Urban Dressing - Sages

Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

R AGING S WAN P RESS

U RBAN D RESSING :
S AGES
P REPARE Q UICKER , P REPARE B ET TER

ragingswan.com/gmsresource
U RBAN D RESSING : S AGES
Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring your towns and cities
alive with cool, interesting minor features of note? Then Urban Dressing is for you! Each instalment in the line focuses on a different
common urban fixture such as shops, stalls, thieves and so on and gives the harried GM the tools to bring such features to life with
interesting and noteworthy features.

This instalment of Urban Dressing presents loads of great features to add to the sages in your campaign. Designed to be used both during
preparation or actual play, Urban Dressing: Sages is an invaluable addition to any GM's armoury!

Design: Brian Fitzpatrick Product Identity: All trademarks, registered trademarks, proper
Development: Creighton Broadhurst names (characters, deities, artefacts, places and so on), dialogue,
Editing: Creighton Broadhurst plots, storylines, language, incidents, locations, characters,
Cover Design: Creighton Broadhurst artwork and trade dress are product identity as defined in the
Layout: Creighton Broadhurst Open Game License version 1.0a, Section 1(e) and are not Open
Interior Art: Paul Daly and Claudio Pozas. Some artwork Content.
copyright Paul Daly, used with permission. Some artwork by
Claudio Pozas, copyright Expeditious Retreat Press, used Open Content: Except material designated as Product Identity,
with permission. the contents of Urban Dressing: Sages are Open Game Content
as defined in the Open Gaming License version 1.0a Section 1(d).
Thank you for purchasing Urban Dressing: Sages; we hope you No portion of this work other than the material designated as
enjoy it and that you check out our other fine print and PDF Open Game Content may be reproduced in any form without
products. written permission. The moral right of Brian Fitzpatrick to be
identified as the author of this work has been asserted in
Published by Raging Swan Press accordance with the Copyright Designs and Patents Act 1988.
December 2013 ©Raging Swan Press 2013.

ragingswan.com Pathfinder is a registered trademark of Paizo Publishing, LLC, and


[email protected] the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing,
CONTENTS LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License. See
A: Characteristics & Appearance ................................................. 2
http://paizo.com/pathfinderRPG/compatibility for more
B: Whispers & Rumours ............................................................... 4
information on the compatibility license.
C: Hooks, Complications & Opportunities ................................... 5
Sample Sages ............................................................................... 6
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo 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.

To learn more about the Open Game License, visit


wizards.com/d20.
A: CHARACTERISTICS & APPEARANCE
Every sage’s place of business should have a distinctive 47‐48 A strange odour emanates from the building.
appearance. Use these tables to generate their interesting Stones in the walkway leading to the front door
49‐50
characteristics and features. Some features may be are covered in raised arcane symbols.
inappropriate based on your set up or what the PCs have All along the outside of the building are passages
51‐52
hastily painted in an ancient language.
encountered. Ignore such results and simply re‐roll.
Sampling any fruit or vegetables from the garden
53‐54
leaves a strange taste in a vistor’s mouth.
EXTERIOR A windowsill holds an odd smelling pie that looks
55‐56
D% delicious.
A stone gargoyle hangs menacingly over the Bells line the walkway to the front door ringing
01‐02 57‐58
outer door. gently in the breeze.
03‐04 The door knocker resembles a snarling beast. Each stone in the walkway is set at a different
59‐60
A lonely bench rests just outside the door for height, making following the path treacherous.
05‐06 Visitors hear small metal strips banging the walls
visitors to wait for their appointed time. 61‐62
A small bell hangs outside the door for visitors to in the wind to keep animals off the roof.
07‐08 Out of the corner of their eyes visitors notice a
announce their presence.
The building has a small moat, drawbridge and 63‐64 menagerie of small animals watching closely as
09‐10 they approach the door.
gate.
Crumpled up papers with blotched ink and The smell of ozone permeates the air about the
11‐12 65‐66
strange symbols lie on the ground. building and is particularly heavy at the door.
Half‐full food and water bowls are set to the side A fire burns what must have been a small pile of
13‐14 67‐68
of the doorway. pages and scrolls as you approach.
The carcass of a small bird or rodent has been A tall tree standing in front of the building is
15‐16 69‐70 decorated by hundreds of small ornaments, each
carefully set before the door.
17‐18 Several man‐high scratch marks mar the door. with a single rune of an ancient language.
A wall sconce by the door holds a torch burning A wrought iron gate surrounds the property.
19‐20 71‐72
with a strange colour and a stranger odour. Mystic symbol decorate the weathered metal.
A nearly empty bowl of milk rests to one side of 73‐74 A worn‐looking rocking chair rests on the porch.
21‐22 The odour of putrescence wafts from a nearby
the door. 75‐76
To get to the front door visitors must push pit containing rotting corpses of small animals.
23‐24 through a veritable forest of overgrown trees A tired‐looking messenger arrives at the sage's
77‐78
and shrubbery. door moments before the party.
A small vegetable garden has been neatly A murder of crows rests on a low stone wall
79‐80
25‐26 planted and maintained about the building. Its surrounding the property.
plants are heavy with produce. The door to the sage's home stands wide open
81‐82
Two red banners hang listlessly from upper floor and hangs from one hinge.
27‐28 A number of small holes have been dug in the
windows. 83‐84
A bronze statue of the god of knowledge stands ground around the building.
29‐30 A dozen statues depicting ancient mythological
prominently by the building’s door. 85‐86
The flag of a far off kingdom flies from the creatures stand atop the building’s roof.
31‐32 Three rickety steps lead up to the front door.
building’s roof. 87‐88
Visitors see a tapping at a window near the door Each creaks and groans loudly when stepped on.
33‐34 and see someone who may be the sage's spouse A small shrine pierces the low stone wall lining
89‐90
beckoning them in. the property.
The door appears to be older than the house and A front window features a beautiful stained glass
35‐36 91‐92
is made of incredibly hard, black wood. treatment of a local legendary figure.
The road to the sage's home has been long The front yard features numerous small bird
37‐38 93‐94
neglected and become overgrown. feeders; many beautiful perch within.
The smell of fresh bread and fresh flowers An ancient stone has been incorporated into the
39‐40 95‐96
emanates from the building. building’s external wall.
41‐42 The once beautiful garden has gone to seed. A dangerously leaning chimney set in the roof's
97‐98
The ground surrounding the sage's cottage is peak spews smoke into the sky.
43‐44 A small child waits patiently on the steps outside
brown and withered with blight. 99‐100
A porch swing sways gently in the breeze, on a the sage's house.
45‐46
squeaky chain.

2
INTERIOR 51‐52
Piled on a bookshelf are displayed cases
containing every known insect in the country.
D% A collection of crystals of a variety of sizes,
Two racks of scrolls, clearly labelled "Arcane" 53‐54
01‐02 colours and types covers the desk.
and "Mundane" are neatly stored upon a shelf. Vials in a rack bubble and sizzle with unknown
Loose papers on every conceivable subject litter 55‐56
energies along a workbench.
03‐04 the desk; each contains hastily scrawled notes in Several jars containing grotesque samples line
red ink. 57‐58
crowded bookshelves.
A large black rock (a meteorite) serves as a A small mirror rests on the desk, angled towards
05‐06 59‐60
paperweight. the sage in the chair.
Three small crystal skulls sit staring at the desk Unfolded on the desk is a letter with the words
07‐08 61‐62
from a nearby bookshelf. "Help me..." scrawled in horrible handwriting.
The sage sits upon a small three‐legged stool, In a room with no windows and no breeze,
09‐10 choosing to leave a large padded chair for 63‐64 papers suddenly tumble through the air before
potential clients. covering the floor.,
A small vase full of freshly cut flowers and herbs Resting across a stack of papers is a fantastic
11‐12
fills the office with an aromatic bouquet. 65‐66 weapon of ancient design wrought with strange
The light from a nearby window shines upon the glowing runes.
13‐14
portrait of a famous scholar of antiquity. The inside of the door to the sage’s office is
A plaque mounted on the wall features a quote 67‐68
15‐16 heavily scratched.
from a famous contemporary. Curtains embroidered with a flower pattern
Resting beneath the sage's desk is a large, old 69‐70
17‐18 adorn the single window in the office.
(and flatulent) hunting dog. In the centre of the sage's office are two chairs
Hanging on a wall hook rests a bright red, cowled 71‐72
19‐20 set facing each other. There is no other furniture.
cloak. Ancient, faded tapestries depicting various
A name plate on the front of the desk has a 73‐74
21‐22 legendary events cover one wall.
different name to the sage sitting at the desk. In addition to the papers and books crowding the
A small porcelain bust of a famous scholar rests 75‐76 desk a spread of tarot cards depicts someone's
23‐24
on the desk. impending death.
Several rolled‐up maps lay upon the desk with a Sitting quietly in a cage in the corner is a large
25‐26 77‐78
pile of hastily written notes. bird. It glares menacingly at all visitors.
27‐28 A deep blue dried ink stain mars the sage’s desk. The floor of the room is littered with papers torn
A pair of beautiful feather pens stand in two 79‐80
29‐30 into small pieces.
different inkwells. 81‐82 Sounds echo strangely in this room.
A long‐haired cat sits lazily on the desk. It eyes all A headless statue stands in one corner of the
31‐32
visitors with contempt. 83‐84 room holding a sceptre in one hand and a book
Hung on the wall is a beautifully painted family in the other.
33‐34
portrait of the sage, his wife and children. The door to this room sticks in the jamb and
The sage's calendar is left open on the desk with 85‐86
must be forced open.
35‐36 the word "Interruption" hastily written in red ink A primitive drum rests along one wall with a
on today’s date. 87‐88
small three legged stool.
A huge chalkboard fills one wall of the room, Along one wall rests a table filled with glass vials,
37‐38
covered with esoteric symbols and words. 89‐90 tubing, jars and bottles arranged in a complex
The sage’s huge desk is bolted to the floor in construction.
39‐40 such as way as to stop a trapdoor beneath it The window is open and three small birds sit
being opened. 91‐92
singing merrily on the sill.
41‐42 A half‐full beer stein stands atop a pile of papers. The sound of running water echoes through the
A collection of empty flagons clusters 93‐94
43‐44 building. Its source remains hidden.
precariously at one corner of the desk. A small cot stands against one wall of the room.
Four old candles have dripped wax down each of 95‐96
45‐46 A bulging bag of clothes stands nearby.
the desk’s corners. Hung on a series of hooks are many different
Beneath a pile of papers half‐hidden words are 97‐98
47‐48 hats of every conceivable design.
scratched into the desk’s top. A strange tower of small marked stones all the
A complex mechanical device rotates slowly in 99‐100
same size has been partially built on the desk.
the centre of the desk showing the sun, planet(s)
49‐50
and moon(s) (based on current scientific
knowledge).

3
B: WHISPERS & RUMOURS
As scholars and learned folk, whispers and rumours often swirl 8 The sage loves the colour blue.
about sages and their researched. Their association with The sage has a collection of priceless religious
9
adventurers and the like often give rise to rumours of forbidden artifacts from a long‐dead cult hidden somewhere.
knowledge, lost treasure maps and the like. More than one group of adventurers seeking this
10
sage's help have never been seen again.
D20 11 The sage is afraid of the dark.
The sage has a map to a buried treasure or lost A strange figure looking a lot like the sage has been
1 12
wonder hidden in their office. spotted digging up bodies in a local graveyard.
Strange noises have been noticed coming from the Though retired to a quiet life now, the sage was
2 sage's office. Local officials are concerned but 13 once a famed adventurer. He is thought to have a
haven't yet investigated. soft spot for such folk.
A local sage, once young and hale, has suddenly 14 The sage has written poetry under a pseudonym.
3 The sage has sired a few children out‐of‐wedlock. He
become thin and sickly. He denies anything is wrong.
The sage has an addiction to a rare type of tobacco 15 pays handsomely every month to keep the matter
4 or other plant not grown or found locally. He goes to quiet.
great lengths to acquire a supply. Two of the sage's former students have been
16
The sage is locked in a bitter dispute with a rival over prosecuted for the theft of arcane artifacts.
5 a piece of esoteric lore. Their public arguments – The sage keeps a troubled child locked in a room in
17
which few can follow – are the stuff of legend. his house.
6 The sage's office is haunted. The sage recently suffered a strange accident and is
Years ago the sage was thought to be involved in the 18 now horribly disfigured. He rarely leaves the house
theft of a magical tome. The book has never come to and never goes out during the day.
7 The sage has a secret lair hidden deep beneath his
light, even though his home has been secretly 19
searched several times. house.
20 The sage is not the race she claims to be.

4
C: HOOKS, COMPLICATIONS & OPPORTUNITIES
Although the PCs may simply want to engage a sage to answer a An entire murder of crows has taken up residence
specific question, sometimes fate intervenes. Use this table to on the local sage’s property. Though the authorities
13
determine what opportunities or complications the PCs may have no proof, they believe someone is dead or
near death at the home.
encounter while trying to make their purchase.
The local sage recently got married, but her spouse
D20 has been accused of sorcery and witchcraft. She
14
seeks heroes to find evidence to clear her spouse’s
A revered local sage recently passed away and an
good name.
auction has been arranged to dispose of his worldly
A strange blue light has been seen floating in the
possessions. Rumoured to be among those items
air near the sage’s house. Nobody has come close
are several maps, journals and sketches of an area 15
1 to seeing what it is, but it has everyone in the area
far from civilization the sage investigated when he
worried and afraid to visit.
was younger. A number of agents of sages across
A new priest has been souring the populace against
the known world are seeking his notes and may use
16 the heretical views of the sage who has lived there
force if they cannot acquire them legally.
all his life. He asks the PCs to find out why.
A young sage has announced a big discovery in the
The sage has locked herself into her office for days
area of decoding lost languages and arranged a talk
working on some strange new project. She won’t
at a local fine tavern. A group of sages has formed 17
2 speak to anyone who comes to the door and the
to stop him from revealing anything that might
townsfolk are concerned.
damage their livelihood. The sage is seeking
Dogs have gathered near the sage’s house a few
protection.
18 times this week. Their howling lasts much of the
The sage was recently visited by three men in dark
night
robes decorated with strange symbols. He was
3 A strong smell of sulphur has recently wafted from
visibly shaken afterwards and does not willingly 19
the sage’s house. She has not been seen since.
entertain strangers any more.
Livestock in the area have recently become sick and
The sage has been asking around town to
20 the townspeople accuse the sage of making
4 determine if anyone has seen a particular rune,
compacts with dark forces.
symbol or figure in any local ruins.
A local investigator the sage has used to check out
5 new clients has turned up missing recently. His fate BUSY?
remains questionable. Of course, sometimes sages are busy and cannot start work
A local sage needs some adventuring work done immediately on an adventurer’s query. Use this table to
6 and will barter a favour with the PCs in return for
determine a sage’s availability.
answering their question.
A member of the sage’s family has been kidnapped
D6
7 and is being held ransom. He needs the PCs’ help to
retrieving a lost artifact to ransom her back. 1 Available. The sage can start immediately.
The sage has been seen in the surrounding towns Available. The sage can start immediately, but was
8 and villages speaking secretly to innkeepers and 2 planning a few days off. He demands an extra 25%
tavern masters. of normal price to begin work.
The very sage the PCs need to speak to has been Start Tomorrow. The sage will start work
3
missing for a few days after venturing into the tomorrow.
9 Already Working. The sage is already working for
nearby woods to research local fauna (a hobby of
his). 4 another client and the work will take 1d2 days to
The sage has had a long‐standing friendship with a complete.
10 local cleric who has gone missing. He is seeking Already Working. The sage is already working for
heroes to locate his missing friend. 5 another client and the work will take 1d2 weeks to
The sage needs a brave party to gather a rare plant complete.
that only grows near the lair of a known monstrous Unavailable. The sage is engaged in a personal
11 6 project of great complexity. He is unavailable to
beast. She would prefer the monster not be
harmed in the process. work for the PCs for 1d4 weeks.
A group of particularly vociferous monks has a
major philosophical difference of opinion with the
12
sage and has been spreading rumours and lies
about the veracity of the sage’s wisdom.

5
SAMPLE SAGES
Use the NPC bios below to portray sages the PCs encounter. LAXXA TOZI
Either determine randomly which NPC the PCs encounter or
CE female halfling bard (archivist) 2/expert 2
choose a suitable candidate.
Appearance: Tozi dresses in the style of her people with
brash colours, decorative jewellery and tattoos. Each decorative
D10 NPC
element tells a story and she often weaves those tales into her
1 Juul Zur (NE male human expert 2/bard [detective] 1)
2 Kabbi Dux (NG male dwarf expert 2/adept 1) scholarly recitations for clients.
Laxxa Tozi (CE female halfling bard [archivist] 2/expert Personality: Where some scholars simply recite things in a
3
2) dry monotone, Laxxa prefers a more theatrical approach as if
4 Mayn Worst (CG female halfling expert 2) she were telling a story around a campfire.
5 Nor Xay (CG female gnome wizard [diviner] 2) Mannerisms: Tozi was a respected witch doctor for her tribe
6 Pezzin Yebs (NE male human expert 2) until she was banished for leading an uprising against her chief.
7 Robal Tuckle (NG male gnome wizard [illusionist] 4) Since then she uses her unconventional point of view and folk
8 Spyr Rokk (LN gnome male rogue [investigator] 3)
wisdom to steer clients towards mutually beneficial outcomes.
9 Tup Migo (CG female human expert 2)
Hooks: Some old tribe members have come to her seeking
10 Vaggan Roe (NG female human aristocrat 2/expert 1)
help with a nearby tribe of orcs causing trouble. She can’t go
herself, but is looking for a party to act in her stead.
JUUL ZUR
NE male human expert 2/bard (detective) 1 MAYNE WORST
Appearance: Zur always arrives in food‐stained clothing. He
CG female halfling expert 2
is the epitome of the messy chef.
Appearance: Myne is pale and withdrawn, keeping to the
Personality: Juul is an obsessive cook. Bubbly and excited to
shadows and preferring dark coloured clothes and safe corners.
share his latest recipe or research find with anyone who comes
Personality: Paranoid and skittish, she has trouble sitting still
to see him. Unfortunately many of those recipes deal with
for too long. She constantly checks the windows and doors at
cannibalism, extinct species and ritual food preparation.
her home are locked.
Mannerisms: Juul speaks with his hands and constantly uses
Mannerisms: Mayne hasn’t left her home in years and lives
broad gestures. This makes him a scary individual when he is
with blacked‐out windows and triply‐locked doors. Refuses to
holding knives.
use names in public conversations, giving her clients new “code
Hooks: He seeks a recipe book rumoured to have been seen
names” each time they come to see her.
in a nearby town a few days ago.
Hooks: This conspiracy theorist has heard an assassin’s guild
is after her for getting too close to the truth about their
KABBI DUX
organization. She seeks protectors to spirit her away to a safe
NG male dwarf expert 2/adept 1 location.
Appearance: Dux is a distinguished‐looking dwarf who keeps
a classic look of dark robes and a finely groomed beard when NOR XAY
meeting with clients.
CG female halfling wizard (diviner) 2
Personality: Brusque, he always seems like he’s in a hurry to
Appearance: This older lady has a wrinkled face and a kind
be somewhere else. He prefers direct questions, not leading
smile. She wears a floor‐length simple robe with frayed gold
ones, and quickly redirect the conversation back to the topic at
thread in a decorative pattern.
hand.
Personality: Always ready to help, Nor is quick to tell you her
Mannerisms: His pipe is always lit. The rich smell of fine
latest troubles. She is optimistic despite many setbacks in her
tobacco hangs in his office like a pregnant cloud. As he gets
life.
more agitated, his pipe puffing increases in frequency and if he’s
Mannerisms: A jolly laugh often erupts from her small frame
comfortable in the conversation the frequency decreases.
as she listens intently before climbing the ladders of her
Hooks: One of his dwarven brethren was waylaid on a trip.
extensive in‐home library to search out her patron’s answer.
Dux seeks knowledge of his whereabouts and his safe return.
Hooks: Her husband, Lum, passed away recently and
requested a small box of items be returned to his family estate
some distance away. Though Nor cannot travel herself, she
would gladly pay the PCs to deliver the items for her.

6
PEZZIN YEBS TUP MIGO
NE male human expert 2 CG female human expert 2
Appearance: Fat and gray, Pezzin looks older than he Appearance: Tup Migo is a beautiful woman with knowledge
actually is, but his rotundity is only matched by his love for food. far beyond her years. She prefers to use her beauty as a tool to
Personality: Overbearing and presumptive, Pezzin is known keep clients off balance or at ease depending on her mood.
for being very free with his information. Ask a question and you Personality: She is friends with everybody and connected in
may never get him to be quiet again. the most unexpected ways. Easygoing and pleasant to be
Mannerisms: Pezzin comes across as nervous and sweaty. around, she can influence those around her with a kind word
He drools constantly. and an emotive glance.
Hooks: Pezzin recently steered a group in the wrong Mannerisms: Because she is so connected, she always needs
direction, resulting in the death of a party member. He has been a bit of extra time to consult with her network of sources on
receiving more and more dire threats against his life and is every new job. She is always apologetic for any delays, but
seeking help dealing with the angry party. makes sure to build them into every negotiation from the start.
Hooks: Several members of her network of sources have
ROBAL TUCKLE disappeared recently. One or two isn’t unusual, as the makeup
NG male gnome wizard (illusionist) 4 of the network changes frequently, but she has lost five contacts
Appearance: Short and rotund, Robal is a sad man suffering in recent weeks and wants to know what’s going on.
from the recent death of his only son. His unkempt and
unwashed self has fallen upon hard times. VAGGAN ROE
Personality: When engaged by a problem and distracted NG female human aristocrat 2/expert 1
from his personal woes, he can be quite insightful and offer solid Appearance: Vaggan is a stately, beautiful woman in her
ideas and information for any group asking questions. He speaks middle‐years. She proudly bears her family crest on a bright red
in bursts, with long pauses between as he considers his words. sash she wears while in public.
Mannerisms: It can be difficult to get and keep Robal’s Personality: Perpetually vociferous, she has a tendency to
attention, as he is distracted easily. He brightens briefly if you say exactly what’s on her mind despite the consequences.
bring him a toy to add to the growing posthumous collection in Mannerisms: She thinks out loud whenever working, causing
his child’s room. no end of grief to those around her.
Hooks: Robal’s wife has gone missing. She left the house one Hooks: Lately a small group of thieves have taken it upon
day and never came back. He wishes to know she is safe even if themselves to set upon any rich client of Roe’s immediately after
she never comes home. they leave her residence. They simply stay within earshot and
when a particularly affluent or influential client walks away, they
SPYR ROKK are robbed and told to stay away. With a quickly
LN gnome male rogue (investigator) 3 dwindling list of clients, she needs the
Appearance: Spyr is a level‐headed gnome of middle years PC’s help to take
who wears brightly coloured cloaks in a regular pattern care of the
throughout the week: red, followed by orange, yellow, green, thieves
blue, indigo, and violet. discretely
Personality: Staid and calm, Spyr is recognized as a leader in to save her
his field. He listens intently and asks many questions before business.
rendering an opinion.
Mannerisms: Spyr’s monotone voice comes out as squeaky
despite his attempts to lower it, making any long conversations
rise and fall as he loses control.
Hooks: An adventuring party went to his office to consult on
the background of a nearby ruin and asked a question that
reduced the gnome to tears. Nobody can remember Spyr getting
upset before and the party has not yet returned.

7
DID YOU KNOW?

If you enjoyed this product, please consider leaving a review.

If you didn’t enjoy this product, did you know Raging Swan Press offers a money back guarantee?

copying, modifying or distributing, and You must add the title, the copyright date, and the
OPEN GAME LICENSE VERSION 1.0A copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
the Coast, Inc ("Wizards"). All Rights Reserved. indication as to compatibility, except as expressly licensed in another, independent Agreement
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have with the owner of each element of that Product Identity. You agree not to indicate compatibility
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including or co‐adaptability with any Trademark or Registered Trademark in conjunction with a work
derivative works and translations (including into other computer languages), potation, containing Open Game Content except as expressly licensed in another, independent
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" Identity in Open Game Content does not constitute a challenge to the ownership of that
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Product Identity. The owner of any Product Identity used in Open Game Content shall retain all
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, rights, title and interest in and to that Product Identity.
procedures, processes and routines to the extent such content does not embody the Product 8. Identification: If you distribute Open Game Content You must clearly indicate which
Identity and is an enhancement over the prior art and any additional content clearly identified portions of the work that you are distributing are Open Game Content.
as Open Game Content by the Contributor, and means any work covered by this License, 9. Updating the License: Wizards or its designated Agents may publish updated versions
including translations and derivative works under copyright law, but specifically excludes of this License. You may use any authorized version of this License to copy, modify and
Product Identity. (e) "Product Identity" means product and product line names, logos and distribute any Open Game Content originally distributed under any version of this License.
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, 10 Copy of this License: You MUST include a copy of this License with every copy of the
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, Open Game Content You Distribute.
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or 11. Use of Contributor Credits: You may not market or advertise the Open Game Content
audio representations; names and descriptions of characters, spells, enchantments, using the name of any Contributor unless You have written permission from the Contributor to
personalities, teams, personas, likenesses and special abilities; places, locations, environments, do so.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
designs; and any other trademark or registered trademark clearly identified as Product identity License with respect to some or all of the Open Game Content due to statute, judicial order, or
by the owner of the Product Identity, and which specifically excludes the Open Game Content; governmental regulation then You may not Use any Open Game Material so affected.
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a 13 Termination: This License will terminate automatically if You fail to comply with all
Contributor to identify itself or its products or the associated products contributed to the Open terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, sublicenses shall survive the termination of this License.
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 14 Reformation: If any provision of this License is held to be unenforceable, such
(h) "You" or "Your" means the licensee in terms of this agreement. provision shall be reformed only to the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game Content that contains a notice 15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc.
indicating that the Open Game Content may only be Used under and in terms of this License. Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc.
You must affix such a notice to any Open Game Content that you Use. No terms may be added System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan
to or subtracted from this License except as described by the License itself. No other terms or Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
conditions may be applied to any Open Game Content distributed using this License. Pathfinder Roleplaying Game. ©2008, 2009, Paizo Publishing, LLC; Author: Jason
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance Bulmahn.
of the terms of this License. Pathfinder RPG Bestiary. ©2009 Paizo Publishing LC; Author Jason Bulmahn, based on
4. Grant and Consideration: In consideration for agreeing to use this License, the material by Jonathan Tweet, Monte Cook and Sip Williams.
Contributors grant You a perpetual, worldwide, royalty‐free, non‐exclusive license with the The Book of Experimental Might. ©2008, Malhavoc Press; Author: Monte Cook.
exact terms of this License to Use, the Open Game Content. Tomb of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
5. Representation of Authority to Contribute: If You are contributing original material as Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Open Game Content, You represent that Your Contributions are Your original creation and/or Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content by TSR.
You have sufficient rights to grant the rights conveyed by this License. Advanced Player’s Guide. ©2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Urban Dressing: Sages. ©Raging Swan Press 2013; Author: Brian Fitzpatrick.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are

8
T ITLE

You might also like