The Red Dragon's Lair

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Dragon’s Hoard: Lost Treasures

Some artwork by Jason Walton and Ash Jackson


Dragon’s Hoard™ from the Image Portfolio Series. Some artwork
copyright Paul Daly, used with permission.
Volume One:
d20 System’ and the ‘d20 System’ logo are
Lost Treasures trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System
License version 6.0. A copy of the License can be
Writing, Layout & Maps found at www.wizards.com/d20. Dungeons &
Michael Todd Dragons® and Wizards of the Coast® is a trademark
of Wizards of the Coast, Inc. in the United States
and other countries and is used with permission.
Editing
Text in entry labeled ‘Five Ogres Falchion’ is © 2004
Jeremy Forbing Jeremy Forbing. All other original content is © 2004
Michael Todd. All Rights Reserved. The Big Finger
Requires the use of the Dungeons & Games logo is a trademark owned by Michael Todd.
Dragons® Player's Handbook, Third Edition,
published by Wizards of the Coast®, Inc. The original purchaser of this electronic product
This product utilizes updated material may print copies for his own personal use only. This
document is a work of fiction. Any similarity to
from the v.3.5 revision. actual people, organizations, places, or events is
purely coincidental.

CONTENTS
ONTENTS

Introduction 3
The Dragon 3
The Hoard 4
Major Items 6
Minor Items 9
New Spell 10
The Lair 10
Appendix I 15
Appendix II 18
Open Game License 19

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Dragon’s Hoard: Lost Treasures

Then the baleful fiend its fire belched out, and bright
homes burned. The blaze stood high all landsfolk THE DRAGON
frighting. No living thing would that loathly one leave The red dragon Demrellkull has remained hidden
as aloft it flew. Wide was the dragon’s warring seen,
its fiendish fury far and near, as the grim destroyer from the eyes of man. Choosing his battles carefully,
those Geatish people hated and hounded. To hidden setting out from his lair only under cover of night
lair, to its hoard it hastened at hint of dawn. to pillage the gold and gems he prizes so highly,
-Beowulf the dragon has amassed a fortune in his few
centuries of plunder ... but Demrellkull’s greatest
INTRODUC
NTRODUC TION
ODUCTION treasures, those he covets most, have come to him
willingly. Most of his hoard is made up of items left
This e-book presents the ultimate adversary any behind by would-be dragonslayers. These treasures
group of adventurers may face and the hoarded have been lost to the world for centuries. Any hero
treasures those adventurers seek. The adversary is, seeking to slay this beast should beware this canny
of course, a dragon, completely statted and ready and treacherous foe, lest that hero only add to the
for use. The treasure includes new magic items and dragon’s hoard.
forgotten knowledge, lost to the world. Demrellkull, Old Red Dragon: CR 20;
For anyone who wants more dragons in their Gargantuan dragon (fire); HD 28d12+196, hp 378;
d20 fantasy game, Dragon’s Hoard can be dropped Init +4; Spd 40ft. (8 squares), fly 200 ft. (clumsy);
into the dungeon of your choice. Alternatively, you AC 33, touch 6, flat-footed 33; Base Atk +28, Grp
can develop a completely separate lair for the +52; Atk +36 melee (4d6+12 bite), Full Atk +36
dragon and its slaying can be an adventure in itself. melee (4d6+12 bite), +31 melee (2d8+6, 2 claws),

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Dragon’s Hoard: Lost Treasures

+31 melee (2d6+6, 2 wings), +31 melee (2d8+18, protection from arrows, see invisibility.
tail slap); Space/Reach 20 ft./15 ft. (bite 20 ft.); SA 3– dispel magic, displacement, protection from
breath weapon, crush, frightful presence, snatch, energy, tongues.
spell-like abilities, spells, tail sweep; SQ blindsense 4– dimension door, greater invisibility, stoneskin.
60 ft., damage reduction 10/magic, darkvision 120 5– cloudkill, feeblemind.
ft., immunity to fire, sleep, and paralysis, low-light
vision, spell resistance 24, vulnerability to cold; AL TACTICS
CE; SV Fort +23, Ref +16, Will +21; Str 35, Dex 10,
If Demrellkull has warning of the PC’s approach he
Con 25, Int 20, Wis 21, Cha 20.
will cast the following spells in anticipation.
Skills and Feats: Appraise +35, Bluff +35,
Round 1: greater invisibility;
Concentration +27, Diplomacy +16, Escape Artist
Round 2: stoneskin;
+15, Intimidate +20, Knowledge (history) +20,
Round 3: eagle’s splendor;
Knowledge (arcana) +15, Knowledge (local) +20,
Round 4: true strike.
Jump +17, Listen +37, Search +35, Sense Motive
If possible, he will use his invisibility to attack
+36, Spellcraft +17, Spot +37, Use Magic Device
by surprise, using his melee attacks (perhaps while
+35; Cleave, Combat Expertise, Flyby Attack, Great
using his Hover feat as well) against any obvious
Cleave, Hover, Improved Bull Rush, Improved
spellcaster. He can use his Power Attack feat on this
Initiative, Lightning Reflexes, Power Attack, Snatch.
initial attack to raise his damage. If he had a chance
Breath Weapon (Su): 60-ft. cone, damage
to cast true strike in the round before he strikes, then
16d10 fire, Reflex DC 31 half.
he can convert his entire attack bonus into damage
Crush (Ex): Area 20 ft. by 20 ft.; Medium or
(an additional 36 points of damage) and still attack
smaller opponents take 4d6+18 points of
with a +20 to hit on his first roll.
bludgeoning damage, and must succeed on a DC
If the battle is going well for him, he will
31 Reflex save or be pinned; grapple bonus +52.
concentrate his attacks on one opponent at a time,
Frightful Presence (Ex): 240-ft. radius, HD 27
trying to slay that target as quickly as possible. He
or less, Will DC 29 negates.
will use his Great Cleave feat to deadly effect when
Snatch (Ex): Grapple bonus +52; claw against
he downs an opponent.
creature of Medium or smaller for 2d8+6/round,
If the dragon feels the battle is going poorly for
bite against Medium or smaller for 4d6+12/round;
him, he can use his Combat Expertise feat and fight
snatched creature can be flung as standard action
defensively to raise his AC, while using his breath
1d6 x 10 ft., taking 1d6 points of damage per ten
weapon and spells to fight from a distance.
feet traveled.
If Demrellkull is reduced to 80 hit points or less
Tail Sweep (Ex): Half-circle 30 ft. in diameter,
he will dimension door out of his lair and fly away.
Small or smaller opponents take 2d6+18 points of
Note: If you need to pause to consider the
bludgeoning damage, Reflex DC 31 half.
dragon’s next action, by all means, take the time. If
Spell-Like Abilities: 8/day - locate object; 3/day
your players object, tell them that portraying the
- suggestion. Caster level 11th; save DC 15+ spell
actions of a centuries old dragon with a genius level
level.
IQ takes a little thought.
Spells: As 11th level sorcerer.
Sorcerer Spells Known (6/8/7/7/7/5; save DC 15
+ spell level): THE HOARD
0– arcane mark, dancing lights, detect magic,
Red Dragons are the most covetous of their
detect poison, flare, ghost sound, guidance, read
brethren, and as a result they often amass the
magic, resistance.
greatest treasures. Demrellkull hasn’t done too
1– alarm, comprehend languages, feather fall,
badly for himself either, and he likes to safeguard
magic missile, true strike.
his ill-gotten gains as best he can.
2– cat’s grace, eagle’s splendor, mirror image,
The dragon has dug a deep hollow out of the

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Dragon’s Hoard: Lost Treasures

rocky floor of his lair to hold his hoard. This hollow


is 10’ in diameter and 15’ deep and is covered by a
locked, reinforced iron gate set into the floor..
Demrellkull sleeps over this gate, ensuring that
even a daring thief has no chance to reach the
treasure unless the dragon stirs.
Trapped Iron Gate: 2 in. thick; Hardness 10; hp
60; Break (DC 28); Open Lock (DC 25).
Poisoned Arrow Trap: CR 3; mechanical; touch
trigger; manual reset; Atk +12 ranged (1d8 plus
poison, arrow); poison (Large monstrous scorpion
venom, DC 14 Fortitude save resists, 1d4 Con/1d4
Con); Search DC 19; Disable Device DC 15. Market
Price: 2,900 gp.

The hoard consists of seven iron chests and a


mound of 12,240 gp. The chests are all 1-1/2 in.
thick; Hardness 10; hp 45; break DC 28; Open Lock
DC 30. Trapped chests have their locks covered in
Dragon Bile.
Chest Trap: CR 7; mechanical; touch trigger
(attached); no reset; poison (dragon bile, DC 26
Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16. Market Price: 11,300 gp.

MAGICAL AURA SUMMARY


Chest One: Faint transmutation.
Chest Two: Strong transmutation.
Chest Three: No aura.
Chest Four: Faint enchantment.
Chest Five: Moderate evocation, transmutation;
Faint transmutation.
Chest Six: Strong divination, evocation; Strong
abjuration, evocation, necromancy, and
transmutation; Moderate abjuration, divination,
transmutation; Faint transmutation.
Chest Seven: Faint evocation; Faint
transmutation; Moderate conjuration; Moderate
divination; Faint transmutation.

Chest One: This chest is unlocked. It contains


551 gp, and a potion of spider climb.
Chest Two: This chest is unlocked. It contains
700 gp, a blue diamond (5,000 gp), and a pearl of
power (3rd level).

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Dragon’s Hoard: Lost Treasures

Chest Three: This chest is locked and trapped. Winter, is one of the legendary Blades of the Black
It contains 689 gp, a fire opal (1200 gp), amethyst Forge. The Black Forge itself was a volcano, and
(100 gp), obsidian (11 gp), black pearl (400 gp), upon its towering slopes there stood a monastery,
tourmaline (60 gp), alexandrite (600 gp), jade (80 founded by a man known only as the Black Abbot.
gp), aquamarine (600 gp), bloodstone (30 gp), The Abbot attracted a group of followers seeking
violet garnet (500 gp), carenlian (50 gp), citrine (60 to learn his secret sword style. The most apt pupils
gp), zircon (60 gp), and onyx (70 gp). were given magical swords forged in the volcano’s
Chest Four: This chest is unlocked. It contains fires. The tales of the Black Forge are a hundred
820 gp, a white pearl (110 gp), and a liar’s coin*. years old, and today nothing is known of the fate
Chest Five: This chest is locked and trapped. It of the Abbot or his students.
contains the sorrow of endless winter*, and an elixir Check Required: Knowledge (history) DC 30.
of love. The warrior Hoskuld – a big, brawling
Chest Six: This chest is locked and trapped. It Northerner who seemed a most unlikely student
contains a slaver’s brand*, the five ogres falchion*, of the Black Forge Monastery – wielded this blade,
the scimitar of the unbroken path*, and a fourfold known as the Sorrow of Endless Winter. He came
spellbook*. to the monastery seeking to perfect his sword
Chest Seven: This chest is locked and trapped. technique and was won over by the abbot’s
It contains a sash of embers*, five firebane arrows*, philosophy: that those with martial supremacy are
a dancing bridle* an eyepatch of the wandering eye*, the best suited to rule. This appealed to Hoskuld’s
and a stone of weight. power-hungry nature. He learned what he could
Items marked with (*) are new items. from the Abbot and the other students, biding his
time until he felt strong enough to return to his
homeland and wage a bloody coup. That time
MAJOR ITEMS never came, because Hoskuld’s arrogance led him
The new magic items in the Dragon’s Hoard are to believe he could best the evil dragon,
detailed in the following sections. The first italicized Demrellkull.
paragraph is a simple description of the item, Check Required: Bardic Knowledge DC 25.
meant to be read aloud to the players when they There are at least four other Blades of the Black
examine it. The next paragraphs are various skill Forge as mentioned in poems of the time. They are
checks the characters can make to recognize the Dirge of the Orphan’s Lament, Black Blade of
item and recall various facts or legends about it. Suffering, Twofold Cleavers of Soul and Bone, and
Finally the last block of text details the item’s Liar’s Tongue. Nothing is known of their fate, only
attributes and magical effects. that they were the blades of the dreaded students
of the Black Forge.

THE SORROW OF ENDLESS WINTER This +3 icy burst bastard sword can be spun in
This jagged-edged bastard sword has an ice- front of the wielder in a circular flourish, as a
blue blade, shot through with white filigree standard action, to form a shield of ice that will
that branches and rebranches like the hang in the air for a moment, then fall to the ground
patterns of snowflakes. The guard and hilt are and shatter. When the wielder is targeted by a
melee or ranged attack, he may choose (prior to
made of some strange blue-tinged metal and the attack roll) to use this ability for a +5 shield
look as if they were carved rather than forged. bonus to AC against that single attack only.
Check Required: Knowledge (history) DC 30, The Sorrow of Endless Winter seems to feed on
or Bardic Knowledge DC 25. cold, and is never sated. The bastard sword’s
This sword, known as the Sorrow of Endless wielder gains cold resistance 20, as the cold

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Dragon’s Hoard: Lost Treasures

affecting him is sucked into the blade. SCIMITAR OF THE UNBROKEN PATH
Once per day, the sword can be stabbed into
The first thing that catches the eye is the blade
the ground to lay barren the ground around it, as a
of this curved sword - it has a blue-green
winter frost creeps out of the blade (Treat this as
the stunt growth version of the diminish plantssheen, and sparkles when the light hits it, like
spell). the sun-dappled waves of the open sea. The
Moderate evocation, transmutation; CL 10th;most distinctive element of the scimitar,
Craft Arms and Armor, diminish plants; 117,170 gp;
however, is the large golden basket around
Weight 6 lb.
the leather-wrapped hilt of the blade. It is
designed to resemble an astrolabe, with the
SLAVER’S BRAND base on the basket hilt ending in a pointed
This brand is a two-and-half foot long black
cross, denoting the four cardinal points in an
iron rod, topped with something that looks
archaic script.
like a large spider, its legs tucked in around Check Required: Knowledge (history) DC 30,
itself. The handle is wrapped in tattered and or Bardic Knowledge DC 25.
bloodstained leather. Legend attributes the creation of the Scimitar
Check Required: Knowledge (history) DC 30. of the Unbroken Path to the Wizard-Kings of long
The brand itself is less famous than the mark it sunken Quall. The Kings gave the sword to their
leaves behind. To the far south there are still greatest explorer, who traveled the world and
halflings who bear its mark - an ever-present charted the then-untamed continents. The blade
reminder of their enslavement by the One-Eye Clan, and the explorer were both lost centuries ago.
a now-scattered group of orc marauders. In the oral Check Required: Bardic Knowledge DC 20.
histories of the One-Eye Clan it is said the brand Many poems and songs tell of a great explorer
was a boon from the “dark gods of the deep earth.” named Myruk-Val, a sailor from a bygone age, who
Human arcanists suspect that the brand originated with a wave of a sword called the Unbroken Path,
with the drow, given its spider motif. could create a way for himself through even the
most treacherous terrain.
When the brand is red-hot, the spider’s eyes
glow white and it slowly unfolds its eight legs. The This +3 scimitar, when wielded, grants the
spider-shaped mark can then be burned into flesh following powers: find the path, freedom of
only as a coup de grace. movement, and longstrider. These powers may each
Anyone in possession of the brand is be used three times per day.
supernaturally aware of the exact direction and The scimitar’s bearer always knows his
distance to anyone bearing the brand’s mark relationship to the four cardinal points of north,
(provided they’re on the same plane of existence). south, east, and west, and also the exact time of
With the brand in hand, upon mental command, day (provided this information is applicable in the
the user can inflict terrible pain in as many of the character’s present location).
brand’s victims as he wishes. This inflicts 3d6 points When the sword is pointed straight ahead, the
of nonlethal damage to the victim(s). This power wielder can find a path through otherwise
can be used once per round. impassable undergrowth. Treat this as a magical
The brand’s magical mark can only be removed version of the druid’s woodland stride ability.
by a wish or miracle spell. An antimagic field will Moderate abjuration, divination, transmutation;
suppress the brand’s effects as long as the victim CL 11th; Craft Arms and Armor, find the path,
is in the field. freedom of movement, know direction, longstrider,
[Minor Artifact] Strong divination, evocation; CL creator must have five ranks in the Survival skill;
20th; Weight 5 lb. Price 182,983 gp; Weight 8 lb.

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Dragon’s Hoard: Lost Treasures

LIAR’S COIN SASH OF EMBERS


What looks to be an unremarkable gold coin, A bright orange sash embroidered with red
at first glance, bears the grinning and winking and yellow threads in a stylized flame pattern.
image of some forgotten trickster god. Surely Upon closer inspection, an inscription is
not minted by any kingdom you recognize. embroidered on the entirety of the back of the
Check Required: Bardic Knowledge DC 20. sash. It is a magical inscription, in yellow
Known as a liar’s coin, these magical gold pieces, thread, that appears to be a spell.
carried by the most storied of brigands and thieves, Check Required: Knowledge (history) DC 30 or
made their most ridiculous lies believable to any Bardic Knowledge DC 25.
who heard them. This item would have been worn by a member
of the Order of the Arcane Flame, a small and
While holding the coin in his left hand, a obscure group of spellcasters who specialized in
character gains a +10 competence bonus to Bluff fire-based magic. They were known to tattoo their
checks. However, while the character holds the coin unique spells onto their bodies, and after they ran
in this manner, he is incapable of telling the truth. out of room, they would embroider them onto the
Faint enchantment; CL 3rd; Craft Wondrous insides of their clothing. The last members of the
Item, creator must have five ranks in the Bluff skill; order died off decades ago. It is said there are
Price 10,000 gp. certain grisly spellbooks that preserve some of the
Order’s spells.

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Dragon’s Hoard: Lost Treasures

When worn by an arcane spellcaster, the sash be recited as the runes representing their true
grants the wearer a +1 bonus to the saving throw names are touched one by one. This will cause the
DCs of any fire-based spells he casts. Embroidered blade to be imbued with the energies of each of
into the sash is the spell martyr’s immolation (see the ogres in the Five Ogres Falchion. This ritual takes
page 10). a full-round action and requires a Concentration
Faint evocation; CL 3rd; Craft Wondrous Item, check if the wielder is interfered with. For the
creator must have the Spell Focus feat; Price 2,000 following hour the falchion deals an additional 2d6
gp, Weight 1 lb. fire damage, 2d6 cold damage, and gains the traits
speed, mighty cleaving and vicious.
FIVE OGRES FALCHION [Minor Artifact] Strong abjuration, evocation,
necromancy, and transmutation; CL 20th; Weight
A large falchion with a dull-colored blade. 8 lb.
Small black runes are barely perceptible
running the blade’s length. The blunt inside
curve of the falchion has five platinum rings MINOR ITEMS
attached through holes in the blade. The hilt The minor items found in the dragon’s hoard are
detailed in the following section. These are not the
is blackened wood and brass, wrapped in frost
storied relics found in the previous section, and
worm hide. each only features a simple description of the item.
Check Required: Bardic Knowledge DC 25.
This famous weapon was wielded by Kurkesh,
a famed dragonslayer, himself half-dragon, who DANCING BRIDLE
hailed from the north. After slaying his father, he This ornate bit and bridle has arcane glyphs burned
married the beautiful queen of a small kingdom. into the leather reins. When the bit and bridle are
Betrayed by his three daughters, who slew their thrown to the ground and a “cluck-cluck” sound is
mother and drove their father from the kingdom, made with the mouth a phantom steed rises from
he returned to a life of dragonslaying, recklessly the ground. A steed can be summoned in this
challenging any dragon he encountered. manner only once a day.
Check Required: Bardic Knowledge DC 30. The steed remains for eight hours, or until it
It is said each of the magical rings attached to loses all of its hit points or is dismissed.
the falchion contains the shattered soul of an ogre Moderate conjuration; CL 8th; Craft Wondrous
mage from a millennium ago, perhaps from the far Item, phantom steed; Price 8,640 gp; Weight 5 lb.
realms.
This +3 falchion has various powers, all ELIXIR OF LOVE
attributed to the five ogres contained in the rings. This sweet-tasting liquid causes the character
One of these powers may be invoked once each drinking it to become charmed with the first
round at 10th caster level. creature she sees after consuming the draft (as
charm person—the drinker must be a humanoid of
•Ogre of Ash: quench (Will DC 17 negates). Medium or smaller size, Will DC 14 negates). The
•Ogre of Stone: stoneskin (Will DC 18 negates). charm effects wear off in 1d3 hours.
•Ogre of Wind: wind wall, limited to a duration Faint transmutation; CL 4th; Craft Wondrous
of one round (see spell text, Reflex Save DC 17). Item, charm person; Price 150 gp.
•Ogre of Frost: cone of cold (Reflex DC 19 half ).
•Ogre of the Void: cause enervation on a
successful hit. EYEPATCH OF THE WANDERING EYE
This eyepatch looks ordinary on the outside but has
Once a year, the epithets of each of the five a small polished lens on the inside. A creature
ogres (i.e. ogre of the void, ogre of frost, etc.) can wearing the eyepatch may utter the command

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Dragon’s Hoard: Lost Treasures

word “sight beyond sight” and invoke an arcane eye. cannot be disposed of by any nonmagical means—
The spell lasts for seven minutes, and can only be if it is thrown away or smashed, it reappears
invoked once per day. somewhere on his person. If a remove curse spell is
Moderate Divination; CL 7th; Craft Wondrous cast upon a loadstone, the item may be discarded
Item, arcane eye; Price 11,200 gp. normally and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous
FOURFOLD SPELLBOOK Item, slow; Price 1,000 gp.
This spellbook has ornate brass clasps and hinges
on all four sides. It may be opened from any of the N S
EW PELL
four sides, revealing one of four different 100-
hundred page spellbooks. These spellbooks are
currently blank. MARTYR’S IMMOLATION
Faint transmutation; CL 5th; Craft Wondrous Evocation [Fire]
Item, secret page; Price 15,000 gp; Weight 2 lb. Level: Sor/Wiz 4
Components: V, S, M
FIREBANE ARROW Casting Time: 1 standard action
Range: Touch
Primarily used by rogues to extinguish torches in
Target: Living creature touched
their general vicinity, this arrow acts as a quench
Duration: 1 round/level
spell where it strikes.
Saving Throw: Fortitude negates
Faint transmutation; CL 5th; Craft Magic Arms
Spell Resistance: Yes
and Armor, quench; Price 757 gp.
A martyr’s immolation spell wreathes the target
in an aura of fire. While under the effects of this
PEARL OF POWER (3RD LEVEL) spell the target suffers 1d6 points of fire damage
This seemingly normal pearl of average size and each round. Anyone touching or being touched by
luster is a potent aid to all spellcasters who prepare the creature suffers 2d6 points of fire damage.
spells (clerics, druids, rangers, paladins, and Since this aura extends around anything the
wizards). Once per day on command, a pearl of creature is touching, the fire damage is also added
power enables the possessor to recall any one spell to any attacks the creature makes with natural or
that she had prepared and then cast. The spell is melee weapons. The fire damage the creature
then prepared again, just as if it had not been cast. suffers each round will also be applied to anything
The spell must be of a particular level, depending it wears and any item it holds.
on the pearl. Different pearls exist for recalling one Material Component: A drop of oil.
spell per day of each level from 1st through 9th
and for the recall of two spells per day (each of a
different level, 6th or lower). T L
HE AIR
Strong transmutation; CL 17th; Craft Wondrous If you don’t want to place Demrellkull into an
Item, creator must be able to cast spells of the spell existing dungeon or lair, you can use the following
level to be recalled; Price 9,000 gp (3rd). background, map and minions to flesh out the
encounter fully. This could become part of an
existing scenario or be developed into an
STONE OF WEIGHT (LOADSTONE) adventure of its own.
Demrellkull makes his lair in a series of caves
This stone appears to be a dark, smoothly polished
set into the side of Mount Cerafel. Reaching his
stone. It reduces the possessor’s base land speed
lair involves passing through the Blacksmoke
to one-half of normal. Once picked up, the stone

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Dragon’s Hoard: Lost Treasures

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Dragon’s Hoard: Lost Treasures

Wood, a home to evil humanoids, and making a Languages: Orc.


treacherous climb up a rocky cliff face. Rage: When these barbarians rage (the rage
The geography has provided a buffer between lasts for 7 rounds), their statistics change as follows
the dragon and the nearby human settlements. The — hp 69; AC 13, touch 9, flat-footed 12; Grp +15;
humans have never been able to mount an Atk/Full Atk +15 melee (1d6+7 short spear); SV Fort
organized effort to locate the dragon and put an +12, Will +4; Str 24, Con 19; Climb +15, Jump +14,
end to his attacks on their villages. Only the most Swim +9.
dauntless heroes or avaricious adventurers have Possessions: Hide armor, short spear, 1 potion of
dared make the approach to his lair. cure moderate wounds, wolf fur cloak, backpack,
bed roll, belt pouch containing 82 gp.
MINIONS Gyruk Brokenskull (orc chieftain), Male orc
The White Horn tribe of barbarian orcs have called ranger 10: CR10; Medium humanoid (orc); HD
the Blacksmoke Wood home until the human 10d8+40; hp 92; Init +1; Spd 30 ft. (6 squares); AC
settlements they’ve been raiding decided to strike 19, touch 11, flat-footed 18; Base Atk +10/+5; Grp
back. A few months ago, a large group of the local +15; Atk +16 melee (1d8+6/19-20, +1 bane vs.
duke’s huntsmen, led by the heroic ranger Kerlyn humans longsword) or +13/+13 ranged (1d8+2/x3,
Wolfwood, tracked the orcs to their village and +2 distance longbow using manyshot); Full Atk +16/
staged a bloody attack that left only the chieftain, +11 melee (1d8+6/19-20, +1 bane vs. humans
the village’s shaman and a handful of their best longsword) or +13/+8 ranged (1d8+2/x3, +2
warriors still alive. distance longbow); SA archery improved combat
The surviving orcs fled and managed to elude style, favored enemy (humans) +6, favored enemy
their human pursuers. The orc shaman led the way (elves) +2, favored enemy (halfling) +2, spells; SQ
to Mount Cerafel and, ultimately, to Demrellkull’s animal companion, evasion, darkvision 60 ft., swift
lair. Though initially suspicious, the dragon finally tracker, wild empathy +9, woodland stride; AL CE;
agreed to aid the orcs. SV Fort +12, Ref +8, Will +3; Str 20, Dex 13, Con 20,
The dragon was concerned about the humans’ Int 12, Wis 11, Cha 9.
encroachmen. He would use the orcs as his Skills: Climb +13, Concentration +8, Handle
emissaries, in an effort to unite the evil races of the Animal +2, Heal +3, Hide +9, Jump +11, Knowledge
Blacksmoke wood against a common foe. (geography) +7, Knowledge (nature) +7, Listen +10,
The orcs have set up camp inside the dragon’s Move Silently +9, Ride +4, Search +5, Spot +10,
complex of caves. The barbarians, the chieftain and Survival +9, Swim +7, Use Rope +3.
the shaman make their camps seperately in the side Feats: EnduranceB, ManyshotB, Point Blank Shot,
caves. Power Attack, Precise Shot, Rapid ShotB, Run, TrackB.
Languages: Common, Orc.
Orc Barbarians (10), Male orc barbarian 8: CR Ranger Spells Prepared (caster level 5): 1st–
8; Medium humanoid (orc); HD 8d12+16; hp 53; Init longstrider.
+5; Spd 40 ft. (8 squares); AC 15, touch 11, flat- Possessions: +1 bane vs. humans longsword, +2
footed 14; Base Atk +8; Grp +13; Atk or Full Atk +13 distance longbow with 40 arrows, masterwork
melee (1d6+5, short spear); SA rage 3/day; SQ dagger, +3 chain shirt, 1 potion of cure serious
damage reduction 1/-, darkvision 60 ft., fast wounds, wolf fur cloak, backpack, bedroll, belt
movement, illiteracy, improved uncanny dodge, pouch containing 230 gp.
trap sense +2; AL CE; SV Fort +10, Ref +3, Will -1; Marrigun, Wolverine Animal Companion: hp
Str 20, Dex 12, Con 15, Int 9, Wis 5, Cha 7. 42, see MM.
Skills: Climb +13, Handle Animal +1, Intimidate
+3, Jump +12, Listen -1, Survival +5, Swim +7.
Feats: Great Fortitude, Improved Initiative, Run.

12
Dragon’s Hoard: Lost Treasures

Skarath Blackblood (orc shaman), Male half- can make a normal melee attack to deal 8 points
fiend orc cleric 8: CR12; Medium outsider (half- of extra damage against a good foe.
fiend orc); HD 8d8+8; hp 65; Init +1; Spd 30 ft. (6 Spell-Like Abilities: 3/day–darkness, poison
squares), Fly 30 ft., (average); AC 19, touch 11, flat- (DC 15); 1/day–descrate, unholy blight (DC 15).
footed 18; Base Atk +7; Grp +12; Atk +13 melee Caster level is 8th.
(1d8+5, +1 dancing spell storing heavy mace) or +12 Cleric Spell Prepared (6/6/6/5/5/3; save DC 14 +
melee (1d4+5, claw); Full Atk +13 melee (1d8+5, spell level): 0–cure minor wounds, detect magic,
+1 dancing spell storing heavy mace) or +12 melee guidance, light, read magic, resistance; 1st–cause
(1d4+5, 2 claws), +7 melee (1d6+5, bite); SA smite fear, command, cure light wounds, doom, entropic
good, spells, spell-like abilities, rebuke undead 4/ shield, protection from good*; 2nd–bear’s endurance,
day; SQ damage reduction 5/magic, darkvision 60 bull’s strength, death knell*, hold person, silence,
ft., immunity to poison, resistance to acid 10, cold sound burst; 3rd–animate dead*, bestow curse,
10, electricity 10, and fire 10, spell resistance 18; contagion, cure serious wounds, dispel magic,
AL CE; SV Fort +8, Ref +4, Will +13; Str 20, Dex 13, invisibility purge; 4th–cure critical wounds, freedom
Con 13, Int 14, Wis 18, Cha 13. of movement, imbue with spell ability, summon
Skills: Concentration +9, Diplomacy +5, Heal +8, monster IV, unholy blight*; 5th–flame strike*, insect
Knowledge (arcana) +8, Knowledge (history) +6, plague, slay living.
Knowledge (local) +4, Knowledge (religion) +10, *Domain spell. Domains: Evil (cast evil spells at
Listen +7, Move Silently +3, Spellcraft +8. +1 caster level) and War (Weapon Focus bonus
Feats: Combat Casting, Eschew Materials, Iron feat).
Will, Weapon Focus (heavy mace), Track. Possessions: +2 breastplate, +1 dancing spell
Languages: Abyssal, Common, Orc, Under- storing heavy mace, minor cloak of displacement,
common. potion of gaseous form, bedroll, winter blanket,
Smite Good (Su): Once per day this half-fiend masterwork dagger, belt pouch containing 245 gp.

13
Dragon’s Hoard: Lost Treasures

TACTICS
When confronted with the party, any orc barbarian
present will enter rage immediately. They will close
distance and maneuver to keep the party from
closing with Gyruk or Skarath.
Gyruk will target the humans in the party first,
starting with any obvious spell casters. If possible,
he’ll start with ranged attacks using his manyshot
feat and maintain his distance as long as possible.
In close combat he’ll use his bane vs. humans
longsword to best effect. It inflicts 1d8+2d6+14
damage versus humans, more with the power
attack feat.
Skarath will do his best to keep his distance
from the party. He’ll start by loosing his dancing
spell storing great mace which will already have a
cause serious wounds stored in it. Then he will begin
casting spells to aid the other orcs. He’ll start with
summon monster and move on to his offensive
spells. If the party manages to close distance with
him, his first priority will be to keep Gyruk on his
feet with his cure critical wounds or cure serious
wounds spells. If Gyruk falls or if Skarath himself has
fewer than 20 hp left, he’ll flee. He can take flight if
possible or quaff his potion of gaseous form.
If the orcs engage the party first, Demrellkull
will cast the spells detailed in his tactics section and
make his way invisibly to the fight. He’ll choose the
character nearest the periphery of the melee and
make his first true strike aided attack. In subsequent
rounds he’ll hover above the melee and make full
attack actions against any unlucky character within
reach.

14
Dragon’s Hoard: Lost Treasures

Breath Weapon (Su): 40-ft. cone, damage 4d10


APPENDIX I: fire, Reflex DC 18 half.
Presented below are versions of Demrellkull from
Wyrmling to Mature Adult. You can use the treasure
guidelines from chapter three of the DMG to scale
his hoard accordingly.

Demrellkull, Young Dragon: CR 7; Large dragon


(fire); HD 13d12+39, hp 123; Init +0; Spd 40ft. (8
squares), fly 150 ft. (poor); AC 21, touch 9, flat-
footed 21; Base Atk +13, Grp +24; Atk +20 melee
Demrellkull, Red Wyrmling: CR 4; Medium (2d6+7 bite), Full Atk +20 melee (2d6+7 bite), +9
dragon (fire); HD 7d12+14, hp 59; Init +0; Spd 40ft. melee (1d8+3, 2 claws), +9 melee (1d6+3, 2 wings),
(8 squares), fly 150 ft. (poor); AC 16, touch 10, flat- +9 melee (1d8+10, tail slap); Space/Reach 10 ft./5
footed 16; Base Atk +7, Grp +10; Atk +10 melee ft. (bite 10 ft.); SA breath weapon, spells; SQ
(1d8+3 bite), Full Atk +10 melee (1d8+3 bite), +5 blindsense 60 ft., darkvision 120 ft., immunity to
melee (1d6+1, 2 claws), +5 melee (1d4+1, 2 wings); fire, sleep, and paralysis, low-light vision,
Space/Reach 5 ft./5 ft.; SA breath weapon; SQ vulnerability to cold; AL CE; SV Fort +11, Ref +8,
blindsense 60 ft., darkvision 120 ft., immunity to Will +9; Str 25, Dex 10, Con 17, Int 12, Wis 13, Cha
fire, sleep, and paralysis, low-light vision, 12.
vulnerability to cold; AL CE; SV Fort +7, Ref +5, Will Skills and Feats: Appraise +11, Bluff +11,
+5; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10. Concentration +8, Intimidate +13, Jump +17,
Skills and Feats: Appraise +10, Bluff +10, Hide Knowledge (arcana) +6, Listen +13, Move Silently
+5, Jump +13, Listen +12, Spot +12; Alertness, +5, Search +3, Spellcraft +8, Spot +13; Alertness,
Blind-Fight, Hover. Blind-Fight, Flyby Attack, Hover, Weapon Focus
Breath Weapon (Su): 30-ft. cone, damage 2d10 (bite).
fire, Reflex DC 15 half. Breath Weapon (Su): 40-ft. cone, damage 6d10
fire, Reflex DC 19 half.
Spells: As 1st level sorcerer.
Sorcerer Spells Known (4/2; save DC 11 + spell
level):
0– dancing lights, detect magic, ghost sound, read
Demrellkull, Very Young Red Dragon: CR 5; Large magic.
dragon (fire); HD 10d12+30, hp 95; Init +0; Spd 40ft. 1– magic missile, true strike.
(8 squares), fly 150 ft. (poor); AC 18, touch 9, flat-
footed 18; Base Atk +10, Grp +19; Atk +14 melee
(2d6+5 bite), Full Atk +14 melee (2d6+5 bite), +9
melee (1d8+2, 2 claws), +9 melee (1d6+2, 2 wings),
+9 melee (1d8+7, tail slap); Space/Reach 10 ft./5 ft.
(bite 10 ft.); SA breath weapon; SQ blindsense 60 Demrellkull, Juvenile Red Dragon: CR 10; Large
ft., darkvision 120 ft., immunity to fire, sleep, and dragon (fire); HD 16d12+64, hp 168; Init +0; Spd
paralysis, low-light vision, vulnerability to cold; AL 40ft. (8 squares), fly 150 ft. (poor); AC 24, touch 9,
CE; SV Fort +10, Ref +7, Will +8; Str 21, Dex 10, Con flat-footed 24; Base Atk +16, Grp +29; Atk +25
17, Int 12, Wis 13, Cha 12. melee (2d6+9 bite), Full Atk +25 melee (2d6+9 bite),
Skills and Feats: Appraise +11, Bluff +11, Hide +19 melee (1d8+4, 2 claws), +19 melee (1d6+4, 2
+1, Intimidate +13, Jump +15, Listen +13, Move wings), +19 melee (1d8+13, tail slap); Space/Reach
Silently +5, Search +2, Spot +13; Alertness, Blind- 10 ft./5 ft. (bite 10 ft.); SA breath weapon, spell-like
Fight, Flyby Attack, Hover.

15
Dragon’s Hoard: Lost Treasures

abilities, spells; SQ blindsense 60 ft., darkvision 120 Breath Weapon (Su): 50-ft. cone, damage
ft., immunity to fire, sleep, and paralysis, low-light 10d10 fire, Reflex DC 24 half.
vision, vulnerability to cold; AL CE; SV Fort +14, Ref Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller
+10, Will +12; Str 29, Dex 10, Con 19, Int 14, Wis 15, opponents take 2d8+15 points of bludgeoning
Cha 14. damage, and must succeed on a DC 24 Reflex save
Skills and Feats: Appraise +12, Bluff +12, or be pinned; grapple bonus +37.
Concentration +12, Hide +1, Intimidate +14, Jump Frightful Presence (Ex): 150-ft. radius, HD 18
+19, Knowledge (arcana) +12, Listen +14, Move or less, Will DC 21 negates.
Silently +5, Search +8, Sense Motive +7, Spellcraft Spell-Like Abilities: 5/day - locate object.
+13, Spot +14; Alertness, Blind-Fight, Flyby Attack, Spells: As 5th level sorcerer.
Hover, Power Attack, Weapon Focus (bite). Sorcerer Spells Known (6/4/2; save DC 12 + spell
Breath Weapon (Su): 40-ft. cone, damage 8d10 level):
fire, Reflex DC 22 half. 0– dancing lights, detect magic, ghost sound,
Spell-Like Abilities: 4/day - locate object. guidance, read magic, resistance.
Spells: As 3rd level sorcerer. 1– alarm, mage armor, magic missile, true strike.
Sorcerer Spells Known (5/3; save DC 12 + spell 2– protection from arrows, see invisibility.
level):
0– dancing lights, detect magic, ghost sound,
guidance, read magic.
1– mage armor, magic missile, true strike.

Demrellkull, Adult Red Dragon: CR 15; Huge


dragon (fire); HD 22d12+110, hp 253; Init +4; Spd
40ft. (8 squares), fly 150 ft. (poor); AC 29, touch 8,
flat-footed 29; Base Atk +22, Grp +41; Atk +32
Demrellkull, Young Adult Red Dragon: CR 13; melee (2d8+11 bite), Full Atk +32 melee (2d8+11
Huge dragon (fire); HD 19d12+95, hp 218; Init +4; bite), +26 melee (2d6+5, 2 claws), +26 melee
Spd 40ft. (8 squares), fly 150 ft. (poor); AC 26, touch (1d8+5, 2 wings), +26 melee (2d6+16, tail slap);
8, flat-footed 26; Base Atk +19, Grp +37; Atk +28 Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath
melee (2d8+10 bite), Full Atk +28 melee (2d8+10 weapon, crush, frightful presence, spell-like
bite), +22 melee (2d6+5, 2 claws), +22 melee abilities, spells; SQ blindsense 60 ft., damage
(1d8+5, 2 wings), +22 melee (2d6+15, tail slap); reduction 5/magic, darkvision 120 ft., immunity to
Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath fire, sleep, and paralysis, low-light vision, spell
weapon, crush, frightful presence, spell-like resistance 21, vulnerability to cold; AL CE; SV Fort
abilities, spells; SQ blindsense 60 ft., damage +18, Ref +13, Will +17; Str 33, Dex 10, Con 21, Int
reduction 5/magic, darkvision 120 ft., immunity to 16, Wis 19, Cha 16.
fire, sleep, and paralysis, low-light vision, spell Skills and Feats: Appraise +15, Bluff +17,
resistance 19, vulnerability to cold; AL CE; SV Fort Concentration +19, Diplomacy +12, Hide -3,
+16, Ref +11, Will +13; Str 31, Dex 10, Con 21, Int Intimidate +19, Knowledge (arcana) +17, Jump
14, Wis 15, Cha 14. +23, Listen +20, Search +11, Sense Motive +14,
Skills and Feats: Appraise +14, Bluff +14, Spellcraft +17, Spot +20; Alertness, Blind-Fight,
Concentration +15, Intimidate +16, Jump +22, Flyby Attack, Hover, Improved Initiative,Improved
Knowledge (arcana) +14, Listen +16, Search +10, Sunder, Power Attack, Weapon Focus (bite).
Sense Motive +10, Spellcraft +14, Spot +16; Breath Weapon (Su): 50-ft. cone, damage
Alertness, Blind-Fight, Flyby Attack, Hover, 12d10 fire, Reflex DC 26 half.
Improved Initiative, Power Attack, Weapon Focus Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller
(bite). opponents take 2d8+16 points of bludgeoning

16
Dragon’s Hoard: Lost Treasures

damage, and must succeed on a DC 26 Reflex save opponents take 2d8+16 points of bludgeoning
or be pinned; grapple bonus +41. damage, and must succeed on a DC 28 Reflex save
Frightful Presence (Ex): 180-ft. radius, HD 21 or be pinned; grapple bonus +44.
or less, Will DC 24 negates. Frightful Presence (Ex): 210-ft. radius, HD 24or
Spell-Like Abilities: 6/day - locate object. less, Will DC 26 negates.
Spells: As 7th level sorcerer. Snatch (Ex): Grapple bonus +44; claw against
Sorcerer Spells Known (7/5/3/2; save DC 13 + creature of Small or smaller for 2d6+5/round, bite
spell level): against Small or smaller for 2d8+11/round;
0– detect magic, detect poison, flare, ghost sound, snatched creature can be flung as standard action
guidance, read magic, resistance. 1d6 x 10 ft., taking 1d6 points of damage per ten
1– alarm, comprehend languages, feather fall, feet traveled.
magic missile, true strike. Spell-Like Abilities: 7/day - locate object.
2– eagle’s splendor, protection from arrows, see Spells: As 9th level sorcerer.
invisibility. Sorcerer Spells Known (8/5/4/3/2; save DC 14 +
3– dispel magic, protection from energy. spell level):
0– dancing lights, detect magic, detect poison,
flare, ghost sound, guidance, read magic, resistance.
1– alarm, comprehend languages, feather fall,
magic missile, true strike.
2– bear’s endurance, eagle’s splendor, mirror
image, protection from arrows, see invisibility.
Demrellkull, Mature Adult Red Dragon: CR 18; 3– dispel magic, displacement, protection from
Huge dragon (fire); HD 25d12+150, hp 312; Init +4; energy, tongues.
Spd 40ft. (8 squares), fly 150 ft. (poor); AC 32, touch 4– dimension door, greater invisibility.
8, flat-footed 32; Base Atk +25, Grp +44; Atk +35
melee (2d8+11 bite), Full Atk +35 melee (2d8+11
bite), +29 melee (2d6+5, 2 claws), +29 melee
(1d8+5, 2 wings), +29 melee (2d6+16, tail slap);
Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath
weapon, crush, frightful presence, snatch, spell-like
abilities, spells; SQ blindsense 60 ft., damage
reduction 5/magic, darkvision 120 ft., immunity to
fire, sleep, and paralysis, low-light vision, spell
resistance 23, vulnerability to cold; AL CE; SV Fort
+20, Ref +14, Will +18; Str 35, Dex 10, Con 25, Int
20, Wis 21, Cha 20.
Skills and Feats: Appraise +18, Bluff +20,
Concentration +24, Diplomacy +16, Intimidate +22,
Jump +23, Knowledge (arcana) +20, Knowledge
(history) +9, Listen +24, Move Silently +5, Search
+14, Sense Motive +16, Spellcraft +20, Spot +22;
Alertness, Blind-Fight, Flyby Attack, Hover,
Improved Initiative, Improved Sunder, Power
Attack, Snatch, Weapon Focus (bite).
Breath Weapon (Su): 50-ft. cone, damage
14d10 fire, Reflex DC 28 half.
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller

17
Dragon’s Hoard: Lost Treasures

APPENDIX II:

DEMRELLKULL, OLD RED DRAGON (CR 20) QUICK REFERENCE SHEET

AC: 33, touch 6, flat footed 33 ATTACKS


Hit Points: 378 15 ft. Reach
Initiative: +4 Bite: +36 (4d6+12)
Speed: 40 ft./fly 200 ft. (clumsy) Claw: +31 (2d8+6)
Feats: Cleave, Combat Expertise, Claw: +31 (2d8+6)
Flyby Attack, Great Cleave, Hover, Wing: +31 (2d6+6)
Improved Bull Rush, Improved Initia- Wing: +31 (2d6+6)
tive, Lightning Reflexes, Power Attack, Tail Slap: +31 (2d8+18)
Snatch. Breath Weapon: 60-ft. cone, 16d10
fire, Reflex DC 31 half.

SPECIAL QUALITIES
DR: 10/magic SPELL TRACKER
SR: 24
Darkvision: 120 ft. Level (save DC 15 + spell level)
Immunity: fire/sleep/paralysis 0:
Low-light vision 1:
Vulnerability to cold 2:
Crush (Ex): Area 20 ft. by 20 ft.; Medium or
3:
smaller opponents take 4d6+18 points of
bludgeoning damage, and must succeed on 4:
a DC 31 Reflex save or be pinned; grapple 5:
bonus +52.
Frightful Presence (Ex): 240-ft. radius, HD 27 0– arcane mark, dancing lights, detect
or less, Will DC 29 negates. magic, detect poison, flare, ghost sound,
Snatch (Ex): Grapple bonus +52; claw against guidance, read magic, resistance.
creature of Medium or smaller for 2d8+6/ 1– alarm, comprehend languages, feather
round, bite against Medium or smaller for fall, magic missile, true strike.
4d6+12/round or 8d6+24; snatched creature 2– cat’s grace, eagle’s splendor, mirror
can be flung as standard action 1d6 x 10 ft., image, protection from arrows, see invisibility.
taking 1d6 points of damage per ten feet 3– dispel magic, displacement, protection
traveled. from energy, tongues.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, 4– dimension door, greater invisibility,
Small or smaller opponents take 2d6+18 stoneskin.
points of bludgeoning damage, Reflex DC 31 5– cloudkill, feeblemind.
half.

18
Dragon’s Hoard: Lost Treasures

Open Game License

Designation of Product Identity:


The Big Finger Games company name, logo, trade dress and layout; all characters, weapons, artifacts, spells, creatures, gods, place names, geographic
locations, organizations, fictional histories, and stories. This does not include materials reprinted from the d20 System Reference Document, which are
already Open Game Content.

Designation of Open Game Content:


The dragon stat blocks, trap and door stat blocks and the non-Product Identity portions of the magic items and spells.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted
material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Dragon’s Hoard: Lost Treasures Copyright 2004, Michael Todd.

The Red Dragon Copyright 2004, The Game Mechanics, Inc. Author: JD Wiker.

19

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