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SUBTLE AS A An Adventure for characters level 6 - 8

Little Red Goblin Games

Brian Tieken (order #2913028) 74.137.137.1 subtle as a drow

Credits Producer: Scott Gladstein Designers: Scott Gladstein, Caleb Aylsworth, Art: Alissa Mathiasmeier Graphic Designer: Justin Gagen

A Product of Little Red Goblin Games, LLC Questions? Comments? Contact us at: [email protected] Little Red http://littleredgoblingames.com/ Goblin Games © 2011, All Rights Reserved Compatibility with the Roleplaying Game requires the Pathfinder Roleplaying Game from Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

OGL Compatible: v 1.0a Copyright 2000, , Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors , , , based on material by E. and .

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: , based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, , Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 1

Brian Tieken (order #2913028) 74.137.137.1 infestation that must be taken care of. I charge you in the name of the church to investigate on my behalf brother. May ADAPTING THIS MODULE the Goddess watch over you.

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

Brian Tieken (order #2913028) 74.137.137.1 check. They may roll it untrained.] 30 Knowledge: royalty reveals he was a member of In reality the “House of the Flea” is actually an extension the “House of the White Serpent”) entire resources to of the church of Tieu’tyme. It doesn’t actually exist. achieving immortality as a lich. This occurred nearly Spies and actors sit in the halls of its mansions and 800 years ago. This greed and ambition made him they use its influence as a proxy for the Tieu’tyme. The more than a few enemies and when he had finally church simply uses it as a way to extend its influence achieved lichhood, he was murdered. For his pride into the political arena from a different angle. Lax’ana and greed T’rissyn was subjected to having his form is not a real person. She is simply a “role” that one killed in front of his phylactery on a twice weekly of the high priestesses plays. (Think “Dread Pirate basis. (Death was too good for him) The dark hunters Roberts”) (like Blackfingers) are an order that is dedicated to [This information is completely secret and known only killing him and making sure he never rises to power to a select few Drow. A DC 40 Knowledge Local or again. His body is destroyed using a sacred dagger. Nobility check will reveal some general information. His phylactery is his obsidian throne. A DC 45 will reveal more. A DC 50 is required to know it all. A character who is not a drow, a member of the House Last-Moon recently began a push to end his church of Tieu’tyme or deeply affiliated with either suffering. They have gained some degree of support cannot attempt to make this knowledge check.] because of their dealings with the trapped spirit of T’rissyn. A recent political coup d’etat has placed Last- Moon in charge of the Dark Hunters. The dagger is sitting in the Dark Hunter’s keep, unused. It has been 3 THE EMISSARY days since T’rissyn was killed. There is no telling how long there is until his body will fully form but reports Outside the town, a gaunt male drow with long, fine, say it is already happening. (No more than 3 days) features and a widow’s peak makes no attempt to Blackfinger will lead you to the Dark Hunter’s keep, hide his presence. A cloak of tawny green and black is but he is honor bound not to interfere directly with the clasped around his neck obscuring his form. (+2 cloak orders of House Last-Moon. of resistance) The clasp appears to be a onyx flea. He The players can make a DC 25 perception check to spot greets the party, mentioning that he has been watching 3 other dark hunters watching them at a distance. If their progress for some time now and that he admires confronted about it Blackfingers will admit to it and their prowess. (Bluff check reveals he has only been remind them that he never said that he was alone. watching them for a day or so) He introduces himself The walk to the Dark Hunter’s keep takes 6 hours as “Blackfingers” (DC 20 knowledge religion to know through the forest. Use the appropriate encounter that this is one of Tieu’tyme’s title’s), though he admits chart. that this is simply analias. He explains the following situation to the party: Lore: House Last-Moon The House of the Last-Moon is splinter house of Lore: T’rissyn Blackblade T’ryssn’s old house. (House of the White Serpent) The once mighty ruler of all the drow houses of the They are not particularly magically inclined but they western court was T’rissynBlackblade. He was overly have made a reputation as ruthless assassins. Unlike ambitious, even by drow standards. His plan was to other houses, they often take pride in political killings unite the four courts under his rule. However, though rather than covering them up. They helped House his ambition was grander than his ability. Death Yellow Eye stage a political coup de’d’etat. Yellow nearly took him on several occasions. He began to Eye now controls the throne via a puppet matriarch understand that the only way to realize his ambitions and Last-Moon has had its reputation restored. It was to achieve some degree of immortality. Already a is said that they revere their ancestor like a god and powerful necromancer, he dedicated his house’s (DC would do anything to set him free. They despise the 3

Brian Tieken (order #2913028) 74.137.137.1 Dark Hunters both because they are rival assassins number 1d4+ the party’s size. Once they defeat the and because they kill their ancestor on a weekly basis. assassins, torches that cast a dim purple haze flicker [This information is not common knowledge. A DC 25 on. They serve as a sort of emergency light. It should Knowledge Local or Nobility check will reveal some also be noted that the Goggles of the Ebon Eyes that general information. A DC 30 will reveal more. A DC they wear allow players to see in Deeper Darkness. 35 is required to know it all. A +5 racial bonus is given to any drow in the party attempting this knowledge check. They may roll it untrained.]

Lore: The Dark Hunters The dark hunters are a religious order of assassins that have sworn allegiance to the church Tieu’tyme. They have their names, physical features, altered after every mission by one of the six high priestesses after each mission. Their memories of the missions are removed from them. They are the perfect assassins and becoming a member of the organization is an honor all common born drow aspire to. They are known to reuse names and identities to create fake personas to achieve Tieu’tyme’s ends. They are also charged with the sacred task of destroying the lich T’ryssn Blackblade’s body every few days before it can reform.

Lore: Blackfingers Blackfingers is just another dark hunter, his memory and appearance only pertaining to this mission. “Blackfingers” is a common name given to a dark hunter. (Equivalent to the term “John Doe”) He is of true neutral alignment and has the stats and trappings of a Drow Assassin (see stat block below).

THE DARK HUNTER’S KEEP

The entrance to the Dark Hunter’s keep is located at the roots of a single black stemmed rose. (DC 45 to spot) in a bed of wild roses. Pulling the stem will activate a small magic circle that transports the group to a distant location far below the surface. There are no physical entrances or exits. Air is circulated by tiny pin-hole sized portals to the plane of air. The keep is constantly under the effects of a deeper darkness spell (light is reduced by 2 steps and it is supernaturally dark.) Waiting in the darkness are a number of drow assassins (see stat block) from House Last-Moon. They 4

Brian Tieken (order #2913028) 74.137.137.1 THE DARK HUNTER’S KEEP

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Brian Tieken (order #2913028) 74.137.137.1 deeper darkness) Drow Assassin CR8 Other +2 on will saves against spells XP 4800 Special Abilities Evasion Reflex save no damage instead of 1/2 NE Medium Humanoid Trap Sense Reflex save and AC when dealing with Init +4; Senses 120 ft; Perception +7 traps bonus 1 AC 19, Flat-Footed = 14, Touch = 15 Trapfinding Can find magical traps hp 36 (0d8+5d8+2d8+5) Uncanny Dodge Retains Dex bonus if flat footed Fort +3, Ref +10, Will +3 If an assassin studies his Sensitivity to sunlight blinds for 1 round then dazzled, Death Attack (Ex): victim for 3 rounds and then makes a sneak attack Spell Resistance 6 + level with a melee weapon that successfully deals damage, Speed 30 ft. the sneak attack has the additional effect of possibly Melee Single Attack (+1/+1) Rapier +9 (1d6+4/18-20) either paralyzing or killing the target (assassin’s Full Attack (+1/+1) Rapier +9 (1d6+4/18-20) choice). Studying the victim is a standard action. The Special Attacks Drow Poison DC(13) 1d4 - 1 doses, death attack fails if the target detects the assassin or Drow Poison DC(13) DC13 fall unconscious for 1 recognizes the assassin as an enemy (although the minute then DC 13 fall unconscious for 2d4 hours, attack might still be a sneak attack if the target is Spell-like Abilities 1xday dancing lights, darkness, denied his Dexterity bonus to his Armor Class or is faerie fire, flanked). If the victim of such a death attack fails a Sneak Attack Sneak attack at an extra (D6) 3 Fortitude save (DC 10 + the assassin’s class level + the Death Attack (See below) 1/day assassin’s Int modifier) against the kill effect, she dies. Str 14, Dex 18, Con 10, Int 14, Wis 11, Cha 11 If the saving throw fails against the paralysis effect, Base Attack Bonus +4, CMB +6, CMD 20 the victim is rendered helpless and unable to act for Feats Fast Stealth: Move at full speed while sneaking, 1d6 rounds plus 1 round per level of the assassin. If Minor Magic: Can cast spell from 0 level wizard list the victim’s saving throw succeeds, the attack is just a 3/day, Major Magic: Cast a spell from 1 level wizard normal sneak attack. Once the assassin has completed list 2/day, Weapon Finesse: Use Dex instead of Str for the 3 rounds of study, he must make the death attack melee attack to hit, Armour Prof (Light), Blind-fight: Re- within the next 3 rounds. roll miss chance for concealment, Combat Reflexes: Dex If a death attack is attempted and fails (the victim mod additional attacks of opportunity, Dodge: add 1 to makes her save) or if the assassin does not launch the AC , Evasion: No damage on reflex save, Mobility: +4 attack within 3 rounds of completing the study, 3 new AC to attacks of opportunity, Simple Weapon Proficiency rounds of study are required before he can attempt Skills Acrobatics +12, Appraise +9, Bluff +7, Climb another death attack. +10, Diplomacy +2, Disable Device +11, Disguise +9, Escape Artist +2, Intimidate +0, Know Dungeon +2, The drow assassins wear tawny green and onyx black Know Local +8, Linguistics +11, Perception +7, Sense cloaks with a hood drawn up around their head. A Motive +9, Sleight of Hand +11, Stealth +12, Swim -2, metallic “mask” covers their lower face and imitates Use Magic Device +6 the mandibles of a scorpion. Their form is covered in Languages Common, Elven, Undercommon a non-reflective black leather that seems to blend well Special Abilities Uncanny Dodge, Trap Sense +1, with the shadows. They are armed with matte black Evasion, 2 Rogue Talents, Trapfinding, Sneak Attack rapiers that have an elegantly swept black hilt inlaid +2d6 with onyx. A clasp on their cloakdenotes their house. Environment Underground (In this case a red crescent moon) Organization Squad 2-4, Band 20-50, Patrol 5-8 Treasure standard Should the players successfully overpower the Magic Items Cloak of resistance (+2) +2 saves (4000gp) assassins, they will find the dagger in the far room. +1 Rapier (2000gp) The dagger itself is atop a small, simple, stone altar. It Goggles of the Ebon Eyes (Allows them to see in 6

Brian Tieken (order #2913028) 74.137.137.1 is approximately 2 feet in length and resembles a thin cylindrical metal stake more than a knife. A matching cylindrical handle matches the silver sheath. Its steel T’RYSSN’S RESURRECTION glistens green when the light plays off it, but it is otherwise unremarkable. A silver sheath with various T’ryssn will resurrect in 1d4+2 hours. This should be spider iconographies etched masterfully in its metal rolled at this time. It will take approximately 3 hours rests next to the dagger on the altar. to get to the front entrance and enter. The rear stream entrance takes 4 hours to reach and 1 hour to navigate. The Dark Hunter’s Knife If T’ryssn awakens before the players arrive he is in a A strong aura of evocation and transmutation is weakened state (see his CR 11 form) but will boldly present if anyone examines it. An ornate sheath lies wait for the players and attempt to kill them as his next to it and has the same aura. (They seem to go “first victory in a new age”. If he does not resurrect together) The dagger is a form of spell-storing dagger before the players arrive, they will not have to face that has disintegrate (as cast by a 20th level caster) him. placed in it. The sheath can charge the dagger every three days with one use of disintegrate. It takes 6 hours to recharge. The altar is actually a component of the THE FRONT ENTRANCE magic weapon. It is the source of the power. If the altar is destroyed, more than 50 miles away- the weapon is The players must traverse the dense forest for about rendered useless until it is once again placed on the an hour before they enter a small cave via an entrance altar. The weapon only functions when it is at least 1 hidden behind a fake bolder (DC 30 to spot). A series mile underground. of winding tunnels lead them down into the darkness. They are eventually confronted with two dauntingly The players can exit the Dark Hunters’ Keep and large doors made of obsidian. On them are carved drow return to the forest with the dagger. Blackfingers will words in an 800 year old dialect (DC 20 linguistics if a be waiting there for them. Upon seeing that the dagger player knows the drow language). It reads, is the real one, he will explain that he has received “Ambition is the prevue of the drow. Greed is the word from his brothers in the forest that T’ryssn’s prevue of the gods. Here lies T’ryssn Blackblade, one body is near to completion and that it has been put who was confused and though himself a god.” under guard by House Last Moon. His form seems to The great doors open with a DC 25 strength check. be taking shape faster than normal. The party must (The DC is reduced by 2 for any character helping.) make haste towards the Cavern of T’ryssn before his They open silently, blowing a slight wind as they do. form can be made whole. Blackfingers knows two They are welcomed by violet torchlight (dim light). ways into the cavern. One is through a small stream A chamber reminiscent of an Egyptian tomb with a that serves as a venue for refuse disposal for the nearby spider motif greats the players. Two drider guardians drow settlement and the other is the front door. The (…that Blackfingers just happened to neglect to tell front door is much more bold but would allow them you about…) stand beside the tomb of a skeletal figure to confront their foes head to head and get through in sitting atop a throne of obsidian. time. The rear entrance would take longer and it could force them to be too late to stop T’ryssn’s resurrection.

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Brian Tieken (order #2913028) 74.137.137.1 THE FOREST TO THE REAR ENTRANCE THE THRONE ROOM

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

Brian Tieken (order #2913028) 74.137.137.1 1/day—clairaudience/clairvoyance, deeper Melee touch +5 (1d8+5 plus paralyzing touch) darkness, dispel magic, levitate, suggestion (DC 16) Special Attacks grave touch* (9/day), paralyzing Sorcerer Spells Known (CL 6th) touch (DC 18), power over undead* (9/day, DC 18) 3rd (4/day)—lightning bolt(DC 16) Spells Prepared (CL 11th) 2nd (6/day)—invisibility, web(DC 15) 6th—circle of death(DC 22), globe of invulnerability, 1st (7/day)—mage armor, magic missile, ray of maximized fireball (DC 19) enfeeblement(DC 14), silent image(DC 14) 5th—cloudkill(DC 21), cone of cold(DC 21), quickened 0 (at will)—bleed(DC 13), daze(DC 13), ghost sound, magic missile, waves of fatigue mage hand, ray of frost, read magic, resistance 4th—dimension door, enervation, fire shield, wall of Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16 ice(2) Base Atk +6; CMB +9; CMD 21 (33 vs. trip) 3rd—dispel magic(2), fireball(DC 19), suggestion(DC Feats Blind-Fight, Dodge, Combat Casting, Weapon 19), vampiric touch(2) Focus (bite, mace) 2nd—darkness, extended mage armor(already cast), Skills Climb +22, Intimidate +15, Knowledge (arcana) false life(already cast), scorching ray(2), see invisibility, +14, Perception +15, Spellcraft +14, Stealth +14; Racial spectral hand Modifiers +4 Stealth 1st—magic missile(3), ray of enfeeblement(2), shield Languages Common, Elven, Undercommon (2) SQ undersized weapons 0—bleed(DC 16), detect magic, ray of frost, read magic Poison (Ex) Prohibited Schools illusion, transmutation Bite—injury; save Fort DC 18; frequency 1/round for *Necromancer power (Pathfinder RPG Core Rulebook, 6 rounds; effect 1d2 Str; cure 1 save. The save DC is pages 81–82) Constitution-based. Str 10, Dex 16, Con —, Int 22, Wis 14, Cha 18 Spells A drider casts spells as a 6th-level cleric, Base Atk +5; CMB +5; CMD 25 sorcerer, or wizard, but does not gain any other class Feats Craft Wondrous Item, Defensive Combat abilities. Training, Extend Spell, Improved Lightning Reflexes, Undersized Weapons (Ex): Although a drider is Large, Iron Will, Lightning Reflexes, Maximize Spell, Quicken its upper torso is the same size as that of a Medium Spell, Scribe Scroll, Toughness humanoid’s upper torso. As a result, it wields weapons Skills Craft (alchemy) +20, Intimidate +17, Knowledge as if it were one size category smaller than its actual (arcana) +20, Knowledge (planes) +20, Linguistics size (Medium for most driders). +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24; Racial Modifiers +8 Perception, +8 Sense T’ryssn Blackblade CR12 Motive, +8 Stealth, +2 perception XP 19,200 Languages Abyssal, Aklo, Aquan, Celestial, Common, Drow lich necromancer 11 Draconic, Dwarven, Elven, Giant, Gnome, Goblin, NE Medium undead (augmentedhumanoid) Ignan, Infernal, , Undercommon Init +2; Senses darkvision 120 ft., life sight*; Perception Light Blindness: Abrupt exposure to bright light blinds +26 drow for 1 round; on subsequent rounds, they are Aura fear (60-ft. radius, DC 18) dazzled as long as they remain in the affected area. AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, Weapon Familiarity: Drow are proficient with the +2 Dex, +5 natural) hand crossbow, rapier, and short sword. hp 111 (11d6+55 plus 15 false life) Poison Use (Ex): Drow are skilled in the use of poison Fort +6, Ref +7, Will +11 and never risk accidentally poisoning themselves. Defensive Abilities channel resistance +4; DR 15/ Drow favor an insidious toxin that causes its victims to bludgeoning and magic; Immune cold, electricity, lapse into unconsciousness—this poison allows drow undead traits, SR 18 to capture slaves with great ease. Speed 30 ft. 9

Brian Tieken (order #2913028) 74.137.137.1 THE THRONE ROOM

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Brian Tieken (order #2913028) 74.137.137.1 OPEN GAME LICENSE Version 1.0a sufficient rights to grant the rights conveyed by this License. The following text is the property of Wizards of the Coast, Inc. 6.Notice of License Copyright: You must update the COPY- and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All RIGHT NOTICE portion of this License to include the exact text Rights Reserved. of the COPYRIGHT NOTICE of any Open Game Content You 1. Definitions: (a)”Contributors” means the copyright and/or are copying, modifying or distributing, and You must add the trademark owners who have contributed Open Game Content; title, the copyright date, and the copyright holder’s name to the (b)”Derivative Material” means copyrighted material including COPYRIGHT NOTICE of any original Open Game Content you derivative works and translations (including into other computer Distribute. languages), potation, modification, correction, addition, exten- 7. 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Brian Tieken (order #2913028) 74.137.137.1