Professional Documents
Culture Documents
3 – June 2009
Authors: Jason Beardsley, Bill Browne, Mark Gedak,
Nathan Irving, Stefen Styrsky
Guest Submission: Wolfgang Baur
Some Artwork: Bradley K McDevitt
Editor: I thought I saw one but it was just an illusion
Design/Layout: Functionally done by Mark Gedak
Companies I’m Excited About This Month:
Applied Vectors, Hero Games, One Bad Egg, Open Design, Paizo Publishing, Rite Publishing, RpgObjects
Foreword by Steve Russell 2 Modern Template 51
Game Reviews 3 Starship 53
Hard‐Boiled Ideas: Cultures 3 OGL Supers 55
Modern Dispatch #135 – Dark Future 3 Public Domain Heroes 55
OGL Fantasy Content 6 With the Magpie RPG 56
Alternate Class Features 6 Otyugh 56
Campaign Sketch 9 Sleep Spell 56
Monster Templates 11 With Permission of Wolfgang Baur 58
Otyughnomicon 30 Shadowsworn Class 58
Quickstarts 35 Spell List 62
Summoning Rules 43 New Spells 64
Tile Inspirations 45 With Permission of Hero Games 75
Treasure Packets 48 Fantasy Hero Monster 75
Unusual Rogues 49 A Plea to Modern Gamers 77
OGL Modern/Future Content 51 Open Game License 78
This edition of the DM Sketchpad V.3 – June 2009 is produced under version 1.0a of the Open Game
License. Some artwork copyright Octavirate Entertainment, used with permission. Council of Ghouls
map is copyright 2009 Ed Bourelle. Used here with permission.
Designation of Product Identity: The following items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License, version 1.0a:
1) Hero SystemTM is a registered trademark of DOJ, Inc. Hero System and Fantasy Hero are copyright
DOJ, Inc. d/b/a Hero Games. The use of this system is done with permission for a non‐commercial
product. No challenge of trademark or copyright is intended for this topic.
2) The Magpie Codex and Magpie RPG are the sole copyright of Paul Jessup
Designation of Open Game Content:
The sections entitled OGL Fantasy Content, OGL Modern/Future Content, OGL Supers, Magpie System
and With permission of Wolfgang Baur are open game content.
Note: New Open Game Content can be found everyday at http://grandwiki.wikidot.com/dm‐sketchpad
system I produce products for. In essence the
Foreword GOW helps keep the interest level of gamers
who might not buy my product now, to remain
It is always the potential fear of a publisher that gaming so that they can potentially buy Rite
when you produce an Open Gaming License Publishing products later. In addition these
(OGL) product that someone is going to take all gamers recruit new potential customers as new
of your hard work and release it for free. I am players join their games.
here to tell you that is not what the Grand OGL
Wiki (GOW) is about. Now the designer in me finds the GOW and the
DM Sketch Pad to be a treasure trove of
The GOW and Mark Gedak have been nothing inspiration, because of both original content
but respectful in their approach to cataloging and OGL content from products that I never
Open Gaming Content. Marks respect for would have picked up until I was exposed to it
publishers, who are not in this to get rich but via the GOW.
are fans themselves supporting a game they
love, instantly made me want to sponsor and As a GM I can cherry pick ideas from the Sketch
contribute to the GOW. I started doing small Pad and the GOW, plop them down in my game
contributions of gaming content from my home as is, or tweak them to suit my desires. The DM
games and then from products I had worked on Sketch Pad and the GOW are full of awesome
as a freelancer that were no longer available or amounts of inspirational and functional content
stuck in development limbo with defunct that I can access as I need it, because I have
product lines. Finally Rite Publishing offered an transitioned to running my game using my
exclusive preview as part of the DM Sketch Pad. laptop, making it a incredibly impressive tool.
I am sure it won’t be the last time I do an
exclusive preview via the DM Sketch Pad. I am also constantly impressed by the
production quality of a 100% free product such
Even now I am constantly amazed by the as the DM Sketch Pad. Ronin Arts proved that
quantity and quality of the content that the this should be a product folks are willing to pay
GOW is able to gather together. The amount of for. So while I might call Mark crazy for giving it
time and energy that goes into a project like this away for free, I am also very happy that he
is demanding, having worked on similar projects does. The only thing Mark ever really asks for is
in the past myself I have nothing but admiration your feedback so he can appreciate the use of
for Mark, GOW and all its supporters and his ever‐evolving masterpiece, so send him a
especially other publishers like Ronin Arts and message tell him what you think about it, what
Highmoon Media who realize the value of GOW you want the GOW and the DM Sketch Pad to
and the DM Sketch Pad to the open gaming do.
network.
Steve Russell
Rite Publishing (and I believe other publishers) Rite Publishing
value the GOW as both a marketing
opportunity, to show off our content to P. S. – Mark, thank you for making my home
dedicated gamers who are looking for quality game a better game.
content they are likely not aware of, and as a
network that will continue to support a game
think there are good ideas in here that are easily
Game Reviews used for any system.
Hard Boiled Ideas±m Cultures is a 4th edition
supplement writing by Fred Hicks and Jonathon
Walton for One Bad Egg. It is 14‐pages in length
and runs you about $4 at Rpgnow and the One
Bad Egg store.
I’m a tabletop gamer, and With my Planet Stories subscription, I can combine
Planet Stories gives me I need never worry about missing my Planet
an exciting look at the a single volume. I can choose the Stories books
adventure fiction that delivery method that with other
inspired my favorite works best for me, subscriptions
hobby. You should and the subscription from Paizo.com,
see how I use the lasts until I decide to saving money on
monsters in my cancel. shipping and
campaign! handling charges!
N.W. Smith,
Dick Awlinson, Schenectady, New York. Matthew Carse,
Lake Geneva, Wis. Kahora, Mars
Sights and Sounds The main chamber is lit by a Skills Climb +17, Craft (weapons) +8, Hide +10,
handful of oil lamps. My ghouls possess Knowledge (Dungeoneering) +8, Move Silently
lifesense instead of darkvision so lighting the +10, Survival +16 (+18 underground, humans)
chamber makes it easier for them to get Languages Common, Dwarven, Terran
around. The lamps are filled with the fat and oil SQ animal companion (Rabid), combat style
from previous victims. They sputter and flicker (two‐handed weapon), command ghouls, create
providing only shadowy illumination. spawn, undead traits, wild empathy +3
Gear bear trap, pouch (50 gp, a silver key with
This massive chamber looks like roughly carved initials J.K. carved in it)
sandstone welcoming hall that leads up a short Command Ghouls (Su) Grim can command all
flight of stairs to a raised dais of greenstone ghouls within 30 ft. as a free action.
splattered with blood. Around the dais in a Create Spawn (Su) Creatures killed but not
semi‐circle sit four well‐appointed chairs. To the consumed by Grim will rise in 24 as a dread
north‐east lies a room litters with coffins, to the ghoul or ghoul.
south‐west snake two passages into the
darkness and in the south‐east high on the wall Rabid: Ghoulish Wolf (hp 9)
two other passages escape this room. As wolf, AC 17/13/14; bite +4 (1d6+2 plus ghoul
fever); Fort +3, Ref +7, Will +3
Inhabitants This room is currently occupied by Ghoul Fever (Ex) Fortitude DC 12, incubation 1
three beings. The Grim Huntsman, a dwarf day, 1d3 Con and 1d3; rise as ghoul in 24 hours
ranger turned dread ghoul, Rabid his ghoulish if killed with fever still virulent.
wolf and Samantha Redding, a local artist
caught by Grim. Samantha Redding CR 2
Female human Expert 3; (4/10 hp)
The Grim Huntsman CR 5
Dread Ghoul Dwarf Ranger 4 Tactics Grim’s tactics depend a lot on how the
CE Medium undead (augmented humanoid) PCs approach the council chamber. With his
Init +4; Senses Darkvision 60 ft, lifesense 60 ft., lifesense they should be able to at most get
scent; Listen +3 (+5 humans), Spot +3 (+5 within 60 ft of him. In combat he will command
humans) Rabid to attack unarmored opponents and trip
AC 21, touch 14, flatfooted 17 them to prevent spellcasters from working
(+4 Dex, +5 +1 chain shirt, +2 natural) magic. He will concentrate on anyone with a
hp 22 (4d10) clerical look first. He will bind the wounds of
Fort +4, Ref +8, Will +4 those he disables because the other council
Immune undead Resist turning +2 members are coming and its always beneficial
Spd 20 ft., climb 20 ft. to share. Rabid can eat any familiars or animal
Melee +1 dwarven waraxe +7 (1d8+4/x3) or bite companions.
+7 (1d6+3 plus paralysis (DC 12, Fort negates,
1d4+1 rounds)) and 2 claws +2 (1d3+1 plus Treasure Hidden in the dais (Search DC 24) is a
paralysis (DC 12, Fort negates, 1d4+1 rounds)) 4th level scroll of animate dead and an elixir of
Ranged mwk javelin +8 (1d6+3) truth.
Special Attacks favoured enemy (human) +2
damage Connections The chamber connects to The
Str 17, Dex 18, Con —, Int 14, Wis 17, Cha 10 Coffin Room, The Echo Tunnels and The
Base Atk +4; Grp +7 Wandering Way
Feats Cleave, EnduranceB, Great Cleave, Power
AttackB, TrackB
Other Council Members 8 272 gp, personality parasite pearl (1,400
The Council of Ghouls has five members in total. gp), potion of nondetection (750 gp)
This entry only features The Grim Huntsman but [Total Value = 2422 gp]
the other members include the Avataar of 9 197 gp, a set of death coins (2,000 gp)
Torment (Dread Ghoul Elf Wiz 11, Medusa [Total Value = 2,197 gp]
enforcer), Whisper of Fear (Dread Ghoul 10 42,345 cp, arcane scroll of detect
Pseudodragon Halo Knight 7), Gluttony’s magical residue and see the face (300
Champion (Dread Ghoul, Human Ari12), and gp), cloak of resistance +1 (1000 gp)
Enveloping Darkness (Dread Ghoul [Total Value = 1723 gp]
Cloaker/Harpy Amalgam Assassin 5). Do you
want to see any of them?
Treasure Packets
A Selection of Treasure for Challenge Rating 5
According to the system reference document
the average treasure per fifth level encounter is
1,600 gp. This could contain coins (copper,
silver, gold, electrum or platinum), 1‐4 gems, 1‐
4 art items, 1d4 mundane items or 1d3 minor
magic items.
d10 Packet Contents
1 321 gp, 14 ep, one alexandrite (115 gp),
one amethyst (72 gp), one golden yellow
topaz (501 gp), one bloodstone (63 gp),
mwk spiked chain (325 gp), a pouch
containing 3 samples of death’s
doorway (150 gp) [Total value = 1617
gp]
2 548 gp, 33 ep, 127 sp, a ring made of
jade (114 gp), an emerald (963 gp)
[Total Value = 1802 gp]
3 52 pp, 67 gp, potion of neutralize poison
(750 gp), dojre of chameleon (34
charges) (510 gp) [Total Value = 1847
gp]
4 519 gp, a small brass statue of an otyugh
(427 gp), a silver pendent with a fire
opal drop (1152 gp) [Total Value = 2098
gp]
5 42 pp [Total Value = 420 gp]
6 314 gp, 1276 sp [Total Value = 441 gp]
7 3,003 cp, a score of the Widow’s Tears
stored in an ivory scroll case (750 + 372
gp), a magician’s chest of purest
falnonwood (761 gp) [Total Value = 1913
gp]
Unusual Rogues Skills Hide +19, Listen +10, Move Silently +19,
Spot +14, Survival +3;
Hiding in the shadows lurks a hunter, stalking Languages Common, Sylvan
her prey, waiting for her next meal. Alloshu has Spikes (Ex) With a snap of its tail, Alloshu can
made her home in the Blackheart Forest as the loose a volley of six spikes as a standard action
guardian of the gate to the Shadow Plane. She (make an attack roll for each spike). This attack
attacks would‐be travelers on sight, should they has a range of 180 feet with no range
show interest in using the gate. increment. All targets must be within 30 feet of
each other. She can launch only twenty‐four
She was given the task of guardian to this spikes in any 24‐hour period.
Shadow Gate by the Unseelie, as they've Unseelie Pact (Ex) An unseelie creature that
migrated a large portion of their operations to becomes neutral or good loses the unseelie
the Shadow Plane. Knowing Alloshu to be template, but it retains the evil subtype and
among the deadliest of her kind, and her vulnerability to silver weapons. If it becomes a
devotion to their cause, they've bestowed upon good‐aligned creature, it gains the seelie
her the magic of the Unseelie. template.
Unseelie Sight (Ex) An unseelie creature using
Alloshu CR 10 its invisibility ability can see other unseelie
Female Unseelie Manticore Rogue 3 creatures using the same ability. In addition, it
LE large magical beast (extraplanar, feyblood) automatically succeeds on saves against illusion
Init +5; Senses Listen +10, Spot +14, Darkvision spells and effects produced by unseelie
60, lowlight, scent creatures and immediately recognizes such
AC 23, touch 14, flat‐footed 18 effects as illusions.
(size ‐1, dex +5, natural +9) Sneak Attack Alloshu's attacks deals extra
hp 114 (9d10+3d6+72) ; DR 5/silver damage any time her target would be denied a
Resist cold 5 Dexterity bonus to AC (whether the target
Fort +13, Ref +14, Will +5; Evasion actually has a Dexterity bonus or not), or when
Speed 30 ft, fly 50 ft (clumsy) she flanks her target.
Melee claw +18 (2d4+5) Trapfinding Alloshu can use the Search skill to
Ranged 6 spikes +17 (2d6+3) locate traps when the task has a Difficulty Class
Full attack 2 claws +18 (2d4+5) and bite +16 higher than 20. She can also use the Disable
(1d8+3) or 6 spikes +17 (2d6+3) Device skill to disable magical traps.
Special Attacks Spikes, Sneak attack +2d6, Flyby Evasion (Ex) If Alloshu makes a successful Reflex
Attack saving throw against an attack that normally
Special Qualities trapfinding, trap sense +1, deals half damage on a successful save, she
unseelie pact, unseelie sight instead takes no damage. Evasion can be used
Spell‐like Abilities At will—invisibility; 3/day— only if she is wearing light armor or no armor. If
ghost sound (DC 8), silent image (DC 9); 1/day— she's helpless, she does not gain the benefit of
alter self, darkness, magic mouth (DC 10), sleep evasion.
(DC 9). Caster level 12. The save DCs are Trap sense (Ex) Alloshu gets a +1 bonus on
Charisma‐based Reflex saves made to avoid traps and a +1
Str 25 (+7), Dex 20 (+5), Con 22 (+6), Int 8 (‐1), dodge bonus to AC against attacks made by
Wis 12 (+1), Cha 6 (‐2) traps
Base Atk +11; Grapple +22
Feats Track, Flyby Attack, Multiattack, Weapon
Focus (spikes), Improved natural attack (spikes),
Quicken Spell‐like Ability (invisibility)
+ Roleplaying Games
+ Animation
+ CGI Effects
+ Artwork
+ Website Design
+ Designs for publication
Fantasy Hero: Garbage Devourer
Val Char Cost Roll Notes
25 STR 15 15 ‐ Lift 800 kg; 5d6[2]
12 DEX 6 12 ‐ OCV: 4/DCV: 4
16 CON 12 13 ‐
14 BODY 8 12 ‐
6 INT ‐4 11 ‐ PER Roll 11‐
12 EGO 4 12 ‐ ECV: 4
8 PRE ‐2 11 ‐ PRE Attack: 2d6
4 COM ‐3 10‐
12 PD 7 Total: 12 PD (25% rPD)
8 ED 3 Total: 8 ED (0 rED)
3 SPD 8 Phases: 4, 8, 12
10 REC 4
40 END 4
42 STUN 0 Total Characteristics Cost: 65
Movement Running 6”
Leaping 0” (can’t jump – 5)
Swimming 2”
Cost Powers End
15 Rubbery Hide: Physical Damage Reduction, Resistant, 25% 0
17 Alien Senses: Enhanced Senses (Detect Heat Patterns/Traces; Passive)
plus (+4 Enhanced Perception for Sight group)
13 Sticky Tentacles: Entangle 2d6, 2 DEF, No Range (‐1/2) 2
5 Four Tentacles: Extra limbs (2)
18 Filth Disease: Drain 3d6 DEX, Delayed Return Rate (points return at the
rate of 5 per day; +1 ½); Extra Time (1 day; ‐3) 7
10 Bite: HKA 1d6 (2d6 with STR), No Knockback (‐1/4) 3
Cost Skills
4 +2 OCV with Sticky Tentacles
11 Stealth 16 ‐
93 Total Powers and Skills
158 Total Cost
75+ Disadvantages
5 Physical Limitation: Large (4m; ‐2 DCV, +2 PER Rolls to perceive) (Infrequently, Slightly Impairing)
5 Physical Limitation: Unusual Form (makes some tasks difficult or impossible) (Infrequently,
Slightly Impairing)
15 Distinctive Features: Not Concealable (Noticed and Recognizable) [spherical body, single mouth
in torso, eyestalk, four tentacle arms, three legs]
35 Berserk at the sight/smell of blood (Common), go 11‐, recover 8‐
23 Experience Points
158 Total Disadvantage Points
Ecology: Garbage devourers are the product of no natural ecology but instead we created by foul
magicians who want to be rid of their faulty experiments, wasted portions and spoils of arcane research.
The devourers became popular with city officials who saw the creatures as an expedient way to get rid
of the garbage generated by civilization. Some garbage devourers has escaped city captivity and live in
the sewers or rampaging across the countryside.
Personality/Motivation: Garbage devourers are simple beasts who like to eat garbage or anything else
they can get their tentacles on. They have very little intelligence but could be negotiated with or tricked
provided they are spoken to very, very slowly.
Powers/Tactics: Garbage devourers are straightforward combatants. They trudge forward, grab people
with their sticky tentacles and then spend the rest of the time chewing on the captured prey. Crafty
garbage devourers, though rare, may grab one opponent than then hurl it at another to thin the number
of opponents before devouring opponents.
Appearance: Garbage devourers can be up to 2.6 m tall at the top of its eyestalk. The creature is a
strange beast with rubbery yellow‐brown skin wrapped around a spherical body. From its torso sprouts
a toothy maw, three stubby legs and four snapping, gripping tentacles.
A Plea to Modern Gamers
We want to do more future and modern content on the DM Sketchpad but we need some direction.
Please drop me line at gedakm@gmail.com and let me know where your modern games rest.
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
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
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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.
Modern System Reference Document Copyright 2002‐2003, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.
101 Arcane Spell Components Copyright 2002, 2003 Philip Reed, www.philipjreed.com
A Dozen Planar Gates and Storms Copyright 2005 Philip Reed, published by Ronin Arts
www.roninarts.com.
Adamantine Wasp Swarm from Tome of Horrors III Copyright 2005 Necromancer Games, Inc.; Author:
Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis
Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert
Schwalb and Bill Webb.
Advanced Bestiary Copyright 2004, Green Ronin Publishing LLC; Author Matthew Sernett.
Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams.
Alchemy & Herbalists Copyright 2001, Bastion Press, Inc.; Authors Steven Schend, Charles W. Plemons
III, Daniel M. Perez, John D. Frenzel, Jon Keene, Kevin Ruesch, and Michael Thibault.
Al‐mi’raj from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene
and Clark Peterson, based on original material by Roger Musson.
Ancient Template copyright 2009 Nathan E. Irving
Armies of the Abyss Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
Background Levels Copyright 2007, Iain Fyffe dba Fifth Element Games; Author Iain Fyffe.
Black Flags: Piracy in the Carribean Copyright 2002, Avalanche Press, Ltd.; Authors Dr. Mike Bennighof,
Ph.D. And John R. Phythyon, Jr.
Blind Horror Template copyright 2009 Nathan E. Irving
Bloodline Levels Copyright 2007, Iain Fyffe; Author Iain Fyffe.
Blue Rose Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve
Kenson, Alejandro Melchoir, and John Snead.
Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S.
Sims.
Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh
and David Bolack
Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante‐Levy
Castle Shadowcrag, Copyright 2007 Wolfgang Baur, www.wolfgangbaur.com. All rights reserved.
Cloud Template copyright 2009 Nathan E. Irving
Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker.
Cromagh’s Guide to Goblinoids Copyright 2003, The Game Mechanics; Author JD Wiker.
Cry Havoc, Copyright 2003 Skip Williams. All Rights Reserved.
Dark Creeper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Simon Muth.
Dark Stalker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Rik Shepard.
Dragon Horse from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott.
Equitus Template copyright 2009 Nathan E. Irving
Extraordinary Rangers Copyright 2007 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe.
Future: 13 Starship Devices, copyright 2005 Philip Reed. Published by Ronin Arts www.roninarts. com.
Future: Heroes – Cyborgs, Copyright 2004, Philip Reed. Published by Ronin Arts.
Future Player’s Companion: Tomorrow’s Foundation, Copyright 2005 The Game Mechanics, Inc.;
Authors: Gary Astleford, Rodney Thompson, & JD Wiker.
Future Player’s Companion: Tomorrow’s Hero, Copyright 2005 The Game Mechanics, Inc.; Authors:
Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker.
Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game Mechanics, Inc.; Authors:
Gary Astleford, Neil Spicer, & Rodney Thompson.
Future Player’s Companion (Print), Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford,
Neil Spicer, Rodney Thompson, & JD Wiker.
Half‐Sphinx Templates copyright 2009, Nathan E. Irving
Hippocampus from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott
Greene and Erica Balsley, based on original material by Gary Gygax.
Ink & Quill Copyright 2002, Bastion Press, Inc.
Legions of Hell Copyright 2001, Green Ronin Publishing; Author Chris Pramas.
Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron
Sullivan, and Derrick Thomas.
Magpie Codex Rules, Copyright 2009, Paul Jessup
Martial Arts20, Copyright 2007, RPGObjects; Author Charles Rice
Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright
Medieval Player’s Manual, Copyright 2004, Green Ronin Publishing; Author David Chart.
Mi’raj Template copyright 2009 Nathan E. Irving
Modern20, Copyright 2007, RPGObjects; Author Charles Rice
Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
Mutants and Masterminds, Second Edition Copyright 2005, Green Ronin Publishing; Author Steve
Kenson.
Necromancer's Legacy ‐ Bloodlines & Paragons Copyright 2005, E.N. Publishing; Author M. Jason
Parent.
Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris
Jones, Scott Reeves, and Elton Robb.
Open game content from Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.
Open game content from Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd.
Open game content from Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose
Publishing Ltd.
Open game content from The Quintessential Barbarian II: Advanced Tactics copyright 2004, Mongoose
Publishing Ltd.
Open game content from The Quintessential Bard copyright 2003, Mongoose Publishing Ltd.
Open game content from The Quintessential Druid copyright 2002, Mongoose Publishing.
Open game content from The Quintessential Human copyright 2003, Mongoose Publishing Ltd.
Open game content from The Quintessential Sorcerer copyright 2003, Mongoose Publishing Ltd.
Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC‐named spells from the
Player’s Handbook that were renamed in the System Reference Document. The Compendium can be
found on the legal page of www.necromancergames.com.
Pathfinder 1: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Author: James Jacobs.
Pathfinder 2: The Skinsaw Murders. Copyright 2007 Paizo Publishing LLC. Author: Richard Pett.
Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Author: F. Wesley Schneider.
Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and
Wolfgang Baur.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc. Authors Stephen Kenson, Mark C.
Mackinnon, Jeff Mackintosh, Jesse Scoble.
Sinobian from Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene;
Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance
Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb
and Monte Cook.
Swords of Our Fathers Copyright 2003, The Game Mechanics; Author JD Wiker.
Supers20, Copyright 2008, RPGObjects; Author Charles Rice
Template Booster: Blasphemous Terror, Copyright 2006 Reality Deviant Publications
Template Troves, Volume II: Oozes & Aberrations, © 2004 Silverthorne Games; authors Philip J. Reed
with Michael Hammes.
The Assassin’s Handbook Copyright 2002 Green Ronin Publishing. All rights reserved.
The Avatar's Handbook Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris
Tomasson.
The Book of Fiends Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris
Pramas, and Robert J. Schwalb.
The Book of Roguish Luck, Copyright 2005, Wolfgang Baur; All rights reserved.
The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.
The Completist’s Guide to Humanoid Characters Copyright 2008 Iain Fyffe, dba Fifth Element Games;
Author Iain Fyffe.
The Jester Copyright 2007, Iain Fyffe; Author Iain Fyffe.
The Psychic's Handbook Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
The Unholy Warrior's Handbook Copyright 2003, Green Ronin Publishing; Author Steve Kenson.
Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors:
Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis
Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Ultimate Power, Copyright 2006, Green Ronin Publishing; Author Steven Kenson.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David
Noonan, and Rich Redman.
DM Sketchpad ‐ June 2009; Copyright 2009, Published by Purple Duck Creations. Authors: Jason
Beardsley, Bill Browne, Mark Gedak, Nathan Irving, Stefen Styrsky. Special Guest Wolfgang Baur.
The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008‐2009 Purple Duck Creations;
Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane
O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler
Jr.