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Kyrthandrian legendaries and power players: grand level encounters for swordsmen & skeletons, Third edition©, By Jack

Vogel
NEW LEGENDARIES: 1d100, but note that the table begins at 13. A roll of 1-12 indicates one of the original 12 Legendaries from New Monsters And Monstrous Amulets©
(Statistics unless modified: STR, INT, WIS, DEX, CON, CHA all 14. AC: 16, HD: As highest level PC, +1d3 (minimum 6, level will be adjusted up by the PC’s level, if the
legendary is met again, these beings have as many adventures as does any PC!), Damage: 1d8, Special: As listed below, MV: 12. These statistics are adjusted by modifications to
requisites). When met, roll another encounter, which the legendary may be fighting, allied with, prisoner of, etc., per the GM’s call; may become a good friend or a deadly enemy).
13 Sir Kwigono Nazybee: DEX 20. Rescued three orphaned, tremendous griffons (loyal to him to the death) which he is seldom without. Has a passion for hunting manticores.
14 Brother Jrabylaird: WIS 27, CON 12. This meek, gentle monk of the Xabastasian Order somehow holds two Chaos Lords in thrall. They must serve him for three days a year.
15 Carnigan The Unseen: INT 22, Sorcerous x2. Has unlimited use of Phantasmal Force spells. He often visits the lair of Snavenhass, a Tremendous (x3) White Dragon.
16 St. Lugmor: STR 23, WIS 26. Sorcerous (Miracles only) Patron of Orcs, Goblins, Gnolls, Ogres and Half Orcs. Any of these attacking him SV (each turn) or is converted to Law.
17 Curdleblood: INT 19, CHA 2, Sorcerous x2. A vile witch known for baking children into tarts. Her robes drip blood. She wears a whistle that summons a tremendous djinn.
18 St. Xabastasian: WIS 23, CON 26. Sorcerous (Miracles only) Patron of martyrs. He died by immolation, and adjacent Chaos creatures SV or affected as by a Fire Wall.
19 Goodwife Abi Croftswillow: INT 16, DEX 19. Famous for quilting, riverberry pies, bowmanship (+6 to hit) and guerilla tactics. The grim Dragonsfell Ogres greatly fear her.
20 Ildak Gramionar: STR 24, DEX 12. Wields Bumblebee, a +4 (buzzing) axe of poison. One Armed Knight of Rhiscontar and slayer of Grumbulthurm the Wind Giant.
21 Old Gryflhark: WIS 19, DEX 19, CON 19. Over a hundred twenty, and still among the greatest fighters of Thel; owns a monstrous amulet of the medusa, but reluctant to use it.
22 Bornharius the Charioteer: INT 10, DEX 28, CHA 18. Won 83 races in the circus of Great Velkar, and quite the lady’s man; gives him a +3 SV to blackmail any Imperial noble.
23 Laughing Jephryn: INT 21, CHA 21. Jester to the Court of Athak; adds a cruel twist to his jokes. Consults a three headed asp. It is said that even the Doge of Athak fears him.
24 The Alabaster Huntsman: DEX 24. Albino, special abilities as a wolf, supreme archer (+5 to hit and damage), will hunt any creature, intelligent or not. Incredibly egotistical.
25 Kolten the Whisperer: INT 19, WIS 22. SV to possess secret knowledge. Frame it as one yes/no question; the GM may reframe as he wishes. Owns a brooch of invisibility x3.
26 Vehks Naamirus: An immortal prince of Naamirus, a land so ancient that no one remembers it. He seeks death, but it flees from him. Owns a pin that charms anyone it pricks.
27 Dryhskal Graves: WIS 31. A mystic. He knows seven secrets of any person whose grave he touches. He cannot lie, but his truths tend to be grievous to those who offend him.
28 Krimlar the Untempled: WIS 28. Sorcerous (reverse effect miracles only) Heretic. Former priest of the Harrower. Cruel and morose, one eyed and flies into a rage if asked why.
29 Lucien Woods: Sorcerous. Said to be the half-demon son of a witch. Loyal servant of Law; grim, and believes himself doomed. Great sage (+4 SV for ancient knowledge).
30 Count Unkeleryn Vek: A vampire with DEX 25, CHA 19. He is enraged at his condition, drinks only the blood of Chaos creatures and on occasion consults with the Emperor.
31 Ynego Drak: Prince of a small Kulvorian island. Tests the shipwrecked with riddles. An enchanted item rewards right answers. Wrong answerers are banished to other planes.
32 Maggard Boyar Trevyll: CON 21. Accursed knight and enemy of the Czar of Rhiscontar. Fond of bitter blue wine, hunting with hounds and making the proud look foolish.
33 Samyna of the Mysteries: INT 26, WIS 26. Once nun and Prioress of the Old Convent of Krill, now a hermitess seeking communion with the Harrower. SV to know one secret.
34 Lucia Woodwaif: INT 20, CHA 23. Sorcerous. Green skinned and silver haired, elderly but beautiful. Said to have sylvan blood, befriended by a pack of tremendous wolves.
35 Mortimer Storm: Mercenary and rumored son of a lesser thunder god, he can cast Lightning Wrath 1d4-1 times each day. Believes mercy is impossible, but still attempts it.
36 Sage-Scholar Xensor of Khorm: INT 30, Sorcerous. Obsessed with paradox; can predict the future, but must be tricked into it; anything he predicts absolutely comes to be.
37 Puckson Smyrq: CHA 19. Compulsive joker and liar, but loyal to anyone of proven worth. Owns a rusty tinder box that summons three tremendous (x2), sorcerous war dogs.
38 Throfrag the Forester: DEX 17, WIS 17, CON 19. Gameskeeper to the Duke of Grak, who gives him free reign, as he once rescued the Duke’s daughter from the Curdleblood.
39 Graevston Flich: Drunkard and master fencer (+7 to hit and damage with swords). Hopelessly in love with Grayce Moonshade, over whom he has gotten in many scrapes.
40 Lord Constable Alrik Rosethorn: INT 22, CH 24. Deposed Count of Rosethorn and Imperial General; now outlaw, though said to return to the Empire’s service when needed.
41 Tailor of Grengiven: Dex 23, INT 24: Sorcerous. Travels to town and makes enchanted items in the form of cloaks, tunics, etc. It will be cursed if he feels the buyer deserves it.
42 Grayce Moonshade: DEX 19, CHA 19. A beauty with azure hair; a gambler and thief without equal (+7 to SV with related actions). Owns a Monstrous Amulet of the Unicorn.
43 Kothion the Dreary: INT 18, WIS 20, CHA 23. A highly skilled storyteller, despite his name. His stories always comes true in some strange way. Can Charm Person once/day.
44 Kathus Frane: INT 27, WIS 23, DEX 19. Sorcerous x3. The Gray Riddlemaster asks each opponent a riddle (a fair one). They must answer correctly, or save at -6 vs his spells.
45 The Knight of Tortmain Keep: Guardian of the Tortmain rubies -relics of which little is known, but much guessed at. He can question any bird 7 days dead, which must answer.
46 Korm Anvilsplitter: STR 42. Dwarf of legendary strength who is said to have bested the orc god of wrestling in four of seven throws. He seeks tasks to challenge his muscles.
47 Haldian Thunderson: Chief of the Blue Bear Tribe of the Ice Demon Glacier. He raids and sacrifices to the Ice Demon, but weeps as he does. Has the powers of a werebear.
48 Vel the Time Master: INT 27. Immortal alchemist. He can brew any potion, including one that adds a year to the life of any being, but that year is lived in increasing anguish.
49 Uzzar Brokentooth: STR 23, CON 25. Chief of the Gnolls of the Kryll Highlands, fond of incense, gum, resin, and other things of spicy smell. Wields a +3 unholy mace.
50 Orojy Qutithin: Nephilim Baron of Athak, a good ruler but insuffereably arrogant towards non-Nephilim. Has a +3 bow, and +4 platemail that makes him immune to fire.
51 Old Elf of Thel: perhaps the first created being in Kyrthandria, sorcerous x3 and has the powers of a Wise Man. Any who win his trust need fear no elf, gnome or leprechaun.
52 Padishah of the Morlocks: Has the powers of a morlock, and attended by 12 giant octopi. Gives a magic pearl (holder gains +20 hit points) to any who can out-riddle him.
53 Old Czar of Rhiscontar: Mad but powerful. Sorcerous, and knows seven legendary spells. Likes shaming the czars of Rhiscontar, but sends aid (the PCs?) when it is imperiled.
54 Lord Demizhen of Stahl: STR 20. Noble and sullen half-orc prince, rumored to hate his father’s memory but cherish his mother’s. Owns a jasper ring of three legendary spells.
55 Picaroon of Dagger Bay: DEX 8, INT 28, CHA 27: Blind pirate who leads two fleets that have never been beaten in a sea battle. His forces can be hired for enchanted items.
56 Minstrel of the Kril: CHA 23. Lute player with a smiling on the front of his head and a frown on the back. He can Charm Monster (with song), all in the room, once per turn.
57 Jephrinius of Grakk: Fights against the duke’s taxation, but alles with him against Nifleheim. Has a +3 bow +3 arrows, commands a Host of Cursed Hunters converted to Law.
58 Forest King of Pinehold: Special abilities as a treant. Commands a Host of treants, and three hosts of gnomes. Unconcerned with Chaos, but fiercely loves his forest.
59 Gilvo Bokin: DEX 30: Halfling swordsman and poet nonpareil, known to sing infuriatingly to his opponents (causing them to attack and SV at -4) before dispatching them.
60 Wailing Warlock: INT 50: Said to have rearranged the constellations, and entangled the Spider goddess in her own webs. None seems to know his full powers, or one weakness…
61 Queshendra Ophidyas: Serpent Margravine of Grey Jade Castle. Can cast Charm Person, Sticks to Snakes, or summon a Giant Cobra to her aid once per turn.
62 Xhrendezar the Vile: STR 17, CON 17, CHA 15. Warrior cursed to heal (1d6 per turn) only by feeding on the flesh of his dead foes. Demonic eyes; insatiable gourmand.
Random Legendaries: Start with the basic requisites and statistics for Legendaries and add 1d10-2 to three random requisites; these can get multiple modifications up or down. Then
roll 1d12 twice as follows: 1-5=Random Magic Item (Swordsmen & Skeletons©, reroll potions), 6-11=Random Monster (from New Monsters And Monstrous Amulets© as modified
by Swordsmen & Skeletons©) 12=Honor (from A Swiftly Falling Empire©) and use these as inspiration for description and changes. E.g. A random monster could mean that the
Legendary is a half-breed, or it could be a mount, servant, enemy, heraldry, a questing beast, a werecreature, his favorite stew meat… Modify these guidelines as you like.
Legendary monsters (Statistics unless modified: AC: 25 HD: 25 Damage: 4d6, 4d6 Special: Each attack effects all adjacent creatures. MV: 24. When met, roll another
encounter, which the legendary may be fighting, allied with, prisoner of, etc., per the GM’s call; may become a good friend or a deadly enemy).
63 Seraphim, Cherubim and Thrones: Special abilities as Chaos Lords, and can cast Forbidding once per round, in addition to other attacks.
64 Dominions, Virtues and Powers: Special abilities as Balrahks, and can cast Forbidding once per round, in addition to other attacks.
65 Principalities, Archangels and Angels: Special abilities as Death Walkers, and can cast Forbidding once per round, in addition to other attacks.
66 Scorpion of Bone: Attacks are poison and fiery (SV twice if hit). Slain foes immediately rise as scorpionmen. It lives only for destruction; devouring law and chaos equally.
67 Master General of the Outer Void: This silent, horrific being can cast Unwilling Ally, or Unwilling Army (if slain Hosts are available) once per turn in addition to his other actions.
68 Ar-Bolkun Grieving: Special abilities as werewolf. He is said to know the final end of the world, and howls in constant sorrow.
69 Bringer of Inevitable Devastation: STR 34, CON 29: Tentacled, unhuman horror; spawn of an alien god. Each turn he can wail to summon a tremendous fury; +6 unholy spear.
70 King of the Black Wells: His people cruelly drowned; he drowned their barbarian slayers in the same well. He carries 9 vials from it; each holds a legendary spell of level 1d6+4.
71 Enghwelliaunt, Zhyelahb and Ahtlhazh-Gnajha: Spider goddess’ daughters; allied by hate of each other, poison bite: -6 to SV. Mortals SV each turn in their webs or paralyzed.
72 Thargaur the Cruel: Ancient wraith-demigod. All wraith abilities, drains 1d3 levels per hit; gains half the hit points drained. Can summon one Host of wights once per turn.
73 Grimhaug: Sire of the giants. STR 40, INT 8. Powerful but naïve. Each turn of battle, SV or is enraged, if so, continues attacking allies after battle until he SVs again.
74 Colossus of Yndaka: HD 36. AC 36: Gigantic desert statue rumored to come to life when the world is in peril of destruction. Its seven arms each get one attack.
75 Whelps of the Wolfsclaws: Three horrific wolf-brothers that relish the flesh of both Law and Chaos. Immune to weapons below +3 enchantment and monsters below 12 HD.
76 Sea Serpent of Xxha: HD 40. Each attack it makes on a ship has a 22% chance to sink it outright. It is said to trade knowledge for captives to eat, or puzzles it cannot answer.
77 Bear of Zoonura: Ancient creature and ruler of the land where animals still speak. Easily affronted, he possesses three legendary spells, and will teach them to proven friends.
78 Badger of the Hills of Zynn: Burrows as fast as a horse can run. Will answer any question in exchange for one of the inquirer’s eyes, which can never be replaced.
79 Cockatrice King: Said to be a Lord of Destruction who will lead one of the last invasions of Kyrthandria; for now he only savages the Peaks of Kur. Has all cockatrice powers.
80 Troll-Father: HD 35, massive troll with double healing powers; can cast Troll Speak at will. Chaotic, but he loves good conversation, and will be fair to a brave and clever foe.
Attributes: *Attacks count as magical. S= Sees invisible. F= Fanatic; +2 Morale. C= Cowardly; -2 Morale. U= Undead; immune to sleep, charm, hold and cold spells/powers, subject to Priestly Forbidding. M= Man-like
creature. R= Romantic; a living but unconscious player character of the opposite sex SVs, modified by CHA, to be captured (rather than slain outright) with some chance of escape in the future. W= Wealthy; monster gets
one automatic treasure of each type (see below) before it starts making treasure rolls. †Pinning: A PC adjacent to a dragon, tremendous, or 8+ HD monster (place on a 2x2 base, or mark it some way); and between it
and a wall cannot leave his square until the monster flees or is slain. Monster abilities similar to spells are treated as spells, but those mimicking attack spells affect only adjacent targets, unless specifically stated otherwise.

Legendary spell scrolls: Kyrthandria is an ancient realm, and these spells were lost in the Cataclysm of the Efreet Wars. They are only available to PCs through adventuring.
A scroll containing a legendary spell can be cast by either a wizard or priest, from the scroll, in which case the spell is used up and then lost again, or, the priest or wizard can try to
memorize it, but this is perilous. Memorizing a legendary spell requires the PC’s level /2 rounded up, be at least twice the spell’s level and he must purchase magical ingredients costing
1d6 x 1,000 gp x the spell’s level before he can attempt it. He can also take no political actions in the year of the research. The caster then rolls a SV, modified by WIS (if a priest) or
INT (if a wizard). If the SV is successful, he has managed to inscribe the spell, and can, in the future, memorize it as with any other spell. If he fails, a Nifleheim horror (low level if
the spell was level 1-3, mid-level if it was level 4-6, and otherwise high level) instantly appears, which tries furiously (no morale checks) to slay the impudent mortal who sought
knowledge beyond his ken. When a spell scroll is encountered, there is a 1 on 1d6 chance that it is legendary; randomize from the spell list below (e.g. roll 1d10, below, to generate 1st
level spells, 1d6 for 5th level, etc.). OPTIONAL RULE, LEGENDARY ENCHANTED ITEMS: The GM can also roll for a random enchanted item to contain a legendary spell.
81-83 Level 1 Bells of Thunder: These ring each turn; each foe SVs, or one of his magic items (random) is destroyed.
Avaunt: Target cannot move closer to caster, and must end each turn at least one square farther away. Devouring Horde: One door in the room (caster’s choice) issues forth an acid jelly each turn, which attacks
Fumbling Fingers: All enemies in the room SV or drop their weapons; requires an action to pick them up. the nearest creature, until the party (less the horde) or their foes are all slain. The horde then disappears.
Baneful Blade: Any enemy struck by target’s weapon immediately checks morale, unless immune, no SV. 90-91 Level 5
Mirage Monster: Creates an illusion of any creature the caster has seen; disappears if successfully attacked. Arrows of Doom: One +1 poison arrow per turn attacks one enemy as a Swordsman of the caster’s level.
Wizard Ward: Cast on a door or doorway. Chaos creatures must SV to pass through, or automatically flee. Quench: All fires are quenched, and no fire spell or effect can be cast, unless the caster first SVs.
Spurn: Target must SV, or all of his allies believe he is a traitor, and will attack him as they would the PCs. Summon Fierce Nifleheim Horror: A high level Nifleheim Horror appears, it is not friendly; can act next turn.
Sturdy Steed: Summons a good horse that will serve the caster for one day, it disappears at dawn. Bind Fierce Nifleheim Horror: Creature SVs or is compelled to serve for one day, then it vanishes.
Enchanted Fist: Target must SV or is stunned and cannot attack for next 2 turns; but defends normally. Trickster’s Trapdoor: Each round, along with other actions, the caster creates a 2x2 trap door in the room.
Unerring Accuracy: Target gains +3 to hit. Grave Ground: Caster’s foes attempting to enter this room SV or attack each other until slain.
Dimness: The caster can be seen (fuzzily) but cannot be attacked at range. 92-93 Level 6
84-85 Level 2 Form of Shades: Target is able to pass through the tiniest cracks, and is invisible unless in full light.
Avaunt Many: As Avaunt but all enemies in line of sight are affected. Many-Armed Warrior: A Swordsman (only) gains two additional arms; each can perform a separate attack.
Blazing Blade: Grants the Fiery additional damage effect to the weapon the target is wielding. Grave’s Resistance: All undead SV twice against hostile Forbidding; if either is successful, there is no effect.
Dazzling Flash: Enemies suffer -2 to attack rolls, SVs, and armor class. Spell Mirror: Hostile spells directed at the caster instead rebound on their caster, who SVs vs his own spell.
Continual Light: As Light but the illumination (not attack) use lasts one day. Sylph Sending: The caster instantly sends a message of 7 words or less to any person within 1,000 miles.
Adder Strike: As the Haste spell, but it affects one ally only. Door In the Air: Caster and up to two creatures he touches travel (together) up to 200 miles, instantly.
Many Flailing Fists: As Enchanted Fist, but affects 1d4 targets. 94-95 Level 7
Traitor’s Arrow: Arrows fired at the caster turn and the archer rolls to hit himself, so SV, lasts one day. Unwilling Army: 1d3 slain enemy Hosts rise as skeleton Hosts to fight their former allies, lasts one battle.
Call Clever Bird: If persuaded (it flies off if threatened) it will describe all contents of any adjacent clearing. Trickster’s Vicious Vengeance: As Trickster’s Trapdoor, but the trap’s floor is lined with poison spikes.
Call Cunning Spider: As Call Clever Bird, but applies to adjacent rooms (buildings) and caverns (underworld). Form of Many Shades: As Form of Shades, affects all allies in line of sight.
Silent Watchman: An unseen force will whisper to the caster if he is about to be attacked; lasts one day. Boreal Fury: As Icy Wrath, but any creature failing the SV is also paralyzed.
Shocking Arc: As Lightning Wrath but affects only one target. Worlds Wise: The caster is instantly aware of all gates and passages to other planes within 100 miles.
Sorcerer’s Armor: As Enchanter’s Armor, but affects all allies in line of sight. 96-97 Level 8 Spells of this level are truly dangerous. The caster must SV or loses half his total hit points.
86-87 Level 3 Ire of the Outer Dark: Target SVs at -3 or is ”cast out”; returns in 1d8 turns, with 1d6 hit points remaining.
Alertness: Target cannot be surprised for one day, though other party members may. Form of Long Shadows: As Form of Shades, but lasts one day.
Iron Door: As Iron Wall, but can be cast only across an open space one square in width. Straw to Gold: Creates 1d20 x 1,000 real and permanent Gold Pieces.
Spirit of the Mirror: Caster ask a full length mirror one yes or no question; it answers honestly, then breaks. Demon Knight: Summons a Black Knight to obey the caster; it gains Tremendous once per 4 caster levels.
Assassin’s Arrows: All enemies in line of sight must SV or are poisoned. Demon Scourge: Flaming whips affect all extradimensional creatures as both Forbidding and Fiery Wrath.
Gripping Floor: All foes SV each turn or cannot leave their square. Other actions are not affected. 98-99 Level 9 Even more perilous spells: The caster must SV or loses a level and drops to 1d6 hit points.
Summon Lesser Nifleheim Horror: A low level Nifleheim Horror appears, it is not friendly; can act next turn. Sapphire Pathway: A blue mist-enshrouded path appears. It can take the caster and party to other realities.
Bind Lesser Nifleheim Horror: Creature SVs or is compelled to serve for one day, then it vanishes. Vampire’s Insufflation: All enemies SV or lose 1 hit point per caster’s level, which he gains.
Quicken Quarrel: All foes of the caster who do not SV, will believe that any who do SV are their enemies. Grim Rage of the Outer Dark: As Ire of the Outer Dark, but affects the nearest 1d4 creatures.
Swarm of Grumblebees: 1d4 damage per caster level to all enemies; SV halves, but automatic morale check. Winged Legion: As Door In the Air but also moves up to 3 allied armies (A Swiftly Falling Empire©).
Bolt of Tragedy: All enemies in line of sight check morale, unless immune to morale checks; no SV. Enchanted Fortress: A keep/free city (A Swiftly Falling Empire©) gains 3 hosts, when next attacked (only).
88-89 Level 4 100 Level 10 These spells are almost unthinkable. The caster must SV or is utterly swallowed by the Pit.
Robes of Steel: All enemies must roll to hit the caster twice, if either roll fails, the attack misses, no SV. Spectral Storm: Each army in an enemy fortress (A Swiftly Falling Empire©), SVs or is lost.
Wind Spirit’s Wail: A blast of howling wind grounds and paralyzes all flying creatures. Tremendous Army: One Host (A Swiftly Falling Empire©) becomes Tremendous for one battle.
Summon Nifleheim Horror: A median level Nifleheim Horror appears, it is not friendly; can act next turn. Sorcerous Army: One Host (A Swiftly Falling Empire©) becomes Sorcerous for one battle.
Bind Nifleheim Horror: Creature SVs or is compelled to serve for one day, then it vanishes. Milk of the Norns: Target is invulnerable to anything for seven turns, then cannot awaken for seven days.
Troll Speak: Any question asked by the caster must be answered honestly, or not answered at all; no SV. Fierce Fury of the Outer Dark: As Ire of the Outer Dark, but affects the nearest 1d4 Hosts, or all Hosts and
Unwilling Ally: One enemy, slain in this fight, rises as a wraith to fight his former allies, lasts one encounter. all other creatures in the room (lastly the caster) if less than the generated number of Hosts are present.

Imperial offices: These can be purchased only in Great Velkar, if the PC does not go to war in the same year (See A Swiftly Falling Empire© for details). Each requires a
minimum noble rank and a bribe. If the PC applies for an office, and cannot pay the randomly generated bribe, he is subject to disgrace. A PC can hold only one office at a time.
Warden of the Marches (baron & 1d10x20k GP): Can raise 1d4 (+1 per 5 character levels) hosts of peasant militia for land battles only, once per year. Warden of the Ports (marquis
& 1d10x30k GP): Can raise 1d2, (+1 per 5 character levels) hosts of men at arms for sea, island and port city battles only, once per year. Captain of the Huscarles (viscount &
1d10x40k GP): Can raise 1 (+1 per 5 character levels) hosts of mounted knights in Great Velkar only, for battles or adventures, once per year. Lord Chief Justice (earl & 1d10x60k
GP): Decides Disgrace cases (no SV, the PC’s decision is absolute, though he may be open to bribes). Lord Chancellor (archduke & 1d10x80k GP): Gains 2d20 (+1 per character
level) IPs each year. Majordomo (prince & 1d10x100k GP): Has a secret map of the Imperial palace; lost tomes and treasures, forgotten prisoners, secret doors, gateways… have fun.
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breach. All sublicenses shall survive the termination of this License. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
izards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.

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