d20 Bastion Press Friends & Familiars.pdf

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 Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional distributors. Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy of this License can be found at www.wizards.com. © 2003 Talisman Studios, Inc. All Rights Reserved. Printed in the U.S.A. by Walsworth Publishing of Marceline, MO.

Transcript of d20 Bastion Press Friends & Familiars.pdf

  • Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional distributors.

    Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. d20 System and the d20 System logo are Trademarksowned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizardsof the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy of this License can be found atwww.wizards.com. 2003 Talisman Studios, Inc. All Rights Reserved. Printed in the U.S.A. by Walsworth Publishing of Marceline, MO.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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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    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.

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