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Five Swords of Power

Design: Lester Smith and James M. Ward


Editing: Timothy Brown
Special Thanks to: Our Fast Forward colleagues, for their endless positivity and occasional
cruel jest.
Five Swords of Power 2002 Fast Forward Entertainment. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material.
The following text is Open Gaming Content: the name, statistics, and combat section of each
monster.
Dungeons and Dragons and Wizards of the Coast are registered trademarks of Wizards of the
Coast, and are used with permission. d20 System and the d20 System logo are trademarks
owned by Wizards of the Coast and are used according to the terms of the d20 System License
version 1.0. A copy of this license can be found at www.wizards.com.
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THE BARBARIANS BLADE
An excerpt from the Book of Takmohl, Obels translation
In the days before the Takmohl peoples became a nation, the tribes lived like wolf packs,
ranging the steppes on their ponies, preying upon beast and man alike. By might of arms,
quickness of mind, and ferocity of spirit did a man grow wealthy in those days. And his wealth
was counted not in coins of gold or silver, but in the number of ponies in his herd, of wives in his
tent, and of sons at his table. In those days, the Takmohl believed themselves to be strongbut
they were weak.
They learned this when the Verendi came to our eastern shores. Like locusts, the invaders
descended in their hundreds, in their thousands. Like a storm cloud, they advanced across the
land, driving out its former inhabitants. Like a carpet of briars, they rooted their houses into the
earth and settled in to stay.
The Takmohl made war upon the Verendi, as they had warred upon one another for
generations. Between their internecine battles, they took some time to slaughter Verendi settlers
and put Verendi villages to the torch.
They might as well have held a candle before an advancing glacier.
The Verendi sent soldiers to protect their settlers. Verendi villages became walled
fortresses, and their soldiers began to seek out our own encampments and put them to the torch.
Like scorched dogs, the Takmohl retreated westward, still snapping at one another. Battling an
implacable enemy, yet squabbling amongst themselves, the Takmohl found their numbers
dwindling, their glory fading.
Then, from out of the mountain mists to the west, a giant of a man came among the
Takmohl. Some say he was a god; the legends name him only The Barbarian. He spoke the
Takmohl language, and he knew the tribes ancient customs. But he had a new vision for their
war with the Verendi.
The Barbarian sought out the most powerful of the Takmohl chiefs, and he bested him in
single combat. Some tales say he broke the chiefs back barehanded, others that he simply
dodged each blow, moving with blurring speed, until at last his opponent fell down, exhausted.
Naturally, the fallen chiefs tribe took the Barbarian to their bosom as their new leader.
But he did not stop there. Day by day, he sought out the next chief, and then the next, besting
each in turn and assimilating his clan. The Takmohl were heartbroken. Driven from their
homelands by the locust-like Verendi, they now found themselves the prey of a ravenous lion.
Then the Barbarian did something unexpected: He returned to each chief (or to his son)
the tribe that man had held. In return, he asked only that they join him to drive the Verendi from
the land.
With the Barbarian at their forefront, wielding an enormous two-handed sword, the tribes
turned upon the Verendi invaders like a wildfire. No longer weakened by internal battles, they
drove the Verendi inexorably back into the sea. Then the Barbarian sheathed his mighty battle
sword and strode westward, to disappear into the mountain mists once again.
The scribes of our people took the symbol of the Barbarians sword as an emblem of their
office, that the Takmohl might never forget the story. Some claim that in times of need, these
symbols can transform into the Barbarians blade itself, lending its wielder something of that
heros speed and strength.
But never doubt that the greatest magic of this tale involves not the sword, but rather one
mans ability to forge a nation from a collection of warring tribes.
Game Stats
The item known among the Takmohl tribes as The Barbarians Blade looks like a mere
toy in its normal form. It is roughly six inches long and can easily be hidden inside a sleeve or a
boot top, or even within a glove. For those who know how to activate its magic, however, at their
command, the item grows immediately to the size of a bastard sword.
In either form, the sword is a +3 weapon. In toy form, it does only 1 point of damage
on a successful attack, though this damage is always as a wound point, never vitality damage. In
its full-sized form, however, the blade gains both the mighty cleaving and speed special abilities.
The trouble is that few remember how to activate the item to make it full-sized. Takmohl
legend has it that in time of need, the gods reveal that secret in a dream to their chosen
champion.
BLADE OF MASTERY
There was a time in the dim past when skilled humans who were unusually difficult for
the devils to kill or trick were constantly summoning devils. It was getting so that in any given
decade there were thousands of poor devils being pulled out of their lairs and dens and put to
work at tasks they didnt really want to be doing. You can imagine the frustration of these poor
creatures, as beloved relatives like Uncle Tadadish and Aunt Grengunalla were being pulled
away to serve at the command of disgusting and way too clean humans. Finally it got so bad that
even the most evil and awesome devil had lost a relative or lusted one. Many of them were
forced to get together in a great conclave out of a desire for self-preservation. They managed to
come up with a pretty darned good idea.
The concept was simple as ideas go. Highly magical items would be createdreal
masterworks of the art, with amazing mystical powers. Each of these items would be so useful
that anyone owning one would quickly find it an indispensable feature of their lives. Another
layer of enchantment would be added to the items, making them unusually intelligent and filling
each with a desire to kill spell casters. Finally, all of the items would be given a final
enchantment that would make them want to be owned all together by one human. After spending
several centuries gathering the materials to make the items, and then doing the actual crafting,
the devils promptly spread the things through the prime material plane, giving them away in
trade to spell casters. Each one was given to a summoner for one of the devils he had summoned
over the past 1,000 years. Thus, 20 fine devils were freed by the action of this great idea, and the
rest of the devilish world sat waiting for the fun to begin.
The wizard Actolla was in a fine mood that morning. Devils had appeared in his spell-
casting chamber earlier, and he was a bit worried, but they had come to make a great deal with
him. The foolish creatures from the nether planes had offered to trade him an amazing sword for
the return of the Erinyes Baatezu he had been using for the last decade. The she-creature had
grown tiresome anywaythey always didand the wizard was delighted with the trade.
Gordan, come up here at once. The wizard sat on his magical throne as he caused the
blade to float in the air in front of him. Actolla didnt have much use for weapons or armor
himself. He was a consummate spell caster with skills and abilities far beyond those of mortal
men. He had been using spells for five hundred years and enjoyed every minute of it. His pretty,
subdued gold dragon looked on from its huge cage in the corner, and Actolla once more blessed
the evil gods of magic that allowed him to ply his trade on this plane of existence. Looking over
his chamber, he was very pleased with his position in life. Anywhere he looked in the room, he
could see major magic items and enchanted treasures beyond price, all his to command and use
as he saw fit. This sword would be just one more useful thing in a wizards tower filled with
priceless items. Speaking of useful things, where is that guardsman? Gordan you dont want me
to have to come and get you!
Gordan rushed into the chamber and knelt down on one knee. He was also a valuable
object in a tower filled with such. Actolla let him stay with his head bowed in subservience for a
little while longer. The wizard noted to himself that once a person had all the gold he would ever
need, and he had all the magic items he would ever need, having and controlling talented people
was the next important need of the wealthy. Gordan was amazingly talented. This warrior had
been the head of Actollas guard for the last three years. In his prime, the fighter was lightning
quick with his weapons. His skills at handling the tower and its many servants, apprentices, and
other needs were unmatched. Gordan could have served kings in any land, and Actolla had this
vastly skilled man bowing before him and working at his every beck and call. Life was indeed
good for the wizard.
Gordan, rise. Ive just acquired an amazing sword and I want you to use it. You dont
have to thank me; its part of my duty as your lord and master to give you nothing but the best in
equipment. This allows you to better serve me.
Gordan stood up and faced Actolla. The warrior was almost seven feet tall. His muscles
rippled in their massive strength. The wizard had him practice every day at swordplay, and
Gordan reveled in his own skills with any blade. He wore enchanted elvish chainmail that
protected him from the strongest of blows from fang and claw. He had powerful magical rings on
his fingers, enchanted bracers on his wrists, a host of amulets and charms to protect him from
harm. Hed trained with sword masters brought from around the world and now trained his own
men in skillful fighting styles with many different types of blades. As he walked around the
floating blade before him, his hand itched to take it up. The blade was a wonder of
craftsmanship. It actually looked magical, and he knew the weapon must be deadly. Gordan had
held hundreds of magical weapons in his time. The weapon at his hip was a deadly enchanted
rapier, but he could see this floating blade was much better.
Master, you are too kind. This is a wonderful gift beyond price. I will use it well in your
service. Gordan grasped the hilt, and energy coursed through his entire body.
Actolla could see the look of pleasure on his head guardsmans face as the man took the
blade. Something else was there as well. The fellow seemed to get bigger, filling out in some
strange way. There was a look of power in the mans eyes that wasnt there before. Its possible,
the wizard thought to himself, that I should have taken more time understanding that blade
before I gave it away. Oh well, whats done is done.
Well, Gordan, he said, you have worked long and harulp.
The wizards head flew off its shoulders as Gordan/the sword lashed out. Turning without
a backward glance, the fighter, now fully under control of the sword, went down the stairs, on a
mission to kill the other seven spell casters in the tower. There were 19 other pieces of
equipment the sword must gather to itself, so it had a lot of work to do. Between it and those
other pieces, there were thousands of spell casters needing to be killed.
For the next seven decades, spell casters and other owners of the 20 different devil-made
magic items contended with one another to bring the items all together. Soon there were fewer
and fewer spell casters, as they failed to recognize their danger in the face of the actions of these
items. In a hundred years, fewer and fewer devils were being forced to go to the prime material
plane. In three hundred years, there wasnt a human spell caster alive that remembered how to
summon a devil. Those 20 items continued to have a huge influence on the plane, and they still
do today.

Game Stats
Blade of Mastery +4: Masterwork longsword, Intelligence 19, Wisdom 19, Charisma 19, Ego
30, Speech, telepathy, wielder has free use of Mobility and Sunder, wielder can detect thoughts
at a 100 ft. range, purpose defeat/slay spellcasters, Lawful Evil alignment, Intelligent special
purpose slay living (DC 15), wielder can see in the dark as if it were day, wielder does an
additional 30 hit points of damage per successful strike.
Cursed requirement: wielder must destroy every magical weapon he finds, using this
sword to do that work.
Cursed drawback: wielder becomes selfishly possessive about the sword, and the sword
constantly works to take over the mind of its user. It actively works toward joining itself with the
other magical mastery pieces of equipment that were made at the time of its creation.
SCIMITAR OF THE DJINN
I need a new blade, Haji said, with just a hint of desperation in his voice.
His donkey, panting in exhaustion, did not answer.
Not that Haji expected it to. He was preoccupied, several feet to the donkeys left,
searching the ruins with eyes and hands, scrabbling through the rubble, looking for something to
serve as a weapon.
The donkey dropped its weary head lower, as if to inspect the broken hilt of the scimitar
that Haji had dropped upon their arrival here. That blade had snapped in two during Hajis most
recent encounter with the bandits that followed them. The fact that it had broken between the
bandit leaders ribs was the only reason Haji remained alive. While the bandits fell back in
alarm, he goaded his donkey unmercifully to flee, and uncharacteristically, it obeyed, as if
recognizing for itself the danger it and its master were in.
That worthy beast now sniffed the air, scented water somewhere to its right, and shuffled
off in that direction. It came up short at the edge of a well, and it brayed in frustration. Though it
could smell water below, the donkey couldnt reach it.
Mistaking the animals bleat for a cry of alarm, Haji glanced up sharply. He expected to
see the bandits returned with a newly elected leader. For a moment, he blinked in confusion at
the animal. Then its discovery registered upon him.
A well! Haji gasped. Perhaps I can hide myself and my treasure within. For the
moment, so great was his relief that he didnt stop to wonder how he would hide the donkey,
although it stood fixed beside the well, gazing desolately into the depths and making smacking
noises with its dry lips.
Haji crossed the ground quickly, absentmindedly took a rope from the donkeys back,
tied one end around a stunted palm tree, and lowered himself over the wells edge. Ten yards
down, he landed upon a shelf of rock with a pool nearly lapping at his feet. The low entrance to a
cavern stretched darkly on the pools other side.
That could make a good hiding place for my treasure, he said, though only echoes
answered. Pulling a taper, flint, and steel from his pocket, Haji made a light.
The tapers blaze revealed the pool to be no more than waist deep at his end, though it
grew deeper near the cavern entrance. Just beyond that archway, he discerned another shelf of
rock, and the glint of metal upon it.
Haji waded into the water, ducked beneath the stone arch of the entry and clambered up
onto the rock shelf. A battered brass lantern lay there on its side.
Familiar with tales of the djinn, and nearly mad with desperation to find some way out of
his predicament with the bandits, Haji snatched up the lamp and rubbed it furiously.
Nothing happened. No djinni appeared to grant him wishes. He remained alone in a
cavern at the bottom of a well, with a flea-bitten donkey staring down from above, and a dozen
bandits surely on their way to repay him for executing their leader. He didnt even have a sword
with which to defend himself.
Damn all djinn! Haji shouted in frustration. Damn their eyes and their ears and their
beards and their clever tongues and hands and feet! All I wanted was a lousy sword!
And, as is sometimes the case with magic, the djinni who had once inhabited that lamp,
but who had been free of it for a century or more, that djinni who now occupied a fine palace
within the elemental plane of air, and who commanded a host of other djinn to do his bidding,
that djinni somehow heard Hajis cry ring across the cosmos, and it took pity upon him.
As the last echoes of his cry died out within the cavern where he stood, Haji felt the lamp
grow warm to the touch, and a scimitar of polished bronze dropped from out of thin air to ring
upon the stone at his feet.

Game Stats
The Scimitar of the Djinn is a gift given only to a friend of the djinn. It is a +2 blade of
such incredible lightness that it can be wielded as if it were a dagger. It can also be thrown (as
per the special ability), and it returns to its owner on the next round, ready to be wielded or
thrown again. On the elemental plane of air, this weapon becomes a +4 blade, and its possession
acts as a badge of authority, identifying the possessor as under the protection of a noble djinni. In
addition, the possessor can ask the scimitar to grant one wish, as per the spell. After this wish
power is used, however, the scimitar vanishes to return to the djinni who made it.
THE SWORD OF BEAUTY
The kingdom of Cadonnay was finding itself with a shortage of heroes and a profusion of
stone statuary. Either someone had found a way to purposely send basilisks wandering into the
kingdom, or the dread beasts were responding to some hitherto unknown migratory pattern and
Cadonnay lay just in the path of their migration.
King Carzones chief wizard, a middle-aged practitioner with the appellation of Blaze,
assured his liege that the latter was certainly not the case. While the king sent out spies to
determine who must be behind this unusual form of attack, and sent forth more heroes to battle
the creatures, he also informed his wizard in no uncertain terms that some means of dealing with
the creatures must be found, and soon, or the entire citizenry would be forced to pack up and
move away, leaving only their petrified relatives to populate the land. Before that could be
allowed to happen, the king explained, the nations most highly ranking wizard would be sent
out to face the beasts alone.
Thus motivated, the wizard Blaze set to work with a vengeance. Terror is not necessarily,
however, the most efficient of driving forces. Plan after plan was briefly considered and then
discarded. The wizard seemed to be stumped, his creative forces withered before the terrible
glare of the problem. In his minds eye, Blaze could picture himself abandoned in the foothills
above the city, a veritable herd of basilisks converging upon him, their stony gaze rendering him
immobile. He could almost feel the creeping stiffness within his joints, the painful freezing of his
heart. Thus panicked, he could not conceive of a solution to the problem. He felt doomed.
Then suddenly, while lost in these unhappy reflections, the wizard Blaze found the
answer dawning upon him like a morning sun. As a matter of fact, it was indeed the rising sun,
reflected at breakfast along the blade of a butter knife in the hands of one of the wizards
apprentices. Blaze froze in surprise as the sunlight reflected directly into his eyes, and then he
breathed again and started laughing.
Of course, he shouted. I craft make a series of swords for the kings next champions to
carry with them into battle against the beasts. The blades themselves will be made so wide and
smooth as to draw the eye of everything that beholds them. Thus held, the gaze of the basilisks
will be reflected back upon the beasts themselves, thus petrifying them. Or, at the very least, the
shine of the blades should be sufficient to prevent the monsters from gazing upon the champions,
thereby providing time for those champions to draw closer and dispatch the creatures.
But now, to work! Blaze commanded, and he struck the butter knife from the hand of
his apprentice. The wizard gathered up a pen and paper and began sketching a design for the
blades, along with a list of materials and spell components to be used in their creation.
That spring saw the first of the new blades put into use. Six knights in polished armor
faced down a trio of basilisks just outside the city gates. As advertised, the blades they bore drew
the eyes of the basilisks, then reflected that gaze backward, to turn the originator to stone. The
only mishap involved a stray reflection from the hilt of one blade striking a gate guard full in the
face, and petrifying him immediately. But such are the hazards of war. Within weeks, the last of
the invading basilisks was hunted down and summarily executed.
The blades worked equally as well against the influx of medusae that arrived that
summer.

Game Stats
The Sword of Beauty is a +1 longsword with an unusually wide and shiny blade. The hilt,
crossguard, and first several inches of blade are decorated with an inlay of finest pale gold,
worked into a hypnotic pattern. All creatures who gaze upon the swords wielder find their eyes
drawn to the blade, requiring a Will test (DC 15) to look away. (Test every round whenever the
blade is drawn). This effectively gives the wielder a +1 defensive bonus against even those who
pass the Will testa +3 defensive bonus against those who fail. Creatures with sight attacks
(basilisks, medusae, etc.) become the victims of their own magical gaze if their eyes are drawn to
the highly reflective blade.
SWORD OF CHALLENGE
The weapon was a two-handed sword with a huge ruby on the pommel and a blue-white
diamond on each of the quillons of the haft. There was a pleasant glow when the blade was
drawn that was barely visible in the day, though dangerous looking and quite obvious at night.
The enchantment in the blade was put there by four dwarven smiths, two war gods, and a highly
amused goddess of luck who was feeling whimsical the day the blade was tempered in the blood
of an ancient black dragon. The dragon really didnt enjoy the final fabrication process, but no
one cared to ask it what it thought as it died. Now the blade was lying on the ground amidst a
pile of charred adventurers.
Anatol Chulta was a 14-year-old torchbearer for the Gryphon adventure group. Hed been
doing the job for three months; it was easy and paid well. Basically, all he had to do was carry a
basket of torches on his back and keep one lit for the group to have light in the catacombs where
they liked to adventure. When monsters or other nastys came along, all he had to do was stand
aside and let the group do their thing, as their magical weapons chopped, their spells blasted, and
their battle knowledge defeated opponent after opponent.
On this particular night of the full moon, Anatol had been lighting the way for six hours
when a mighty blast of dragon fire completely destroyed the Gryphon adventure group, leaving
him the only one untouched. All that was left of the group was the long magical sword that
clattered down to the floor from the charred hand of Danton the Avenger. Totally surprised and
not even thinking about running, Anatol picked up the weapon and raced toward the massive
dragon.
The creature gave a dragony grin as it tried to crush the human thing with its tail. In two
strokes of the tiny metal fang the dragons tail dropped, severed, to the ground, and the lifes
blood of the dragon was spilling onto the cavern floor from a huge slice in the monsters neck.
Anatol really wanted to run as he saw the dragon in front of him slowly die. His new
found blade had other ideas, however, as it made him pick up the jewels and gems that couldnt
be destroyed by the dragons breath. In just a few minutes, he had his torch basket almost filled
with dragon treasure. He walked up out of the caverns, destroying a medusa and a night hag that
foolishly tried to stop the sword. A week late, he was in the city of DragonKind, a very rich
warrior with a bright, one might even say sword-bright, future.
It was another sunny, pleasant day in the bustling city of DragonKind. Tormin the master
thief was hard at work when he spotted his favorite mark. There was a new fighter in town. The
young warrior was gaining more and more muscle and walking more sure of himself every day.
Tormin had clipped the fools money pouch on three different occasions. Every time, Tormin
noticed the exact same things. The fighter was well dressed in new clothes. He always wore a
huge sword strapped to his back, and that weapon was clearly magical. Finally, the young fighter
didnt know much about life, as he always placed his moneybag in easy reach of the thiefs
cutting blade.
The sword was amazing, even considering it was in the middle of the most magical city
in the universe. The pommels fist-sized ruby could have been retirement for an entire thieves
guild. The two blue-white diamonds it sported would pay for several palaces. Tormin had
watched the sword bearer the first few days hed come into the town. The lad, he called himself
Anatol the sword master, started a buying spree that was surprising even in DragonKind. He
bought the best of everything, from a warhorse he clearly didnt know how to ride to a suit of
armor he clearly didnt know how to wear. This Anatol stayed at the best inn in town and seemed
to have money in huge piles. On the three occasions when Tormin slit his purse, he found
nothing but gold coins in the bag.
Twice now the sword master had offended other warriors with his coltish ways, and duels
had resulted. Dueling was nothing new in the city, but Anatols style was something different.
He clearly didnt know how to hold his weapon. He used it like a woodcutter chopping wood,
but the blade was always where it needed to be as it blocked and parried blows and then sliced
the head off the lads challenger. Twice that happened, and the sword master, though clearly an
untrained farm boy, walked away from the challenge ring unscratched. The two warriors hed
killed hadnt been pushovers, and thus Anatol the sword master began making a name for
himself.
Attracting attention probably wasnt the smartest thing the lad could have done. At first,
he gloried in the praise of well wishers. People bought him drinks at inns, and groups like
Tormins thieves guild and the fighters guild started sniffing around him to see if that sword
could be taken away. When Tormin saw his guild master paying for drinks with the boy, he took
the master aside and told him to lay off. Tormin knew that sword was nothing but trouble, but he
saw the look of greed in the guild masters eyes, and he knew his words went unheard.
Another nice feature about DragonKind is the fact that you can bet on anything. Tormin
decided to make a little money on Anatol the sword master; he put up a fat purse with heavy
odds that the boy would last more than 120 days no matter what was thrown at him. It was a
pretty safe bet, as most of the money came from Anatol anyway. He also went up to the boy and
gave him the name of two of the best duelist instructors in the city. After all, there was nothing
like hedging his bet.
Out of the blue, Anatol began offending more and more people. He was dueling three or
four times a week, but always with the same result. No matter how good his foe was, the fellows
head ended up bouncing out of the dueling circle. There were several times when assassins and
packs of thieves tried to rush Anatol on the streets of the city. It just goes to show you how gold
can make fools of people. On the streets, not only was he able to hold back sometimes as many
as ten stiffs, but the city watch would often get to the battle in heartbeats, and they were even
more deadly than the kids blade.
The boy, with all the practice he was getting, was actually becoming good with his blade.
He was going to both the dueling teachers and learning fast. All the good food he ate and the
exercise he was getting put huge amounts of muscle on his bones. In 90 days time, he was
looking like a true sword master and his record was 20 duels with 20 victories.
Tormin was worried about his bet, however, the day the assassins guild took out a
contract on Anatol. Several assassins had already tried and failed to backstab Anatol. With an
official contract out, it allowed the assassins to attack freely and not be stopped by the city
watch. Anatol could have hired bodyguards, but his sword wouldnt let him do that. Day after
day found dead assassins in various parts of the city as the sword master walked to his dueling
classes or went about his business.
Then one day the young fighter found love. A gorgeous redhead with a figure to match
her dazzling smile became Anatols constant companion. Tormin had only five days left on his
bet, but he feared the worst as he watched the pair walk the city. She was amazing to look at, but
Tormin was deathly afraid that she was a heart stopper in more ways than one.
Tormin was in Anatols inn the day before his bet was going to come due. Hed noticed
the dark circles under the boys eyes and speculated that he was being kept up late into the night,
every night, but who could blame him. Then the power of the boys sword proved itself yet
again. The lovely seductress went to the bar to fetch them both drinks, and as she came within 10
feet of their table, Anatols drink began glowing bright green. Poisonthe female was an
assassin and had tried poisoning her marks drink. Knowing shed been caught, she drew a glass
dagger filled with more poison, and in two heartbeats Anatols sword was drawn and had taken
the assassins life.
The next day, Tormin collected several kings ransoms, but the pile of gold didnt please
him like he thought he would. Anatol left the city that day and was said to be going back to his
village. He was tired of the city and its ways. Tormin wished him only the best, all the while
planning how he could get the boy back for another round of betting. But thats another story.

Game Stats
Sword of Challenge +3: Intelligence 18, Wisdom 18, Charisma 18, ego 35, Empathy, vorpal
effect, wielder has free use of Combat Reflexes and Improved Initiative, wielder has cats grace
and bulls strength, chaotic neutral alignment, defeat/slay attackers, +3 luck bonus to all saving
throws, +3 deflection AC bonus, spell resistance 17, wielder detects poisons as they glow green
within 10 feet of him, wielder has at least a 10th-level fighter ability and cannot be struck from
behind.
Cursed feature: The wielder is forced to begin training every day with the sword to
become more skilled in its use. The wielder must accept any challenge, and that becomes a fight
to the death.
OPEN GAMING LICENSE
INFORMATION
This printing of Five Swords of Power is done under version 1.0a of the open gaming
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System Reference Document by permission from Wizards of the Coast.
This product requires use of the Dungeons & Dragons Players Handbook, Third
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d20 System and the d20 System logo are trademarks owned by Wizards of the
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copy of this license can be found at www.wizards.com.
Portions of Five Rings of Power are Open Game Content licensed with version 1.0a of
the Open Gaming License (see below).
Designation of Product Identity: All material other than game rules already considered
Open Gaming Content is considered Product Identity as described in Section 1(e) of the
Open Game License version 1.0a (see below). This includes, but is not limited to The
Demon Love Nest, Fortress of the Ogre Chieftain,Temple of the Troll God, Slave Pits of
the Goblin King, Encyclopedia of Demons and Devils, Demonic Lairs, all non-historical
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logos, trade dress, product names, company names and logos, product lines, artifact
names, spell names, and creature names.
In addition, the following specific terms are considered Product Identity: DragonElves,
BronzeMen, Elara, Green Races, Southlands, Threece, Near Macedus, Cartheria,
Shansinar, Yiristri, Fuhrush, and Amber Sea.
Designation of Open Gaming Content: With the exception of Product Identity, the text of
all Classes, Skills, Feats, Equipment, Weapons, and Vehicles are Open Gaming Content.
All creature statistic templates from the creatures Size to Advancement, character
statistics from Challenge Rating to Special Qualities, and other statistics or game rules
derivative of OGC and the System Reference Document are to be considered Open
Gaming Content, excepting Product Identity as defined above.
Any content from the System Reference Document (www.wizards.com/d20), or derived
from the System Reference Document is also Open Gaming Content. If you have
questions about Open Gaming content status of any material herein, please contact Fast
Forward Entertainment for clarification.
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 holders 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 2001, Wizards of the Coast, Inc.; Five Demons and all related
Product Identity trademarks defined above are Copyright 2001, Fast Forward
Entertainment, Inc..The d20 System License version 1.0
By downloading the enclosed graphic files and/or by returning the Confirmation Card as
presented in the file card.pdf, the Licensee (You) accept to be bound by the
following terms and conditions:
1. Copyright & Trademark
Wizards of the Coast, Inc. retains title and ownership of the d20 System trademark logos,
the d20 System trademark, and all other copyrights and trademarks claimed by Wizards
of the Coast in The Official Wizards of the Coast d20 System Trademark Logo Guide
version 1.0, incorporated here by reference.
2. License to use
You are hereby granted the non-transferable, non-exclusive, royalty-free license to use
the d20 System trademark logos, the d20 System trademark, and certain other trademarks
and copyrights owned by Wizards of the Coast in accordance with the conditions
specified in The Official Wizards of the Coast d20 System Trademark Logo Guide
version 1.0. (the Licensed Articles)
3. Agreement not to Contest
By making use of and/or distributing material using the d20 System Trademark under the
terms of this License, You agree not to contest the ownership of the Licensed Articles
4. Breach and Cure
In the event that You fail to comply with the terms of this License, You will be
considered to be in breach of this License. Wizards of the Coast will attempt to notify
you in writing by sending a Registered Letter to the address listed on the most recent
Confirmation Card on file, if any. You will have 45 days from the date the notice (the
cure period) to cure the breach to the satisfaction of Wizards of the Coast. If no
Confirmation Card is on file, you will be considered to be in breach of this License
immediately.
5. Termination
If, at the end of the cure period, the breach is not cured, Wizards of the Coast may
terminate this License without further written notice to You.
6. Effects of Termination
Upon termination, You shall immediately stop all use of the Licensed Articles and will
destroy any inventory or marketing material in Your possession bearing the d20 System
Trademark logos. You will remove any use of the d20 System Trademark logos from
your advertising, web site, letterhead, or any other use. You must instruct any company
or individual that You are or become aware of who is in possession of any materials
distributed by You bearing the d20 System Trademark logos to destroy those materials.
You will solely bear any costs related to carrying out this term of the License.
7. Penalty for Failure to Comply with Termination Instructions
If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its
option, pursue litigation, for which You shall be responsible for all legal costs, against
You to the full extent of the law for breach of contract, copyright and trademark
infringement, damages and any other remedy available.
8. Updates.Wizards of the Coast may issue updates and/or new releases of the d20 System
Trademark logos without prior notice. You will, at the earliest possible opportunity,
update all material distributed by Youto use the updated and/or new version of the d20
System
Trademark logos. You may continue to distribute any pre-existing material that bears an
older version of the d20 System Trademark logo.
9. Changes to Terms of the License
Wizards of the Coast may issue updates and/or revisions to this License without prior
notice. You will, at the earliest possible opportunity, conform in all respects to the
updated or revised terms of this License. For a period of 90 days You may continue to
distribute any pre-existing material that complies with a previous version of the License.
Thereafter written consent should be obtained from Wizards of the Coast. Subsequent
versions of this License will bear a different version number.
10. Updates of Licensee information
You may transmit an updated version of the card.pdf Confirmation Card at any time to
Wizards of the Coast.
11. Notices to Licensor:
Wizards of the Coast
d20 System License Dept.
PO Box 707
Renton, WA 98057-0707
12. No maintenance or support
Wizards of the Coast shall have no obligation whatsoever to provide You with any kind
of maintenance or support in relation to the d20 System Trademark logos.
13. No Warranty / Disclaimer
THE d20 SYSTEM TRADEMARK LOGO FILES ARE MADE AVAILABLE ON AN
AS IS BASIS. WIZARDS OF THE COAST DOES NOT MAKE ANY
REPRESENTATION OR WARRANTY, WHETHER EXPRESS OR IMPLIED, AS TO
THE FITNESS FOR A PARTICULAR PURPOSE, USE OR MERCHANTABILITY.
WIZARDS OF THE COAST MAKES NO REPRESENTATION OR WARRANTY
THAT THE d20 SYSTEM TRADEMARK LOGO FILES ARE ERROR-FREE.

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