower face and imitates the mandibles of a scorpion. Senses darkvision 120 ft. CMB +6. Mobility: +4 AC to attacks of opportunity. he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study. Int 14. Ref +10. Dex 18. Sleight of Hand +11. Linguistics +11. Know Local +8. the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice).

he will explain that he has received word from his brothers in the forest that T’ryssn’s body is near to completion and that it has been put under guard by House Last Moon. 7 Brian Tieken (order #2913028) 7 . but it is otherwise unremarkable. The weapon only functions when it is at least 1 mile underground. (They seem to go together) The dagger is a form of spell-storing dagger that has disintegrate (as cast by a 20th level caster) placed in it.the weapon is rendered useless until it is once again placed on the altar. His form seems to be taking shape faster than normal. Blackfingers knows two ways into the cavern.) They open silently. blowing a slight wind as they do. It is the source of the power. more than 50 miles away. A chamber reminiscent of an Egyptian tomb with a spider motif greats the players. If T’ryssn awakens before the players arrive he is in a weakened state (see his CR 11 form) but will boldly wait for the players and attempt to kill them as his “first victory in a new age”. A silver sheath with various spider iconographies etched masterfully in its metal rests next to the dagger on the altar. The party must make haste towards the Cavern of T’ryssn before his form can be made whole. Blackfingers will be waiting there for them.is approximately 2 feet in length and resembles a thin cylindrical metal stake more than a knife. It reads. On them are carved drow words in an 800 year old dialect (DC 20 linguistics if a player knows the drow language). The players can exit the Dark Hunters’ Keep and return to the forest with the dagger. This should be rolled at this time. It will take approximately 3 hours to get to the front entrance and enter. they will not have to face him. Its steel glistens green when the light plays off it. The front door is much more bold but would allow them to confront their foes head to head and get through in time. The Dark Hunter’s Knife A strong aura of evocation and transmutation is present if anyone examines it. They are welcomed by violet torchlight (dim light).” The great doors open with a DC 25 strength check. Upon seeing that the dagger is the real one. If the altar is destroyed. Here lies T’ryssn Blackblade. The rear stream entrance takes 4 hours to reach and 1 hour to navigate. An ornate sheath lies next to it and has the same aura. A matching cylindrical handle matches the silver sheath. They are eventually confronted with two dauntingly large doors made of obsidian. one who was confused and though himself a god. It takes 6 hours to recharge. The sheath can charge the dagger every three days with one use of disintegrate. A series of winding tunnels lead them down into the darkness. If he does not resurrect before the players arrive. Greed is the prevue of the gods. “Ambition is the prevue of the drow. The rear entrance would take longer and it could force them to be too late to stop T’ryssn’s resurrection. One is through a small stream that serves as a venue for refuse disposal for the nearby drow settlement and the other is the front door. T’RYSSN’S RESURRECTION T’ryssn will resurrect in 1d4+2 hours. (The DC is reduced by 2 for any character helping. THE FRONT ENTRANCE The players must traverse the dense forest for about an hour before they enter a small cave via an entrance hidden behind a fake bolder (DC 30 to spot). The altar is actually a component of the magic weapon. Two drider guardians (…that Blackfingers just happened to neglect to tell you about…) stand beside the tomb of a skeletal figure sitting atop a throne of obsidian.

If T’ryssn is awake. touch 12. Melee mwk heavy mace +9/+4 (1d8+3). a signet ring for the House of Last Moon. +1 dodge. they will be ready and the players will not receive a surprise round on them. If the players search through it they can find 1d10 GP worth of discarded mundane drow items. XP 3.. The tunnels are approximately 6 feet wide. faerie fire 8 Brian Tieken (order #2913028) 7 . detect magic At will—dancing lights. If they notice the players. Senses darkvision 120 ft. darkness. (This is a pothook to the next module. (It reads. A small sized character can walk in the tunnels but a medium sized creature must crawl in the soft muddy banks.) If their bodies are examined they will find two puncture wounds on the neck where a vampire has been feeding on them. detect law. DC 18. tunnel branches from the main path of the stream. and the bodies of all of the missing townsfolk with its blood drained. If the players are talking outside the door they get a perception check (DC 20-25). A large sized character might have an issue and may have to squeeze.200 CE Large aberration Init +2. he is grinning knowingly as the players enter. detect good.. –1 size) hp 76 (9d8+36) Fort +7. His body is half skeletal and half drow with many parts in a stage somewhere in-between. the various body parts of 3 drow (someone was “disposing of the bodies). ANOTHER MAN’S TRASH. Provided they simply overcome the encounter. Perception +15 AC 20. (This is a weapon that will help players next module) THE FINAL ENCOUNTER • Drow Assassins X8 • Driders X2 • T’ryssn Blackblade (If awake) Drider CR7 THE PATHWAY A further 2 hours must be taken in the stream’s winding underground pathways. They also find a mundane long sword with runes in celestial carved on them. “Blightslayer”. hp 9) Spell-Like Abilities (CL 9th) Constant—detect good. climb 20 ft. Upon being disturbed they will immediately attack the players. Reach 5 ft.. (+2 Dex. rough. The river is only a foot and a half deep and the ceiling is only 3 feet above that. The players can see the twilight torches (that generate dim light) a good distance off. A small.. the room has eight drow from house last moon are praying to him. Outside the entrance to the small stream that flows out from the mountainside a pile of refuse lays. If the players catch them praying. Special Attacks web (+7 ranged. flat-footed 17.. hand-carved. Will +9 Immune sleep. A glass of fine wine sits betwixt his boney hand. +8 natural. Ref +5. they can make it to the entrance of the stream in 3 hours.THE FOREST TO THE REAR ENTRANCE Taking the rear entrance takes 5 hours if they head straight there. Roll on the encounter chart for a temperate forest as appropriate. prostrating their forms in submission to their once great leader. It leads to an upper shelf in the throne room. THE THRONE ROOM If he is not awake yet. detect magic.combat can begin with a surprise round in favor of the players. SR 18 Speed 30 ft. bite +3 (1d4+1 plus poison) Ranged mwk composite longbow +8/+3 (1d8+2/×3) Space 10 ft. detect law.) It does not glow magically.

Ref +7. flat-footed 21 (+4 armor. Extend Spell. Intimidate +15. spectral hand 1st—magic missile(3). Linguistics +20. read magic. Con 18. cone of cold(DC 21). ray of frost. shield (2) 0—bleed(DC 16). power over undead* (9/day. mage hand. Weapon Familiarity: Drow are proficient with the hand crossbow. web(DC 15) 1st (7/day)—mage armor. As a result. Dodge. ray of enfeeblement(2). vampiric touch(2) 2nd—darkness. wall of ice(2) 3rd—dispel magic(2). pages 81–82) Str 10. Undercommon Light Blindness: Abrupt exposure to bright light blinds drow for 1 round. Elven. see invisibility. maximized fireball (DC 19) 5th—cloudkill(DC 21). Poison Use (Ex): Drow are skilled in the use of poison and never risk accidentally poisoning themselves. DC 18) AC 23. Immune cold. CMD 25 Feats Craft Wondrous Item. Improved Lightning Reflexes. Brian Tieken (order #2913028) 7 . +2 perception Languages Abyssal. +8 Stealth. but does not gain any other class abilities. quickened magic missile. Wis 16. Racial Modifiers +4 Stealth Languages Common. read magic Prohibited Schools illusion. Spellcraft +20. Maximize Spell. dispel magic. radius. Weapon Focus (bite. life sight*. Orc. and short sword. its upper torso is the same size as that of a Medium humanoid’s upper torso. Gnome. Racial Modifiers +8 Perception. suggestion (DC 16) Sorcerer Spells Known (CL 6th) 3rd (4/day)—lightning bolt(DC 16) 2nd (6/day)—invisibility. mace) Skills Climb +22. Dex 16. Celestial. Perception +15. Lightning Reflexes. Stealth +24. +5 natural) hp 111 (11d6+55 plus 15 false life) Fort +6. frequency 1/round for 6 rounds. Goblin. ray of enfeeblement(DC 14). The save DC is Constitution-based. levitate. they are dazzled as long as they remain in the affected area. Will +11 Defensive Abilities channel resistance +4. Dex 15. DR 15/ bludgeoning and magic. Knowledge (arcana) +20. Con —. undead traits. Toughness Skills Craft (alchemy) +20. Perception +26 Aura fear (60-ft. Quicken Spell. deeper darkness. suggestion(DC 19). waves of fatigue 4th—dimension door. cure 1 save. enervation. scorching ray(2). fire shield. CMB +9. Senses darkvision 120 ft. resistance Str 15. Dwarven. Spellcraft +14. ray of frost. Ignan. Scribe Scroll. fireball(DC 19). Elven. effect 1d2 Str. DC 18) Spells Prepared (CL 11th) 6th—circle of death(DC 22). Draconic. Int 22. T’ryssn Blackblade CR12 9 XP 19. save Fort DC 18. it wields weapons as if it were one size category smaller than its actual size (Medium for most driders). Knowledge (arcana) +14. Undercommon SQ undersized weapons Poison (Ex) Bite—injury. Aklo. magic missile. Common. Stealth +14. Iron Will. Giant. detect magic. SR 18 Speed 30 ft. CMD 21 (33 vs. Cha 16 Base Atk +6. transmutation *Necromancer power (Pathfinder RPG Core Rulebook. Intimidate +17. Knowledge (planes) +20. +2 deflection. Melee touch +5 (1d8+5 plus paralyzing touch) Special Attacks grave touch* (9/day). on subsequent rounds. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease. paralyzing touch (DC 18).1/day—clairaudience/clairvoyance. daze(DC 13). CMB +5. Int 15. +2 Dex. Defensive Combat Training. sorcerer. Combat Casting. Infernal. +8 Sense Motive. globe of invulnerability. electricity. Spells A drider casts spells as a 6th-level cleric. rapier. silent image(DC 14) 0 (at will)—bleed(DC 13). or wizard. Wis 14. Perception +24. Cha 18 Base Atk +5. touch 14. extended mage armor(already cast). ghost sound. false life(already cast). trip) Feats Blind-Fight. Aquan.200 Drow lich necromancer 11 NE Medium undead (augmentedhumanoid) Init +2. Sense Motive +24.. Undersized Weapons (Ex): Although a drider is Large.

THE THRONE ROOM 10 Brian Tieken (order #2913028) 7 .

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