Skreyn's Register - The Bonds of Magic Vol 2 The Faithful
Skreyn's Register - The Bonds of Magic Vol 2 The Faithful
Skreyn's Register - The Bonds of Magic Vol 2 The Faithful
Monte Cook, codesigner of 3rd Edition Dungeons & Dragons®, started Malhavoc™
Press as his own d20 System imprint to publish unusual magic, monsters,
and evocative game elements that go beyond traditional fantasy.
Malhavoc Press products exhibit a mastery of the d20 System rules
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PDF Version 2
April 15, 2004 ®
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SKREYN’S REGISTER:
THE BONDS OF MAGIC
Vol. 2 THE FAITHFUL
A Character Book by Sean K Reynolds
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing and Production: Sue Weinlein Cook
Cover Illustration: Lars Grant-West
Interior Illustrations: Toren “MacBin” Atkinson
Proofreading: Mark Ashton
Creative Direction: Monte Cook
Art Direction: Sue Weinlein Cook
Cover and Interior Page Design: Peter Whitley
Playtesters: Arthur Borko and Matt Locke
Special Thanks: Monte and Sue Cook, for all of their support
“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 5.0. A copy of this License can be found at < www.wizards.com/d20 >. Dungeons & Dragons® and
Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. Eldritch Might,
Malhavoc, and the Malhavoc Press logo are trademarks owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo
are trademarks of White Wolf Publishing, Inc. All rights reserved. The mention of or reference to any company or product in these
pages is not a challenge to the trademark or copyright concerned. All other content is ©2002–2004 Sean K Reynolds. This edition of Skreyn’s
Register: The Bonds of Magic, Vol. 2: The Faithful is produced under version 1.0a, 4.0, and/or draft versions of the Open Game License, the d20 System
Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
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Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open
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product line names including but not limited to The Book of Hallowed Might, Book of Eldritch Might II: Songs and Souls of Power, If Thoughts
Could Kill, Skreyn’s Register, The Bonds of Magic, Anger of Angels, any specific characters, monsters, creatures, and places; capitalized names
and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells,
and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illus-
trations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions
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above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Bonds of Magic, Vol. 1:
Cabal are designated as Open Game Content: the name and statistics for each character as well as each character’s Personality, Uses, and Tactics
sections; the statistics and descriptions for the feats, items, and spells that appear in the Appendix; and anything else contained herein which is
already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001
Wizards of the Coast, Inc. The spell “holy channel” originates in Relics & Rituals, ©2001 Clark Peterson. The remainder of these Open Game Content
portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Skreyn’s Register: The Bonds of
Magic, Vol. 2: The Faithful. ©2002–2004 Sean K Reynolds.” This material is protected under the copyright laws of the United States of America. Any
reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission
from Monte Cook or Sean K Reynolds, except for purposes of review or use of Open Game Content consistent with the Open Game License. The origi-
nal purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
The Characters
One of the most basic appeals of fantasy gaming is magic. With the release of the new edition of the world’s most popular
fantasy roleplaying game, divine spellcasters suddenly have more options and can break out of traditional archetypes.
Clerics don’t have to be walking medkits. Druids and rangers can be evil. Paladins have unique spells.
he purpose of this book is to provide instantly usable characters, but because PCs usually have more gear than
Bath Raav shipping bloodthirsty deities, raiding towns for slaves and
sacrifices, and committing horrible rituals of pain and suffer-
Bath Raav: Male half-orc Rgr9; CR 9; Medium humanoid (half- ing upon their prisoners. When Bath was young, the Grunn
orc); HD 9d8+18; hp 58; Init +0; Speed 30 feet; AC 16 were attacked by a group of paladins and rangers serving
(touch 11, flat-footed 16); Base Attack +9; Grapple +12; Yaheine, goddess of valor. The tribe was broken and scat-
Attack +14 melee (1d8+5/x3, +1 battleaxe) or +11 ranged tered, and the victors took Bath to the church of Yaheine to
(1d10/19–20, masterwork heavy crossbow with masterwork learn to walk in the light of good. Although initially angry at
crossbow bolts); Full Attack +14/+9 melee (1d8+5/x3, +1 his captors, over time Bath began to understand that the ways
battleaxe) or +11 ranged (1d10/19–20, masterwork heavy of his people were wrong. He abandoned his evil upbringing
crossbow with masterwork crossbow bolts); SQ Darkvision, and embraced the faith of Yaheine.
favored enemy (orcs +4, magical beasts +2), animal com- As he grew to maturity within the walls of the church, he
panion, combat style (archery, Manyshot, Rapid Shot), heard others mention that surviving members of the Grunn
evasion, swift tracker, wild empathy, woodland stride; had formed an assassins’ guild under his tribe’s shaman,
AL NG; SV Fort +10, Ref +6, Will +6; Str 16, Dex 10, Jarm (see page 12). Horrified by this news, he swore that he
Con 14, Int 10, Wis 16, Cha 6 would find the rest of the Grunn and give them a chance to
Skills and Feats: Climb +8, Gather Information +1, Heal +5, Hide repent and abandon evil; those who refused, he would kill.
+5, Jump +10, Knowledge (dungeoneering) +5, Knowledge Bath studied with the rangers of his church, learning how to
(nature) +4, Listen +12, Move Silently +12, Spot +15, Survival track and survive in the wilds, but always keeping in mind ways
+8, Tumble +2, Use Rope +5; EnduranceB, Great Fortitude, to use those skills in the city—he knew that his old tribemates
Power Attack, Quick Draw, Track, Weapon Focus (battleaxe) would have to come to the cities to ply their trade. Leaving the
Favored Enemy: Bath gains a bonus to his Bluff, Listen, Sense church that had been his home for eight years, he kept his ears
Motive, Spot, and Survival checks when using these skills open for news of the tribe. He’s managed to kill several Grunn
against his favored enemies (+4 against orcs, +2 against who refused his offer so far. Bath hopes to find Jarm soon, as the
magical beasts). He gets these bonuses to weapon damage shaman’s magic allows his fellows to escape easily after a killing;
rolls against such creatures. without Jarm, the remaining Grunn will be easy to capture.
Ranger Spells Prepared: (2/1; base DC = 13 + spell level): 1st—
delay poison, resist energy; 2nd—cure light wounds Personality
Animal Companion: Keshu (war dog); +2 HD, +2 natural armor Bath is a sad and repentant man who feels responsible for
increase, +1 Strength and Dexterity, two bonus tricks, link, the evil deeds his former tribemates commit. His guilt makes
share spells, evasion him quiet, brooding, and not much fun to be around. He
Gear: +1 battleaxe, mantle of keys†, masterwork crossbow bolts doesn’t like jokes about killing and eagerly listens to any
(50), masterwork heavy cross- news about assassins (which some mistake for an interest in
bow, potion of delay poison, ring becoming an assassin, though that couldn’t be further from
of protection +1, 315 gp the truth). In his secret heart, he fears that all orcs and half-
PC Gear: Helm of the orcs carry an unwashable stain of evil that will eventually
eagle’s eyes (as eyes of consume them. Fortunately, the few other half-orcs he has
the eagle), gauntlets of met have all been reasonably respectable, which gives him
ogre power +2, belt of hope for himself and his people.
dexterity +2 (as
gloves), periapt of Uses
proof against poison; Bath is a useful contact for adventurers trying to learn more
upgrades: battleaxe about the city, particularly its darker elements. He can join
to orc bane, mantle adventurers hunting evil orcs or trying to stop an assassin’s
of keys to +2 guild (whether or not it is the Grunn). As a player character,
Bath might be trailing a Grunn assassin in town or one
ath Raav is working with monstrous allies in a more remote area.
B the son of a
human man
and an orc woman
Tactics
Like most half-orcs, Bath fights with power and ferocity.
from a particularly When hunting the Grunn, he uses his mantle of keys (see
vile nomadic tribe page 30) to get into places and lock them so his opponents
called the Grunn. can’t escape. Bath chose a wardog instead of a wild animal
The Grunn were such as a wolf as his animal companion so he would attract
known for wor- less attention in cities.
Vol. 2: The Faithful
5
Crog taste of humanoid flesh as much as the next ogre and
resigned himself to a boring but satisfactory existence. When
Crog: Male ogre the band began finding freshly killed animals untouched by
Rgr6; CR 8; Equiv. predators, Crog saw the marks of weapons on the carcasses
Lvl. 12; Large giant; and understood that these bodies were leading his band
HD 4d8+8, 6d8+12; somewhere—or away from somewhere—but the other ogres
hp 65; Init +1; just considered themselves lucky.
Speed 40 feet; AC Three days later when a woman attacked them in their
20 (touch 10, flat- camp, Crog intuited that she was responsible for the “gifts.”
footed 19); Base He watched as she disabled or killed all the other members
Attack +9; Grapple of his band, but when she turned on him, he dropped his
+18; Attack +16 spear and backed away. The two started a simple dialogue.
melee (2d6+9/x3, She realized he was no common ogre, and he knew she could
Large +2 shortspear) kill him whenever she wished. She made him an offer: Serve
or +10 ranged her for a year, or be slain.
(1d8+6, Large +1 One year later, Crog possesses a better understanding of
throwing axe); Full humans and has adopted a more altruistic nature. Now he
Attack +16/+11 drives away giants from human communities and secretly
melee (2d6+9/x3, hunts animals for starving villagers, never revealing his pres-
Large +2 shortspear) ence because he knows he’d be marked for death.
or +10 ranged
(1d8+6, Large +1 Personality
throwing axe); Crog’s brain would make him very dangerous if he were evil.
Space/Reach 10 Like most ogres, he is often hungry, and his greedy nature
feet/10 feet makes him covet material things. He feels protective of
(Face/Reach 5 feet humans, though, treating them as weak children who need to
×5 feet/10 feet); SQ Darkvision, favored enemy (giants +4, be taken care of (even if the human in question is a battle-
animals +2), animal companion, combat style (archery, scarred paladin). Crog is normally very quiet and prefers to
Manyshot, Rapid Shot), wild empathy ; AL CN; SV Fort +11, watch what others are doing and saying rather than join in. In
Ref +7, Will +5; Str 20, Dex 12, Con 14, Int 8, Wis 14, Cha 11 a large group he seems content to “play stupid,” knowing that
Skills and Feats: Climb +10, Hide +6, Knowledge (nature) +1, it comes in handy to be underestimated.His hygiene is better than
Listen +9, Move Silently +13, Speak Language (Common), that of other ogres—he smells merely bad, rather than extremely
Spot +12, Survival +7; Combat Reflexes, EnduranceB, Power bad. His best friend is Boorin the bear, and if he can, Crog
Attack, Track, Weapon Focus (shortspear) uses his speak with animals spell every day to chat with him.
Animal Companion: Boorin (young black bear); one bonus
trick, link, share spells Uses
Favored Enemy: Crog gains a bonus to his Bluff, Listen, Sense Crog is good for a surprise encounter with characters who need
Motive, Spot, and Survival checks when using these skills a strong ally in the wilderness. As an adventure hook, the PCs
against his favored enemies (+4 against giants, +2 against could be looking for the “dangerous ogre” briefly spotted near a
animals). He gets these bonuses to weapon damage rolls town. He can serve as a guide with special knowledge of the
against such creatures. local monsters or even as an intermediary between the PCs and
Ranger Spells Prepared: (2; base DC = 12 + spell level): 1st— a group of giants. As a player character, Crog needs a group
resist energy, speak with animals that’s tolerant of his size and intelligence; he’s a good character
Gear: Amulet of health +2, boots of elvenkind, Large +2 for someone who wants to play a stereotypical dumb brute.
shortspear, Large +1 throwing axe, potions of cure moderate
wounds and bull’s strength, ring of protection +1, +2 studded Tactics
leather, trepanning nails of clear senses†, 115 gp Crog prefers melee to ranged combat but has learned that it’s
PC Gear: Gloves of dexterity +4, minor circlet of blasting, wings of better to let his foes come to him, so he can bring his superi-
flying; upgrades: amulet to +4, armor to +3, ring to +2, or reach into play. He normally hurls his axe first to goad an
shortspear to +3 opponent into fighting him, then stabs away with his spear.
He knows to trust Boorin’s nose and watch the animal’s reac-
rog was always just a little bit smarter than the other tions to find invisible creatures. When humans fight along-
Fintus grew up admiring his father and the other men and Uses
women of the militia for their skill and bravery. He eventu- As an NPC, Fintus can lead a splinter group of paladins
ally joined the Marchers, a local paladin order of the willing to bend the rules a bit to accomplish their goals. He
halfling god of vigilance. In a tour of duty around the bor- also can be a stalker following a player character whom he
ders of his native country he witnessed much evil, from suspects of evil activity, or an enthusiastic ally against a
greedy wizards trading slaves for drugs, to corrupt mer- common evil foe. As a cohort, he can serve as a moral guide
chants controlling thieves’ guilds, to rapacious pirates sink- to a person he respects and admires, or even as a pet project
ing ships full of prisoners. When he came home he was dis- for a more conservative paladin. As a player character,
gusted to find the stink of evil even among his own people. Fintus is fun for someone who wants to play an atypical
He began to hone his sense for evil, eventually developing a paladin or a character who walks the middle path between
constant awareness of all nearby evil presences. Unfortun- light and darkness.
ately, this awareness led him into confrontations with law-
abiding citizens of corrupt nature, and his superiors repri- Tactics
manded him several times. In open warfare, Fintus charges into combat on the back of
Frustrated and disappointed by the lack of support within his warpony Stronghoof, lashing about with his short sword;
his own organization, Fintus traveled for a time with his he only uses his bow if he must, such as against aerial oppo-
cousin, Dar Halan, recently liberated from his ogre mercenary nents. In dungeon or city situations he’s more likely to use
captors (see Vol. 1: Cabal). He continued to run into problems his ring of climbing to enter a place unawares and leap upon
with local law enforcement and struck out alone after the two unsuspecting foes. If at all possible he first casts bless weapon
halflings began to argue. Fintus trusts and relies on his on his sword. He’s used to fighting beside his wizard cousin
evilsense, coming dangerously close to vigilantism. Should he and often asks a mage ally for bear’s endurance, haste, or pro-
ever fully embrace the expediency of breaking just laws in tection from arrows.
Vol. 2: The Faithful
9
Gurngrim sters fell upon the exposed dwarves, killing many in a very
short time. During a pause in the battle the dwarves man-
Gurngrim: Male dwarf aged to regroup but were forced to leave behind their casual-
Drd5; CR 5; Medium ties. One of them was Gurngrim, at the time still a youth of
humanoid (dwarf); 30 years; he’d been knocked unconscious by one of the
HD 5d8+10; demons’ magical attacks.
hp 32; Init +2; When he awoke the next day, Gurngrim was surrounded
Speed 20 feet; by the dead. He scavenged what he could from their supplies
AC 16 (touch 12, and went to find a hiding place. Discovering a suitable cave
flat-footed 14); several miles away, he befriended a local wolf pack with soft
Base Attack +3; words and offerings of food. After several years he was fully
Grapple +3; Full accepted as a member of the pack. Having lived in the wild
Attack +3 melee for half his life, Gurngrim is a strange dwarf, comfortable
(1d6/×3, half- among trees and underbrush as well as rocks and caves.
spear) or +5 Always careful to stay far from the ruin where his clanmates
ranged (1d6/×3, were slain, Gurngrim has only recently met other wilderness
halfspear) or folk and travelers from towns and cities. Now that he’s an
+5 ranged (1d6, sling);SQ Animal companion, wild empathy, adult with a better sense of the size of the world, Gurngrim
dwarf traits, nature sense, resist nature’s lure, trackless is trying to find his place in it.
step, wild shape (Small or Medium animal 1/day), wood-
land stride; AL N; SV Fort +6, Ref +3, Will +6; Str 10, Personality
Dex 14, Con 15, Int 9, Wis 15, Cha 10 Gurngrim’s personality has two major facets. First is his
Skills and Feats: Concentration +3, Craft (metalworking) +1, dwarven side: his natural tendency toward stubbornness, a
Craft (stoneworking) +1, Handle Animal +3, Heal +5, desire to do hard work, and pride in his accomplishments.
Knowledge (nature) +4, Listen +9, Spot +7, Survival +6; Second is his more feral side, learned from his wolf friends:
Dodge, Pack Mentality† cautious around strangers, affectionate with his family, and
Animal Companion: Frumer (wolf); +2 HD, +2 natural armor anxious to know everyone’s place in the group hierarchy. It
increase, +1 Str & Dex, 2 bonus tricks, link, share spells, takes a while to gain his trust, and he always keeps a close
evasion. eye on new people in his surroundings. Once trust is estab-
Druid Spells Prepared: (5/4/3/1; base DC = 12 + spell level): lished, he remains very protective of the new members of his
0—cure minor wounds (2), detect poison, know direction, light; “pack,” as long as they don’t take actions that would harm
1st—cure light wounds, endure elements, goodberry, magic the other members. As he has little experience with intelli-
fang; 2nd—barkskin, hold animal, soften earth and stone; gent creatures other than the dwarves of his clan, Gurngrim
3rd—poison doesn’t handle lies, deception, or treachery very well—such
Gear: Amulet of natural armor +1, bag of tricks (gray), doses of concepts seem insane to him. He fears demons greatly.
blue whinnis poison (2), halfspears (2), hide armor, potions
of bull’s strength, bear’s endurance, intelligence, sneak, and spi- Uses
der climb; sling, sling bullets (50), 41 gp Gurngrim can be used as a “wild boy” NPC, perhaps as a
PC Gear: Potions of cure light wounds and vision; wands of greater cohort for a druid or a more civilized dwarf wanting a pro-
magic fang (caster level 6th, 7 charges) and summon nature’s tégé. He might attack adventurers, particularly if any of them
ally II (10 charges); upgrades: halfspears to masterwork, resembles a demon; if made evil, he might attack them out of
armor to +1 spite or to defend his territory. As a player character, Gurn-
grim makes a good choice for someone who wants an exotic,
ecades ago, the elders of Gurngrim’s clan decided to nontraditional dwarf.
Pal Rav Kan: Female half-dragon (red) Drd8; CR 10; Equiv. Lvl. 11;
Medium dragon (augmented human); HD 8d8+8; hp 44;
T land, Pal Rav Kan grew up in a sheltered world where
dragons ruled kingdoms and were greatly feared by
their subjects. Her world changed with the arrival of dragon
Init +1; Speed 30 feet; AC 16 (touch 12, flat-footed 15); Base hunters, and she fled far from her homeland with her father
Attack +6; Grapple +12; Attack +13 melee (1d6+6, bite) or to escape them. The dragon found a suitable lair in a semi-
+13 melee (1d8+10/×3 plus 1d6 fire, +1 flaming shortspear) dormant volcano inhabited by dragon-worshipping cultists.
or +7 ranged (1d8/×3, shortspear);Full Attack +13 melee Once he drove out the red dragon and his half-dragon son
(1d6+6, bite), +10 melee (1d4+3, 2 claws) or +13/+8 melee living there (see “Fanatrax” in Vol. 1: Cabal), he and Pal Rav
(1d8+10/×3 plus 1d6 fire, +1 flaming shortspear) or +7/+2 Kan moved in. Once again surrounded by wealth and the
ranged (1d8/×3, shortspear); SA Breath weapon (6d8 fire, trappings of power, the two set about exploring the area
30-foot cone, DC 10); SQ Animal companion, wild empa- around their new lair. Weary from his recent activities, the
thy, dragon traits, nature sense, resist nature’s lure, track- dragon retreated deep within the volcano to hibernate, leav-
less step, wild shape (Small, Medium, or Large animal ing his daughter in charge of the cultists. In recent months
3/day), woodland stride; AL CN; SV Fort +8, Ref +4, she has taken to exploring farther from her home, learning
Will +9; Str 23, Dex 12, Con 12, Int 10, Wis 15, Cha 16 more about this strange new land.
Skills and Feats: Concentration +10, Craft (metalworking) +5,
Handle Animal +8, Heal +5, Knowledge (nature) +8, Personality
Listen +11, Ride +3, Spellcraft +6, Spot +11, Survival +10, Pal Rav Kan is curious, hotheaded, and conceited. She loses
Swim +8; Draconic Power†, Multiattack, Power Attack, interest in things quickly if they don’t involve magic, fire, or
Weapon Focus (bite) treasure. Because people have treated her as an important
Animal Companion: Fan Do Lee (monitor lizard); +2 HD, +2 and dangerous person her entire life, she doesn’t take well to
natural armor increase, +1 Str & Dex, 2 bonus tricks, link, being denigrated or dismissed. She responds well to flattery,
share spells, evasion. even if insincere. Pal Rav Kan seems likely to fly into a rage at
Breath Weapon (Su): 6d8 fire, 30 -foot cone, DC 10, 1/day those who disrespect her and has been known to tear limb
Dragon Traits: Immune to sleep and paralysis effects; dark- from limb those who greatly displease her.
vision; low-light vision; immune to fire
Druid Spells Prepared: (6/5/4/3/2; base DC = 12 + spell level): Uses
0—create water, cure minor wounds, detect magic, light, Pal Rav Kan proves a skilled adversary for mid-level adven-
mending, purify food and drink; 1st—cure light wounds, detect turers, particularly when supported by lesser NPCs such as
animals or plants, detect snares and pits, magic fang (2); dragon-worshipping cultists. She may even act as the leader
2nd—heat metal, hold animal, lesser restoration, soften behind a long-term campaign of thievery and conquest in
earth and stone; 3rd—cure moder- the area. For higher-level groups she makes a good lieu-
ate wounds, greater magic tenant to an actual dragon, such as her father. As a cohort
fang, poison; 4th—rusting she needs to follow a charismatic person, probably another
grasp (2) half-dragon or someone strong in fire magic. If used as a
Gear: Boots of spider player character, Pal Rav Kan might be taking one of her
climbing (as slippers), journeys while her father sleeps or, if her father has been
cloak of resistance +1, slain, searching for the dragon’s killer.
eyes of the eagle,
+1 flaming shortspear, Tactics
ring of protection +1, The half-dragon uses much of her magic either to detect dan-
shortspears (2), elixir of gerous areas in her father’s lair or to create such areas to elimi-
hiding, potions of invisibility nate intruders. She tries to use the environment to her advan-
(2), wand of protection from tage, moving around treacherous spots, throwing enemies into
eneergy (4 charges), hand of congealing pools of lava, or creating vision-obscuring mist
the mage, scroll of summon by casting create water on exposed molten rock. She has been
nature's ally VI, 344 gp known to use wild shape to resemble one of the big lizards
PC Gear: Bracers of living in her home, reverting to her own form to surprise her
armor +3, gloves of dex- enemies. Physically she is very powerful and likes to use her
terity +4, wings of flying, Draconic Power feat (see page 28) to increase her might and
periapt of wisdom +2; terrify enemies. She usually reserves her breath weapons for
upgrades: ring to +2, when she falls under attack by large numbers of foes.
shortspear to sonic
Vol. 2: The Faithful
19
Quillan knowing his father’s fate involved asking his sister, “the
woman with the many serpents.” Quillan didn’t understand
Quillan: Male human Rgr8; CR 8; Medium humanoid (human); this message, for he had no sister that he knew of. However,
HD 8d8; hp 50; Init +3; Speed 20 feet; AC 19 (touch 12, the oracle would answer only one question. Quillan returned
flat-footed 17); Base Attack +8; Grapple +10; Attack +12 home and inquired at the temple about his sister; no one
melee (1d8+4/19–20, +1 longsword) or +12 ranged knew of her. In his later travels he learned of a healer named
(1d4+2/×3, masterwork chakram);Full Attack +12/+7 Olorie (see page 17), who traveled in the company of snakes.
melee (1d8+4/19–20, +1 longsword) or +12/+7 ranged He’s been trying to find her ever since.
(1d4+2/×3, masterwork chakram); SQ Favored enemy
(shapechanger humanoids +4, monstrous humanoids Personality
+2), animal companion, combat style (archery, Manyshot, An honest, friendly man, Quillan possesses a strong faith and
Rapid Shot), swift tracker, wild empathy, woodland stride; great respect for women. Equally strong is his hatred of evil
AL NG; SV Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 10, lycanthropes; he sees them as a corruption of the holy gifts
Int 10, Wis 12, Cha 13 given mortals by Luna (good lycanthropes he greets with open
Skills and Feats: Balance –2, Climb +5, Escape Artist –2, arms, believing his goddess especially favors them). Quillan
Handle Animal +5, Heal +7, Hide +9, Jump –2, Knowledge feels that to be truly complete he needs to put his questions
(dungeoneering) +5, Knowledge (nature) +5, Listen +10, about his father to rest. As a result, he tends to ask well-
Move Silently +9, Sleight of Hand –2, Spot +14, Survival informed people he meets about the ranger Kellarn or the
+11, Swim –6, Tumble –2; Alertness, Dodge, EnduranceB, healer Olorie, hoping that someone will either give him the
Exotic Weapon Proficiency (chakram), Track, Weapon answers he needs or connect him with the one who can.
Focus (longsword)
Favored Enemy: Quillan gains a bonus to his Bluff, Listen, Uses
Sense Motive, Spot, and Survival checks when using these Quillan can appear in any urban environment as a man looking
skills against his favored enemies (+4 against shapechanger for information, particularly if the adventurers have met Olorie
humanoids, +2 against monstrous humanoids). He gets these (he doesn’t know she’s an elf and therefore can’t be his sister) or
bonuses to weapon damage rolls against such creatures. Sel Kyree (from Vol. 1: Cabal; she is the [half- ]sister the oracle’s
Ranger Spells Prepared: (2; base DC = 11 + spell level): 1st— message refers to). Quillan likewise proves useful in any wilder-
entangle, resist energy ness environment, whether as a scout, guide, or ally against evil
Animal Companion: Fang (wolf dog); +2 HD, +2 natural armor lycanthropes. As a cohort Quillan would suit any good charac-
increase, +1 Str & Dex, 2 bonus tricks, link, share spells, ter who travels a lot. Quillan excels at fighting and as a player
evasion character presents many roleplaying opportunities involving his
Gear: Amulet of health +2, +1 chainmail, dagger, +1 longsword, search for his sister and father.
masterwork chakrams (2), masterwork small steel shield,
potions of cure moderate wounds, low-light vision (2, each lasts Tactics
one hour), and moonstride†; 296 gp A straightforward fighter,
PC Gear: Ring of proof against poison (as periapt), rope of climb- Quillan is used to the sort
ing, wands of cure light wounds (16 charges) and summon of pack tactics that evil
nature’s ally II (4 charges); upgrades: chainmail to +2, lycanthropes use. He has
longsword to keen, shield to +1 trained his wolf Fang to
help him flank enemies,
uillan was born into the church of Luna, an old and his two owls help
Regrin needed to find a place to start a new colony. Now Regrin trav-
els with deep-delving adventurers, examining the rock walls
Regrin: Male dwarf Clr10; CR 10; Medium humanoid (dwarf); for subtle clues about the earth’s strength and hidden wealth.
HD 10d8+30; hp 75; Init +3; Speed 15 feet; AC 19 (touch 9,
flat-footed 19); Base Attack +7; Grapple +10; Attack +12 Personality
melee (1d6+3/×4, +1 heavy pick) or +7 ranged (1d10/ In many ways a typical dwarf, Regrin has a love of gold, feels
19–20, masterwork heavy crossbow); Full Attack +12/+7 uneasy under the open sky, and (when he doesn’t make an
melee (1d6+3/×4, +1 heavy pick) or +7 ranged (1d10/19–20, effort to be polite) tends to rub people the wrong way with his
masterwork heavy crossbow); SA Turn undead 2/day; stubbornness and bluntness. He has a great love for stone, and
SQ Dwarf traits; AL LN; SV Fort +10, Ref +4, Will +9; it infuriates him to see people using inferior building stone or
Str 17, Dex 8, Con 16, Int 12, Wis 15, Cha 8 wasteful mining methods. Regrin is sort of a know-it-all, but
Skills and Feats: Concentration +10, Craft (metalworking) +3, his knowledge is genuine. Someone who shares his love of
Craft (stoneworking) +8, Diplomacy +2, Heal +6, stone, or at least appreciate his feelings for it, can likely earn
Knowledge (architecture and engineering) +4, Knowledge his friendship. His closest friend is Evran Rocksplitter, a
(religion) +6, Listen +4, Profession (miner) +5, Search +2; gnome with interests similar to his (see Vol. 1: Cabal).
Combat Casting, Improved Initiative, Lightning Reflexes,
Martial Weapon Proficiency (heavy pick), Power Attack, Uses
Weapon Focus (heavy pick) Regrin can come into play anywhere a dwarf is needed—for
Cleric Spells Prepared: (6/6/6/4/4/3; base DC = 12 + spell metalworking, mining, building, dwarven diplomacy, healing
level): 0—create water, guidance, mending (2), purify food and skills, or even as a fighter. Turn up the greed and he becomes
drink, resistance; 1st—bless, detect evil, detect undead, divine an overprotective miner suspicious of strangers—he thinks
favor, endure elements, magic weapon*; 2nd—bull’s strength, they want his gold—or even the leader of an illegal mining
find traps, shatter, shield other, soften earth and stone, spiritual expedition taking gold that rightfully belongs to the local
weapon*; 3rd—dispel magic, invisibility purge, protection from lord. As a cohort Regrin makes a good sidekick for any non-
energy, stone shape*; 4th—divine power*, greater magic chaotic character who needs a talented spellcaster or stout
weapon, neutralize poison, summon monster IV; 5th— fighter. As a player character Regrin is an excellent choice for
righteous might (2), wall of stone* someone who likes to play dwarves, clerics, or just characters
*Domain spell. Deity: Thoin the Keeper. Domains: Earth (turn that are really good in a fight.
air/rebuke earth 2/day), War (Martial Weapon Proficiency
and Weapon Focus with heavy pick) Tactics
Gear: +2 breastplate, crossbow bolts (50), gauntlets of ogre Regrin uses his spells to enhance his combat abilities (he usu-
power +2, +1 heavy pick, masterwork heavy crossbow, ally casts greater magic weapon on his pick every day) and to
raybending shield†, 395 gp neutralize enemy threats. He tends not to heal allies during
PC Gear: Boots of striding and springing, periapt of wisdom +2, combat unless they fall or look close to death. Because his
rope of climbing; upgrade: pick to construct bane keen armor makes him slow, he normally leads with a bolt from his
crossbow, then charges in with
egrin Stonehammer comes from a long and proud line his pick on the second round.
Vond Cloven wanted progeny of his own, and his concubines bore him
eight tiefling children. When paladins of the church of
Vond Cloven: Female tiefling Pal10; CR 10; Equiv. Lvl. 11; Yaheine slew him, the victors put his fiend-touched offspring
Medium outsider (native); HD 10d10+30; hp 85; Init +0; to the sword, although three of the older ones managed to
Speed 20 feet; AC 19 (touch 10, flat-footed 19); Base escape.
Attack +10; Grapple +12; Attack +14 melee (1d8+3 plus 1d6 Xenekarn’s favored concubine was pregnant when she was
cold/19–20, +1 frost longsword) or +11 ranged (1d10/19–20, freed but kept this a secret from the paladins. She died in child-
masterwork heavy crossbow); Full Attack +14/+9 melee birth while traveling, and the newborn was found shortly after
(1d8+3 plus 1d6 cold/19–20, +1 frost longsword) or +11 by clerics of the god of mercy. Although horrified by her obvi-
ranged (1d10/19–20, masterwork heavy crossbow); ously demonic traits, they took her in and raised her in one of
SA Smite evil (3/day, +2 attack, +10 damage against evil their monasteries. Frustrated by the the cloistered clerics’ pas-
foe), darkness 1/day (caster level 10th), turn undead 5/day sive natures, Vond left the monastery as a teenager and imme-
as Clr8; SQ Aura of courage, detect evil, divine grace, divine diately ran into trouble with the local villagers. Thinking she
health, empathic link with mount, lay on hands (20 points was a demon, they beat her for hours, dragged her through
per day), remove disease 3/week, resistances (cold, electricity, town, and finally tried to burn her at the stake. A visiting pal-
fire 5), share spells with mount; AL LG; SV Fort +12, Ref +7, adin of the Order of the Golden Chalice intervened, and Vond
Will +8; Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 14 chose to devote herself to the principles of her (obviously mar-
Skills and Feats: Bluff +4, Diplomacy +7, Handle Animal +6, tial) savior. When she joined the Order, her lineage was revealed.
Heal +5, Hide –2, Knowledge (the planes) +3, Knowledge The other knights accepted her after an initial period of intoler-
(religion) +7, Ride +10, Spot +4; Iron Will, Lightning ance, and now she is one of the Order’s most active members.
Reflexes, Power Attack, Weapon Focus (longsword) Vond lost her last special mount just over a year ago and
Special Mount: She is ready to call one. is ready to call another.
Paladin Spells Prepared: (2/1; base DC = 11 + spell level): 1st—bless
weapon, protection from evil; 2nd—delay poison Personality
Gear: +1 breastplate, crossbow bolts (50); draught of heaven† (+1 Aware of her differences, Vond is used to others treating her
frost longsword), +1 large steel shield, masterwork heavy cross- strangely. She seems content with her place in the world as a
bow, potions of bull’s strength, bear’s endurance, and haste; 360 gp crusader for law and good and tries to center her life around
PC Gear: Amulet of natural armor +3, upgrades: armor to +2, this role. Vond feels responsible for the evils her family creat-
sword to holy ed and gains a particular satisfaction from destroying their
works. Her physical scars remind her every day of the abuse
hen the angel Urihiel she received at the hands of the ignorant, and she crusades
Yistobel Personality
As many men in her tribe courted her, Yistobel easily recog-
Yistobel: Female human Pal11; CR 11; Medium humanoid nizes attempts to woo or persuade her. She dislikes flatterers
(human); HD 11d10+22; hp 82; Init +4; Speed 20 feet; and appreciates honesty and a straightforward manner.
AC 23 (touch 11, flat-footed 23); Base Attack +11; Grapple Chosen specifically from all the people of her tribe, she gains
+12; Attack +15 melee (1d8+3, +2 morningstar) or +12 great confidence from the knowledge that she is a champion
ranged (1d8/19–20, masterwork light crossbow); Full of her goddess. Yistobel does not question the teachings of
Attack +15/+10/+5 melee (1d8+3, +2 morningstar) or +12 her faith, nor does she tolerate others doing so. She looks
ranged (1d8/19–20, masterwork light crossbow); SA Smite down upon those who practice no religion or one that
evil (3/day, +2 attack, +11 damage against an evil foe), turn endorses cowardice (such as that of many roguish deities).
undead 5/day as Clr9; SQ Aura of courage, detect evil, Unfamiliar with arcane magic, she feels uncomfortable
divine grace, divine health, empathic link with mount, lay around its use and tends to disparage it and its practitioners
on hands (22 points per day), remove disease 3/week, share as profane, relenting only after making sure it doesn’t detect
spells with mount; AL LG; SV Fort +12, Ref +6, Will +8; Str as evil. She still remembers her humble nomadic roots and
12, Dex 10, Con 14, Int 10, Wis 15, Cha 15 will intervene personally if her tribe’s people, land, or culture
Skills and Feats: Diplomacy +7, Handle Animal +5, Heal +5, are threatened.
Knowledge (history) +1, Knowledge (local) +3, Knowledge
(religion) +4, Ride +8, Spot +4; Ancestral Accord†, Uses
Improved Initiative, Mounted Combat, Ride-By Attack, Yistobel is a fine example of a questing paladin. Whether
Weapon Focus (morningstar) alone, in a subservient role, or as a leader, she strives to
Special Mount: Varoline (heavy warhorse) uphold the virtues of her faith and perform valiantly in
Paladin Spells Prepared: (2/2; base DC = 12 + spell level): times of struggle. She can act as a mentor to a younger pal-
1st—bless, divine favor; 2nd—resist energy (2) adin or as a friendly contact in another church. As a cohort,
Gear: Cloak of resistance +1, crossbow bolts (50), everburning Yistobel becomes a strong shield maiden to any righteous
torch, +1 full plate armor, headband of intellect +2, +1 large leader, willing to lay down her life for her mentor if it serves
steel shield, +2 morningstar, masterwork light crossbow; the cause. As a player character, Yistobel conforms to the
potions of bull’s strength and vision, ring of protection +1, typical idea of a paladin, although her ancestor-worship is
scroll of holy sword, 292 gp an unusual quirk that brings an added element to her role
PC Gear: Amulet of natural armor +2, gauntlets of ogre power +2; in the game.
upgrades: armor to invulnerability, cloak to +3, morningstar
to lawful. Tactics
Yistobel prays to Yaheine and her ancestors
orn to a nomadic desert tribe, Yistobel was raised by before any large battle, making some small
Appendix
Every character in this book has a new feat, magic item, or spell. This appendix presents all these new options in
standard format for easy reference.
thin enough to be worn under normal clothing. The wearer may Faint divination aura; caster level 3rd; Craft Wondrous
use knock and arcane lock once per day. (See Bath Raav, page 4.) Item, clairaudience/clairvoyance; Price 3,000 gp; Weight —
Faint transmutation aura; caster level 3rd; Craft Wondrous
Item, arcane lock, knock; Price 6,420 gp; Cost to Create 3,660 New Spells
gp + 257 XP While many of these spells are presented in this book as unique
Raybending Shield: Once per day, this +1 large steel shield creations of particular spellcasters, there is no reason why
can reflect one ray attack, causing it to unerringly strike the another character couldn’t research one of them, find it on a
creature that fired it. The bearer of the shield must be aware scroll, or hear about it from an NPC.
of the attack and not flat-footed. The bearer chooses whether
or not to deflect the ray. Deflecting a ray is not an action. The Black Arm
creature that created the ray is subject to all normal effects of Transmutation [Evil]
the ray. For example, say a beholder fires a disintegrate ray at Level: Clr 1
the bearer of the raybending shield; the bearer decides to reflect Components: V, S, DF
the ray, and the beholder must make a Fortitude saving throw Casting Time: Standard action
or be disintegrated. The shield is decorated with a large Range: Touch
jagged arrow. (See Regrin, page 20.) Effect: Living creature touched
Moderate abjuration aura; caster level 10th; Duration: One minute
Craft Magic Arms and Armor, entropic shield, spell Saving Throw: Will negates (harmless)
turning; Price 9,170 gp; Cost to Create 4,670 Spell Resistance: Yes (harmless)
gp + 360 XP You draw upon the power of the lower planes
Serpent Chains: This cast-iron device and invest one natural weapon (usually an
looks like an amphisbaena (a snake with a arm and the hand or claw on it) of the tar-
head on each end) curved into a loop so its get creature with evil energy. That natural
heads face each other. Once per day it can weapon gains a +1 enhancement bonus and
be used to cast hold person, accompanied by automatically bypasses the damage reduc-
an illusion of transparent snakes holding tion of evil outsiders as if it were a good
the creature in place. The wielder of the ser- weapon. The recipient of this spell radiates
pent chains may dismiss the effect as a stan- evil for the duration as if he or she were an
dard action. (See Jarm, page 12.) evil outsider. (See Nan Dur, page 16.)
Faint enchantment aura; caster level 5th;
Craft Wondrous Item, hold person, silent image; Hell’s Hounding
Price 3,600 gp; Weight 1 lb. Conjuration (Creation) [Evil, Fire]
Snake Spirit Gem: This gem looks like a green snake Level: Clr 2
eye. It is worn on the forehead and counts as a headband for Components: V, S
the purpose of items that use a limited space. A divine spell- Effect: One arrow of evil fire
caster with cure spells on her spell list (such as a druid, pal- As Mel’s acid arrow, except as noted above and that the dam-
adin, or ranger) who wears this stone may convert prepared age caused by the arrow is half fire and half evil divine power
spells of 3rd level or lower to cure spells as if she were a cleric (like a flame strike cast by an evil cleric). (See Zoff, page 27.)
(clerics who wear the stone gain no benefit from it). When
someone uses the stone, harmless phantom snakes appear Holy Channel*
out of the air and crawl into the stone. (See Olorie, page 17.) Conjuration (Healing) [Good]
Moderate conjuration aura; caster level 11th; Craft Wondrous Level: Clr 4, Healing 4
Item, heal, creator must be a cleric; Price 5,000 gp; Weight — Components: V, S, DF
Trepanning Nails of Clear Senses: These three large nails Casting Time: Full round
only work when used together. They must be hammered into Range: Touch
the forehead of the person to receive their benefits, each deal- Target: One living creature
ing 1d6 hit points of damage (this damage can be healed with Duration: One hour/level
rest or magic, even while the items are worn). Removing the Saving Throw: Will negates (harmless)
nails deals 1d6 points of damage each. Together the nails Spell Resistance: Yes (harmless)
count as a headband for the purpose of items that use a limit- Holy channel binds the cleric and chosen recipient with a
ed space. They provide the user with a +5 circumstance bonus divine bond of positive life energy. Once established, the cleric
to Listen and Spot checks. Creatures with damage reduction may use the channel to cast any single-target healing or curing
cannot use these items unless the damage caused by the nails spells on the recipient. Such spells are cast as normal except
exceeds the amount of the damage reduction. The values that, instead of needing to touch the recipient, the cleric sim-
below are for a complete set of three nails. (See Crog, page 5.) ply sends the curative magic through the holy channel. As long
Vol. 2: The Faithful
31
as the recipient remains within Long rante (400 feet + 40 subject to reach a clifftop, castle parapet, or other difficult-
feet/level) of the cleric, the curing spell takes effect as normal. to-reach location. (See Quillan, page 19.)
The holy channel also gives the cleric an empathic sense of
the recipient’s condition, which allows the cleric to sense the Ooze Companion
recipient’s state of health (current hit points) and anything Transmutation
afflicting the recipient, such as disease, poison, blindness, etc. Level: Drd 3, Rgr 3
They holy channel has its side effects as well. Just as the Components: V, S, DF
bond can transmit positive life force, so too can it transmit Casting Time: Standard action
negative energy. If either the cleric or the recipient is affected Range: Close (25 feet + 5 feet/two levels)
by a negative life force attack (such as the energy- or ability- Target: One ooze
draining attacks of undead or the effects of most necroman- Duration: One day/level
cy spells), there is a 50 percent chance that the effects of the Saving Throw: Fortitude negates
attack will afflict the cleric or recipient, regardless of which Spell Resistance: Yes
of them was the original target. If the attack allows a Will or You cause a set of changes in the body chemistry of the target
Reflex save, the target of the attack rolls that save. If the ooze, with two effects. First, the ooze recognizes that you are
attack involves a Fortitude saving throw, then whoever actu- not food and no longer tries to attack you. Second, it gains a
ally takes the effect must attempt the save. limited ability to interpret chemical signals released by your
An individual may have only one holy channel active at anty body when you issue certain commands. These changes allow
time.A cleric may not establish ne with a nonliving creature, as you to take the ooze as an animal companion and direct it
it has no life force to anchor the channel. (See Jarm, page 12.) with the Handle Animal skill, even though it is not an animal.
You may select oozes as alternative animal companions
Mistsight according to the following table.
Divination
Level: Clr 1, Drd 1, Rgr 1 Normal
Components: V, S, DF —
Casting Time: Standard action 4th Level or Higher (Level –3):
Range: Personal gelatinous cube gray ooze
Target: You 7th Level or Higher (Level –6)
Duration: One minute/level ochre jelly
You can see through mist, fog, heavy rain, and other water- 10th Level or Higher (Level –9)
based forms of concealment as if they weren’t there. For —
example, a fog cloud spell does not provide any concealment 13th Level or Higher (Level –12)
miss chance against your attacks. All non-visual effects of black pudding
the spell work normally (for example, a stinking cloud nause- 16th Level or Higher (Level –15)
ates you if you enter it, a solid fog slows you, and so on). —
Clouds of debris, smoke, or other nonwater sources (such
smokesticks, an incendiary cloud spell, and so on) remain The ooze initially knows only two tricks: “attack” and “heel”
unaffected by this spell. This spell does not augment vision If your druid or ranger level is high enough that you can teach
in deep water. (See Hilarrin, page 10.) your companion additional tricks, you can teach the ooze one
trick for every two additional tricks listed on the table. For
Moonstride example, a 6th-level druid with a gray ooze (level -3 on the
Transmutation table) would be treated as a 3rd-level druid for the purpose of
Level: Clr 3, Drd 3, Rgr 3 determining animal companion abilities; a 3rd-level druid's ani-
Duration: One minute/level mal companion normally knows 2 bonus tricks, so this druid's
As air walk, except as noted above and that the target crea- ooze companion can learn one additional trick. Oozes can only
ture can only walk on moonlight. The moonlight must be learn the following tricks in addition to the initial two: come,
from a moon that is at least half full (whether waxing or guard, heel, and stay. Other benefits from your level apply
waning). Magical darkness, significant cloud cover, or normally (bonus HD, ability scores, and so on).
objects that obscure the ambient moonlight (including ceil- When the spell expires, the ooze reverts to its normal
ings or being deep underground) prevent the subject from behavior, which usually means it attacks any creature near it,
using this spell in that area. Spells that create moonlight are including you. You may cast this spell on an ooze an indefi-
sufficient for the purpose of this spell, so a spell might create nite number of times, allowing you to maintain a particular
a beam of moonlight to tread upon, perhaps allowing the ooze companion over long durations.
* The spell “holy channel” originates in Relics & Rituals, ©2001 Clark Peterson. All Relics & Rituals spell names ©2001 Clark Peterson. All rights reserved.
Used with permission.
32 Skreyn’s Register: The Bonds of Magic
If you cast this spell on an ooze and you are not high more vulnerable to attacks. If the ooze already has +3 or more
enough level to acquire that ooze as a companion, the spell natural armor, this spell has no effect. (See Umbrus, page 23.)
has no effect. If an ooze affected by this spell splits into mul-
tiple oozes, only one of the resulting creatures remains Soul Beacon
under your control. (See Umbrus, page 23.) Necromancy
Level: Pal 1
Scentblock Components: V, DF
Transmutation Casting Time: Standard action
Level: Drd 1, Rgr 1, Sor/Wiz 2 Range: Personal
Components: V, S Target: You
Casting Time: Standard action Duration: One minute/level
Range: Touch You amplify all positive and good aspects of your soul, giving you
Target: Creature touched power to resist the attacks of undead creatures. You gain a +2
Duration: 10 minutes/level sacred bonus to Armor Class and saves against undead attacks.
Saving Throw: Will negates (harmless) Because your soul shines so brightly, undead and other crea-
Spell Resistance: Yes (harmless) tures whose bodies are supported by negative energy can see
The target creature ceases to give off any scent. Creatures you as clearly as a campfire on a clear night, even in normal
with scent cannot use that ability to detect the subject of the (but not magical) darkness. For example, a vampire on the
spell (although they can still use sight, hearing, and other opposite side of a 500-foot-diameter cavern could see you, even
methods to find the subject). Creatures with abilities based if the cavern were unlit and even though the vampire’s dark-
on strong smells (such as troglodytes) cannot use those abil- vision only reaches 60 feet; if the vampire had attacks that
ities with this spell in effect. The spell does not block strong- reached that far, he could see to target you normally at that dis-
smelling substances (garlic, skunk musk, and so on) applied tance. His dominated half-orc slave could not see you unless
to the target after the casting. (See Wellihan, page 25.) you entered an area of light or the range of his darkvision.
This spell was created by group of paladins called the
Skull Messenger Order of the Golden Chalice, and every member learns the
Necromancy prayers for this spell. (See Tonath, page 22.)
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, F Web Shelter
Casting Time: Standard action Conjuration (Creation)
Range: Touch Level: Clr 2, Drd 2, Rgr 2
Target: Skull touched Components: V, S, DF
Duration: Permanent until discharged Casting Time: One minute
Saving Throw: Will negates (object) Range: Close (25 feet + 5 feet/two levels)
Spell Resistance: Yes (object) Effect: Shelter made of webbing
You imbue a skull with a tiny amount of life energy, allowing Duration: One hour/level
it to relay a single message when triggered in the manner of a Saving Throw: None
magic mouth spell. The skull is not undead and has no other Spell Resistance: No
abilities other than the message it stores. (See Satt Hisk, page 21.) You create a shelter of slightly sticky webbing. You may cre-
Focus: A tiny skull carved out of bone or ivory worth 10 gp ate a hemisphere with a diameter of between 5 to 20 feet or a
sphere with a diameter of between 5 and 10 feet. The shelter
Slimeharden has a hinged door large enough to accommodate a Medium
Transmutation creature. The opaque walls of the shelter measure 1 inch
Level: Drd 2 thick and provide total cover to anyone within it.
Components: V, S, DF Only creatures with negligible Strength (such as Fine ver-
Casting Time: Standard action min, like common flies) can be caught in the webbing; all other
Range: Close (25 feet + 5 feet/two levels) creatures can pull themselves free without making a Strength
Target: One ooze check or taking an action. The webbing is sticky enough to
Duration: One hour/level hold sticks, leaves, dirt, and other light items, allowing you to
Saving Throw: Fortitude negates conceal the shelter. The shelter is watertight and insulated
Spell Resistance: Yes with the door closed. Its surface has a hardness of 0 and 2 hit
You cause the outer surface of the target ooze to harden, giving points for every 5-foot square of web surface area. It takes nor-
it a +3 natural armor bonus to Armor Class but slowing it so it mal damage from fire (not half damage like most objects) and
can take only a partial action each round. The spell does not burns as easily as wood. When the spell ends, the webbing
prevent the ooze from using its abilities, nor does it make it any decays rapidly and disappears. (See Morine, page 15.)
Vol. 2: The Faithful
33
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enchantments, personalities, teams, personas, like- reformed only to the extent necessary to make it
nesses, and special abilities; places, locations, envi- 7. Use of Product Identity: You agree not to Use enforceable.
ronments, creatures, equipment, magical, or super- any Product Identity, including as an indication as
natural abilities or effects, logos, symbols, or graphic to compatibility, except as expressly licensed in 15. COPYRIGHT NOTICE
designs; and any other trademark or registered another, independent Agreement with the owner of Open Game License v 1.0a Copyright 2000–2003,
trademark clearly identified as Product Identity by each element of Product Identity. You agree not to Wizards of the Coast, Inc.
d20 System Reference Document Copyright
the owner of the Product Identity, and which specifi- indicate compatibility or co-adaptability with any 2000–2003, Wizards of the Coast, Inc.; authors
cally excludes the Open Game Content; (f) Trademark or Registered Trademark in conjunction Jonathan Tweet, Monte Cook, Skip Williams, Rich
“Trademark" means the logos, names, mark, sign, with a work containing Open Game Content except Baker, Andy Collins, David Noonan, Rich Redman,
motto, designs that are used by a Contributor to as expressly licensed in another, independent and Bruce R. Cordell, based on original material by E.
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ucts contributed to the Open Game License by the Registered Trademark. The use of any Product
Skreyn’s Register: The Bonds of Magic, Vol. 2:
Contributor; (g) “Use," “Used," or “Using" means to Identity in Open Game Content does not constitute The Faithful Copyright 2002–2004 Sean K
use, Distribute, copy, edit, format, modify, translate, a challenge to the ownership of that Product Reynolds. All rights reserved
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licensee in terms of this agreement. interest in and to that Product Identity.
THE
HOLY
THE
FALLEN
THE
DAMNED
ANGER OF ANGELS™ ®
A New Sourcebook by Sean K Reynolds
In this book, discover 10 new kinds of angel and as many new demons! It also stats out
archangels, maps Heaven and Hell, and offers new feats, prestige classes, organizations, and
angelic and demonic magic. Play angels as PCs or use them as advisors in any d20 campaign!
The battle between Heaven and Hell rages into your game.
Monte Cook presents more works of dungeon mastery. ®
On sale in December • 128 pages • $21.95 (US) • WW16131 • ISBN 1-58846-060-6
©2003 Monte J. Cook. Malhavoc Press is a registered trademark owned by Monte J. Cook.
All rights reserved. Dungeon Master is a registered trademark of Wizards of the Coast.
Free previews at www.montecook.com
The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc.
®
Monte Cook, codesigner of 3rd Edition Dungeons & Dragons®, started Malhavoc™
Press as his own d20 System imprint to publish unusual magic, monsters,
and evocative game elements that go beyond traditional fantasy.
Malhavoc Press products exhibit a mastery of the d20 System rules
that only one of the game’s original designers can offer you.
®
Web Enhancement
1
Deities of The Faithful
A web enhancement by Sean K Reynolds
Throughout the second half of Skreyn’s Register: The Bonds of Magic I mention in passing a number of deities that figure into the
lives of the book’s divine-magic-using characters.Although the spatial constraints of the book prevented me from detailing those gods and god-
desses there,they played a significant role in the development of the characters’ interlaced back stories,so I’m glad to be able to describe them
more fully here.Feel free to use these all-Open Content deities with the characters from The Bonds of Magic and in your own campaigns.
Born of an incestuous union of the godlings of hate and lowers of a dark elf lich-goddess, and the divine power went
pain, Halgrin (HAL-grin) is a monstrous being, living only to Jarvor, her most devout servant. Jarvor fell to Tasrisaak,
to inflict suffering on others and nurtured by the prayers of Mother of Bebiliths, and so Korven—her greatest champi-
his faithful and the sounds of creatures in agony. Halgrin on—assumed the mantle of godhood in her place. The cycle
has no allies among the other gods, as he would likely turn of death and renewal for this office gives its current holder
on any creature that came near him. He wanders from place an acceptance of death and a tendency toward martyrdom,
to place and plane to plane, leaving when there are no easy as he knows his legacy and duties will carry on.
torture victims within reach. Halgrin appears as a huge mis- Korven’s clerics and paladins pray for spells at the first
shapen head with an unnaturally large fanged mouth, carried light of dawn. They celebrate (in somber fashion) the
about by a dozen spindly clawed arms that grow from his anniversaries of great battles where halflings emerged victo-
neck, some carrying weapons and other carrying still-living rious, and they light candles for halfling heroes lost in battle
pieces of his most recent victims. while defending others. Common halflings pray to him for
Halgrin’s clerics prepare their spells just after nightfall. protection at the start of a journey and before retiring for the
They care little for holy days, celebrating every misery they evening, asking for safe travel and safe rest.
inflict and planning ahead to capture especially choice crea-
tures for torture. The one ritual they routinely practice is the Larhoon (Lesser God)
Heralding of Howls, performed on the last night of the year. The Bloodhunger
On this night, they torture many creatures and try to make Symbol: Bloody-topped skull
them scream as loud as possible, bridging the old year and Alignment: NE
the new with a discordant chant to their foul god. Common Portfolio: Killing, murder
folk never invoke his name, even to stave off pain, as it is Domains: Death, Evil, Trickery
thought to merely attract his attention. Favored Weapon: Club
The Faithful Worshipper: Jarm
Korven (Lesser God) Larhoon (lar-HOON) is an unrelenting, violent deity, said
The Defending Blade to have sprung from the corpse of the just-murdered god of
Symbol: A well-notched short sword death, bristling with teeth and horns. He loves death in all
Alignment: LG its forms, from slow torture to quick disintegration. It is said
Portfolio: Defensive tactics, protection, vigilance, halfling that Larhoon never sleeps, that he will never rest as long as
soldiers one creature still remains alive. Larhoon is no fan of the
Domains: Good, Law, Protection, War undead, either, and relishes destroying them nearly as much
Favored Weapon: Short sword as he does living creatures. He is depicted as a gray-skinned
The Faithful Worshipper: Fintus Talltree muscular humanoid creature with spines and horns protrud-
A serious-minded halfling deity, Korven (KOR-ven) pro- ing in all places; his only raiment is a belt made of bloody
tects all halflings and inspires them to defend their homes skulls. Larhoon sometimes serves as the lackey of the gods of
and families when beset by hostile creatures. He and his fol- war, and sometimes as the consort of the goddess of death,
lowers take a more reactive than proactive stance; if halflings but he spends much of his time alone, searching for new
are not threatened, he seems content to remain quiet and things to kill. He welcomes challenges to his power and has
fortify, but when halflings are in danger he is ready to lead drunk the blood of many godlings and great heroes who
them to victory. His followers study traps and fortifications thought to slay him.
as well as applications of direct force. Under their tutelage Larhoon’s clerics prepare their spells at dusk. They cele-
even a simple caravan wagon can become a mobile fortress. brate whenever there is a public death (such as an execu-
He is rarely depicted, but when he is it is always as a fully- tion), feast on the anniversaries of battles in which many
mailed halfling warrior with a battered short sword and fell, and sacrifice animals to honor the names of famous
metal shield, eyes showing determination from within an assassins, murderers, and warlords. His faith consists of
open-faced helmet. many small cults with no central hierarchy. Several evil
Korven is actually the fourth deity to hold this office in humanoid tribes venerate him, as do some particularly
the halfling pantheon. When the original halfling war god bloodthirsty clans of human barbarians. Larhoon’s name has
was killed in a great battle with fiends, his divine essence become a curse among the common folk. In less-than-civi-
transferred to the body of Halori, his most faithful follower, lized places, criminals are sacrificed to him in hopes of keep-
elevating her to godhood. She died in combat with the fol- ing his attention away from others in the community.
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Kurzana (Lesser Goddess) and spends years watching them unfold, becoming frustrated
The Builder when the actions of chaotic beings and other meddlers inter-
Symbol: Carpenter’s hammer with a spider symbol fere with his plots. His brother is Vogg, a deity of random
Alignment: LN destruction and one of his frequent opponents, although the
Portfolio: Construction, building, weaving, engineering two cannot perceive each other directly or be affected by each
Domains: Earth, Knowledge, Law others’ direct actions. While he hates the forces of good that
Favored Weapon: Hammer interfere with his works, he saves his greatest wrath for chaot-
The Faithful Worshipper: Morine ic fiends, who give no regard to his orders and (in his words)
Kurzana (kur-ZAH-nuh) is an old deity that has changed “give evil a bad name.” He is shown as a man with midnight-
over time as the people of the world developed their knowl- black skin and glowing eyes, wearing a noble’s clothing of
edge of building. Originally a goddess of caverns, she took on simple cut and dark colors. His left arm is encased in black
the mantle of shelters when intelligent creatures began build- metallic armor, from which he can pull an iron spear as often
ing homes for themselves, and eventually reached her current as he likes. He sponsors several orders of blackguards to pro-
state, watching over all kinds of building, whether homes, tect his churches and enforce his dictates in evil lands. At
temples, or other structures in a community. She opposes least one guild of assassins works in his name, eliminating
deities of destruction and those that dislike or harm civiliza- troublesome opponents and rabble-rousers.
tion (such as gods of plague). She is depicted as a woman Kain’s clerics prepare their spells when it becomes dark in
with stony skin, wearing a simple gown and bearing a ham- the evening. His church celebrates the anniversaries of great
mer with a spider on it. Her faith considers killing normal clerics’ and tyrants’ birthdays, the first day of every month,
spiders, her chosen animal, bad luck; monstrous spiders that and every new moon. These celebrations are more an affir-
actually constitute a threat are an exception. The building mation of faith in and loyalty to the Black Lord than
styles of all civilized creatures intrigue her, and she allies with episodes of revelry. The sacrifice of dissidents or enemies of
likeminded dwarven, elven, and gnome deities. Although will- the church accompanies the rites whenever possible. Few
ing to talk endlessly about engineering, Kurzana remains oth- common folk worship Kain, although in places where he
erwise a distant deity, having no close friendships with deities holds much political power he is respected for his ability to
who do not share her specialized interests. keep bandits and raiding monsters away. His rule is other-
Kurzana’s clerics prepare their spells in the morning. They wise harsh.
have few holidays, although they do note the dates on which
the construction of great buildings began or ended. Luna (Lesser Goddess)
Although not a particularly martial faith, her clerics often Symbol: Three crescent moons arranged in a line
move to small communities to establish temples that double Alignment: CG
as sturdy fortresses, which they open to the entire communi- Portfolio: The moon, feminine power, non-evil lycanthropes
ty when the settlement is threatened. Her clerics tend to be Domains: Chaos, Good, Protection
scholars in one building style, and sensible folk consult with Favored Weapon: Chakram
a member of the church before planning any construction The Faithful Worshipper: Quillan
expected to last more than a year. Common folk pray to A very old goddess, Luna predates current civilizations. A
Kurzana during storms to keep their homes safe and at the powerful force for the protection and power of women, her
groundbreaking of new buildings to bless those within. strength has waxed and waned over the centuries. Where the
sun is hot and aggressive in its light, the moon remains cool
Kain (Intermediate God) and gentle. She prefers peace to war, and kind words to loud
The Black Lord speech, but when someone threatens her charges, she can
Symbol: Horizontal mailed fist tear apart her foes with the ferocity of a she-bear defending
Alignment: LE her cubs. She is also the patron goddess of non-evil lycan-
Portfolio: Tyranny, rulership thropes, and her faith teaches that her light blesses good
Domains: Law, Evil lycanthropes. Conversely, Luna teaches that evil lycanthropes
Favored Weapon: Spear are corruptions of her gifts to mortals; her followers hunt
The Faithful References: Zoff and Nan Dur them down to either cure or kill. She is always shown as a
Kain (KAYN) is a megalomaniacal deity who believes that woman with white eyes, dark hair, and a crescent symbol on
only the strong are fit to rule, and that he is destined to rule her forehead, although other details vary. Dogs, wolves, and
the world and all of the other gods. He makes elaborate plans owls are her sacred animals.
4 Skreyn’s Register: The Bonds of Magic
Luna’s church holds a small ceremony on the first day of Thalander (Lesser God)
each new, full, and quarter moon. Lunar eclipses always call Quickheart, Many-Father
for prayer vigils until the moon appears again, while solar Symbol: White cat surrounded by a red glow
eclipses are sacred events to be celebrated publicly, enjoying Alignment: NG
the night during the day. Women hold most positions of Portfolio: Vitality, fertility, strength
power in her church, and a disproportionate number of her Domains: Animal, Good, Plant, Strength
clerics are female, but her church neither shuns nor margin- Favored Weapon: Longsword
alizes men. Common folk invoke Luna’s name at weddings to The Faithful Worshipper: Kress
bless the bride and keep her safe in her husband’s house, at The boisterous and extroverted Thalander (tha-LAN-
childbirth to guard the expectant mother’s health, and at any der) embodies the principles of life, survival, and perpetua-
time when journeys must be made at night. tion of life. Where he walks, plants sprout and animals
spring up out of nothing. When he laughs, the air is filled
Shehaan (Demigoddess) with beautiful birds and insects. Thalander, the greatest foe
Goddess of the Mists, the Mist Goddess of the undead, is often depicted blasting them out of exis-
Symbol: A moon (crescent or full) behind a cloud of mist tence with great beams of life energy from his hands. Like
Alignment: N the cat of his symbol, Thalander has a roving eye and woos
Portfolio: Mist, isolation, concealment many females, whether deity, celestial, or mortal. He has
Domains: Luck, Trickery, Water many offspring, some of whom carry his divine blood more
Favored Weapon: Quarterstaff strongly than others. Thalander himself is a fair-skinned,
The Faithful Worshipper: Hilarrin redheaded man with a lean but strong build; he is usually
Shehaan (shay-HON) is a reclusive goddess, almost for- shown barefoot, wearing cloth breeches and little else. In
gotten by non-elves and worshipped only by hermit elves some of the more decadent cities his temples double as
and a few secluded elven communities. Although this should palaces devoted to the flesh, for his faith teaches that pas-
mean her power is dwindling, she draws strength from her sion and childbirth are needed for a race to remain vital
great solitude and uses it to protect her faithful. She avoids and alive; this openness ensures he has few paladins, for
direct confrontation, preferring to redirect an opponent’s their lawful codes usually frown on such behavior.
attention, confuse the minds of her enemies, and retreat Thalander is a nature deity and can be worshipped by
when victory is not certain. She is shown as an elven woman druids and rangers.
with wet hair and pale skin, dressed in a gossamer robe or a Thalander’s clerics, druids, paladins, and rangers pray
concealing elven cloak. Shehaan is a nature deity and can be for spells at dawn, preferably in the light of the sun. The
worshipped by druids and rangers. spring equinox is a day of great celebration, marking the
Shehaan is a neutral deity, but like the moon she changes. height of Thalander’s power, and worshippers hold weekly
On nights when the moon is new she becomes rather wild, feasts throughout the entire spring season. The autumn
willing to take risks and even reveal her presence when she equinox is their only somber holiday, a remembrance of
normally would remain hidden. This change does not affect people met and lives shared in the past growing season,
the abilities of her worshippers, although they, too, seem ending on a high note as they look forward to the break-
more willing to take risks on these days. ing of winter. Common folk pray to Thalander to bring
Shehaan’s clerics pray for their spells at sundown or healthy crops and bless marriages with an abundance of
moonrise, whichever comes later in the day. Solar eclipses children. They invoke his name at the presentation of a
are holy days to the faithful, when her followers given up new child to the community, in hopes of ensuring a long
to the goddess unusual plants and fruits as sacrifices. They and healthy life.
go into hiding whenever a lunar eclipse occurs; during
these times, which they call the “Night of Madness,” they Thoin (Lesser God)
lose all spellcasting ability, as their goddess goes truly mad The Keeper, the Silent Pick
and forgets her worshippers entirely. Shehaan always Symbol: A gem within a mountain
regrets these lapses and apologetically pays closer atten- Alignment: N
tion to her followers in the weeks following such an event. Portfolio: Mines, secrets under the earth
Where she is worshipped, the common folk pray to her to Domains: Earth, War
keep them hidden from the eyes of their enemies and to Favored Weapon: Pick
bring needed rain. The Faithful Worshipper: Regrin
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5
Thoin (THOH-in) the Keeper is a silent deity of the shown as a fox or even a male). She trained herself to run
rewards waiting underground for hard-working dwarves. faster than the wind, hold her breath for nine days, and
Not content to dig and sift for treasures, Thoin feels that the speak out of both sides of her mouth; three skills she needed
only way for dwarves to retain their birthright is to eliminate to pull off an elaborate joke on the gods of storms, fire, and
all hostile underground races so their lesser hands will not cities. She loves recruiting worshippers (especially clerics)
profane the treasures with unskilled workmanship. Some from serious or wrathful deities just to see the reaction of
extreme cults take his teachings to mean that even gnomes, her divine opponents.
humans, and other dwarven allies that mine the earth Vaath’s clerics pray for spells on a different schedule from
should be eliminated as well, but this is not part of his offi- month to month, chosen by the deity and revealed at the last
cial doctrine; Thoin’s concerns are the barbaric humanoids minute. Her followers are great fans of All Fool’s Day, where
and goblinoids, as well as metal- and gem-eating monsters they make up almost unbelievable stories and try to get as
such as rust monsters, xorn, and metal-addicted delvers. many people as possible to fall for them. They honor the
Thoin is shown as a long-bearded dwarf made of stone, birthdays of local nobles with roasts and caricatures, and
bearing a great pick or pickaxe, eyes and mouth glowing like often celebrate somber holidays of other faiths with loud
sparkling gems or fresh lava. He never speaks, but seems songs, indecent jokes, and extravagant pranks. Because of
amenable to the company of other dwarven and earth deities these habits, many clerics of Vaath use aliases when going
who respect his dogma. His faithful take particular about the goddess’ work or use disguises or magic to pretend
vengeance against thieves, burning them to death with spell- to worship other deities in order to prevent retaliation.
heated molten rock. Common people invoke her name in times of good cheer and
Followers of Thoin celebrate upon finding a vein of new when things go wrong, in hopes of seeing a more positive
ore, especially if that ore is mithral or adamantine. They hold side—such as the church’s fable of the plowman’s ox that
weeklong wakes whenever a king or high priest dies and, hurt its leg on a stone, under which lay a nugget of gold.
unlike most dwarves, his followers never bury their dead
with treasures—they see that as a waste of good metal and Valkon (Lesser God)
an affront to the dwarf, as it presumes the deceased inca- The Sky Lord
pable of looking for new treasures in the afterlife. Thoin’s Symbol: Cloud with a lightning bolt
churches display their wealth openly as a display of the god’s Alignment: LN
power and generosity. A temple of Thoin doubles as an Portfolio: Air, wind, clouds, ordered nature of the heavens
armory and fortress, as followers use it as a launching point Domains: Air, Animal*, Law, War
for attacks on humanoid miners and for defense against Favored Weapon: Longbow
raiders. Common dwarves pray to Thoin after hard work to The Faithful Worshipper: Andu
find rewards and before battles waged to gain or protect * Spells from the Animal domain that would affect animals do so when cast by
valuable objects. clerics of Valkon only if the animal is a bird, bat, or other winged type.
Valkon (VAL-kahn) is the master of the air and heavens,
Vaath (Demigoddess) from the stars to coastal breezes and everything in between.
The Laugher An active and aggressive deity, he loathes chaos, unpre-
Symbol: A laughing mouth within a wavy circle dictability, and ancient magical weapons of war that promote
Alignment: CN those things. This puts him at odds with most other weather
Portfolio: Humor, irony deities, who tend to be more carefree and capricious. His
Domains: Chaos, Luck, Trickery celestial messengers are birds, and his temples often use
Favored Weapon: Rapier birds to carry messages or spy on their enemies. Valkon is a
The Faithful Worshipper: Laal Torrevask nature deity and may be worshipped by druids and rangers.
Vaath (VOTH) is a well-traveled deity, always on the run He enjoys archery and believes it to be a superior form of
from her last escapade. She represents the ability to laugh at warcraft to melee fighting. In artwork he is depicted as a tall
frightening or impossible situations as well as the more tra- winged man, lithe but strong, bearing a longbow and having
ditional aspects of humor and irony. She dislikes older, staid close-cropped fair hair.
deities, preferring to shake things up a bit and see what Valkon’s clerics, druids, and rangers pray for spells at the
laughter there is to discover in the world. Depictions of her change of the wind in the morning or the evening (choosing
vary, but she is usually shown as a humanoid woman with a one and holding to that choice ever after). They celebrate the
large grin and bright teeth (although she is sometimes equinoxes and solstices as holy days, as well as the first rain-
6 Skreyn’s Register: The Bonds of Magic
fall in spring and the first snowfall in autumn or winter. Yaheine (Demigoddess)
Common folk pray to him to bring needed rains or fend off The Sword Maiden
approaching storms, which are always considered to be the Symbol: Kite shield with a sunburst
work of rival weather gods. Alignment: LG
Portfolio: Protection, valor, honor
Vogg (Demigod) Domains: Good, Law, Protection, War
The Firelord Favored Weapon: Bastard sword
Symbol: An eye surrounded by flame The Faithful Worshipper: Bath Raav, Tonath, Vond Cloven,
Alignment: CE and Yistobel
Portfolio: Wildfire, destruction, randomness Daughter of the sun god, Yaheine (ya-HEEN) is the faith-
Domains: Chaos, Destruction, Evil, Fire ful guardian, protector of the innocent, and champion of
Favored Weapon: Mace good. Channeling the power of her father, Yaheine strikes
The Faithful Worshipper: Zoff out at all evil in her path, making places safe for decent folk.
Vogg (VOG) is the embodiment of random destruction She cannot abide fiends or the undead, and hunts necro-
without intellect to direct it. Although he is as intelligent as mancers and demonologists without mercy. She is shown as
his brother Kain, he only uses his mind to think up ways to a tall woman bearing a flashing bastard sword and clad in
break things faster, louder, and hotter. He is more than con- shining metal armor, her gold hair unbound in a storm
tent to run about covered in flames of his own creation, set- about her face like solar flames. When age catches up with
ting afire anything he touches or even gazes at for too long. her clerics and paladins, they usually take up a leadership
He is shown as a humanoid (the type varies by artist and role in a community, administering fair law and keeping the
cult) with his skin blackened by great heat, hair of flame, peace, ready to bear arms whenever evil raises its head. Her
and carrying a mace made of solid fire. Vogg doesn’t really followers respect those who worship the sun god, and the
hate anything as much as he is curious about how well and two closely allied churches often share space in the same
how quickly he can destroy it. He becomes angry when temple.
someone places in his way obstacles that he cannot harm, Yaheine’s clerics and paladins pray for their spells at
and he becomes livid when someone quenches a fire he sets dawn when the leading edge of the sun first becomes visi-
or dares to try calming him. Vogg would be a more powerful ble. Their holy days are the summer solstice and midwin-
deity if he didn’t have the habit of answering some invoca- ter—said to be the time of year when the sun god’s clerics
tions with blasts of violent fire, which tends to reduce his received word that his daughter had been born and would
number of worshippers. He is a friend to fire elementals and become a champion for all good in the world. Common
tolerates efreet and other fiery creatures. folk pray to her for fairness in all things, as well as protec-
Vogg’s clerics pray for their spells at noon, the apex of the tion in unsafe places. Her name is used to seal oaths as a
burning sun. They care little for scheduled holidays, but revel promise of good intent.
in the presence of any great fire, whether naturally occurring
or deliberately set. They’re not above setting a fire for the
excuse to celebrate. Though most of his followers are too
simpleminded to appreciate the destruction of particularly
valuable things (such as sacred elven groves, historic build-
ings, and so on), they do like watching temples to protective
or water deities burn to ash. On the hottest day of the year,
members of the church summon as many fire elementals as
possible and send them running about, burning whatever
they see. In idle times, cult cells are likely to self-destruct, as
rival clerics set each other on fire as fanatical offerings to
their obsessive deity.
Web Enhancement
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OPEN GAME LICENSE Version 1.0a 5.Representation of Authority to Contribute: If You are Credits and Legal
The following text is the property of Wizards of the Coast, Inc., contributing original material as Open Game Content,You repre- Design by Sean K Reynolds
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). sent that Your Contributions are Your original creation and/or You Editing and Production by Sue Weinlein Cook
All Rights Reserved. have sufficient rights to grant the rights conveyed by this License. Graphic Design by Peter Whitley
1. Definitions: (a)“Contributors" means the copyright 6. Notice of License Copyright: You must update the
The Bonds of Magic Cover by Lars Grant-West
and/or trademark owners who have contributed Open Game COPYRIGHT NOTICE portion of this License to include the
Requires the use of the Dungeons & Dragons®
Content; (b)“Derivative Material" means copyrighted material exact text of the COPYRIGHT NOTICE of any Open Game
Player's Handbook, Third Edition, published
including derivative works and translations (including into Content You are copying, modifying or distributing, and You by Wizards of the Coast®
other computer languages), potation, modification, correction, must add the title, the copyright date, and the copyright holder's For more free d20 material, check out “The Stuff ” at
addition, extension, upgrade, improvement, compilation, name to the COPYRIGHT NOTICE of any original Open Monte Cook’s Website: <www.montecook.com>
abridgment or other form in which an existing work may be Game Content you Distribute.
recast, transformed or adapted; (c) “Distribute" means to 7. Use of Product Identity: You agree not to Use any ™
reproduce, license, rent, lease, sell, broadcast, publicly display, Product Identity, including as an indication as to compatibility,
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artifacts, creatures, characters, stories, storylines, plots, thematic in and to that Product Identity.
elements, dialogue, incidents, language, artwork, symbols, 8. Identification: If you distribute Open Game Content This edition of “Deities of The Faithful” is produced
under version 1.0, 1.0a. and/or draft versions of the Open
designs, depictions, likenesses, formats, poses, concepts, themes, You must clearly indicate which portions of the work that you Game License, the d20 System Trademark Logo Guide,
and graphic, photographic, and other visual or audio represen- are distributing are Open Game Content. and the System Reference Document by permission of
Wizards of the Coast. Subsequent versions will incorpo-
tations; names and descriptions of characters, spells, enchant- 9. Updating the License: Wizards or its designated rate final versions of the license, guide, and document.
ments, personalities, teams, personas, likenesses, and special Agents may publish updated versions of this License.You may The following items are hereby designated as Product
abilities; places, locations, environments, creatures, equipment, use any authorized version of this License to copy, modify, and Identity in accordance with Section 1(e) of the Open
Game License, version 1.0a: Any and all Malhavoc Press
magical, or supernatural abilities or effects, logos, symbols, or distribute any Open Game Content originally distributed logos and identifying marks and trade dress, such as all
graphic designs; and any other trademark or registered trade- under any version of this License. Malhavoc Press product and product line names includ-
ing but not limited to The Book of Eldritch Might, and
mark clearly identified as Product Identity by the owner of the 10. Copy of this License: You MUST include a copy of Skreyn’s Register: The Bonds of Magic; and all artwork,
Product Identity, and which specifically excludes the Open this License with every copy of the Open Game Content You symbols, designs, depictions, illustrations, maps, and
cartography, likenesses, poses, logos, or graphic
Game Content; (f) “Trademark" means the logos, names, Distribute. designs. The above Product Identity
mark, sign, motto, designs that are used by a Contributor to 11. Use of Contributor Credits: You may not market or is not Open Game Content.
identify itself or its products or the associated products con- advertise the Open Game Content using the name of any Subject to the Product Identity designa-
tion above, the entire “Deities of The
tributed to the Open Game License by the Contributor; (g) Contributor unless You have written permission from the Faithful” article is designated as Open
“Use," “Used," or “Using" means to use, Distribute, copy, edit, Contributor to do so. Game Content.
format, modify, translate, and otherwise create Derivative 12. Inability to Comply: If it is impossible for You to Some portions of this article which are OGC originate from
the System Reference Document and are ©1999, 2000,
Material of Open Game Content; (h) “You" or “Your" means comply with any of the terms of this License with respect to and 2001 Wizards of the Coast, Inc. The remainder of these
the licensee in terms of this agreement. some or all of the Open Game Content due to statute, judicial OGC portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT
2. The License: This License applies to any Open Game order, or governmental regulation then You may not Use any NOTICE “Deities of The Faithful ©2002, Sean K Reynolds.”
Content that contains a notice indicating that the Open Game Open Game Material so affected. This material is protected under the copyright laws of the
United States of America. Any reproduction, retransmis-
Content may only be Used under and in terms of this License. 13. Termination: This License will terminate automatically if sion, or unauthorized use of the artwork or non-Open
You must affix such a notice to any Open Game Content that You fail to comply with all terms herein and fail to cure such Game Content herein is prohibited without express written
permission from Sean Reynolds or Monte Cook, except for
you Use. No terms may be added to or subtracted from this breach within 30 days of becoming aware of the breach. All purposes of review or use of OGC consistent with the OGL.
License except as described by the License itself. No other terms sublicenses shall survive the termination of this License. This material is protected under the copyright laws of
or conditions may be applied to any Open Game Content dis- 14. Reformation: If any provision of this License is held to the United States of America. This material is a work of
fiction. Any similarity to actual people, organizations,
tributed using this License. be unenforceable, such provision shall be reformed only to the places, or events is purely coincidental.
3. Offer and Acceptance: By Using the Open Game extent necessary to make it enforceable.
Content You indicate Your acceptance of the terms of this License. 15. COPYRIGHT NOTICE Skip Williams, based on original material by E. Gary Gygax
4. Grant and Consideration: In consideration for agree- Open Game License v 1.0a Copyright 2000, Wizards of the and Dave Arneson.
ing to use this License, the Contributors grant You a perpetual, Coast, Inc. Skreyn’s Register: The Bonds of Magic and “Deities of
worldwide, royalty-free, non-exclusive license with the exact d20 System rules and Content Copyright 2000, Wizards of The Faithful” Copyright 2002 Sean K Reynolds.
terms of this License to Use the Open Game Content. the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and All rights reserved.
Web Enhancement
1
Order of the Golden Chalice
A web enhancement by Sean K Reynolds
The Bonds of Magic: The Faithful introduces a knightly group called the Order of the Golden Chalice.You have read a little
about it in the descriptions of the paladins Tonath and Vond Cloven. Now discover more about the organization’s history,
goals, and tactics in this free web enhancement by the book’s author.
ounded more than 300 years ago, the Order of the Donas and his followers built a fort and sanctified it in
Hierarchy
The Order follows a military hierarchy, with its own ranks
for its soldiers and officers (using the standard terminology
of lieutenants, captains, and so on). Promotions are given to
those who prove themselves with deeds. Class, race, gender,
and level are not a concern when considering promotions;
the Order accepts men and women of all civilized races, and
even a few monsters have served over the centuries, such as
the couatl Huitchipuli Dives-With-Fangs-Bared and the
lammasu Novor the Loud Roaring.
The head of the Order is called the Fourth General of the
Chalice—Urihiel, Zakafiel, and Bakuryah are considered the
first three generals (this despite the fall from grace and death
of Urihiel, whose mind was altered by a powerful evil magic
item; see The Bonds of Magic: The Faithful, under Tonath’s
description). When it comes time to replace the head of the
Order—usually at the death or retirement of the previous Unlike some of the more reckless orders of paladins in the
office holder—the senior officers meet for a week to choose world, the Order of the Golden Chalice teaches that patience
a replacement. is just as valuable as force, and that subtlety can prove as
At times the Order has awarded honorary titles or ranks to effective as direct action. They point to the ruined towers of
those outside the organization, such as members of affiliated the Swords of Light, the burned homes of the Guardians of
churches, supportive nobles, or celestials who have aided the the Holy Wood, and the orc-filled halls of the Sacred
knights in some task. Such titles are nonhereditary and con- Brothers Under the Mountain as evidence of the folly of rash
fer no actual power to make decisions within the Order. action in the face of evil.
Enemies Resources
Predictably, the Order of the Golden Chalice has earned its In addition to sharing information on enemy groups, the
share of enemies: anarchists, tyrants, evil cultists, cabals of Order teaches all of its spellcasting paladins the necessary
dark mages, fiend worshippers, and corrupt necromancers. prayers to prepare the soul beacon spell, which gives them
These folk hate the knights’ active questing and relish the greater power when fighting undead. Each of the organiza-
opportunity to take out their aggression on lone members of tion’s fortresses has an armory stocked with normal and
the group. Unfortunately, the Order has no spies within masterwork weapons and armor. While the knights do not
these organizations—its members cannot tolerate the falsity sell these items, they have been known to lend them to suit-
of spying for long, nor do they willingly associate with those able bearers, sometimes for an appropriate donation or
who can. Therefore, the group must take a reactive role with questing oath. Many of the items in the hands of young
these foes, attacking when they surface, then waiting for knights today were oncewielded by past heroes; those
their next appearance. allowed to carry such items consider it a great honor.
4 Skreyn’s Register: The Bonds of Magic—The Faithful
OPEN GAME LICENSE Version 1.0a 5. Representation of Authority to Contribute: If Credits and Legal
The following text is the property of Wizards of the Coast, Inc., You are contributing original material as Open Game Design by Sean K Reynolds
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). Content,You represent that Your Contributions are Your orig- Soul Beacon Illustration by Toren “MacBin” Atkinson
All Rights Reserved. inal creation and/or You have sufficient rights to grant the
Editing and Production by Sue Weinlein Cook
1. Definitions: (a)“Contributors" means the copyright rights conveyed by this License.
and/or trademark owners who have contributed Open Game 6. Notice of License Copyright: You must update the
Graphic Design by Peter Whitley
Content; (b)“Derivative Material" means copyrighted material COPYRIGHT NOTICE portion of this License to include The Bonds of Magic Cover by Lars Grant-West
including derivative works and translations (including into the exact text of the COPYRIGHT NOTICE of any Open Requires the use of the Dungeons & Dragons®
other computer languages), potation, modification, correction, Game Content You are copying, modifying or distributing, Player's Handbook, Third Edition, published
addition, extension, upgrade, improvement, compilation, and You must add the title, the copyright date, and the copy- by Wizards of the Coast®
abridgment or other form in which an existing work may be right holder's name to the COPYRIGHT NOTICE of any
recast, transformed or adapted; (c) “Distribute" means to original Open Game Content you Distribute. ™
reproduce, license, rent, lease, sell, broadcast, publicly display, 7. Use of Product Identity: You agree not to Use any
transmit or otherwise distribute; (d) “Open Game Content" Product Identity, including as an indication as to compati-
means the game mechanic and includes the methods, proce- bility, except as expressly licensed in another, independent For more free d20 material, check out “The Stuff ” at Monte Cook’s
Website: <www.montecook.com>
dures, processes and routines to the extent such content does Agreement with the owner of each element of Product
not embody the Product Identity and is an enhancement over Identity. You agree not to indicate compatibility or co-
The text of this article is considered Open Game Content. “d20
the prior art and any additional content clearly identified as adaptability with any Trademark or Registered Trademark System" and the "d20 System" logo are Trademarks owned by
Open Game Content by the Contributor, and means any work in conjunction with a work containing Open Game Content Wizards of the Coast and are used according to the terms of the d20
System License version 3.0. A copy of this License can be found at
covered by this License, including translations and derivative except as expressly licensed in another, independent <www.wizards.com/d20>
works under copyright law, but specifically excludes Product Agreement with the owner of such Trademark or Registered Dungeons & Dragons® and Wizards of the Coast® are Registered
Identity; (e) “Product Identity" means product and product Trademark. The use of any Product Identity in Open Game Trademarks of Wizards of the Coast, and are used with Permission.
The Malhavoc Press logo is a trademark owned by Monte J. Cook. The
line names, logos and identifying marks including trade dress; Content does not constitute a challenge to the ownership of Sword & Sorcery logo is a trademark of White Wolf Publishing. All
artifacts, creatures, characters, stories, storylines, plots, thematic that Product Identity. The owner of any Product Identity other content is ©2002 Sean K Reynolds. All rights reserved.
elements, dialogue, incidents, language, artwork, symbols, used in Open Game Content shall retain all rights, title, This edition of “Order of the Golden Chalice” is produced under ver-
sion 1.0, 1.0a. and/or draft versions of the Open Game License, the d20
designs, depictions, likenesses, formats, poses, concepts, themes, and interest in and to that Product Identity. System Trademark Logo Guide, and the System Reference Document
and graphic, photographic, and other visual or audio represen- 8. Identification: If you distribute Open Game Content by permission of Wizards of the Coast. Subsequent versions will
incorporate final versions of the license, guide, and document.
tations; names and descriptions of characters, spells, enchant- You must clearly indicate which portions of the work that
The following items are hereby designated as Product Identity in
ments, personalities, teams, personas, likenesses, and special you are distributing are Open Game Content. accordance with Section 1(e) of the Open Game License, version 1.0a:
abilities; places, locations, environments, creatures, equipment, 9. Updating the License: Wizards or its designated Any and all Malhavoc Press logos and identifying marks and trade
dress, such as all Malhavoc Press product and product line names
magical, or supernatural abilities or effects, logos, symbols, or Agents may publish updated versions of this License.You including but not limited to The Book of Eldritch Might, and
graphic designs; and any other trademark or registered trade- may use any authorized version of this License to copy, modi- Skreyn’s Register: The Bonds of Magic; and all artwork, symbols,
designs, depictions, illustrations, maps, and cartography, likenesses,
mark clearly identified as Product Identity by the owner of the fy, and distribute any Open Game Content originally distrib- poses, logos, or graphic designs. The above Product Identity
Product Identity, and which specifically excludes the Open uted under any version of this License. is not Open Game Content.
Game Content; (f) “Trademark" means the logos, names, 10. Copy of this License: You MUST include a copy of Subject to the Product Identity designation above, the entire “Order of
the Golden Chalice” article is designated as Open Game Content.
mark, sign, motto, designs that are used by a Contributor to this License with every copy of the Open Game Content You
Some portions of this article which are OGC originate
identify itself or its products or the associated products con- Distribute.
from the System Reference Document and are ©1999,
tributed to the Open Game License by the Contributor; (g) 11. Use of Contributor Credits: You may not market 2000, and 2001 Wizards of the Coast, Inc. The remainder
of these OGC portions of this book are hereby added to
“Use," “Used," or “Using" means to use, Distribute, copy, edit, or advertise the Open Game Content using the name of any
Open Game Content and if so used, should bear the
format, modify, translate, and otherwise create Derivative Contributor unless You have written permission from the COPYRIGHT NOTICE “Order of the Golden Chalice ©2002, Sean K
Reynolds.” This material is protected under the copyright laws of the
Material of Open Game Content; (h) “You" or “Your" means Contributor to do so.
United States of America. Any reproduction, retransmission, or unautho-
the licensee in terms of this agreement. 12. Inability to Comply: If it is impossible for You to rized use of the artwork or non-Open Game Content herein is prohibited
without express written permission from Sean Reynolds or Monte Cook,
2. The License: This License applies to any Open Game comply with any of the terms of this License with respect to
except for purposes of review or use of OGC consistent with the OGL.
Content that contains a notice indicating that the Open Game some or all of the Open Game Content due to statute, judi-
This material is protected under the copyright laws of the United
Content may only be Used under and in terms of this License. cial order, or governmental regulation then You may not Use States of America. This material is a work of fiction. Any similarity to
You must affix such a notice to any Open Game Content that any Open Game Material so affected. actual people, organizations, places, or events is purely coincidental.
you Use. No terms may be added to or subtracted from this 13. Termination: This License will terminate automatical-
License except as described by the License itself. No other terms ly if You fail to comply with all terms herein and fail to cure
or conditions may be applied to any Open Game Content dis- such breach within 30 days of becoming aware of the breach. d20 System rules and Content Copyright 2000, Wizards of
tributed using this License. All sublicenses shall survive the termination of this License. the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and
3. Offer and Acceptance: By Using the Open Game 14. Reformation: If any provision of this License is held to Skip Williams, based on original material by E. Gary Gygax
Content You indicate Your acceptance of the terms of this License. be unenforceable, such provision shall be reformed only to the and Dave Arneson.
4. Grant and Consideration: In consideration for agree- extent necessary to make it enforceable. Skreyn’s Register: The Bonds of Magic and “Order of
ing to use this License, the Contributors grant You a perpetual, 15. COPYRIGHT NOTICE the Golden Chalice” Copyright 2002 Sean K Reynolds.
worldwide, royalty-free, non-exclusive license with the exact Open Game License v 1.0a Copyright 2000, Wizards of the All rights reserved.
terms of this License to Use the Open Game Content. Coast, Inc.