Whispers of The Storm
Whispers of The Storm
CREDITS
Design: Jon Sederqvist
Editor: Jon Sederqvist
Art Directory: Jon Sederqvist
Layout: Jon Sederqvist
Cover Art: Frédéric Gamache
Interior Art: Becky Graewin, Michael Cugley, Ravenscrye Daegmorgan
Border Art: Frédéric Gamache
Maps: Geoff Hinkley
In order to play Whispers of the Storm, you will need the Dark Sun 3rd edition rules available as a
free download from the official Dark Sun site, www.athas.org, as well as The Dungeon Master
Guide, Player's Handbook, Monster Manual, and the Psionics Handbook. The DM is encouraged to
read the City-State of Draj, also available from www.athas.org, as it contains additional
information the DM can use to enhance the adventure.
Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
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ADVENTURE BACKGROUND:
Because recent turbulent events and subsequent Tyr-storms have shaken the population, many
have turned to new forces to find solace or meaning in their lives, and a new worship has arisen
in Draj: the worship of the forces of the storm. The destructive nature of the new storms has awed
many Draji, and Rain priests have made sure to use this to their advantage. The cult of Rain has
established a small temple in the city, the Temple of Storms, which has been operating for the last
two years with one priest and an assistant. However, the population has been increasingly
flocking to the temple, causing the traditional temples of Draj to become very anxious.
Rugar Stormbringer, the halfling founder of the Temple of Storms, spent most of his life in
solitary worship in the foothills of the Ringing Mountains, exiled from his halfling tribe because
of his worship of the elemental force of Rain. Recent events made him curious, and he left his
small shrine in the Ringing Mountains to explore the rumors of fierce storms pelting the
Tablelands. Eventually, he made his way to Draj, usually the first city to feel the wrath of the
storms, and found a people willing to listen to his message. He established a small temple in the
city, and now he has attracted the attention of an entity claiming to be the source of the storms.
It is Tithian whom Rugar Stormbringer hears speaking through the Cerulean storm. The halfling
believes Tithian is an elemental lord who communes with him, whispering prophecies in the
halfling’s ear of “the coming of a Great Storm that will eradicate the cities of men from the face of
Athas.” Tithian instructs the halfling Stormbringer on how to summon the storm through an
elaborate ritual, and how to gather enough followers to sacrifice in the ritual. The ritual, however,
if successfully performed will not summon any storm, but will instead free Tithian from his
captivity and pave the way for his return.
But Rugar is not the only one who has heard Tithian. A mysterious wizard whose spellcasting
ability is somehow tied to the Cerulean storm is working against the Stormbringer and the
followers of his paraelemental cult, to prevent them from carrying out the ritual that would harm
his source of power.
Meanwhile, in the shadows of the bureaucratic ranks of the templarate, an old enemy of the
wizard seeks to settle an old score with the wizard, and an ambitious young templar seeks him in
order to extract his magical secrets.
ADVENTURE OVERVIEW:
The adventure begins with the PCs as observers or participants in the Flowery Wars in Draj.
During the afternoon, the PCs witness the Moon Priest templars arresting a mysterious character
who they claim is a wizard. The Moon Priests are intrigued by the fact that a witness saw the man
cast a spell, but the alleged wizard has no spell components on his body, except for a blue crystal
lens. The Moon Priests lead the wizard away from the scene. PCs who take an interest in this
incident can follow the templars and observe them place the mysterious wizard in a prison cage.
One of the templars, Xalacotec, pockets the blue lens and then retreats to a building named the
Snarling Jaguar to escape the heat of the day. If the PCs did not follow the templars, they still
come across the cage holding the wizard if they wander about. If the PCs communicate with the
mysterious wizard, he says it is of grave importance that he gets out of the cage, and asks them
for his help. If the characters are unwilling, he promises to pay them well if they can help him
escape and retrieve his lens. The wizard is a good judge of character. He appeals to what would
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interest the characters, be it their good morals and heroic nature, their simple greed, or other
desires. Once out of the cage, the wizard introduces himself as Tec’tezeran.
When the PCs return with or without his lens, Tec’tezeran tells them an event of great evil is
imminent, and says it is in their interest to aid him to put an end to it. He has learned of a
secretive paraelemental cult of Rain operating out of the Temple of Storms. Tec’tezeran wants the
PCs to infiltrate the cult and report to him on the cult’s activities.
PCs who wish to gather information might learn the name of Rugar Stormbringer, or that of his
dwarven assistant, Bakara; that Rugar’s temple has received large donations from a wealthy
follower; and that Bakara has been in contact with Nax, a House Tsalaxa trader, regarding a
shipment of foreign slaves. They can follow any of these leads or proceed directly to the Temple
of Storms.
PCs who visit the Temple of Storms witness Rugar Stormbringer preaching to those who have
gathered to listen. After Rugar finishes his sermon, a number of visitors gather around him to ask
for his advice; a nobleman asks how he can protect his crops from the Tyr-storms that threaten
the estates of his clan. Rugar invites the noble to join him in his quarters, and they discuss the
matter. In private surroundings, Rugar guarantees to protect the noble’s crops from the storms in
exchange for twenty foreign slaves to be sacrificed to appease the Storm Lord. The halfling states
he will send the noble a message when the time of the ritual is drawing close, with instructions
on where to deliver the slaves.
After leaving the temple, attentive PCs may spot someone shadowing them. The person is Eladji,
a mercenary hired to follow them. While PCs may suspect Rugar Stormbringer or Xalacotec (the
templar they retrieved the blue lens from earlier), neither is responsible - the templar Namhotec
is responsible, but unknown to the PCs unless they by some means extract the information from
Eladji’s mind.
After the encounter with Eladji, a templar patrol looking for the PCs arrests them and hauls them
off to a secluded building used by templars for interrogation purposes. The PCs meet Namhotec,
who demands to know everything they know about Tec’tezeran and his whereabouts. Namhotec
will have their thoughts read by a telepath, and when he is satisfied with their answers, he will
have them placed in a prison cage to suffer a slow and painful death by dehydration.
The templars keep the prison cage under surveillance. If the PCs try to escape, they will intervene
and “discourage” them from trying it again. Eventually, Tec’tezeran, disguised as a templar,
comes to rescue the PCs and the two old enemies battle each other in a fight to the death of which
Tec’tezeran is the victor. Tec’tezeran then leads the PCs to a safer location, where they can
exchange information. Templars pursuing the party catch up, however, and Tec’tezeran and the
PCs become separated. Tec’tezeran’s instructions are to follow Rugar’s expedition that will be
leaving Draj soon. During their escape across a corn-field, the PCs encounter bloodthirsty jhakars.
The halfling’s expedition leaves Draj, stopping at Fort Ebon to collect the slaves who will be
sacrificed in the upcoming ritual; then it heads south to the Mastyrial Mountains, where the ritual
will take place. Tec’tezeran has disguised himself and is part of the caravan; he contacts the PCs
and plans for the group to strike as the ritual is being performed upon a mountain plateau
overlooking the Sea of Silt. As storm clouds gather and Tithian’s face appears in the sky, the final
battle with Rugar and Bakara begins.
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Not far behind him are a half-dozen templars, the templars took him with them, instead of
each clad in a blue cloak with a yellow moon leaving him at the hands of the mob.
dyed in front and back. “Stop that man! He is a
wizard!” one of the templars shouts. It does PCs who want to use the Gather Information
not take long before a small crowd moves to skill to find out more about what happened can
block the fleeing man’s escape route. He halts learn the following:
and searches for another exit, but sees similar
crowds gathering to block every passage. The DC 5: The wizard was observed casting spells
templars encircle him and draw macahuitls. in an alley.
DC 10: The head templar Xalacotec has a
The templar’s leader gives the wizard an reputation for hunting down wizards.
ultimatum, “Either tell me your arcane secrets DC 15: The wizard had no other items on his
now, or I will force your spirit to reveal body except the blue piece of glass.
everything to me after your heart has been DC 20: The wizard was seen near the Temple of
ripped from your chest and your skull hangs on Storms last night.
the Great Skull Rack!” The masked wizard does DC 25: The wizard was last seen in Draj prior to
not reply, nor does he move. One of the Tectuktitlay’s death.
templars, a powerful-looking warrior, steps DC 30: The wizard once had an affair with a
forward confidently and raises his macahuitl, powerful templar’s concubine.
“So be it, fool.” The templar prepares to strike,
but the leader orders him not to. “Halt. He If the PCs follow the templars or wander about
could be of use to me.” The subordinate lowers later, they will eventually come across the
his weapon. The wizard does not flinch or show wizard imprisoned in a cage. Proceed to
any hint of emotion during any of this. “Great Encounter 4.
Xalacotec, what would you have me do with
him?” the templar asks.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
begs the PCs to release him. The cage makes What if...? If the PCs refuse to aid
him claustrophobic and desperate. If asked why Tec’tezeran, the DM should use other
he was imprisoned, Kre’keke’lar says he was hooks to get the PCs interested in the
participating in the Flowery Wars, and that his Temple of Storms and the impending
aerial ranged combat style somehow provoked danger. They could encounter the mad
the templars. If the PCs refuse to aid him, he and drunk artisan Juanox at an inn or
will fly into a desperate rage, squawking and pub (see Encounter 7) who speaks of the
kicking at the cage’s bone bars. If the PCs coming of the Great Storm; a Tyr-Storm
release Kre’keke’lar, he will stretch his wings could wreak havoc in Draj, which would
and trod off (he is currently too weak to fly). lead to increased rumors regarding the
Before leaving he will give one of the PCs a Temple of Storms and support of it; or
bone-amulet depicting an aarakocra’s claw – the PCs could be approached by the half-
his only possession -- and he thanks the PCs elven priest of Draj’s Temple of Water,
again. There is nothing special about the Tanuixtli, who is willing to reward them if
amulet – it could fetch a ceramic or two in the they investigate the Temple of Storms
market. and the motives of Rugar Stormbringer.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
victim's speared head upright on the tip of his You recognize the mysterious wizard,
sword. Tec’tezeran, seated in a corner, sipping a mug
of kank nectar. There are only two other patrons
The Snarling Jaguar’s patrons are mostly here: one is passed out at the counter, and the
merchants and artisans who are relaxing after a other sits by himself, fiddling with a foot-long
day’s work. There is also a band of templars stump of rope and a dagger. Both wear the
relaxing here. The PCs will recognize Xalacotec characteristic lirr tails of the artist – a symbol of
and his four subordinates from the arrest of the recognition for their work.
wizard they witnessed earlier. They are drinking
pulque and seem to be having a good time, Tec’tezeran motions for the PCs to join his
exchanging stories about their prowess in the table. If the PCs return with his blue lens, he
Flowery Wars. Tec’tezeran’s blue lens rests on will reward them with what they agreed upon
the table, in front of Xalacotec, who is studying earlier (if anything). He then appeals either to
it through a magnifying glass, and who seems their greed, fear, or good nature (whichever is
to be paying less attention to his subordinates’ more fitting) when he relates to them the great
stories. threat he has discovered that he needs help to
stop.
There are many ways the PCs could obtain the
blue lens. For example, they could create a “You are brave people, but just how brave I
diversion and snatch the blue lens from the wonder. We will soon find out. Surely you have
table, or ambush the templars when they leave heard of, if not seen, the Tyr-storms that ravage
the pub later that night. Without their spells our lands? These electrical rain-storms and the
and without a crowd to call on in the streets, mayhem they cause are nothing compared to
the templars will be at a disadvantage. The what will happen if we don’t intervene. The Tyr
templars fight to the death, except Xalacotec, storms are but offspring of a greater storm that
who will feign death if it is evident that the rages off the coast to the east – the Cerulean
templars will lose the battle. Creative solutions Storm. Its power is unimaginable. It is even
should be awarded. greater than that of our god-king. The templars
believe that the sacrifices at the Great Pyramid
When the PCs venture to the Lair of the Most will appease the elements, but they do not
Vicious Lirr, continue with Encounter 6. If the command the storm. Imagine if the Cerulean
PCs failed to obtain the lens, they receive no Storm ravaged our lands with the strength of a
reward, but Tec’tezeran still has need for their thousand Tyr-storms. It would rip down every
services (and he will craft another blue lens). wall and tear all men apart. It would wash
across the Tablelands, eradicating everything in
If the PCs are caught redhanded and arrested, its wake.”
or defeated in combat by the templars, they are
placed in prison cages. Proceed with an “As we speak, one known as the Stormbringer
appropriately modified Encounter 11. is gathering a cult of followers. You may call
them mad, but the threat they pose is real. The
Stormbringer has heard the voice of an entity
that exists in the storm – a vengeful being. The
6. TEC’TEZERAN Stormbringer believes that he and his followers
will be spared from the fury of the storm, but it
“The Lair of the Most Vicious Lirr” lies in a is a falsehood. I have heard the entity that
secluded alley in the artisan’s district. The pub whispers in the storm, and I see only death and
is identified by a mural on its outside wall destruction, not salvation. We must stop the
depicting a large lirr with huge claw wounds, Stormbringer from summoning the Cerulean
devouring the remains of what must have been Storm.”
a dune reaper. Inside the low, square building,
the lighting is dim; the only illumination comes “From what I have gathered, the Stormbringer
from small lamps situated on small tables. A and his cult operate out of the Temple of
pair of dune reaper claws adorns the wall above Storms. If you could investigate the temple and
the bar. Judging from the many scars he bears, find out how the Stormbringer plans to
the aging, bald innkeeper looks as though he summon the Cerulean Storm, I will attempt to
saw a fair share of battles in his younger days. find out more about the entity in the storm.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
Don’t waste your time looking for me – I will city. Each piece of the above information will
seek you out once I know more.” cost the PCs 10 ceramic pieces.
If the PCs are difficult to persuade, Tec’tezeran
will offer each character a magical item. He will If the PCs venture to House Tsalaxa’s offices to
supply them with the items after they have inquire about the trader Nax, they will be told
completed all tasks he wants them to perform that he is unavailable, off on a mission outside
(i.e: at the conclusion of the adventure), or the city’s borders. That is all they will be told.
sooner if he deems they will need the items
earlier in order to complete their task of If the PCs visit Juanox, they will learn he
stopping the Stormbringer (ie: near the sponsors the Temple of Storms because he
conclusion of the adventure). believes he will be spared when the Great
Storm comes, so he can depict its mayhem in
Once the PCs agree to investigate the Temple stone – an artist’s greatest moment, he claims.
of Storms, proceed with Encounter 7 if the PCs Juanox is both drunk and quite mad, but there
want to gather information, or go to Encounter is a kernel of truth in his ramblings – that a
8 if the PCs visit the Temple of Storms. great storm is indeed coming.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
See the appendix Map A: Temple of Storms of little value. The door is barred from the
inside at night.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
After leaving the temple, PCs who succeed at a The templar patrol is composed of eight
Spot check DC 15 notice someone shadowing templars, and they are obviously looking for the
them. The character is of average height but PCs. The templars arrest the PCs and haul
powerfully built, wearing a dark brown skirt and them off to a secluded building used by for
a bright red sleeveless poncho revealing large interrogation purposes.
muscular arms ending in vicious-looking
obsidian wrist razors. The stalker is wearing a You are led to a secluded stone building; it is
hood, casting shadow over the face and obvious no one ventures near this place. One
distorting the character’s facial features, except of its exterior walls is adorned with
a powerful protruding jaw. bloodstained obsidian spikes and bone hooks
and the ground beneath is littered with skulls
The character is Eladji, a female mul mercenary and bones. Tied to a stone post with giant-hair
hired by an old enemy of Tec’tezeran. Her rope near the wall is a fierce-looking jhakar,
orders are to find the wizard and report his apparently feeding on the remains of a
location to her employer. From what she has humanoid creature. You can hear the beast’s
learned, the PCs have had contact with jaws grinding the bones of its unfortunate
Tec’tezeran, so she has decided to shadow victim. The monstrosity snarls at you as you
them in hopes they will lead her to the wizard. approach the building and leaps forward. One
Eladji is not interested in fighting the PCs, as of the templars strikes the beast with his
she is paid to find Tec’tezeran and report to her macahuitl, and the beast growls as it
employer, but if cornered she would rather fight withdraws. Another templar moves forward to
than flee -- negotiating is a definite second- open the heavy door to the building and
place option to fighting. Under no motions for you to enter.
circumstance will Eladji voluntarily reveal her
employer’s name. This scene should make the PCs realize the
templars mean business. Unless the PCs seek
The encounter with Eladji should alert the PCs to escape, they meet Tec’tezeran’s old nemesis,
that someone is interested in them. Their the templar Namhotec, who demands to know
suspicions will most likely be targeted at Rugar everything the PCs know about Tec’tezeran and
Stormbringer or Xalacotec, the templar they his whereabouts.
retrieved the blue lens from earlier. However,
neither is responsible - the templar Namhotec Inside the dimly lit building, a bloated templar
is, at the moment unknown to the PCs unless rests on a wooden chair. Standing to his right is
they by some means extract the information a tall half-elf, armed with a staff carrying a
from Eladji’s mind. Eladji knows what the jozhal skull upon its top. On his left stands a
templar looks like and his name, but not what woman of regular height and build, with long
the templar wants with the wizard or why. knotted black hair, and a blood red mask which
depicts a jaguar. One of her hands rests on a
carrikal in her belt, and the other rests upon her
hip. The bloated templar gazes at you intently
10. ARRESTED for a few seconds before he speaks sternly, “I
am Namhotec. These are my associates,
Some time after the encounter with Eladji, Wacahuixl and Imhoxata. They will be
whether the PCs spotted and confronted her, or
responsible for making you more cooperative
she followed them unnoticed for a while before should you refuse to talk. And let me make one
she realized they would not lead her to thing perfectly clear – I do not need you alive,
Tec’tezeran, the PCs are accosted by a templar
and keeping a jhakar well fed is expensive.
patrol. Cutting back on expenses could become a
priority.” The templar smirks. “Shall we begin?”
A patrol of templars wearing blue cloaks with
yellow moons dyed front and back approaches Namhotec asks the PCs how they came into
you. They point at you and nod to each other. contact with the wizard Tec’tezeran; what their
arrangement with him is; why he has returned
Then they draw their macahuitls, and one of
them speaks in a low voice. “You - come with to Draj; where they have met with him; where
us. Resist and we will take glee in killing you they are going to meet him; and how they
maintain contact. If the PCs refuse to answer,
and eating your quivering hearts.”
or any of the three NPCs catch the PCs lying,
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the half-elf wizard Wacahuixl casts charm The templars keep the prison cages under
person on the PC in question. If the spell has surveillance at all times. If the PCs try to
no effect, Imhoxata will attempt to read the escape, they will intervene and “discourage”
character’s thoughts with detect thoughts. If them from trying it again.
that also fails, the pair will attack the PCs with
weapons until they talk. If the PCs fight back, Eventually, another templar arrives on the
the eight templars making up the patrol that scene and releases the PCs. It is in fact
arrested them attack the PCs as well. This will Tec’tezeran in disguise (disguise self spell),
be accompanied by threats of mounting the come to rescue the PCs.
PCs on the wall outside, where the jhakar will
be infuriated by the smell of their blood and eat The sun has set and the heat of the day has
them from the legs up while they are still alive. been replaced by the chill of the night and the
secluded plaza is quiet. Soon after nightfall, you
When he is finally satisfied with the PCs’ hear footsteps approaching and spot a templar
answers, Namhotec will have them placed in a emerge from an alley. He strides confidently
prison cage to suffer a slow and painful death towards you, and takes a key from his belt
by dehydration. The templars will place pouch. The templar watching you from the
manacles on their feet and hands and have window in the building across the way calls out
them stripped of their weapons, spell to him. “What are you doing?” The new arrival
components, and any other possessions they turns in his direction and responds, “The
might have. The templar patrol, Namhotec and prisoners have been pardoned. Someone
Wacahuixl escort the PCs to the prison cages. apparently favors them.” The templar in the
Imhoxata remains behind. window disappears for a moment.
If the PCs find a way to escape the templars The new arrival templar quickly proceeds to
before being interrogated, or on the way to the unlock the doors to the prison cages and he
prison cages, go to Encounter 12 where they has just turned the key in the last lock when the
meet Tec’tezeran again. If they are imprisoned, door to the supervisory building is opened.
continue with Encounter 11. Namhotec and Wacahuixl step outside. The
half-elf waves his staff and mutters a series of
mysterious words. The freedom-bringing
templar is suddenly no longer a templar – it is
11. IMPRISONED the wizard Tec’tezeran! “Quickly”, he shouts as
he opens his backpack and empties its
You are left in the prison cages of Draj, without contents,your weapons, on the ground.
food and water to die slowly and painfully
through dehydration. Your manacles have been “Attack!” Namhotec commands, and templars
removed, but the templars made it clear they spew forth from the building, charging towards
are watching you, and if you attempt to escape you. Tec’tezeran flips his lens into hand from
or make much noise, they will have your backs where it hangs on his belt and shouts the
lashed and rubbed with salt, and your mouths syllables for a spell. The lens glows
sewn shut. After giving this warning, they took fluorescently and a crackling noise
shelter in a nearby building, though a templar accompanies the stroke of lightning arcing past
always watches you from a window. you to strike three of the charging templars.
“I’ll deal with Namhotec.” says Tec’tezeran.
The plaza is square-shaped, with eight prison “You take out the others.” The wizard draws his
cages placed along a clay brick wall at the
spear and screams “For Kasha!”
western edge of the plaza (six of the cages can
host a Medium-size creature; two can host a Namhotec saw through Tec’tezeran’s bluff and
had his cohort cast dispel magic to dispel
Large creature. On the eastern side of the plaza
is a building whose windows and door face it Tec’tezeran’s disguise self spell. Tec’tezeran
(so the templars inside can supervise and responded with a lightning bolt spell that
injured and possibly killed three of the eight
oversee the cages and their prisioners). To the
north and south are entrances/exits to the subordinate templars (6d6 damage, Reflex Save
plaza, each leading to a narrow street. DC 16 for half damage). The battle is on.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
See the appendix Map B: Prison Cage Plaza expedition to where the ritual will take place
for an outline of the area. and then find a means to disrupt the ritual.
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
they are moving closer. Then, from the is there to retain? Without rain, what is there to
shadows of the corn stalks, leap an unknown live? Praise the Storm Lord!”
number of ferocious beasts.
The cultists kneel and raise their hands towards
The PCs are attacked by eight jhakars. After the the sky. In unison they shout “Praise the mighty
battle, the PCs are safe, for now. On the other Storm Lord!”
side of the cornfields, the PCs can find safe
passage to the city core. There they can plan Rugar points at the entrance to the temple. “Go
their next move. into the temple. There Bakara will give each of
you a backpack with all you will need for your
DM’s note: Tec’tezeran escapes the templars. If journey to Arak-Pur, the holy mountain.”
the PCs are intent on finding out whether he
managed to escape or not, a successful Gather Rugar refers to the easternmost mountain in
Information check DC 15 will reveal that an the Mastyrial Mountains region, but the name
unsuccessful wizard hunt took place at the is one he has come up with on his own, thus
same time the PCs were fleeing. Alternatively, even PCs with Knowledge (Geography) will not
Tec’tezeran could have a messenger inform the be able to determine where the ritual is to take
PCs that he survived, but that he needs to place.
gather his strength.
The PCs could either simply follow the
Proceed with Encounter 14. expedition, or try to disguise themselves as
cultists and join it. Each cultist walks into the
temple’s storage chamber and retrieves a
backpack containing a blanket, a waterskin,
14. THE EXPEDITION rations for one week, an obsidian dagger, and a
traveler’s outfit. The beasts of burden are
Rugar’s expedition leaves on the morning two loaded with kegs containing water and oil, and
days after the escape through the cornfields. As other assorted equipment (pots, ropes etc.).
the sun rises, Rugar’s followers gather at the
doors of the Temple of Storms. If the PCs are The expedition then sets course for the gates of
watching, read the following: Draj.
An increasingly large crowd of Rugar’s followers The expedition numbers 136 followers,
have gathered outside the Temple of Storms. Rugar, Bakara, four kanks, two crodlu
and two inix. Once outside Draj, the
Some have brought along beasts of burden –
kank, inix and crodlu. The paraelemental expedition follows the road leading
cultists have marked their faces with blue southwest. It is headed for Fort Ebon,
where it will pick up 107 slaves to be
stripes of paint and wear bone amulets shaped
like a raindrop. They chant enigmatically, sacrificed in the ritual. The trip to Fort
waiting for their savior to reveal himself. Finally Ebon takes 10.7 hours (32 miles), and is
covered in two days. From noon to
the double doors to the temple open up, and
Rugar Stormbringer emerges. He raises his sunset, the expedition halts and sets up
hands towards the sky and shouts powerful tents to shade themselves from the heat
of the sun. The expedition then
words. Drops of rain shower the cultists briefly,
and they become quiet. Rugar then speaks with continues until it has covered a total of
a fanatical spark in his eyes. 24 of miles. The next day the expedition
reaches Fort Ebon before noon.
“I am glad so many of you have come, my loyal
followers. The Storm Lord is pleased. Salvation Once the expedition reaches Fort Ebon,
proceed with Encounter 15.
is near, as it would be our fate. The Great
Storm will wash across our lands and destroy
all that is unclean and not ours. When the
lands are cleansed, we will live in harmony and
revel in the soil’s bountiful harvests, as the life- 15. SLAVES
giving rain will grant us. Without destruction,
what is there to rebuild? Without sacrifice, what Rugar’s expedition comes to a halt outside the
bleached stone walls of Fort Ebon, a vital
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House Tsalaxa supply point. The dwarf Bakara set for the easternmost and northernmost
walks into the fort on foot once he has stated mountain, which Rugar calls Arak-Pur.
his business with the trader, Nax. A short while
thereafter, he emerges from the gates followed The base of Arak-Pur is 10 miles south of
by rows upon rows of slaves shackled together Fort Ebon. The expedition reaches the
with manacles on both hands and feet, mountain after dark.
prodded along by House Tsalaxa guards. There
could be more than a hundred of them all
together but none of the slaves appear to be
native Draji. The majority is human, but half- 16. THE MOUNTAIN
elves, dwarves and elves are represented in
small numbers as well. Two dozen guards Rugar waits until morning before scaling the
under House Tsalaxa’s banner -- a pair of mountain. The beasts of burden are left at the
yellow, glaring, bestial eyes on a black base of the mountains, watched over by half of
background -- join the expedition. the Tsalaxan guards including Hwuanita. The
remaining guards scale the mountain along
If the PCs followed the expedition, or traveled
with Rugar’s followers.
with as part of it, they will meet the victims to
be sacrificed –107 slaves Rugar has gathered Somewhere along the climb some of the
(including the slaves Bakara bought from the
cultists are attacked by a black mastyrial.
Tsalaxan trader, Nax). If the PCs disguised The mastyrial kills five followers before it
themselves as nobles and spoke with Rugar in is chased off. Also, four slaves slip and
private in the Temple of Storms, they may have
fall to their deaths during the climb.
received a message prior to the expedition
leaving Draj stating they should send an If disguised and part of the expedition, the PCs
amount of slaves to Fort Ebon. They could also
are nearby when a black mastyrial attacks.
have intercepted the messenger with these Whether they aid the attacked cultists or not is
instructions sent to the noble in Encounter 8. If up to them.
they did, they could very well be joining the
expedition at this stage, or decide to follow it If the PCs are not part of the expedition, but are
from this point. Disguising themselves as following it, they must first get past or around
slaves is a possibility, especially if they are non-
the Tsalaxa guards at the base of the mountain.
Draji (the slaves are all foreign slaves). Of During their climb, they are attacked by a black
course, the slaves do not walk about with mastyrial themselves.
weapons and other equipment than their
clothes, and they all wear manacles on their Scaling the mountain takes one full day. The
hands and feet to prevent them from rioting or expedition rests during the hottest hours of the
escaping. The slaves are watched by 24 Tsalaxa
day and just as the sun goes down reaches a
guards lead by the female human captain great plateau overlooking the Sea of Silt.
Hwuanita (pronounced “wha-nee-ta”).
When the PCs reach the plateau, whether as
What if... If the PCs somehow find a way part of the expedition or trailing it, proceed with
to communicate with the slaves, they will encounter 17.
find that the slaves have no idea as to
where they’re going or what is going to
happen to them. If the PCs tell them that
they will most likely be sacrificed, they
will be motivated to escape, but even if
17. THE RITUAL
the PCs aid some of the slaves in
escaping, this will not stop the ritual. The expedition has reached its destination: a
Rugar will simply ask some of his fanatic plateau overlooking the Sea of Silt to the east.
followers to sacrifice themselves and The cultists gather in a great circle around
have them take the slaves’ place. Rugar and Bakara while the slaves are dragged
along and prompted to the ground.
The expedition leaves Fort Ebon as sunset
draws near. It heads due south from Fort Ebon, Rugar holds up a stone tablet for all to see – it
towards the Mastyrial Mountains. The course is is covered in indiscernible runes. He then starts
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to recite mysterious syllables, his voice and mutters the incantations for a spell – from
booming across the plateau. “Azera Quatza his hand shoots a dark, crimson globe of
Rak!” The cultists repeat his words in unison. energy which explodes into flames, clearing a
“Quallat Teherat Takak.” Again the cultists path in the circle of storm followers. “Go!”
repeat his words in unison. Rugar seems Tec’tezeran shouts, his voice muffled by the
pleased. A cold wind blows from the east, screaming winds. At that instant, above you in
carrying a puff of silt on the air. Quickly, the the sky, a face is forming. Tec’tezeran shouts
wind intensifies, causing cloaks and hair alike something to you, but his words are drowned
to flow in the wind. On the eastern horizon in the storm’s rage.
something appears in the sky…clouds, dark
clouds, and they are approaching fast, carried Tec’tezeran cast repulsion from a scroll and
by the wind. Rugar raises his hands to the sky then casts fireball. The PCs can reach Rugar
and laughs. “It has begun!” and Bakara by pressing forward; Tec’tezeran
runs after the PCs, surrounded by the aura
Rugar has used a scroll with control weather from the repulsion spell, which prevents the
and control winds. This summons the Cerulean cultists from coming too close to them (unless
Storm. The next part of the ritual involves the PCs intentionally walk up to the cultists).
sacrificing 100 sentient beings. If Rugar runs
out of slaves, he will sacrifice some of his Rugar is covered by a green aura of shimmering
followers or the Tsalaxa guards. The latter flee light. The halfling holds his hands up to the
the plateau as the storm escalates. sky. “Infuse me with your power, Lord!” A
streak of blue lightning arcs from the sky and to
Someone grabs you by the shoulder. At first the halfling’s erected hand. Rugar’s eyes glow
glance it appears to be a cultist, but then you bluish white with sparks of blue lightning.
spot the blue lens tied around his neck.
“Come.” He says and motions for you to Rugar is being empowered by Tithian. He
follow. enjoys the benefit of DR 10/magic, electricity
immunity, and a touch attack that delivers a
The cultist is Tec’tezeran in disguise. He takes shocking grasp spell as if cast at 5th level
the PCs aside, away from the mob of cultists. (usable at will). Treat Rugar’s CR as one higher
While they speak, storm clouds roll in and than listed in the appendix.
conceal the sky.
Bakara’s stats remain unchanged.
The sky has turned black and dark blue.
Lightning flares across the sky in sheets and
the air rumbles. “I am glad you are here. We See the appendix Map C: Mesa for NPC
don’t have much time,” Tec’tezeran speaks as enemy starting positions.
raindrops begin to fall on your foreheads. “We
must stop the ritual from being completed –
the only way is to kill the Stormbringer. The If the PCs are defeated...
entity in the storm is near – I can feel it and it Should the PCs be unable to kill Rugar,
must not be released.” Tec’tezeran pauses as a the ritual will be completed, and Tithian,
green bolt of lightning strikes the center of the former King of Tyr will be released from
circle of cultists, and a crackling burst of energy the Cerulean Storm. His essence will
spreads out to engulf the slaves, and any merge with Rugar and take complete
cultists standing too close. Screams of agony control of the halfling’s mind. The
echo across the mountain plateau – it sounds Cerulean Storm will not be weakened.
as if the victims are being burnt alive and slowly Unless the PCs flee, this scenario is most
incinerated – all while they’re being showered likely to take place if the PCs die at the
in rain and pummeled by the fierce winds. “I’ll hands of the halfling cleric. The
clear a path through the followers. Charge on consequences Tithian’s return will entail
my command!” Tec’tezeran shouts over the to the Tyr region is up to the DM. Tithian
wind. He pulls out a cord with colored beads will want revenge on Sadira, Rikus and
and tears it in two. The beads vanish in the air. the other heroes of the Prism Pentad
Around you, people stop and become unable to responsible for his entrapment. He will
move in your direction – a magical ward of also seek to dispel the wards in Ur Draxa
some sort. Then the wizard grasps his blue lens placed upon the Dark Lens and Scourge
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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org
of Rkard by Sadira of Tyr, so that Rajaat you have done well in stopping the
may once again be freed. Stormbringer. The naive halfling and his half-
giant hearted dwarf companion did not see
through Tithian’s false promises, but I did. The
If Rugar and Bakara are defeated, continue. Cerulean Storm has not been weakened and
Tithian remains imprisoned. We have won the
Rugar has been defeated – you can see his soul first battle, but there will undoubtedly be
being torn from his body with an ear-deafening others. For now the Storm is quiet, but Tithian
scream that pierces the wind. Green wisps of will not rest. I have a feeling our paths will
energy seep forth from his body and then cross again.” Tec’tezeran turns and walks away,
disrupt into nothingness. Above you the sky is towards the western horizon.
washed white by crackling lightning and the
face in the sky appears to wail, but no sound The PCs are left at the foot of the mountain,
can be heard. The rain pours down upon you and are alone. The other survivors have left for
with furious anger. Around you cultists and the Draj, Fort Ebon, or other destinations. It is
few surviving slaves and guards panic as the possible for the PCs to catch up with some of
violent weather pounds down upon them; a them if the DM wants to play on. Tec’tezeran is
single silhouette on the plateau remains calm – not interested in being followed by the PCs or
the Cerulean wizard. making further conversation with them.
Tec’tezeran raises his hands to the sky, In Draj, the Temple of Storms is now without a
clasping his blue lens in his hand and shouts leader (or owner), and the Cult of Storms exists
above the storm: “Tithian of Tyr! Rain all you no more. Due to the manner of his death,
want – the Cerulean Storm will not be Rugar Stormbringer cannot be resurrected,
vanquished!” The rain intensifies and the drops even if someone were to look for him. They
sting your skin with their force. Then, suddenly, would find only the banshee of Bakara,
the face disappears and the rain is no longer as haunting the plateau where the ritual was to
intense. However, rumbling thunder indicates take place.
that the plateau is still not safe. Tec’tezeran
motions for you to leave with him.
EPILOGUE
Tec’tezeran leads the PCs down the mountain,
and pays them the agreed upon salary for their
services. Then he departs, destination untold.
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APPENDIX A: NPCs
Storms (stabilizes all dying creatures within
60 ft, 1/day).
Possessions: lirr hide armor, bone unholy
symbol, harness, bedroll, blanket, one-
Specific NPCs gallon waterskin, 2 javelins
Bakara, male dwarf cleric
Eladji, female mul psychic warrior/rogue Background: Bakara is a rain cleric and
Hwuanita, female human fighter Rugar Stormbringer’s personal assistant,
Imhoxata, female human templar/psion apprentice, and bodyguard. Bakara is a
Namhotec, male human templar/moon priest native Draji who lived a hard life as an
Rugar Stormbringer, male halfling cleric orphan , without a focus and meaning to his
Tec’tezeran, male human wizard/cerulean existence. By chance, he met Rugar soon
Xalacotec, male human templar/wizard after the halfling’s arrival in Draj several
Wacahuixl, male half-elf wizard years ago. In the rain cleric, Bakara found
his meaning, as well as someone to guide
Generic NPCs him and teach him the clerical arts.
Cultist Protecting and caring for the halfling
Mob became his focus, and though Rugar is a
Templar centurion stern master, he is one who rewards loyalty
Templar subordinate and appreciates a friend. Bakara will do
Tsalaxa guard anything for Rugar, and because of their
relationship, he expects the same in return
Monsters from the halfling.
Jhakar
Description: Bakara’s bald head has a black
New prestige class lightning pattern tattoo covering most of his
Cerulean skull. He wears hide armor crafted from blue
lirr scales, and carries no visible melee
weapons, except for a pair of bone-tipped
javelins on his back. In melee combat the
dwarf relies upon his inflict spells, often
SPECIFIC NPCs combining them with the chill touch spell.
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for the sacrifice . The pair is also outfitting magical power: the Tyr-storms. Lately, he
for an expedition to the Mastyrial Mountains, has heard strange whispering voices in his
where the ritual will take place. sleep and he has deduced they have
something to do with the source of the Tyr-
Description: Rugar is of standard height for storms – the Cerulean Storm. Tec’tezeran
a halfling, standing just over three feet tall. decided to return to Draj, which experiences
The halfling has a fanatical gaze that more Tyr-storms than any other city, in order
unnerves many of those in his presence. His to investigate this strange phenomenon. As
body is covered with many colorful tattoos he approached the coast of the Sea of Silt,
depicting storms, lightning, and rain-drops. and came closer to the Cerulean Storm, the
voices he heard in his sleep became clearer,
and the wizard realized the existance of an
Tec’tezeran: Human Wiz 5/Cer 1; CR 6; entity within the Cerulean Storm – a
Medium humanoid; HD 6d4+12; hp 28; Init deceitful being craving to be released,
+2; Spd 30 ft.; AC 12, touch 12, flat-footed intoxicated with hatred and a lust for
10; Base Atk +2; Grp +4; Atk +4 melee vengeance.
(1d6+2/x2, shortspear) or +4 ranged
(1d6+2/x2, shortspear); SA -; SQ cerulean Tec’tezeran suspects the entity and the
casting, blue lens focus; AL N; SV Fort +3, Cerulean Storm are connected to one
Ref +3, Will +7; Str 14, Dex 15, Con 14, Int another, and if the entity is released, he
17, Wis 13, Cha 11. fears the magical properties of the Cerulean
Skills and Feats: Bluff +9, Concentration Storm will be lost.
+11, Craft (optics) +6, Disguise +9, Gather
Information +3, Knowledge (arcana) +12, After his arrival in Draj, Tec’tezeran heard of
Spellcraft +14; Brew Potion, Diehard, a growing cult of storm followers in the city.
Empower Spell, Endurance, Improved He fears the entity in the Cerulean Storm is
Unarmed Strike, Scribe Scroll. luring these men-and-women into the cult in
Wizard Spells Prepared: (4/4/4/3; save DC order to somehow secure its own release.
13 + spell level): 0– daze, detect magic, Time is of the essence, and Tec’tezeran
ghost sound, mage hand; 1st- disguise self, realizes he cannot succeed alone on his
expeditious retreat, mage armor, shocking own, thus he tries to enlist the aid of the
grasp; 2nd- false life, locate object, spider PCs.
climb, touch of idiocy; 3rd- dispel magic,
fireball, lightning bolt Tec’tezeran’s return to Draj is not without its
Possessions: potion fruit of haste (cl 5), perils of its own. His old nemesis, the
obsidian-tip shortspear, blue lens, spell templar Namhotec still seeks his death, and
component satchel, backpack, blanket, one- Tec’tezeran’s ability to channel the energy of
gallon waterskin. the Cerulean Storm to fuel magical spells
has not gone unnoticed by the moon priests.
Background: Tec’tezeran hails originally The templar Xalacotec desires his magical
from Draj. In his youth he was forced to secrets and hunts him.
escape from his home-city after having an
affair with the templar Namhotec’s favorite Description: Tec’tezeran is of medium height
concubine. The templar had the concubine and build. He is in excellent shape. The
murdered and tried to frame Tec’tezeran, wizard wears blue robes and a broad-
but the young man eluded the templar patrol brimmed straw hat of Nibenese design,
sent to arrest him. On his journey to covering his face with a blue scarf. In
Nibenay, Tec’tezeran caught the interest of combat he wields a shortspear with a jagged
an aarakocra preserver who took the young obsidian tip.
Draji “under his wing” and taught him the art
of preserving magic. They parted ways after
a year, and Tec’tezeran eventually Wacahuixl: Half-elf Wiz 5; CR 5; Medium
continued his journey to Nibenay. humanoid; HD 5d4+4; hp 18; Init +2; Spd 30
ft.; AC 12, touch 12, flat-footed 10; Base Atk
A few years after settling in Nibenay, +2; Grp +2; Atk +2 melee (1d6/x2,
Tec’tezeran discovered a new source of quarterstaff) or +4 ranged (1d4/x2, sling);
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APPENDIX B: MAPS
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C: Mesa
1 square = 5 feet
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APPENDIX C: ART
T ec ’ t ez er a n Eladji
By Becky Graewin By Becky Graewin
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31
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