GP 17
GP 17
17
Origins of the
Southern Seas:
The Reef Singer Culture
and Beachcomber
Background
Once you’ve waded through the waters of this issue, be                                                          EN Publishing - PO Box 1945
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archetypes, heritages, and challenges, as well as some
truly curious creatures. It’s a bit of a harrowing voyage,
reader, so weigh anchor, set the sails, and, as always…                                                         ©2023 EN Publishing
Level Up!
- Savannah Broadway
                                                                                                                                                                3
4
By Marc Kenobi
                                                                                                       5
world around them flickers briefly, nothing           Critical Success. Something unexpected appears
moves, but everything subtly changes and then          alongside the party. Roll on the Boons and
snap, they are in the other realm. Adventurers         Discoveries table.
most commonly appear in the other domain’s
equivalent of their previous location (i.e. from      Promises Given
the Swallow’s Rest Inn to the Kettle and Crow
Tavern), but there’s also a good chance they’ll       3rd tier (creatures)
end up somewhere entirely unrelated. Because of       Challenge 14 (11,500 XP); DC 20/16
this, some fey of these domains offer to watch the    Area Local (1 hour)
belongings and pack animals of intrepid mortal        In certain parts of the Dreaming, visitors run
visitors, just in case the Shift separates them.      the risk of being challenged by a faerie noble
  Outside these domains, a full 12 hours passes       beholden to the Court of Dawn and face being
each Shift.                                           held to account for casual words and easy
                                                      promises, or failing to hold to any lasting
                                                      commitments. This representative of the Court
Exploration Challenges                                demands explanation in either case.
Given the nature of both Court and Tribunal, its           Retribution of the Dawn. The fey will retreat
lands pose unique risks.                                if adventurers react violently, but this will earn
                                                        the party the enmity of the Count of Dawn, a
Planar Shifts                                           powerful archfey connected to the Court of
                                                        Summer.
2nd tier (circumstance)
Challenge 10 (5,900 XP); DC 18/15                         Words of Flattery. A successful Arcana
Area Immediate (less than 1 hour)                       or Insight check will reveal that the Count
                                                        and many of his underlings are thoroughly
Planar shifts cause strange effects on the              narcissistic. Offering compliments on dress,
unprepared, the sudden lurch through time and/or        standing, or beauty will give an adventurer
space often leaving their minds reeling. Confused       advantage on Persuasion checks against the
and shocked, some minds seek the solace of sleep
                                                        Court’s representative.
and dreams in an attempt to recover.
  Planar Connection. A creature on its home plane     Possible Solutions
has advantage on attempts to resist this challenge.   The party makes a group Persuasion check
  Sleepless. Creatures that do not require sleep      to convince the representative that they are
are immune to the effects of a critical failure and   committed to a number of promises and do not
automatically succeed at this challenge.              take such things lightly.
  Reading the Shifts. A successful Arcana check       Critical Failure. The representative is offended
allows a character to read the patterns in the         by the party’s lack of commitment or
planar disturbances and predict when they are          consideration of their words. The adventurers
coming, giving advantage to all members of the         are charged with carrying out some trivial
party against this exploration challenge.              but time consuming task (usually to deliver a
                                                       message to another fey) in the Dreaming as per
Possible Solutions                                     the geas spell. This task takes 9 (2d6 + 2) days to
The party must make a group Wisdom saving              carry out under normal conditions. This effect
throw to withstand the mental shock of being           lasts until the task is completed (if the party
shifted so jarringly across planes.                    employs magical means or impressive skill to
                                                       finish it early) or the expected duration ends,
Critical Failure. The whole party is caught in         whichever comes first.
 the wake of a planar shift and moved 1d4
 hours in time (backwards if the result is even,      Failure. The adventurers who failed are as
 forwards if it is odd). In addition, all members       per the suggestion spell, with the instruction
 of the party are cursed with planar slumber            ‘swear an oath.’ This oath is to be a simple
 (see sidebar).                                         task the adventurer can easily complete daily,
                                                        such as making a flower wreath or playing
Failure. All adventurers that failed are cursed         a song dedicated to the Count of Dawn.
  with planar slumber (see sidebar).                    This effect lasts for a week. Adventurers can
Success. Despite a slight feeling of unease, the        attempt to resist each day, rolling against
  planar shift causes no untoward effects.              this challenge’s DC, but those who follow
6
 through gain an expertise die on a randomly         Critical Failure. The Tribunal’s representative
 determined skill for 24 hours after the seventh      states that the party seems unlikely to ever
 completed task.                                      achieve their obligations, and such is the sorrow
Success. The party is applauded for their             in its voice that the party is heartbroken and all
  commitment and careful choice of words              adventurers suffer two levels of strife.
  and is permitted to continue traveling.            Failure. Adventurers who fail suffer a
  Additionally, each adventurer gains an              level of strife as a baleful glare from the
  expertise die on their next interaction with a      representative makes them feel like a child
  member of the Court of Dawn.                        caught misbehaving.
Critical Success. Impressed, the representative      Success. The representative commends the party on
 offers the party a promise of aid and provides        their commitment. Additionally, each adventurer
 them with a word. For the next year that word         gains an expertise die on their next interaction
 can be spoken as an action once. Doing so will        with a member of the Tribunal of Twilight.
 summon the representative, who will assist the      Critical Success. The representative offers
 party for one minute or, if engaged in combat,       congratulations and the encouragement of
 until it becomes bloodied, at which point it         a trusted mentor. Each member of the party
 vanishes back to the Dreaming.                       reduces their strife level by 1 and gains an
                                                      expertise die to the skill they used to convince
Promises Unfulfilled                                  the fey for the next week.
3rd tier (creatures)
Challenge 14 (11,500 XP); DC 20/16
Area Local (1 hour)
                                                     Spells
                                                     The Dreaming has brought about many strange
In certain parts of the Dreaming visitors run the
                                                     magics, including the following.
risk of being met by a faerie noble beholden
to the Tribunal of Twilight (or perhaps even
the Earlessa herself in disguise) and face being     Fey Tongue
held to account for oaths as yet unfulfilled or      1st-level (divination; communication, knowledge)
for promising things that, in their judgment, the    Classes: Bard, druid, sorcerer, wizard
adventurers cannot achieve. The representative of    Casting Time: 1 action
the Tribunal demands explanation in either case.     Range: Self
   Ire of Twilight. The fey will retreat if          Components: V, S, M (a piece of parchment with
 adventurers react violently, but this will          Elvish, Sylvan or Primordial writing on it)
 earn the party the enmity of the Earlessa of        Duration: Concentration 10 minutes
 Twilight, a powerful archfey connected to the
 Court of Winter.                                    You gain a +10 bonus on Insight checks made to
                                                     understand the meaning of any spoken Sylvan,
   Words of Wisdom. A successful Arcana or           Elvish or Primordial that you hear, or any written
 Culture check will reveal that the Earlessa         text in those languages that you can touch. In
 and many of her underlings are interested in        addition, you gain an expertise die on Performance
 hidden knowledge. Offering some new or secret
                                                     and Persuasion checks for the duration.
 information will give an adventurer advantage on
 checks to convince the Tribunal’s representative.
                                                     Spellbound Oath
Possible Solutions                                   6th-level (enchantment; arcane, compulsion)
The party needs to make a group check to             Classes: Bard, herald, wizard
convince the representative that they understand     Casting Time: 1 minute
the gravity of their commitments and are             Range: Touch
actively working to fulfill them. Adventurers        Target: Two willing creatures
can each choose from the following skills: a         Components: V, S, M (two matching pieces of
History check to point out a parallel between a      jewelry worth at least 25 gold each)
famous figure and the adventurer’s own path;         Duration: Until dispelled or both sides are fulfilled
a Performance check to tell of their adventurers
and link their successes to their commitments; a     This spell binds two creatures to an agreement
Religion check to quote a passage of a holy book     spoken as the part of the casting of the spell in a
that inspires faith and dedication.                  language that both parties understand.
                                                                                                             7
  The agreement must include a promise by both
parties to do or refrain from doing something
                                                              New Malady: Planar Slumber (Tier 2)
specific. The promises do not need to be the                  The result of planar shifts, teleportation spells
same or equal but mustn’t be obviously harmful                gone wrong, and the power of malicious fey
to either creature. For example, an archfey may               or monsters of dream, planar slumber causes
promise to restore the freedom of a loved one in              a creature’s taxed mind to turn to sleep to
exchange for a mortal becoming their emissary.                recover from the acute sensation of being
  A creature attempting to act in a way that will             detached from reality. A creature suffering
breach the terms must make a Wisdom saving                    from planar slumber is impacted by the curse
throw. On a failure, they find themselves unable              in two ways, both of which require it to make
to act as intended, ending their turn if they are in          a DC 16 Wisdom saving throw.
combat. Regardless, it suffers 52 (8d12) psychic              Firstly, the curse triggers each time they roll
damage for the attempt. Damage from this spell                for initiative. On a failed, save the creature
does not require a save for massive damage, though            falls asleep and remains asleep until it takes
the creature makes death saving throws as usual.              damage or another creature uses an action
                                                              to physically wake it. Secondly, the curse
NPC Spotlight                                                 triggers when they attempt to take a long
                                                              rest. On a failed save, the rest passes, but for
The Court and Tribunal are home and host to a                 the creatures it lasts only an instant and it
number of unique NPCs; these are but two.                     only gains the benefits of a short rest.
Nodrak, Knight of the Sisters                                 After three consecutive successful saves, the
                                                              curse is broken. A spellcaster with a spell
It is said that Nodrack was once a dwarven                    available from the planar school may expend
warrior. Centuries ago he is said to have found               it to secure the affected creature to their
the Fates, powerful beings that weave, measure,               current plane rather than for its usual effect.
and cut the threads of mortal lives, and begged
                                                              Doing so provides the target with a bonus
them to cut short a single thread that would
                                                              equal to the level of the spell slot expended on
spare his home from decades of war. In return,
                                                              any future saving throws against the slumber.
he was transformed and became the Knight of
the Sisters (use the stats for a fey knight), an              Additionally, as a curse, planar slumber can
emissary of the Fates.                                        be removed by the greater restoration spell.
Often found in the Court and Tribunal, he
encourages pledges and promises that will guide
the future to ends his mistresses desire, which           •     Nodrak will provide information on where
from a mortal’s viewpoint this is as near to                    the cure for a dangerous malady can be
random as can be imagined. He offers startling                  acquired if the party delivers the message
rewards for seemingly mundane tasks, some                       “The sparrow’s flight cuts the air” to the high
of which become more involved as they are                       priest of the Lady of Luck before midwinter.
attempted, while others seem to have no import.
Some examples of what he offers:                          Gulian, Pixie Guide
•   A scroll of any spell under 4th level for pushing     Gulian is bold even for a pixie, and often her
    the sailor with the red cap into the sea at a given   mouth gets her into trouble. Most recently she
    city on the night of the next full moon.              made some comments about the gambling skills
•   A common magic item in exchange for                   of her lord, or lack thereof. Unfortunately, Lord
    planting a single carrot in a particular field at     Danwish heard the laughter and, when confronted,
    noon on midsummer’s day. In the event that            her cousin Loid told him what she had said.
    the adventurers accept this deal they will            Now she is here trying to drag a small cart
    find a battle raging on the day and become            containing a faerie dragon’s egg into the
    embroiled in the conflict.                            Tribunal before the end of the day to fulfill her
•   A handful of gems as big as apples in                 lord’s promise to the Earl of Twilight. Given the
    exchange for a lock of hair from the second           broken wheel she seems unlikely to make it and
    daughter of the Mandrels, a noble house in a          will beg for help from any who come by.
    distant city. Unfortunately she died two years        She doesn’t have any great wealth, but she is a
    ago and on investigation her tomb is found to         very competent guide and offers her services for
    be empty and she has become a vampire.                one week if the party will assist her.
8
By PJ Coffey
                                                                                                             9
 coral further to their liking and expanding and           These coastal people also favor the use of
 producing these rainforests of the sea such that        shells, bits of coral, pearls, coconut shells,
 fish, plants and other living things flourish there,    and sheets of tanned shark hide to create
 making them ripe to be harvested again and again.       adornments for themselves. The brighter and
 The intricate structures they can make from coral       more ornate the costume, the higher the status
 are impressive, for they possess the art of coral-      of the individual that has had the spare time
 singing. This ability also allows them to create        and dedication to collect the pieces of their
 dwelling places, under the right circumstances.         outfit, though even this status translates more
 Open Arms and Open Hearts. The reef singers             to respect than true authority.
 are an open and gregarious people who freely            Siren Sounds of Surf and Sand. Reef singers
 adopt others of different heritages and consider        favor shakers, horns, and bottles. They prefer
 them Reef Singers for purposes of marriage              to avoid most stringed instruments and other
 and inheritance. Bargains are struck by word of         instruments that water and salt will warp and
 mouth and both sides are expected to adhere to          rust. The highest form of art is storytelling
 them freely. However, writing down contracts            through dance, which captures the feel of
 is regarded as a grave insult and is considered         flowing underwater. Some podes, with their
 tantamount to declaring either or both parties          ability to transform their skins into different
 untrustworthy and seeking to cheat the other.           colors, hone this talent to new heights, with
   The singers’ social structure is fairly flat and      the most talented performers able to produce
 while they can support specialists and artisans, the    kaleidoscopic, shifting multi-coloured and
 maximum size of their coral structures and their        faintly glowing patterns of rings and stars.
 preference to build in shallow lagoons means that       Galeoni and those of other heritages can and
 they often avoid building large cities. Some groups     do mimic this effect with tattoos and glowing
 travel between several different islands and atolls     body paint.
 over the course of a year or several years, checking      Songs from outsiders are often a big hit due
 and tending their sung-coral structures and leaving     to their novelty value and frequently enjoy
 in time to allow the resources that have been           popularity with the younger podes. Such
 depleted by their presence to replenish.                younglings have not developed sufficient skin
 From the Depths. Reef singers believe their way of      control to lean into story-telling dances, but they
 life originated in the deep song of the whales that     can still weave their magic through coral in song
 cruise the long dark abyssal depths of the ocean,       and are always looking for fresh and exciting
 that in the before times all was chaos and churning     ways to practice.
 water. There the whales sang to each other and the      Waste Not, Want Not. Greed and wastefulness
 ground descended from above to split the water,         are considered great social faux pas, and
 eventually ending the chaos and bringing solidity       everything taken from the ocean must be used
 to the world. At the side of the ocean were the great   with respect. Each community is in frequent
 sandbanks. The whirling and swirling of the water       contact with others, but the coral cannot
 over these sandbanks carved out strange and novel       support great numbers, so the search for new
 shapes. These shapes, filled with the deep song of      locations can be frequent. This exposes them
 the whales, became the first people, and with them      to the dangers of traveling into the unknown,
 the beasts of the air and land and sea.                 so every member able is expected to use their
 Making a Splash. Reef singers have a wide variety       resources wisely. To this end, a combination
 of different ways to adorn themselves. Fabrics are      of hard muscle and soft paunch is admired,
 useful for sails and providing warmth when coming       showing a prosperous individual capable of
 in and out of the water, but for day-to-day use one     making long journeys.
 of the more common features of reef singer culture is   High Seas? Highways! Reef singers have a very
 self-adornment using a specially bred (or magically     strong preference for travel via water. Decorative
 altered) species of sea anemones as wigs or             anemones need frequent watering, and why
 accessories. Unlike the hairpieces of humans, these     walk when you can sail or drift? It is a coming-
 sea anemones have their own sticking capability, but    of-age ritual in most reef singer groups for an
 must also be fed regularly and regularly submerged      adolescent to craft their own small, basket-like
 in salt water to keep them healthy, fresh and clean.    boats, similar to coracles. Those inclined to
 If neglected, they may wander off, which can be         the craft continue their studies, but whether is
 distressing for all concerned.                          obtained from an artisan or built by hand, to a
10
reef singer decorating their craft is done with      and likely involves additional reef singers,
as much purpose and deliberation as adorning         alternate construction efforts, magic, or, most
themselves and yearly competitions to judge the      likely, all three.
artistry of such ships are common.                   Skills of the Seas. Choose two from the
Attitudes Towards Adventurers. Reef singers          following list: Acrobatics, Animal Handling,
may come across adventurers in several ways,         Athletics, Culture, Medicine, Performance,
such as meeting them as they travel through          Survival. You gain proficiency with the
the interstitial zone of the shallows between        chosen skills. You also gain proficiency with
dry land and the high seas or greeting a party       water vehicles.
as they return to their seemingly abandoned          Coastal Weapon Training. You have proficiency
homes as part of a routine migration. As             with blowguns, nets, spear-throwers, and
described above, they happily offer their            tridents.
hospitality to visitors, but those seeking
violence should beware—the sea is not kind, no       Reef Craft. You are proficient with two of the
matter its face, making reef singers a hearty folk   following: carpenter’s tools, cook’s utensils,
more than capable of defending themselves if         herbalism kit, leatherworker’s tools, mason’s
their welcoming nature is abused.                    tools, musical instrument, painter’s supplies,
                                                     poisoner’s kit, sewing kit, tinker’s tools.
Reef Singer (Culture)                                Languages. You can speak, read, write and sign
                                                     in Common and Aquan, plus up to three others
Reef Singers will generally take things in good
                                                     of your choice.
part and are always pleased to have someone
perform for them. A feat of strength, a new
song, or some well-turned trick of conjuring will    Beachcomber (Background)
win good-natured and enthusiastic applause.          The ocean is both wide and incredibly bountiful,
They prize being good-natured and the ability        and, when filled with tempest and torment,
to laugh at one’s own mistakes. An easy way          some of that incredible bounty can be torn
to upset them is to set oneself up as more           loose. Perhaps a ship beleaguered by the ocean
important, or to be obviously wasteful either        upon storm-tossed waves has come to grief,
through excessive consumption leaving things         or a storm has raged with sufficient power
uneaten or through destruction of property and       to swirl up previously buried treasures from
beauty. These sorts of actions strike against the    the oceanic depths and abyssess and bring
egalitarian and thrifty nature of these people.      them to a peaceful rest upon a beach. It is the
  Characters raised in the Reef Singer culture       beachcombers who walk the borders between
share a variety of traits in common with one         the water and the land who come to harvest
another.                                             what others would consider trash and which
                                                     they consider treasure.
Coral Singer. Given access to warm water and
sufficient nutrients, a coral singer can easily        As a beachcomber you must ask yourself, why
create a Haven for up to four creatures within       did you give up your life of outdoor work and
8 hours. Over the course of 24 hours of effort,      being your own boss? What mystery or urge
the coral singer can expand this to up to 8          drives you to go exploring in the world?
creatures keeping them warm and dry and safe         Ability Score Increases: +1 to Wisdom and one
from the elements. Further efforts are possible,     other ability score.
but require monthly maintenance, care, and
                                                     Skill Proficiencies: Survival, and one of
a great deal of food for the coral. Such efforts
                                                     Perception or Medicine.
can, over the course of a year, provide a level 1
Encampment, Farm, House, Menagerie, Sacred           Tool Proficiencies: Water vehicles, musical
Grove or Temple stronghold. Such a stronghold        instrument.
requires yearly maintenance by a reef singer         Suggested Equipment (Cost 15 gold): Common
lasting 1 week or it will fall into disrepair and    clothes, 2 days rations, shovel, fishing pole
lose its status as a stronghold.
                                                        Feature: Waste Not, Want Not. You have
  Increasing the level of this stronghold             an unmatched skill at picking over valuables
or combining it with another stronghold               and finding things which other people would
is a task best designated by the Narrator
                                                                                                      11
     want to keep. A number of times equal to your         Beachcomber Mementos
     proficiency bonus per long rest, you can pick
     over some fresh scene of devastation, such                 A message in a sealed bottle that you’ve
                                                            1.
     as a storm, fire, or monster attack and extract            never opened.
     miscellaneous items. Once sold, these goods            2. A sun-bleached skull of strange shape.
     can support you at a moderate lifestyle for the            A scrimshawed piece of driftwood which
     next week, potentially longer, depending on            3.
                                                                is abstract yet beautiful.
     where you have scavenged. At the Narrator’s                A treasure map, badly water-stained, of
     discretion, you may occasionally find something        4. an island. There is no clue as to where the
     truly rare, unique, or possibly cursed                     island is or the nature of the treasure.
       Additionally, when you are attempting to                 A jaunty hat which keeps the sun off and
     craft items (including magic ones), you gain an        5.
                                                                has seen better days.
     expertise die on rolls associated with gathering
                                                            6.   Your first ever fishing rod.
     the material components required.
                                                                A flag that no one you’ve met has been
       Adventures and Advancement. You left                 7.
                                                                able to identify.
     your gorgeous beachfront for a reason, but
     your skill at scavenging, improvising and                  A shining pearl necklace that has survived
                                                             8.
                                                                surf and sand and worse.
     wheedling are extremely transferable. Certain
     kinds of collecters and merchants will come                A piece of flinty gravel, taken from where
                                                             9.
     to you about obtaining specific items or solicit           you first saw your true love.
     your expertise. If you aid several of these                A compass that points in a variety of
     collectors, you will be approached by the              10. directions but never really seems to be
     agents of nobility and the ludicrously wealthy,            aligned with North.
     potentially gaining access to secret auctions
     and events you would not otherwise have
     access to.
                                                           Magic Items
       Connection and Memento. Roll 1d10, choose,          Glowing Body Paint
     or make up your own.
                                                           Wondrous item, common (cost 15 gp)
 Beachcomber Connections                                   Crafting Components: A drop of oil left out during
          The parents who raised you and taught you        thunderstorm followed by a rainbow, a waterproof
     1.                                                    container covered in mother of pearl.
          how to find treasure from others’ trash.
          The mentor who initiated you into the            The paint contained within this rainbow-hued
     2.                                                    container appears to shift and change with the light.
          ways of finding hidden beauty.
                                                           One use of this pot can be applied to the skin of a
          The rival who always tries to beat you to        Medium or smaller humanoid in order to grant
     3.
          the beach after a storm.                         them a glowing luminescent patchwork design
          The lover who time and tide keep from            which can cycle through several patterns and even
     4.                                                    appear to move across the skin before reappearing
          your side.
                                                           and going again. This effect lasts for 24 hours,
          A romantic rival for a beloved eaten by a        during which you suffer Disadvantage on all Stealth
     5.
          giant crab, who blames you for their death.      checks. When found the container contains 2d4 uses.
          An eccentric inventor who buys the things
     6.
          you bring them for their work.                   Jaunty Sea Anemone
          A friendly shopkeeper who sells the              Wondrous item, uncommon (cost 350 gp)
     7.
          things you don’t want .                          Crafting Components: A sea anemone fetched from
          A fisherfolk who trades you fish for             a coral reef at midday, a hand-crafted silver mirror
     8.                                                    This tendrilled, brightly coloured sea creature is
          lumber and has all the latest gossip.
                                                           often mistaken for a plant, but it is very much a
          A ship’s captain with one leg, one eye and one
     9.                                                    live animal capable of movement. On account of
          hand who tells stories and shares their rum.     its magical nature, not only will it stick to almost
          A herder who always drops by with a              any organic or inorganic surface, allowing it to be
 10.                                                       worn on the outside of a helmet at a jaunty angle,
          haunch of meat to share in the cooking.
                                                           but it can also be trained to jump on non-verbal
                                                           cues, adding depth to a performance. You gain
                                                           an expertise die on Performance and, when the
12                                                         Narrator deems it appropriate, Persuasion checks.
By Mike Myler
                                                                                                          13
       Legendary Leader. When betrayed by her              with 2–3 blastfire crewmates; Bonnie Blastfire
     navy superiors, young Bonnie took quick               with blastfire captain or 2–3 blastfire crewmates
     revenge—annihilating half an armada amidst            Treasure 500 sp, 4,750 gp, 450 pp, 2 bags of
     port repairs with a conflagration of historical        holding, bowl of commanding water elementals,
     size—and has been taking vengeance ever                feather token (boat), ring of free action, sea
     since. The halfling has a burning hatred of            witch’s amulet
     authority and encourages her underlings to
     wreak havoc on whatever military ships they         CR 23–30 7–10 blastfire crewmates; blastfire
     come across (only attacking merchant vessels         captain with 6–8 blastfire crewmates; 2 blastfire
     when the coffers are sparse; there’s usually         captains with 4–6 blastfire crewmates; Bonnie
     more black powder on a navy boat anyway).            Blastfire with 2–3 blastfire captains, or 2
                                                          blastfire captains and 2 blastfire crewmates, or
 Legends and Lore                                         blastfire captain and 3–4 blastfire crewmates,
                                                          or 4–6 blastfire crewmates
 With a Culture or History check, characters can           Treasure 1,000 sp, 6,000 gp, 800 pp, 4 bags of
 learn the following:                                        holding, folding boat, transforming cloak (undine)
 DC 10 The Blastfire pirates have strange-smelling       CR 31+ 11+ blastfire crewmates; blastfire captain
  magic that makes their cursed vessels cut across        with 9+ blastfire crewmates; 2 blastfire captains
  the waves with the roar of the very seas.               with 7+ blastfire crewmates; Bonnie Blastfire
 DC 15 Blastfire pirates are obsessed with black          with 4+ blastfire captains, or 2 blastfire captains
  powder (which they use for their fast-moving            and 3+ blastfire crewmates, or blastfire captains
  vessels) and subverting authority. Smart                and 5+ blastfire crewmates, or 7+ blastfire
  merchants travel with a small barrel of the             crewmates
  explosive, quick to offer it for parlay in the           Treasure 2,000 sp, 7,500 gp, 2,000 pp, current
  event of a raid.                                          stamps used to print a local currency (worth
 DC 20 Bonnie Blastfire is a brilliant alchemist            42,000 gp), apparatus of the crab, 9 bags of
  and chaotic revolutionary—though she has                  holding, ring of water elemental command
  little direction, the halfling is an excellent judge
  of character and only requires captains who
  believe in the cause.
                                                         BLASTFIRE CREWMATE                         CHALLENGE 3
                                                         MEDIUM HUMANOID (ANY)                           700 XP
14
ACTIONS                                                           Languages Common, thieves’ cant
    Multiattack. The crewmate makes two attacks in                 Blastfire Cauldron. The captain can spend 16 hours
                                                                (–1d4 hours per crewmate helping) modifying the
  any combination, but they can only make one ranged
                                                                rear of a water vehicle to add on a blastfire cauldron.
  attack with their saber pistol or carbine per turn.
                                                                Twice per day, the water vehicle can double its Speed
     Saber Pistol. Melee or Ranged Weapon Attack: +4            for up to 1d4+2 rounds during which it can only travel
  to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 9    in one direction.
  (1d8 + 1d4 + 2) slashing damage.                                Chaotic. The captain radiates a Chaotic aura.
    Carbine. Ranged Weapon Attack: +4 to hit, range               Combat Expertise. The damage of the captain’s
  50/150 ft., one target. Hit: 11 (1d12 + 1d4 + 2) piercing     attacks includes a d6 expertise die.
  damage.
                                                                  Evasion. When the captain makes a Dexterity
BONUS ACTIONS                                                   saving throw against an effect that deals half damage
                                                                on a success, they take no damage on a success and
    Blasting Jump (1/Day). The crewmate tears a                 half damage on a failure.
  pouched-horn from their belt and lights it, moving
                                                                  Sneak Attack (1/Turn). The captain deals an extra 10
  them 40 feet in a direction of their choice without           (3d6) damage when they hit with a weapon attack while
  provoking opportunity attacks while creating a 15-foot        they have advantage on the attack, or when the captain’s
  radius explosion centered on their starting square.           target is within 5 feet of an ally of the captain while the
  Each creature in the area makes a DC 13 Dexterity             captain doesn’t have disadvantage on the attack.
  saving throw, taking 21 (6d6) fire damage on a failure,
  or half damage on a success. The crewmate can spend          ACTIONS
  their reaction to halve damage from colliding with a
  structure during this movement (which deals falling             Multiattack. The Blastfire captain makes two
  damage), but such an impact ends the movement.                attacks in any combination, but they can only make
                                                                one ranged attack with their saber pistol per turn and
REACTIONS                                                       must have sufficient ammunition loaded to fire their
                                                                revolver more than once per turn.
    Defusing Fuses (1/Day). When a creature hits the
  crewmate with a melee attack, they pull a bundle                 Saber Pistol. Melee or Ranged Weapon Attack: +6
  of friction-lit fuses out of their bandolier to create        to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 11
  a shower of sparks that disrupt their attacker and            (1d8 + 1d6 + 3) slashing damage.
  turn the hit into a miss.                                       Revolver. Ranged Weapon Attack: +6 to hit, range
                                                                60/180 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Combat
                                                               BONUS ACTIONS
The crewmate uses Blasting Jump to damage the
maximum number of foes while moving to an                         Blasting Leap (2/Day). The captain tears a
advantageous position that grants them cover or                 pouched-horn from their belt and lights it, moving
forces a ranged confrontation.                                  them up to 80 feet in a direction of their choosing
                                                                without provoking opportunity attacks while
                                                                creating a 20-foot radius explosion centered on their
BLASTFIRE CAPTAIN                          CHALLENGE 6
                                                                starting square. Each creature in the area makes a
                                                                DC 15 Dexterity saving throw, taking 35 (10d6) fire
MEDIUM HUMANOID (ANY)                          2,300 XP
                                                                damage on a failure, or half damage on a success. The
AC 16 (+1 padded leather)                                       captain can spend their reaction to take no damage
                                                                from colliding with a structure during this movement
HP 119 (14d8 + 56; bloodied 59)                                 (which deals falling damage) and otherwise takes half
Speed 35 ft., climb 25 ft., swim 25 ft.                         damage, but such an impact ends the movement.
                                                                  Cunning Action. The captain takes the Dash,
  STR       DEX       CON       INT        WIS       CHA        Disengage, Hide, or Use an Object action.
 16 (+3)   17 (+3)   18 (+4)   15 (+2)    12 (+1)   15 (+2)
                                                               REACTIONS
Proficiency +3; Maneuver DC 14
                                                                   Defusing Fuses (2/Day). When a creature hits the
Saving Throws Dex +6, Con +7
                                                                captain with a melee attack, they pull a bundle of
    Skills Athletics +6 (+1d4), Deception +5 (+1d6),            friction-lit fuses out of their bandolier to create a
  Engineering +5, Insight +4 (+1d4), Nature +5,                 shower of sparks that disrupt their attacker and turn
  Perception +4 (+1d4), Stealth +6 (+1d6); water                the hit into a miss.
  vehicles +6 (+1d6)
                                                                   Twist the Knife (Recharge 6). When the captain scores
     Damage Resistances fire, poison                            a critical hit with a melee weapon attack, they deal their
     Senses darkvision 60 ft., passive Perception 17            sneak attack damage (if they are not already doing so).
                                                                                                                              15
 Combat                                                          ACTIONS
 The captain moves around the battlefield trying                     Multiattack. Bonnie makes three attacks in any
 to flank opponents, focusing their attacks on                     combination, but she can only make one ranged
 healers and leaders to spread chaos among their                   attack with her saber pistol per turn and must have
 enemies.                                                          sufficient ammunition loaded to fire her revolver
                                                                   more than once per turn.
                                                                     +1 Saber Pistol. Melee or Ranged Weapon Attack:
                                                                   +9 to hit, reach 5 ft. or range 10/30 ft., one target.
 BONNIE BLASTFIRE                            CHALLENGE 12          Hit: 14 (2d8 + 5) magical slashing damage.
 SMALL HUMANOID (HALFLING)                       8,400 XP            Revolver. Ranged Weapon Attack: +8 to hit, range
                                                                   60/180 ft., one target. Hit: 15 (2d6 + 1d8 + 4) piercing
 AC 17 (+3 padded leather)                                         damage.
16
By Peter N. Martin
                                                                                                   17
 proficiency with the Medicine skill, heavy           toward your ally. If this puts you within 5 feet of
 armor, and shields. You also gain an exertion        their position, you may also cast a cantrip with a
 pool with 3 exertion (regaining your exertion        casting time of one action targeting them as part
 on a short or long rest) and learn your              of the same reaction. Once you have used this
 choice of the Shield Wall or Shoulder Check          feature a number of times equal to your Wisdom
 maneuver. This pool can only be spent to             modifier, you can’t do so again until you finish a
 activate the chosen maneuver, though you can         long rest.
 use exertion from other sources to activate
 that maneuver.                                       Aegis of the Defenseless
                                                      At 17th level, you are a shield to everyone near
 Ever-Vigilant                                        you. Unarmed non-combatants and unconscious
 Also at 1st level, you gain an expertise die on      creatures not hostile to you within 30 feet can
 Insight, Investigation, and Perception checks        use your armor class (including any temporary
 to notice or discern threats to yourself, your       bonuses that may be active) if it is higher than its
 companions, or those in your care.                   own when attacked.
                                                        In addition, Incorruptible Defender now
 Interpose                                            automatically succeeds rather than requiring a
 At 2nd level, when a non-hostile creature within     roll, and you may cast a spell of up to 2nd level
 5 feet of you is targeted by an attack but before    when you use Swift Aid.
 the attack is rolled, you can switch places with
 them as a reaction. The attack is resolved against
 you instead of the original target and deals         Security Specialist (Savant)
 damage (if applicable) normally. At 8th level, the   Sometimes derisively referred to as “professional
 range of this feature increases to 10 feet.          paranoids”, security specialists are trained
 Once you have used this feature a number of          to spot the vulnerabilities in buildings,
 times equal to your proficiency bonus, you can’t     organizations, security plans and even magical
 do so again until you finish a long rest.            wards. Whether they ultimately do this to exploit
                                                      those vulnerabilities, close them, or a mixture
                                                      of both varies from specialist to specialist. In all
 Channel Divinity:                                    cases, this can be hazardous to the specialist’s
 Incorruptible Defender                               health and freedom, something they are very
                                                      aware of.
 At 6th level, whenever a magical effect would
 result in you taking an action that would
 harm or imperil one of your allies or leave
                                                      Bonus Proficiencies
 them undefended, you can immediately                 When you choose this archetype at 1st level,
 spend a use of Channel Divinity to make              you gain proficiency with light armor, medium
 an additional saving throw against it with           armor, and either shields or 4 martial or rare
 advantage, ending the effect and dealing             weapons of your choice. These weapons cannot
 a number of d6s equal to your proficiency            have the heavy, versatile, or two-handed
 modifier to the source of the effect on a            properties.
 success. This damage is psychic damage if
 the effect came from a creature and thunder          Scrutinize Defenses
 damage if the effect was caused by an object         At 1st level, whenever you enter a new, relatively
 not directly wielded by a creature. You can          self-contained location (as determined by the
 only use this feature once on a specific effect,     Narrator) such as a public square, the room of a
 though you can use it if you are later affected      dungeon or building, or similar environment ,
 by another use of the same effect.                   you may scrutinize it as an action. If you do, you
                                                      can ask the narrator 1d4 questions of your choice
 Swift Aid                                            from the following list.
 At 8th level, you excel at being where you are       •   Where are the exits from this place?
 needed most. If one of your allies takes damage
                                                      •   What cover and/or concealment exists here,
 from an attack, effect, or spell, you can take
                                                          if any?
 the Dash action as a reaction to move directly
18
•   What is the most dangerous-looking creature        •   Move up to 10 feet to a position that
    in this location?                                      provides at least half cover.
•   What is the most hostile-looking creature in       •   Shout a brief message.
    this location?
•   If someone wanted to assault this location,        Clever Eye
    where would they most likely attack?
                                                       At 6th level, you can perform the Search action
•   What environmental hazards exist here?             as a bonus action and you gain advantage on
•   Who here is armed?                                 Investigation and Perception checks to locate
                                                       creatures using Stealth, traps, and other hidden
•   Who here is likely to know magic?
                                                       hazards. You can also always choose to use
•   Are there any unsafe-looking weaknesses in         Intelligence on such checks, as well as on Sense
    the structure or environment?                      Motive checks.
•   Are there other sources of danger here?
   You may also, if undisturbed, scrutinize            Uncanny Eye
a location for an uninterrupted minute and             At 11th level, you have have become such an
learn the answers to all of the questions above.       expert on the intentions of sapient creatures
Anything that has been deliberately hidden,            that it’s as though you can read their mind.
such as hidden traps, doors shrouded by                As an action, and as an action for a number
illusion, or creatures using Stealth is not revealed   of turns equal to your Intelligence modifier,
by this feature.                                       you can attempt to discern the thoughts of
Reconnaissance                                         one creature with an Intelligence score of at
                                                       least 3 that you can see. The creature makes a
At 2nd level, you can spend 10 minutes                 Wisdom saving throw against your trick save
examining a building from outside and learn            DC. On a failure, you are aware of its surface
the avenue of approach least likely to attract
                                                       thoughts as with the detect thoughts spell. On
notice, the places where security (if any) is
                                                       the next turn you can use an action to suss out
thickest, and any back or service entrances
                                                       its intentions. The creature makes a second
in regular use. You also gain advantage on
                                                       Wisdom saving throw. On a successful save,
your first Stealth check made to infiltrate
                                                       the creature is largely inscrutable, though
such a building. This feature does not reveal
                                                       you can still read its surface thoughts. On a
anything that has been purposefully hidden
                                                       failure, you are able to know the creature’s
or obfuscated, though the Narrator may allow
you to make rolls to see through Stealth,              motivations, emotional state, and something
illusion magic, and the like. Depending on the         that looms large in its mind.
size and structure of the building, the Narrator         During this time, the creature can make a
may determine that this feature requires more          Wisdom saving throw to notice your attentions,
or less time. A hovel may only take a minute,          contested by your trick save DC. On a success, it
while a truly impressive fortress may require          realizes your intent and this effect ends.
an hour’s worth of surveillance.
                                                         The concentration necessary for such focus
                                                       is exhausting. Once you use this feature, you
Coiled Spring                                          must finish a short or long rest before you can
Also at 2nd level, if you are conscious, you are       use it again.
on guard. You gain an expertise die to initiative
checks. Additionally, as long as you are not           Inescapable Gaze
confused, grappled, incapacitated, paralyzed,
                                                       At 14th level, your alertness has reached a
petrified, slowed, stunned, or unconscious, you
can always use your reaction to do one of the          truly superlative level. You can use an action
following:                                             to focus your senses and gain blindsight with a
                                                       range of 30 feet for 1 minute. Such utter focus
•   Draw a weapon.                                     is mentally taxing, however. Once you use this
•   Equip a shield.                                    feature, you must finish a short or long rest to
•   Drop prone.                                        use it again.
                                                                                                           19
 Leave No Trace
 At 17th level, you have become nearly
                                                         Intrinsic Calm
 impossible to track down and leave trails of            At 1st level, the powerful protective magics at
 false evidence and fake identities to confound          your command make you hard to menace. You
 those who would do so. Any attempts to gather           gain an expertise die on saving throws and
 information about, identify, or track you suffer        opposed checks from effects that would cause
 disadvantage. Additionally, these precautions           you to be frightened or rattled.
 mean you are hidden from divination magic
 and cannot be perceived by magical scrying              Persistent Protection
 sensors. By taking preparations that require
 a full 24 hours of work, you can extend these           Also at 1st level, the very air around you thrums
 benefits to one other creature for a number of          with protective magic. As long as you are
 days equal to your Intelligence modifier. Due           conscious and aren’t wearing armor, your AC
 to the intense work on your part, you can only          equals 13 + your Dexterity modifier.
 obscure one creature at a time and you can’t
 perform any journey or downtime activities for          High-Quality Defenses
 the duration of this effect.                            Beginning at 6th level, when you cast a spell
                                                         that provides an AC bonus, cover, temporary
 Warder (Sorcerer)                                       hit points, or creates a barrier with hit points,
                                                         you can spend a number of sorcery points
 Warders are fortunate enough to be infused              equal to its slot level to enhance it in the
 with powerful protective magics down to                 following ways: if the spell provides an AC
 the very core of their being. This might be             bonus, the bonus increases by an amount equal
 the result of an ancestor who specialized in            to half your proficiency bonus; if it provides
 such magic or even a divine blessing put on             cover, this cover increases by one step, from
 them or their bloodline. Because their magic            half cover to three-quarters or from three-
 is defensive and protective in nature, warders          quarters to full; if the spell provides temporary
 often enjoy more respect and invoke less                hit points or creates a barrier that has hit
 instinctive fear than other sorcerers, and find         points, these hit points increase by 50%.
 themselves sought after by nobility, royalty,
 and security forces even from young ages.
 This sometimes comes with unwelcome
                                                         Sympathetic Defense
 responsibilities and expectations, and more             At 14th level, when you cast an abjuration spell
 than one Warder has chosen a life of adventure          with a range of Self, you may spend sorcery
 simply to escape the demands of their home              points equal to the slot level of the spell to also
 community.                                              cast it on one non-hostile creature within 10
                                                         feet of you. If the spell requires concentration,
 Table: Wander Spells                                    the effect disappears from both creatures if you
                                                         lose concentration. You can use High-Quality
     SORCERER                                            Defenses in combination with this feature, but
              SPELLS
       LEVEL                                             you must pay the sorcery point cost for both
               earth barrier, protection from evil and   targets.
        1
               good, sanctuary, shield of faith
               arcane lock, force of will, protection
                                                         Living Citadel
        3                                                At 18th level, whenever you cast a spell of the
               from poison, see invisibility
                                                         abjuration school, you may choose to gain
               beacon of hope, counterspell, glyph of    resistance to all damage for a number of rounds
        5
               warding, magic circle                     equal to the spell’s slot level (minimum 1). If
                                                         you do so, your speed is reduced to 0 for the
               banishment, death ward, mindshield,
        7                                                duration. You can end this effect early as a
               resilient sphere
                                                         reaction to gain immunity to one damage type
               antilife shell, dispel evil and good,     of your choice until the beginning of your next
        9
               wall of force, wall of stone              turn. Once you have used this feature a number
20
of times equal to your Charisma modifier             Deliverers have a very clear-eyed view
(minimum once), you can’t do so again until you    of the world and a set of highly-achievable
finish a long rest.                                baselines they seek to establish everywhere.
                                                   Self-government, rights and freedoms, fair
Notable Organization                               laws, education, and the eradication of
                                                   desperate poverty for all rank the highest
Heroes to the oppressed, allies to the             among their priorities. They seek to build
responsible, watchdogs of the powerful,            societies that are fair and just so those
and tireless foes of tyrants everywhere, the       in them thrive and prosper, but freely
Deliverers want nothing more—and nothing           acknowledge that a perfect utopia is beyond
less—than for all sapient beings everywhere to     their reach. To these ends, they work with
live in peace, equality, and freedom.              a number of benevolent faiths, but they are
                                                   fundamentally a secular organization.
The Deliverers                                       Deliverers can be found across all strata
Structure: Five branches, each with an             of society, working as armed protectors,
  individual hierarchy and oversight over two of   academic instructors, magical researchers,
  the others.                                      and more. The organization is aggressively
                                                   self-policing and has thus far managed to
Symbol: Battered shield wrapped in flowering       avoid any serious corruption problems.
 vines. The flowers vary; artists tend to choose   Average people most commonly encounter
 local flowers.                                    a Deliverer either when a community comes
Base of Operations: Decentralized, but the         under attack or as one passionately argues for
 Archive of Mortal Worth (Grade 7 library)         social change in the public square. However,
 and The Shield of All (grade 5 Training Hall)     they also have a covert arm that rightly
 are the two largest facilities owned by the       terrifies despots everywhere as it works
 organization.                                     tirelessly and implacably to tear their cruel
Beliefs: It is the birthright of every sapient     empires down.
 creature to live in safety, peace, and liberty.
Goals: Protect the innocent. Build and maintain
 just and responsible social structures. Tear
 down tyranny and oppression.
The Deliverers, despite being a relatively
new organization that was founded less
than 300 years ago, have origins shrouded in
mystery. Some speak of a divine call, others
say that inspirational Celestials or dragons
took humanoid form, and the more realistic
point out that a tyrannical act of cruelty can
galvanize a nation. Whatever the reason,
it seemed that suddenly scores of highly-
competent and idealistic protectors surged out
of nowhere and immediately went to work
trying to create a better world.
  Wherever they came from, though, the
Deliverers have proven themselves in a few
short centuries to be a powerful force in the
world. Adherents to a positive-sum ideology
where everyone benefits from everyone else
benefitting, they strive to protect people
everywhere from those who would harm,
exploit, or oppress them.
                                                                                                  21
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