<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Magellus</id>
	<title>MythCraft Online SRD  - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Magellus"/>
	<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/Special:Contributions/Magellus"/>
	<updated>2026-07-26T12:00:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Fiendblood&amp;diff=14088</id>
		<title>Fiendblood</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Fiendblood&amp;diff=14088"/>
		<updated>2025-10-30T15:47:45Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=4'8&amp;quot; - 6'5&amp;quot;|Weight=80 - 250 lbs|Size=Small or Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Prior to 16 y/o&amp;lt;/u&amp;gt;: Resemble the species they were born into (ie human, kettek, et.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;After 16 y/o&amp;lt;/u&amp;gt;: Skin becomes red, gray, or green. Eyes fade to solid black or dull red. Horns, spines, claws, fangs, tails, or wings may appear.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 70 - 90 years|image=Fiendblood.png}}&lt;br /&gt;
&lt;br /&gt;
The fiends of Inferno are a brutal and cunning lot whose thoughts and behaviors are far beyond the comprehension of mortal beings. Those that act beyond instinct feel nothing of love, appreciation, or admiration and their dealings are always of a transactional nature. Those foolish enough to bargain usually find, to their horror, that they do not receive quite what they expect. Humans are particularly susceptible to these fiendish influences.&lt;br /&gt;
&lt;br /&gt;
Fiendbloods result in the mingling of fiend and humanoid blood, which produces a twisted hybrid offspring. Though the child itself may appear perfectly normal and healthy for the first few years of life, their nature quickly becomes apparent as they grow and signs of their parentage begin to show. Horns begin to poke from their heads, their skin takes on strange green, red, or gray tones, their eyes darken to black orbs, and strange tragedy follows wherever they go. Those that do manage to avoid suspicion learn the truth when they reach maturity and the first blood transformation takes place.&lt;br /&gt;
&lt;br /&gt;
=== Fiendblood Culture ===&lt;br /&gt;
'''Sanguineth-Blooded'''&lt;br /&gt;
* Those of the Sanguineth blood must forever fight against the baser urges of excess and indulgence that so define their heritage. The Sanguineth typically appear the most humanoid of their lineage, as the fiendish influence usually comes through in subtle ways. Slit, blood-red eyes are often the first signs followed by extra long, double-jointed fingers. Those that embrace their blood might have limbs that look quite long and sinewy and teeth that appear a little too pointed.&lt;br /&gt;
&lt;br /&gt;
'''Melaneth-Blooded'''&lt;br /&gt;
&lt;br /&gt;
* The Melaneth reside in the Black City of Durlossoth, where twisting streets of endless dilapidation drive unfortunate travelers mad with hopelessness. Melaneth fiendbloods usually have wispy hair of black or white and shriveled features. A dour nature comes with the blood, and many Melaneth fiendbloods find an unconscious stirring in their souls when the opportunity for a deal or an imparting of dark wisdom arises.&lt;br /&gt;
&lt;br /&gt;
'''Cholereth-Blooded'''&lt;br /&gt;
&lt;br /&gt;
* The Cholereth are fiends of a singular desire to dominate or slaughter any who stand in their way, and threads of this notion often weave their way into the lives of their fiendbloods. These individuals are physically imposing and they typically force their way into positions of leadership. Horns and spines are common along with curled claws and thin, lashing tails.&lt;br /&gt;
&lt;br /&gt;
'''Phlegmereth-Blooded'''&lt;br /&gt;
&lt;br /&gt;
* It is said that the Phlegmereth are the source of all known illness and disease, and those that share their blood might enforce the idea with sickly, pale skin, skull-like features, and any number of swollen knots or nodules. It is surprising, then, that most Phlegmereth fiendbloods show an unusual strength of both body and will that bely this appearance. The fervent, often zealous nature of their heritage is difficult for such a fiendblood to escape, and they must always be tempered against losing themselves in a cause or belief.&lt;br /&gt;
&lt;br /&gt;
===Fiendblood Traits===&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 4’8” - 6’5”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 80 - 250 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Small or Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Fiendbloods generally resemble a typical member of the species they were born into until they reach their sixteenth birthday when they undergo their first transformation and all manner of changes occur. They might sprout twisted goat horns or spines, wicked claws and fangs, spiked tails or even bat-like wings. Their skin becomes a mottled red, gray, or green and their eyes fade to solid black or dull red.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Fiendbloods reach maturity around age 16 and naturally live about 70-90 years.&lt;br /&gt;
&lt;br /&gt;
=== Fiendblood Features ===&lt;br /&gt;
&lt;br /&gt;
==== Fiendblood Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a fiendblood. You also gain additional features based on your sublineage choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Transformation''' &lt;br /&gt;
|Fiendbloods share an intimate connection with the chaotic plane of Inferno and can temporarily embrace their fiendish nature without risk of losing their mortal selves. Gain the Blood Transformation ability. &lt;br /&gt;
&lt;br /&gt;
* '''Blood Transformation (1/Rest).''' For one minute after activating this ability, your fiendish traits become even more pronounced and you lose nearly all your humanoid characteristics.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Feature'''&lt;br /&gt;
|Choose one additional option from the ''All Fiendblood Features'' table at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
Fiendbloods share characteristics with their fiendish parentage, whether that be the hotheaded Sanguineth, the cold and calculating Melaneth, the bloodthirsty Cholereth, or the virulent Phlegmereth. When creating a fiendblood, choose one of the following sublineages and gain a bonus 1st level feature based on your selection.  &lt;br /&gt;
&lt;br /&gt;
====== Sanguineth-Blooded ======&lt;br /&gt;
As a Sanguineth-Blooded, you gain the following base feature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanguine Revelry'''&lt;br /&gt;
|Gain the Sanguine Revelry ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sanguine Revelry.''' While your Blood Transformation is active, you may spend 4 AP to drive a living humanoid into a frenzy. Make a CHA attack against the WILL of a creature you can see within 120 ft of you. On a hit, the target is suddenly overcome by a fit of ecstatic madness. On their next turn, they must attack the closest creature, whether that creature is a friend or foe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Melaneth-Blooded ======&lt;br /&gt;
As a Melaneth-Blooded, you gain the following base feature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Creeping Dread'''&lt;br /&gt;
|Gain the Creeping Dread ability.&lt;br /&gt;
&lt;br /&gt;
* '''Creeping Dread.''' While your Blood Transformation is active, you may spend 4 AP to sow a primal fear in those near you. Make a CHA attack against the WILL of all creatures within 15 ft. On a hit, those creatures are Broken until the end of their next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Cholereth-Blooded ======&lt;br /&gt;
As a Cholereth-Blooded, you gain the following base feature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''War Bringer'''&lt;br /&gt;
|Gain the War Bringer ability. &lt;br /&gt;
&lt;br /&gt;
* '''War Bringer.''' While your Blood Transformation is active, you may spend 4 AP to inspire up to two allies within 30 ft to bring death and carnage. Those allies do +2 damage for a number of rounds equal to your CHA+1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Phlegmereth-Blooded ======&lt;br /&gt;
As a Phelgmereth-Blooded, you gain the following base feature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Pestilent Blessing'''&lt;br /&gt;
|Gain the Pestilent Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* '''Petilent Blessing.''' While your Blood Transformation feature is activated, you may spend 4 AP to infect a living creature with a gift of the Phlegmereth. Make an END attack against the FORT of a creature you can see within 120 ft of you. On a hit, the target becomes covered in painful pustules and becomes Sickened until the end of their next turn. You may make this attack again at the end of the target’s turn without expending AP. On a hit, the condition persists for one more turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Fiendblood Features ====&lt;br /&gt;
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Communion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ancestral Communion ability. &lt;br /&gt;
&lt;br /&gt;
* '''Ancestral Communion (1/Rest).''' While sleeping, you may attempt to commune with the fiends related to your sublineage. Roll 1d20. On an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all.&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Transformation II'''&lt;br /&gt;
|Blood Transformation, Character Level 5 &lt;br /&gt;
|Blood Transformation becomes 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Transformation III'''&lt;br /&gt;
|Blood Transformation II, Character Level 15 &lt;br /&gt;
|Blood Transformation becomes 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws'''&lt;br /&gt;
|&lt;br /&gt;
|Your fingernails grow long, sharp, and rigid, taking on a dark, bloody hue. Gain a special attack. &lt;br /&gt;
&lt;br /&gt;
* '''''Claws:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit''': 1d4+STR or DEX sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Draining Touch''' &lt;br /&gt;
|&lt;br /&gt;
|You have the ability to draw the very life force out of a living creature. Gain a special attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Draining Touch (END/Rest)''':'' (4 AP) ''Reach 5 ft Natural Weapon''. +STR vs AR. '''Hit:''' 1d6 necrotic damage and you regain HP equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Draining Touch II'''&lt;br /&gt;
|Draining Touch, Character Level 10 &lt;br /&gt;
|Draining Touch becomes 2d6 necrotic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Draining Touch III'''&lt;br /&gt;
|Draining Touch II, Character Level 20 &lt;br /&gt;
|Draining Touch becomes 3d6 necrotic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Endurance'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Influence'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Affinity'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two rituals from the Occult Source of magic. Use your magic attribute. If you do not have one, use CHA.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pact Maker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Pact Maker ability. &lt;br /&gt;
&lt;br /&gt;
* '''Pact Maker.''' You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA. You may end a pact in order to make a new one; if you do, the creature with whom you made a pact previously is released immediately. When a pact is ended for any reason, both participants of the pact are aware.&lt;br /&gt;
|-&lt;br /&gt;
|'''Violent Vindication'''&lt;br /&gt;
|Pact Maker &lt;br /&gt;
|If a creature violates its pact, then on a hit, you also deal 2d10 psychic damage to the creature. On a miss, the creature takes 1⁄2 damage and is Sickened for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wings of Darkness'''&lt;br /&gt;
|Blood Transformation&lt;br /&gt;
|While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal jump distance is doubled and you no longer take falling damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Quest_Rewards&amp;diff=14087</id>
		<title>Quest Rewards</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Quest_Rewards&amp;diff=14087"/>
		<updated>2025-10-29T23:44:20Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, armor that absorbs energy and converts it into power, rope that climbs walls by itself... any number of magic items might appeal to your adventurers for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
'''Standardized Treasure'''&lt;br /&gt;
&lt;br /&gt;
The following table offers suggested quest rewards based on the party’s level. These rewards include sc earned, Goodwill gained, and the total Essence Point Cost of magic items that the heroes might find. Each of these items are listed per hero – for example, at level 1, each hero might gain 3 Goodwill upon completing a quest. Remember that these are only “default” recommendations. You should scale each of these rewards up or down based on your own campaign setting.&lt;br /&gt;
&lt;br /&gt;
'''Bonus SC'''&lt;br /&gt;
&lt;br /&gt;
The “Bonus sc” column suggests additional sc that heroes might gain by completing side quests or over-performing expectations on their quest. This bonus can be excluded altogether or replaced with a boon or favor from an NPC, additional Goodwill, or a similar non monetary reward.&lt;br /&gt;
&lt;br /&gt;
'''Magic Items'''&lt;br /&gt;
&lt;br /&gt;
See [[Magic Items|Magic Items.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Suggested Rewards&lt;br /&gt;
!Adventurer Level&lt;br /&gt;
!sc&lt;br /&gt;
!Goodwill&lt;br /&gt;
!Total Essence Point Cost&lt;br /&gt;
!Bonus sc&lt;br /&gt;
|-&lt;br /&gt;
|1-2&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|800&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|1,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|1,200&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|1,400&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|1,600&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|900&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|1,800&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1,000&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|1,100&lt;br /&gt;
|9&lt;br /&gt;
|30&lt;br /&gt;
|2,200&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1,200&lt;br /&gt;
|9&lt;br /&gt;
|30&lt;br /&gt;
|2,400&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|1,300&lt;br /&gt;
|9&lt;br /&gt;
|35&lt;br /&gt;
|2,600&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|1,400&lt;br /&gt;
|10&lt;br /&gt;
|35&lt;br /&gt;
|2,800&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|1,500&lt;br /&gt;
|10&lt;br /&gt;
|35&lt;br /&gt;
|3,000&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|2,000&lt;br /&gt;
|11&lt;br /&gt;
|35&lt;br /&gt;
|4,000&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|2,500&lt;br /&gt;
|11&lt;br /&gt;
|40&lt;br /&gt;
|5,000&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3,000&lt;br /&gt;
|11&lt;br /&gt;
|40&lt;br /&gt;
|6,000&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|3,500&lt;br /&gt;
|12&lt;br /&gt;
|45&lt;br /&gt;
|7,000&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|4,000&lt;br /&gt;
|12&lt;br /&gt;
|45&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|4,500&lt;br /&gt;
|12&lt;br /&gt;
|50&lt;br /&gt;
|9,000&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|5,000&lt;br /&gt;
|13&lt;br /&gt;
|50&lt;br /&gt;
|10,000&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|6,000&lt;br /&gt;
|13&lt;br /&gt;
|60&lt;br /&gt;
|12,000&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|7,000&lt;br /&gt;
|13&lt;br /&gt;
|60&lt;br /&gt;
|14,000&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|8,000&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|16,000&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|10,000&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|15,000&lt;br /&gt;
|14&lt;br /&gt;
|80&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|20,000&lt;br /&gt;
|15&lt;br /&gt;
|80&lt;br /&gt;
|40,000&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|25,000&lt;br /&gt;
|15&lt;br /&gt;
|90&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|30,000&lt;br /&gt;
|15&lt;br /&gt;
|100&lt;br /&gt;
|60,000&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to Print 2''&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Quest_Rewards&amp;diff=14086</id>
		<title>Quest Rewards</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Quest_Rewards&amp;diff=14086"/>
		<updated>2025-10-29T23:43:42Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, armor that absorbs energy and converts it into power, rope that climbs walls by itself... any number of magic items might appeal to your adventurers for a variety of reasons. T&lt;br /&gt;
&lt;br /&gt;
'''Standardized Treasure'''&lt;br /&gt;
&lt;br /&gt;
The following table offers suggested quest rewards based on the party’s level. These rewards include sc earned, Goodwill gained, and the total Essence Point Cost of magic items that the heroes might find. Each of these items are listed per hero – for example, at level 1, each hero might gain 3 Goodwill upon completing a quest. Remember that these are only “default” recommendations. You should scale each of these rewards up or down based on your own campaign setting.&lt;br /&gt;
&lt;br /&gt;
'''Bonus SC'''&lt;br /&gt;
&lt;br /&gt;
The “Bonus sc” column suggests additional sc that heroes might gain by completing side quests or over-performing expectations on their quest. This bonus can be excluded altogether or replaced with a boon or favor from an NPC, additional Goodwill, or a similar non monetary reward.&lt;br /&gt;
&lt;br /&gt;
'''Magic Items'''&lt;br /&gt;
&lt;br /&gt;
See [[Magic Items|Magic Items.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Suggested Rewards&lt;br /&gt;
!Adventurer Level&lt;br /&gt;
!sc&lt;br /&gt;
!Goodwill&lt;br /&gt;
!Total Essence Point Cost&lt;br /&gt;
!Bonus sc&lt;br /&gt;
|-&lt;br /&gt;
|1-2&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|800&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|1,000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|1,200&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|1,400&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|1,600&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|900&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|1,800&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1,000&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|1,100&lt;br /&gt;
|9&lt;br /&gt;
|30&lt;br /&gt;
|2,200&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1,200&lt;br /&gt;
|9&lt;br /&gt;
|30&lt;br /&gt;
|2,400&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|1,300&lt;br /&gt;
|9&lt;br /&gt;
|35&lt;br /&gt;
|2,600&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|1,400&lt;br /&gt;
|10&lt;br /&gt;
|35&lt;br /&gt;
|2,800&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|1,500&lt;br /&gt;
|10&lt;br /&gt;
|35&lt;br /&gt;
|3,000&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|2,000&lt;br /&gt;
|11&lt;br /&gt;
|35&lt;br /&gt;
|4,000&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|2,500&lt;br /&gt;
|11&lt;br /&gt;
|40&lt;br /&gt;
|5,000&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3,000&lt;br /&gt;
|11&lt;br /&gt;
|40&lt;br /&gt;
|6,000&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|3,500&lt;br /&gt;
|12&lt;br /&gt;
|45&lt;br /&gt;
|7,000&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|4,000&lt;br /&gt;
|12&lt;br /&gt;
|45&lt;br /&gt;
|8,000&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|4,500&lt;br /&gt;
|12&lt;br /&gt;
|50&lt;br /&gt;
|9,000&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|5,000&lt;br /&gt;
|13&lt;br /&gt;
|50&lt;br /&gt;
|10,000&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|6,000&lt;br /&gt;
|13&lt;br /&gt;
|60&lt;br /&gt;
|12,000&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|7,000&lt;br /&gt;
|13&lt;br /&gt;
|60&lt;br /&gt;
|14,000&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|8,000&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|16,000&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|10,000&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|15,000&lt;br /&gt;
|14&lt;br /&gt;
|80&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|20,000&lt;br /&gt;
|15&lt;br /&gt;
|80&lt;br /&gt;
|40,000&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|25,000&lt;br /&gt;
|15&lt;br /&gt;
|90&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|30,000&lt;br /&gt;
|15&lt;br /&gt;
|100&lt;br /&gt;
|60,000&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to Print 2''&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=14046</id>
		<title>Psionic</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=14046"/>
		<updated>2025-10-15T14:53:21Z</updated>

		<summary type="html">&lt;p&gt;Magellus: missing space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Psionic magic draws from the inherent power within one’s very soul: their Essence. Individuals who are sensitive to this power often manifest it at a very young age, although few know how to spot and develop those early signs of psionic latency. &lt;br /&gt;
&lt;br /&gt;
A psion, once identified, often enters the care of a faction, and these factions regularly compete with each other to increase their ranks. The competition is usually friendly. The factions of psions are referred to as “Wings” within their own ranks. Despite differing goals, their unique nature as hyper-empaths and telepathic abilities have resulted in an affinity between them that outshines their connection with non-latents.&lt;br /&gt;
&lt;br /&gt;
== The Cabinet ==&lt;br /&gt;
The Cabinet is a secret council of twelve formidable psions who oversee hundreds of latents. Neutral advisors to many kingdoms, the Cabinet’s representatives are dispersed across Ancerra, serving as translators, diplomats, adjudicators, and long-distance telepathic communicators. The presence of a Cabinet representative is a symbol of status, and kingdoms, nobles, and guilds alike pay handsomely for their services.&lt;br /&gt;
&lt;br /&gt;
== Lights From Below ==&lt;br /&gt;
Lights from Below, colloquially known as Lebellos or Elbes, is a smaller Wing of psions dedicated to improving Ancerra. The Lights from Below construct bridges, dig wells, and fight bandits and monsters, taking only enough coin to reach their next destination. While traveling, they nurture young latents, and their headquarters, the Hall of Heroes, is a massive hall carved into a mountain face. It is filled with statues and murals that depict heroes from the Light from Below and their famous adventures.&lt;br /&gt;
&lt;br /&gt;
== The Fixers ==&lt;br /&gt;
One of the largest Wings is the Fixers, with thousands of latents throughout Ancerra. Their primary function is to hunt monsters and collect bounties.&lt;br /&gt;
&lt;br /&gt;
== Psionic Aptitudes ==&lt;br /&gt;
Psionic aptitudes are unique subcategories of psionic magic. Psionic casters typically focus on one aptitude and greatly increase their power within it.&lt;br /&gt;
&lt;br /&gt;
'''Clairsentience''' is the psionic aptitude that allows one to master one’s senses and perceive outside of those senses and self.&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetics''' is the manipulation and mastery of existing physical matter.&lt;br /&gt;
&lt;br /&gt;
'''Metacreativity''' taps into the space between space, the Pale, to draw and shape essence, manifesting semi-physical objects and creatures.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy''' is mental communication such as traditional telepathy, empathy, mind-reading, and manipulation of thought and perception.&lt;br /&gt;
&lt;br /&gt;
'''Psychometabolics''' is the ultimate attunement with one’s own body, and the ability to push it past its physical limits, and even morph and shape it.&lt;br /&gt;
&lt;br /&gt;
'''Psychovillainy''' is the forbidden art of charm and compulsion.&lt;br /&gt;
&lt;br /&gt;
== Psychovillainy ==&lt;br /&gt;
Some psionic abilities are agreed upon to be unethical as they subvert the free will of other creatures. Such magic is known as psychovillainy. Use of such magic would likely result in an investigation and perhaps even banishment from one’s own Psionic Wing. Depending on the degree of the offense, the latent may be shunned from the other Wings, leaving them with no choice but take solace with the other psions of their kind: The Syndicate, a secretive Wing of exiled and banned psions who care for each other and work as mercenaries and sellswords across Ancerra.&lt;br /&gt;
&lt;br /&gt;
Generally, telepaths find themselves most tempted by the forbidden arts, and many telepathy spells ride a thin line between acceptable and forbidden.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Types ==&lt;br /&gt;
In addition to spells, psionic casters might learn invocations. &lt;br /&gt;
&lt;br /&gt;
'''Invocation.''' If you know any invocations, you may cast invocations a number of times equal to your Psionic Tier. This resets when you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
== Psionic Tags ==&lt;br /&gt;
These tags are referenced by some psionic spells and invocations.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Power ===&lt;br /&gt;
Psionic Power is the total number of talent points you have spent on Psionic Magic talents as a result of leveling up, in addition to the number of talent points you have spent in certain classes or tracks. These classes or subclass tracks will specify that they contribute to Psionic Power.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Tier ===&lt;br /&gt;
Your Psionic Tier increases at varying increments of Psionic Power, as shown on the following table. Your Psionic Tier determines how many times you can use invocations each day.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Psionic Power&lt;br /&gt;
!Psionic Tier&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-7&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8-11&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
=== Aptitude ===&lt;br /&gt;
When you take the Adept of the Psionic talent, choose one aptitude: Clairsentience, Psychokinetics, Metacreativity, Telepathy, or Psychometabolics.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
Spells with the concentration tag require a lot of mental focus to keep running; thus, only one can be active at a time. If you take damage while doing this, you must make a Concentration check: 1d20+END. The DC of the check is 1⁄2 the amount of damage that you took. On a failure, the spell ends.&lt;br /&gt;
&lt;br /&gt;
=== Manifestation ===&lt;br /&gt;
A spell with the manifestation tag costs 0 SP for psions who have the corresponding aptitude (although upcharging still requires SP).&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
Psionic spells and invocations with the meditation tag require you to meditate for both the casting and duration of the spell. While meditating, you cannot spend AP to do anything else unless you have talents that specify otherwise.&lt;br /&gt;
&lt;br /&gt;
Unless you have talents that specify otherwise, you cannot voluntarily end a meditation early. Taking damage ends meditation immediately. If your meditation ends early, then the spell or invocation fails.&lt;br /&gt;
&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Gear&amp;diff=13963</id>
		<title>Gear</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Gear&amp;diff=13963"/>
		<updated>2025-09-11T13:58:30Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Typo in Skulduggery kit. Favored the American version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
This section contains lists of gear, instruments, tools, and kits. Specific information about how to use tools and kits is provided after the Tools and Kits table. All costs are in sc. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Chicken &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Cow &lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|Goat &lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Horse (Draft) &lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|Horse (Riding) &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Horse (War) &lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Hound &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Hound (Trained) &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Ox &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Pig &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Sheep &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Turtle (Draft) &lt;br /&gt;
|520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camping Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bedroll &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Tent (Large) &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Tent (Pavilion) &lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Tent (Small) &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Tinderbox &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Rope (50 ft) &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Shovel &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Whetstone &lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crafting Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Anvil- '''Unwieldy''' &lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Hammer &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Loom- '''Unwieldy''' &lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Pottery Wheel- '''Unwieldy''' &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Saw &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Tanning Rack- '''Unwieldy''' &lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Telescope- '''Unwieldy''' &lt;br /&gt;
|2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Household Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Blanket &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Comb &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Cooking Pot &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Embroidered Handkerchief &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Engraved Flask &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Ink &amp;amp; Quill &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Lantern (bright light 20 ft / dim light 20 ft beyond that) &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Oil (Flask) &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Parchment &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Scroll Case &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Snuffbox &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Utensils &lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scientific Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|Glass Bottle &lt;br /&gt;
|2&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Glass Vial &lt;br /&gt;
|1&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Hourglass &lt;br /&gt;
|25&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Magnifying Glass &lt;br /&gt;
|15&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Scale &lt;br /&gt;
|20&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Sextant &lt;br /&gt;
|10&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Sundial &lt;br /&gt;
|15&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|Plague Mask*&lt;br /&gt;
|15&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|Tourniquet*&lt;br /&gt;
|5&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''*Plague Mask'''&lt;br /&gt;
&lt;br /&gt;
While wearing a plague mask, a creature has Resist Disease +5.&lt;br /&gt;
&lt;br /&gt;
'''*Tourniquet'''&lt;br /&gt;
&lt;br /&gt;
A creature may strap a tourniquet to itself or an adjacent creature for 3 AP. This ends the Bleeding condition on the creature wearing the tourniquet.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Caltrops &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Chain (10 ft) &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Chain (Heavy, 10 ft)- '''Unwieldy''' &lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar &lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Lock (Good) &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Lock (Exquisite) &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Lock (Simple) &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Manacles &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Wire (50 ft) &lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Survival Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Bear Trap &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Chalk &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Compass &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Fishing Net &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Fishing Rod &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Horn &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Map &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Pitons (10) &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Rope Ladder (10 ft) &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Snares &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Spyglass &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Tackle &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Torch (bright light 20 ft / dim light 20 ft beyond that) &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Whistle &lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traveling Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Bags &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Bags (Hidden Pockets) &lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|Saddle (Combat) &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Saddle (Riding) &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Saddlebags &lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recreational Gear ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;Game Sets&amp;lt;/big&amp;gt;'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Battle Chess &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Card Deck &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Dice Set (2d6)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Dice Set (7 polyhedral dice)&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;big&amp;gt;Instruments&amp;lt;/big&amp;gt;'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bagpipes &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Brass Horn &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Cello- '''Unwieldy''' &lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|Drum &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Dulcimer &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Flute &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Harp- '''Unwieldy''' &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Lute &lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Lyre &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Ocarina &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Panpipes &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Tambourine &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Trumpet &lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Violin &lt;br /&gt;
|60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religious Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|Holy Water Vial* &lt;br /&gt;
|10&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''*Holy Water Vial.''' &lt;br /&gt;
&lt;br /&gt;
A holy water vial can be created by an ordained member of the clergy who has Divine Power 3 or more. Such a creature may make no more than 2 vials of holy water per day. Holy water remains blessed for 24 hours, whereupon it becomes mundane again. &lt;br /&gt;
&lt;br /&gt;
Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
&lt;br /&gt;
A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, the creature gains 1d4 Shield HP, unless it has the fiend or undead tag, in which case it takes 1d10 radiant damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
Armies might implement one or more of these items when they lay siege to an enemy city.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Ballista &lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Ballista (Portable)&lt;br /&gt;
|1500&lt;br /&gt;
|-&lt;br /&gt;
|Battering Ram &lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|Catapult &lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|Siege Tower &lt;br /&gt;
|8000&lt;br /&gt;
|-&lt;br /&gt;
|Trebuchet &lt;br /&gt;
|9000&lt;br /&gt;
|-&lt;br /&gt;
|Trebuchet (Automatic)&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|Watch Tower (Stone) &lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|Watch Tower (Wood) &lt;br /&gt;
|6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stationary Gear ==&lt;br /&gt;
The gear in this table is beyond Unwieldy and cannot be moved by a single person.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Blast Furnace &lt;br /&gt;
|800&lt;br /&gt;
|-&lt;br /&gt;
|Brewing Equipment &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Distilling Equipment &lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
|Fermenting Equipment &lt;br /&gt;
|450&lt;br /&gt;
|-&lt;br /&gt;
|Furnace &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Kiln &lt;br /&gt;
|400&lt;br /&gt;
|-&lt;br /&gt;
|Millstone &lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Tanning Rack &lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Workbench and Woodworking Gear &lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools &amp;amp; Kits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Alchemist Tools &lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|Barber Kit &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Blacksmith Tools &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Bowyer Tools &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Brewer Supplies &lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Camping Kit &lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Carpenter Tools &lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Cartographer Tools &lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|Cook Utensils &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Climber Kit &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Fishing Kit &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Fletching Tools &lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|Jeweler Tools &lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Leatherworking Tools &lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Locksmith Tools &lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Mason Tools &lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Medical Kit &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Navigator Tools &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Paint Supplies &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Scribe Tools &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Skulduggery Kit &lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Surgeon Tools &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Tinker Tools &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Trapper Kit &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Travel&amp;lt;nowiki/&amp;gt;er's Pack &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Weaver Tools &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Woodworking Tools &lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Alchemist tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of beakers, flasks, burners, mortars and pestles, stirring rods, funnels, and other lab gear for mixing, distilling, and preparing potions, elixirs, and other alchemical tinctures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barber Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of scissors, combs, razors, and shaving cream for maintaining and styling hair, as well as performing basic grooming tasks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Blacksmith Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comprehensive set that includes hammers, tongs, bellows, chisels, and files, essential for forging, shaping, and repairing metal objects such as weapons, armor, and tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bowyer Tools&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A collection of knives, scrapers, planes, and tillering sticks for crafting and repairing bows and crossbows, along with bowstrings and serving jigs for string maintenance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Brewer Supplies&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of fermenting vessels, siphons, hydrometers, thermometers, bottling equipment, and cleaning tools for brewing various beverages, including beer, wine, and mead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Camping Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of camping essentials such as a bedroll, tent, cooking pot, and utensils for preparing and consuming meals during outdoor adventures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Carpenter Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A well-rounded collection of saws, chisels, planes, measuring tools, clamps, and wood glue for cutting, shaping, and assembling wooden objects like furniture, structures, and decorative pieces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cartographer Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A specialized set that includes drafting compasses, protractors, rulers, parchment, ink, and charcoal for creating accurate maps and charting new territories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cooks Utensils&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of pots, pans, cutting boards, knives, measuring cups, spoons, and other kitchen tools for preparing and cooking a variety of meals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Climber Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of climbing gear, including pitons, carabiners, rope, harnesses, and chalk for securing grip, enabling adventurers to scale cliffs, walls, and other vertical surfaces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fishing Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A complete set of fishing gear, including rods, reels, hooks, lines, sinkers, and bait for catching aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fletching Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of precise cutting tools, fletching jigs, glues, and feathers for creating, repairing, and maintaining arrows and bolts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Jeweler Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A delicate set of pliers, tweezers, files, saws, engraving tools, and a jeweler’s loupe for crafting, repairing, and appraising fine jewelry, and gemstones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Leatherworking Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of awls, punches, knives, needles, thread, and leather dyes for cutting, shaping, and sewing leather goods such as armor, bags, and belts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Locksmith Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of picks, tension wrenches, rakes, tweezers, and plug spinners for manipulating locks, opening them without keys, and even repairing or modifying locking mechanisms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mason Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A specialized set of trowels, chisels, hammers, plumb bobs, levels, and string lines, designed for working with stone and brick to create walls, buildings, and sculptures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Medical Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An assortment of devices used to treat injuries, including a small scalpel, 10 bandages, 10 charges of basic medicine, and 1 healing vial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Navigator Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of maps, compasses, sextants, astrolabes, chronometers, and logbooks for charting courses, determining position, and navigating on land or sea.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Paint Supplies&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of brushes, palette knives, easels, palettes, and a variety of pigments for creating works of art on canvas, wood, or other surfaces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scribe Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of quills, ink pots, inkwells, parchment, sealing wax, and a penknife for writing, copying, and preserving documents and scrolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Surgeon Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sterilized set of scalpels, forceps, sutures, bone saws, and other medical instruments for performing surgeries, treating wounds, and providing first aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skulduggery Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A discrete set of thieves tools such as lockpicks, files, pliers, a magnifying glass, a variety of inks, pigments, parchments, makeup, and other basic tools designed to assist in subterfuge and deception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tinker Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of pliers, screwdrivers, hammers, files, and other small tools for repairing, modifying, and creating mechanical devices and gadgets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Trapper Kit&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A set of traps, snares, bait, and other equipment for capturing and holding animals, as well as tools for skinning and butchering the catch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Traveler's Pack&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of useful items for long journeys, such as a bedroll, blanket, spare clothing, and a waterproof bag to keep belongings safe and dry. Doubles as a bag itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weaver Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A collection of looms, shuttles, bobbins, and spindles for weaving cloth and creating textiles. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Woodworking Tools&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A set of hand saws, planes, chisels, gouges, and sandpaper for shaping, carving, and smoothing wooden items and structures.&lt;br /&gt;
&lt;br /&gt;
== Trinkets ==&lt;br /&gt;
You might have one or more trinkets that have sentimental value. You can make up such items or roll on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!d100&lt;br /&gt;
!&lt;br /&gt;
!d100&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|'''1'''&lt;br /&gt;
|A chip of obsidian that seems to draw in ambient light&lt;br /&gt;
|'''2'''&lt;br /&gt;
|A leather cord necklace with a trophy from the first foe you fought (such as a tooth, claw, or horn)&lt;br /&gt;
|-&lt;br /&gt;
|'''3'''&lt;br /&gt;
|Ring with your family crest or the crest of your local political leader&lt;br /&gt;
|'''4'''&lt;br /&gt;
|Coin-sized seed that holds sentimental value or needs specific planting conditions&lt;br /&gt;
|-&lt;br /&gt;
|'''5'''&lt;br /&gt;
|Small but high-quality instrument gifted to you by a close friend, family member, or musical teacher&lt;br /&gt;
|'''6'''&lt;br /&gt;
|Strand of jewelry that used to be woven into your parent’s beard or hair&lt;br /&gt;
|-&lt;br /&gt;
|'''7'''&lt;br /&gt;
|Brooch of status that belonged to a parent or mentor&lt;br /&gt;
|'''8'''&lt;br /&gt;
|Bracelet with a locket that has a descriptive word on it, such as “hero” or “traitor”&lt;br /&gt;
|-&lt;br /&gt;
|'''9'''&lt;br /&gt;
|Banner, insignia, or pin denoting the status of a childhood best friend who has been missing for years&lt;br /&gt;
|'''10'''&lt;br /&gt;
|A loop of colorful string, which you use to make string art when bored or looking to entertain an audience&lt;br /&gt;
|-&lt;br /&gt;
|'''11'''&lt;br /&gt;
|Sheet of parchment with an impossible geometric design scrawled on it in dark ink&lt;br /&gt;
|'''12'''&lt;br /&gt;
|Mote of lava that is somehow contained inside a glass bead and is cool to the touch&lt;br /&gt;
|-&lt;br /&gt;
|'''13'''&lt;br /&gt;
|A pouch of sand that is always just damp enough to hold its own form&lt;br /&gt;
|'''14'''&lt;br /&gt;
|Scroll of sheet music missing the final chorus&lt;br /&gt;
|-&lt;br /&gt;
|'''15'''&lt;br /&gt;
|Tarot card with your likeness&lt;br /&gt;
|'''16'''&lt;br /&gt;
|Dream catcher made from leather or cord and decorated with common but beautiful clay beads&lt;br /&gt;
|-&lt;br /&gt;
|'''17'''&lt;br /&gt;
|Journal of personal reflections, including frequent petty complaints about mentors or fair-weather friends&lt;br /&gt;
|'''18'''&lt;br /&gt;
|Clockwork fidget cube&lt;br /&gt;
|-&lt;br /&gt;
|'''19'''&lt;br /&gt;
|Locket with a professional sketch of a dear family member (parent, spouse, sibling, child, best friend, etc)&lt;br /&gt;
|'''20'''&lt;br /&gt;
|Sentimental piercing jewelry that you think might give you good luck&lt;br /&gt;
|-&lt;br /&gt;
|'''21'''&lt;br /&gt;
|Brass pin of goat horns&lt;br /&gt;
|'''22'''&lt;br /&gt;
|Letter of recommendation to a prestigious institution&lt;br /&gt;
|-&lt;br /&gt;
|'''23'''&lt;br /&gt;
|Brass pin of filigree that resembles a certain lineage (goat horns for a satyr, flames for an elemental, etc)&lt;br /&gt;
|'''24'''&lt;br /&gt;
|Choose a weapon that you possess as part of this trinket; it has personal calligraphic inscriptions etched along its length&lt;br /&gt;
|-&lt;br /&gt;
|'''25'''&lt;br /&gt;
|Leather cord with semiprecious stone pendant&lt;br /&gt;
|'''26'''&lt;br /&gt;
|Letter from your mentor that poses a philosophical question or a call to action; either way it is unresolved&lt;br /&gt;
|-&lt;br /&gt;
|'''27'''&lt;br /&gt;
|Clockwork toy that seems to work on its own at random times&lt;br /&gt;
|'''28'''&lt;br /&gt;
|A chunk of crystalline quartz that is always warm to the touch&lt;br /&gt;
|-&lt;br /&gt;
|'''29'''&lt;br /&gt;
|Small book of codes to live by, given to you by a religious order, primal conclave, or similar institution&lt;br /&gt;
|'''30'''&lt;br /&gt;
|Well-worn ball that you used to play with in your childhood&lt;br /&gt;
|-&lt;br /&gt;
|'''31'''&lt;br /&gt;
|Glass eyeball that your grandparent once used&lt;br /&gt;
|'''32'''&lt;br /&gt;
|Braided leather cord that you made as a child with a parent or mentor, decorated with painted clay beads&lt;br /&gt;
|-&lt;br /&gt;
|'''33'''&lt;br /&gt;
|A nugget of amber that magically glows from within&lt;br /&gt;
|'''34'''&lt;br /&gt;
|A set of three six-sided dice with indecipherable glyphs on them&lt;br /&gt;
|-&lt;br /&gt;
|'''35'''&lt;br /&gt;
|A small bone with a fossilized sprig of vegetation growing out of it&lt;br /&gt;
|'''36'''&lt;br /&gt;
|Well-worn stuffed doll from your childhood&lt;br /&gt;
|-&lt;br /&gt;
|'''37'''&lt;br /&gt;
|Miniature bird cage without a door&lt;br /&gt;
|'''38'''&lt;br /&gt;
|Tattoo you can peel off and stick elsewhere on your body&lt;br /&gt;
|-&lt;br /&gt;
|'''39'''&lt;br /&gt;
|Carved wooden bird that chirps when you Recoup&lt;br /&gt;
|'''40'''&lt;br /&gt;
|Stick of incense that never seems to get smaller when burned&lt;br /&gt;
|-&lt;br /&gt;
|'''41'''&lt;br /&gt;
|Letter opener with a handle shaped like your favorite animal&lt;br /&gt;
|'''42'''&lt;br /&gt;
|Small wooden mug that looks cracked but never leaks&lt;br /&gt;
|-&lt;br /&gt;
|'''43'''&lt;br /&gt;
|Beautiful leaf encased in resin, forever frozen with both green and gold as it was changing from summer to fall coloration&lt;br /&gt;
|'''44'''&lt;br /&gt;
|Hairpin with a tiny ruby at its tip&lt;br /&gt;
|-&lt;br /&gt;
|'''45'''&lt;br /&gt;
|Hair clip with silver filigree resembling butterflies and moths&lt;br /&gt;
|'''46'''&lt;br /&gt;
|Locket containing a clipping of hair from your youth&lt;br /&gt;
|-&lt;br /&gt;
|'''47'''&lt;br /&gt;
|Twig that always has a dewy spiderweb between its tips&lt;br /&gt;
|'''48'''&lt;br /&gt;
|A smooth glass vial with no opening and strange liquid inside&lt;br /&gt;
|-&lt;br /&gt;
|'''49'''&lt;br /&gt;
|Large clamshell with scrimshaw decorations inside&lt;br /&gt;
|'''50'''&lt;br /&gt;
|Wooden plaque with some form of memorial dedication burned into it&lt;br /&gt;
|-&lt;br /&gt;
|'''51'''&lt;br /&gt;
|Speckled stone that hovers six inches off your hand when you toss it straight up&lt;br /&gt;
|'''52'''&lt;br /&gt;
|Fossilized acorn with a strange rune on it&lt;br /&gt;
|-&lt;br /&gt;
|'''53'''&lt;br /&gt;
|An ornate music box with exquisite clockwork&lt;br /&gt;
|'''54'''&lt;br /&gt;
|An engraved medallion commemorating a grand performance or feat of heroism&lt;br /&gt;
|-&lt;br /&gt;
|'''55'''&lt;br /&gt;
|Human femur inscribed with a riddle&lt;br /&gt;
|'''56'''&lt;br /&gt;
|Uncrackable egg&lt;br /&gt;
|-&lt;br /&gt;
|'''57'''&lt;br /&gt;
|Journal whose pages constantly rearrange themselves&lt;br /&gt;
|'''58'''&lt;br /&gt;
|Palm-sized one-way mirror&lt;br /&gt;
|-&lt;br /&gt;
|'''59'''&lt;br /&gt;
|Chunk of blue-green sea glass the size of your hand&lt;br /&gt;
|'''60'''&lt;br /&gt;
|Necklace of braided flowers that have wilted a little over the years but are still quite colorful&lt;br /&gt;
|-&lt;br /&gt;
|'''61'''&lt;br /&gt;
|Light gray stone that gives off a faint scent of lemon&lt;br /&gt;
|'''62'''&lt;br /&gt;
|Scrap of cloth that you believe once belonged to a national leader&lt;br /&gt;
|-&lt;br /&gt;
|'''63'''&lt;br /&gt;
|Small box containing set of humanoid finger bones&lt;br /&gt;
|'''64'''&lt;br /&gt;
|A pair of lodestones that clatter loudly when stuck together&lt;br /&gt;
|-&lt;br /&gt;
|'''65'''&lt;br /&gt;
|Ivory comb that is always missing a couple tines when you use it, but never the same tines&lt;br /&gt;
|'''66'''&lt;br /&gt;
|Drop of blood encased in glass&lt;br /&gt;
|-&lt;br /&gt;
|'''67'''&lt;br /&gt;
|Miniature wagon wheel&lt;br /&gt;
|'''68'''&lt;br /&gt;
|Iridescent feather that flies around you on its own&lt;br /&gt;
|-&lt;br /&gt;
|'''69'''&lt;br /&gt;
|Set of seven dice: one is a cube, and one a pyramid; the rest are strange polyhedral shapes&lt;br /&gt;
|'''70'''&lt;br /&gt;
|Glass orb filled with water and glittering flakes that look like snow&lt;br /&gt;
|-&lt;br /&gt;
|'''71'''&lt;br /&gt;
|Large scale from some enormous reptile, possibly a kaijan&lt;br /&gt;
|'''72'''&lt;br /&gt;
|Compass that points west&lt;br /&gt;
|-&lt;br /&gt;
|'''73'''&lt;br /&gt;
|Leather satchel with a lot of confusing-to-use pockets inside&lt;br /&gt;
|'''74'''&lt;br /&gt;
|Fancy velvet hat in a flamboyant color&lt;br /&gt;
|-&lt;br /&gt;
|'''75'''&lt;br /&gt;
|Monocle rimmed in gold&lt;br /&gt;
|'''76'''&lt;br /&gt;
|Bracelet of braided silver, gold, and brass wires&lt;br /&gt;
|-&lt;br /&gt;
|'''77'''&lt;br /&gt;
|Semiprecious stone the size of your head&lt;br /&gt;
|'''78'''&lt;br /&gt;
|Disc of petrified wood&lt;br /&gt;
|-&lt;br /&gt;
|'''79'''&lt;br /&gt;
|Arrow with golden feather fletching&lt;br /&gt;
|'''80'''&lt;br /&gt;
|Hook alleged to be the replacement hand of a great pirate&lt;br /&gt;
|-&lt;br /&gt;
|'''81'''&lt;br /&gt;
|Flag with the coat of arms of a neighboring nation&lt;br /&gt;
|'''82'''&lt;br /&gt;
|Malachite sculpture of a frog with cartoonishly large eyes&lt;br /&gt;
|-&lt;br /&gt;
|'''83'''&lt;br /&gt;
|A paintbrush with bristles on both ends&lt;br /&gt;
|'''84'''&lt;br /&gt;
|Miniature lantern that produces a blue-green flame when lit&lt;br /&gt;
|-&lt;br /&gt;
|'''85'''&lt;br /&gt;
|Bottle that never shatters when dropped&lt;br /&gt;
|'''86'''&lt;br /&gt;
|Inkpot with a mysterious insignia&lt;br /&gt;
|-&lt;br /&gt;
|'''87'''&lt;br /&gt;
|Book of epic poetry recounting the tales of your favorite hero&lt;br /&gt;
|'''88'''&lt;br /&gt;
|Stone discus with a flower lacquered on it&lt;br /&gt;
|-&lt;br /&gt;
|'''89'''&lt;br /&gt;
|Cork from an unknown vintage of wine&lt;br /&gt;
|'''90'''&lt;br /&gt;
|Spiral seashell that seems to be whispering an ancient language when held to your ear&lt;br /&gt;
|-&lt;br /&gt;
|'''91'''&lt;br /&gt;
|A twig made of iron, which serves no obvious purpose&lt;br /&gt;
|'''92'''&lt;br /&gt;
|Arrowhead made of pure darkness&lt;br /&gt;
|-&lt;br /&gt;
|'''93'''&lt;br /&gt;
|Shrunken skull with its eyes intact&lt;br /&gt;
|'''94'''&lt;br /&gt;
|Miniature intricately detailed ziggurat&lt;br /&gt;
|-&lt;br /&gt;
|'''95'''&lt;br /&gt;
|Ornate wrought metal hand with an eyeball in it&lt;br /&gt;
|'''96'''&lt;br /&gt;
|Powdered wig of medium-length hair in a formal style&lt;br /&gt;
|-&lt;br /&gt;
|'''97'''&lt;br /&gt;
|Fossilized scorpion&lt;br /&gt;
|'''98'''&lt;br /&gt;
|Gilded crest of a long-forgotten noble house&lt;br /&gt;
|-&lt;br /&gt;
|'''99'''&lt;br /&gt;
|Cup that always smells faintly of coffee grounds&lt;br /&gt;
|'''100'''&lt;br /&gt;
|Wrought metal eldritch creature with an orb-like body and many tentacles and eyes&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=13224</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=13224"/>
		<updated>2025-05-21T03:06:30Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Head Shot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection I: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection I: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection I: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection I: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection I: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection I: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''CapstoneY'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your AWR, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=11411</id>
		<title>Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=11411"/>
		<updated>2024-11-22T01:26:22Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Tinkerer.png|thumb|Ingrid Divrgubben, collector]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Yeah, never go throwin' crap away when it might serve a purpose. Hoarding is good for the soul, you see. You know what they say about one person's trash. 'Give it to the tinkerer,' they say. Now, hand it over and I'll make you a can opener. Or a flamerthrower, mayhap.&amp;quot; - Ingrid Divrgubben, collector&amp;lt;/big&amp;gt;'' &lt;br /&gt;
&lt;br /&gt;
You have never been able to keep from fidgeting, always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You always had a penchant for tinkering and exhibit relentless ingenuity. You quickly gained notoriety as someone who could always find a way to enhance anything with mechanical parts. Unquenchably curious, you always seek to understand how something works and how it might be improved upon. &lt;br /&gt;
&lt;br /&gt;
What is your medium of choice? Tinkerers often favor metal and wood due to their versatility, but other substances can make for interesting inventions as well. When you invent something, what motivates you? Are you most concerned with improving your quality of life by making existing technology more effective, or are you looking to break the confines of science as your contemporaries understand it? Do you have some grand idea for a new invention that will revolutionize the world?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Tinkerer Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''. By developing potions and alchemical reagents, you bolster your allies or damage your foes.&lt;br /&gt;
&lt;br /&gt;
'''Augmentor.''' You specialize in creating powerful armor that implements weapons, gadgets, and enhanced defenses, turning you into a tremendous front-line fighter.&lt;br /&gt;
&lt;br /&gt;
'''Inventor.''' A skilled and creative inventor, you make all manner of gadgetry and manage a tremendous inventory of useful items.&lt;br /&gt;
&lt;br /&gt;
'''Magitechnician'''. Through unstable experiments you have accessed the arcane source of magic and can fuel spells with your inventions.&lt;br /&gt;
&lt;br /&gt;
== Tinkerer Entry Talent ==&lt;br /&gt;
After gaining the Tinkerer Entry talent, you can take talents from any of the Tinkerer tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Tinkerer Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
* '''Tools of the Trade.''' You gain a set of Tinker’s Tools.&lt;br /&gt;
* '''Masterwork.''' You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.&lt;br /&gt;
* '''Rig.''' (1/Rest) You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour. &lt;br /&gt;
|''Class Entry, Tinkerer''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Track ==&lt;br /&gt;
[[File:Alchemist Track.png|thumb|259x259px|Alchemist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.&lt;br /&gt;
&lt;br /&gt;
* '''Alchemy Flask.''' Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
These creations become impotent after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Potion'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Healing Vials to your possible creations. When creating Healing Vials in this way, you do not need to spend the material components, but they expire after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Bomb'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Alchemy Bombs to your possible creations.&lt;br /&gt;
&lt;br /&gt;
* '''Alchemy Bomb.''' Spend 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and ½ damage on a miss.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quaff'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Once on each of your turns, you may drink a potion without spending AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire in the Hole!'''&lt;br /&gt;
|Alchemy, Create Bomb&lt;br /&gt;
|When you throw a bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy II'''&lt;br /&gt;
|Alchemist 4&lt;br /&gt;
|You can now make four Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Upgrade'''&lt;br /&gt;
|Alchemy II, Create Potion&lt;br /&gt;
|Your Healing Vials become Healing Potions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Flask Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your flask is designed for quick combat consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive actions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bomb Upgrade'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|Your bombs deal additional damage equal to your INT&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can administer Potions or Flasks for 1 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Bombs'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|You can create bombs that deal cold or corrosive damage instead of fire, choosing the type of damage when you create the bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Up my Sleeve'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality Solution'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy III'''&lt;br /&gt;
|Alchemist 9&lt;br /&gt;
|You can now create six Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosion Upgrade'''&lt;br /&gt;
|Alchemy III, Create Bomb&lt;br /&gt;
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flask Efficiency'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|When one of your flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this feature is used successfully, you lose this ability until after you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tolerance'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You gain Resist Corrosive 3 and Resist Fire 3.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector Upgrade'''&lt;br /&gt;
|Alchemy III, Injector&lt;br /&gt;
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Alchemist'''&lt;br /&gt;
|Alchemist 14&lt;br /&gt;
|Brewers, poisoners, and potion-makers all respect you as a master of the craft. Many would gladly pay you handsomely to teach them the secrets of your skills. &lt;br /&gt;
You can make a number of Alchemy Creations equal to your INT, and your creations remain potent for 48 hours. &lt;br /&gt;
&lt;br /&gt;
You no longer lose your Flask Efficiency ability after it is successful.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Your Flask Efficiency ability is successful on a roll of 4-6.&lt;br /&gt;
|''Tinkerer, Alchemist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Formula Table ====&lt;br /&gt;
Each time you use your Alchemist Formula, select a magical ability from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Source Magic&lt;br /&gt;
!Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|[[Air Bubble|Air bubble]], [[Arcane Shield]], [[Death Ward]], [[Fire Shield]], [[Mage Armor]], [[Sense Magic]], [[Shield]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine]]&lt;br /&gt;
|[[Heroism]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult]]&lt;br /&gt;
|[[Cloven Step]], [[Hex of the Unseen]], [[Silhouette]], [[Warp Step]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal]]&lt;br /&gt;
|[[Catclaw]], [[Fleetfoot]] (Tier 2), [[Intuition]] (1 min duration), [[Bullish Strength]] (1 min duration), [[Piscism]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic]]&lt;br /&gt;
|[[Conceal]], [[Create Weapon]] (1 min duration), [[Giant]], [[Hasten]] (30 sec duration), [[Invisibility]], [[Iron Body]] (20 sec duration), [[Jump]], [[Levitate]], [[Mirror Images]], [[Sense Danger]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentor Track ==&lt;br /&gt;
[[File:Augmentor Track.png|thumb|260x260px|Augmentor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Breakthrough&lt;br /&gt;
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.&lt;br /&gt;
&lt;br /&gt;
* '''Armor Augmentation.''' Choose a set of armor that will become your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and grappling. You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Shield'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Compartment'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/ Lockpicking check to open it.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Launcher'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can gain double the range of your thrown items.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. If it hits and the target is your Size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Absorption'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 Reactive AP to reduce elemental damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you suffer a crit, you take damage as usual, then you gain Resist X against the type of damage you took until the start of your next turn, where X = your INT.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' By spending 2 AP, you can impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor II'''&lt;br /&gt;
|Augmentor 5&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Audio Dampeners'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You may spend 2 AP to become immune to sonic damage and effects that require you to hear until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler II'''&lt;br /&gt;
|Augmentor II, Grappler&lt;br /&gt;
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor II'''&lt;br /&gt;
|Augmentor II, Sentry Armor&lt;br /&gt;
|You can now enhance your Engage ability, engaging one additional target within 5 ft of you for each additional 1 AP you spend on the ability.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Quick Compartment'''&lt;br /&gt;
|Augmentor II, Quick Compartment&lt;br /&gt;
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 °F (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Mini Turret'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. When you specify, it fires at a target you can see with Line of Effect at the end of each of your turns while you have ammunition.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon II'''&lt;br /&gt;
|Augmentor II, Install Weapon&lt;br /&gt;
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Slam'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|Gain the Power Slam ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Slam.''' You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''HoverJet'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|(3/Rest) Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor III'''&lt;br /&gt;
|Augmentor II, Augmentor 10&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Transfer'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may spend 3 AP to transfer all conditions from a creature you are grappling to yourself, except for Grappled and Restrained.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster II'''&lt;br /&gt;
|Augmentor III, Arcane Booster&lt;br /&gt;
|(3/Rest) You gain a fly Speed equal to your speed for 1 minute.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heroic Landing'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle II'''&lt;br /&gt;
|Augmentor III, Cradle, Grappler&lt;br /&gt;
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor Extraordinaire'''&lt;br /&gt;
|Augmentor 14&lt;br /&gt;
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. &lt;br /&gt;
Gain +1 to all of your defenses. &lt;br /&gt;
&lt;br /&gt;
Crits no longer automatically hit you, and if they do hit, they only deal normal damage.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Gain the Intuitive Defenses ability. &lt;br /&gt;
** '''Intuitive Defenses.''' (3/Recoup) When a creature attacks you, you may spend 2 Reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn.  &lt;br /&gt;
|''Tinkerer, Augmentor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Inventor Track ==&lt;br /&gt;
[[File:Inventor Track.png|thumb|264x264px|Inventor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn how to make five items from the ''Tinkering Item'' table, and can carry up to five items of this nature at a time. Special Arrows &amp;amp; Bolts do not count toward this total. Only you may use items that you create from the ''Tinkering Item'' table. &lt;br /&gt;
For every 2 hours you spend tinkering, make an INT check using a Crafting skill with your Tinker’s Tools, and note the results. Tinkering checks are cumulative. For example, if you roll a 11 on day 1, and a 19 on day two, that is considered 30.&lt;br /&gt;
&lt;br /&gt;
If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the ''Tinkering Item'' table for a list of items, and note that your MC may allow additional items!&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvage'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. &lt;br /&gt;
If you are breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere there is trade of raw materials. &lt;br /&gt;
Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that would make it undesirable, such as being believed to be haunted or stolen. &lt;br /&gt;
If you salvage items to use for Tinkering parts, take the sc value of the item you are salvaging, and reduce your Tinkering check requirement for whatever you’re crafting by that amount.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repairs'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Craft'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Blueprints'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You learn two new blueprints from the ''Tinkering Item'' table.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Efficiency'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can carry five additional Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safety Precautions'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough'''&lt;br /&gt;
|Inventor 5&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Augmentor&lt;br /&gt;
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities. &lt;br /&gt;
You can know a number of Enchantments equal to your INT, and can have 2 Enchantments active on your Masterwork at one time. You must also observe the typical rules for Essence Points ([[Magic Items]]). However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments with 80 total Essence Points, your Masterwork uses 40 of your Essence Points. &lt;br /&gt;
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor enchantments or improvements. Items can be improved only with Item enchantments or improvements. &lt;br /&gt;
If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor II'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Munitions Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Whenever you use your Tinkering to create ammunition, if you have fewer than 20 special arrows or bolts, you can now create your first 20 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering. &lt;br /&gt;
Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components (including broken bolts or arrows) by spending at least 1 hour tinkering.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Alchemist'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Your armor sprays cost half the Tinkering (minimum 10).&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is a weapon, it gains an additional +1 to hit and +1 to damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 33.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork II'''&lt;br /&gt;
|Soul of the Masterwork&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 50.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough II'''&lt;br /&gt;
|Breakthrough, Inventor 10&lt;br /&gt;
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment. &lt;br /&gt;
Your Masterwork can now have a number of enchantments active at one time equal to ½  your INT. &lt;br /&gt;
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. These enchantments cannot stack if they are exactly the same. For example if you salvage two items that give +1 to hit, you can only enchant your Masterwork with +1 to hit once. But if you then salvage an item that gives +1 to hit and +1d6 fire damage, you can enchant your Masterwork with +2 to hit and 1d6 extra fire damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchantment Blueprints'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can learn an additional Masterwork Enchantment.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Config'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can change your Masterwork Enchantment configuration as a part of a Recoup.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus II'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consumable Mastery'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Inventor'''&lt;br /&gt;
|Inventor 14&lt;br /&gt;
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. &lt;br /&gt;
Your Masterwork is now a creation of some renown. It can now hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to ½ your INT.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' The final cap on your INT increases from 12 to 14.&lt;br /&gt;
|''Tinkerer, Inventor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tinkering Item Tables ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;General Modifications Table&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Burglary Trigger'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them.&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Magic Cuffs'''&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caltrops'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes Hazardous Terrain (1d2 sharp).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Repeating'''&lt;br /&gt;
|120&lt;br /&gt;
| -&lt;br /&gt;
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Thrower'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|You may load tinkering items with the thrown tag into your crossbow, giving them double their thrown range. Using any item in this way costs 3 AP&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case'''&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case (Greater)'''&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Goggles'''&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame-Retardant Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fog Machine'''&lt;br /&gt;
|150&lt;br /&gt;
| -&lt;br /&gt;
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gas Mask'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook Launcher'''&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook: Magnetic'''&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulating Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanical Lockpick'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this&lt;br /&gt;
|-&lt;br /&gt;
|'''Mini-Turret'''&lt;br /&gt;
|160&lt;br /&gt;
|3&lt;br /&gt;
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d4 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to ½ your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oxygen Balloon'''&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Parachute'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pop-Up Tent'''&lt;br /&gt;
|30&lt;br /&gt;
| - &lt;br /&gt;
|By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6 ft by 6 ft by 3 ft space.&lt;br /&gt;
|-&lt;br /&gt;
|'''Portable Battering Ram'''&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|Gain +10 on STR checks made to open or break doors.&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Injector'''&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickstep Boots'''&lt;br /&gt;
|120&lt;br /&gt;
|5&lt;br /&gt;
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranged Mod: Telescopic Sight'''&lt;br /&gt;
|70&lt;br /&gt;
| -&lt;br /&gt;
|The ranged weapon with this modification gains +30 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rope Bridge Kit'''&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|Create a sturdy rope bridge 30 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Shield'''&lt;br /&gt;
|80&lt;br /&gt;
| -&lt;br /&gt;
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self-Inflating Raft'''&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1,000 lbs in weight and is 6 ft by 10 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Signal Flare'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Whistle'''&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spring-Heeled Boots'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|The wearer’s jumping height increases by 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Alarm'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Net'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Razor Wire'''&lt;br /&gt;
|35&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Tripwire'''&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mod: Chain'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|When you would be disarmed, lose 1 charge of this item instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Whetstone'''&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Special Ammo Table : '''You can make any of these modifications to arrows or crossbow bolts'''&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Barbed'''&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|Attack vs FORT. '''Hit:''' 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive'''&lt;br /&gt;
|40&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs FORT. '''Hit:''' 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs FORT. '''Hit:''' The target is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs the REF of each creature in a 10 ft radius. '''Hit:''' 1d6 fire.&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracking'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs AR. '''Hit:''' All creatures gain TA against the target, and it cannot become Invisible for 1 minute.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Alchemic Items Table&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Acid Flask'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft +INT vs REF. '''Hit:''' 1d6 corrosive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist’s Fire'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft +INT vs REF. '''Hit:''' Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Oil Flask'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft, creating a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if not ignited, must make a DC 14 DEX/Balancing check, falling Prone if they fail. If ignited, a creature that starts its turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Thrown Items Table: All thrown items target REF with your DEX and 2 AP to throw&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Disruptor'''&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolas'''&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|Thrown 20 ft. '''Hit:''' Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fireworks'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. '''Hit:''' 1d6 sonic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flashbang'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Smoke Bomb'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonic Bomb'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 30 ft, targeting all creatures in a 15 ft radius. '''Hit:''' Creature is Deafened until the start of your next turn&lt;br /&gt;
|-&lt;br /&gt;
|'''Sticky Bomb'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Slowed until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thunderstone'''&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 5 ft radius. '''Hit:''' Creature is Deafened and Stunned until the end of their next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magitechician Track ==&lt;br /&gt;
[[File:Magitechnician Track.png|thumb|708x708px|Magitechnician Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Artificer'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You gain the Student of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power.&lt;br /&gt;
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise Skeleton could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone. &lt;br /&gt;
This has no mechanical effect other than when you trigger backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered backlash until you Take a Rest, as the contraption needs to be repaired. &lt;br /&gt;
INT is your magic attribute.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer'''&lt;br /&gt;
|Arcane Artificer&lt;br /&gt;
|You gain the [[Create Lesser Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the [[Mend]] and [[Minor Conjuration]] cantrips.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing'''&lt;br /&gt;
|Golemancer&lt;br /&gt;
|You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via [[Delay Spell]], you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empowered Mend'''&lt;br /&gt;
|Spell Storing&lt;br /&gt;
|You are particularly skilled with the [[Mend]] cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician'''&lt;br /&gt;
|Empowered Mend&lt;br /&gt;
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!d20&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1-2 &lt;br /&gt;
|The device fails. You do not lose the spell, but cannot replace that device today.&lt;br /&gt;
|-&lt;br /&gt;
|3-9 &lt;br /&gt;
|No effect.&lt;br /&gt;
|-&lt;br /&gt;
|10-16 &lt;br /&gt;
|The spell costs 5 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|17-19 &lt;br /&gt;
|The spell costs 10 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|The spell costs 15 fewer SP (min 1).&lt;br /&gt;
|}&lt;br /&gt;
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal.&lt;br /&gt;
&lt;br /&gt;
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon'''&lt;br /&gt;
|Magitechnician&lt;br /&gt;
|You create a permanent spell device that fires cantrips. Choose [[Beam of Fire]], [[Frostbite]], or [[Grave Whisper]]. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer II'''&lt;br /&gt;
|Cantrip Cannon&lt;br /&gt;
|Your Golem gains a compartment that functions as a Dimensional Case (see the ''Tinkering Item'' table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing II'''&lt;br /&gt;
|Golemancer II&lt;br /&gt;
|You can create a second Spell Storing object.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Tinkering'''&lt;br /&gt;
|Spell Storing II&lt;br /&gt;
|When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safer Devices'''&lt;br /&gt;
|Magical Tinkering&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent can no longer trigger backlash.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician II'''&lt;br /&gt;
|Safer Devices&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon II'''&lt;br /&gt;
|Magitechnician II&lt;br /&gt;
|When you deal damage with your Cantrip Cannon, add your INT to the damage.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flash of Genius'''&lt;br /&gt;
|Cantrip Cannon II&lt;br /&gt;
|When one of your mental defenses is attacked, you can spend 5 SP to add ½ your INT to all of your mental defenses until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Magitechnician'''&lt;br /&gt;
|Flash of Genius&lt;br /&gt;
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. &lt;br /&gt;
You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
|''Tinkerer, Magitechnician, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=10994</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=10994"/>
		<updated>2024-10-29T15:44:18Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo not in the book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Vessel.png|thumb|Dungrel Razevow, magic thief]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;The gods themselves handle their power irresponsibly. Why any would put their faith in such fickle beings is utterly beyond me. If you want something done right, do it yourself.&amp;quot; - Dungrel Razevow, magic thief&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always known that something is not right with the world. Deity and demon alike seem utterly concerned with their own plans and care not for the mortal world. In response, you have grown increasingly bitter and have finally taken it upon yourself to rewrite the world as you see fit. By siphoning power from gods and planar entities, you will become a god in your own right, and will act with more justice and care than any before you. &lt;br /&gt;
&lt;br /&gt;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable planar entities. In so doing, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over? Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations?&lt;br /&gt;
&lt;br /&gt;
What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have achieved it? How much power do you need from the gods in order to achieve this goal, and is there truly no safer way to do so?&lt;br /&gt;
&lt;br /&gt;
Or, maybe you steal from the gods just because you like it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Vessel Tracks/Talents&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Antiessence.''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icons'''. Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery.''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft'''. You use the external energy that you have attached to your soul to enhance your physical stamina far beyond what you could naturally achieve.&lt;br /&gt;
&lt;br /&gt;
== Vessel Entry Talent ==&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Icon.''' Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. &lt;br /&gt;
* '''Surge of Vitality.''' (2/Rest) If Bloodied, you may spend 2 AP to regain 1d4+CHA HP.&lt;br /&gt;
* '''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute&lt;br /&gt;
* '''Occult Power.'''  Each time you level up and spend your Talent Point on a vessel talent, you gain +5 SP and +1 Occult Power.&lt;br /&gt;
* '''Soul Sacrifice.''' Some talents in the Vessel stack have the soul sacrifice tag. When you take a talent with this tag, you lose the ability to ever be resurrected by any means, as your soul has suffered too much alteration to function as a normal soul would.&lt;br /&gt;
|''Vessel, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antiessence Track ==&lt;br /&gt;
[[File:Antiessence Track.png|thumb|794x794px|Antiessence Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(END/Rest) By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft.&lt;br /&gt;
Your Antiessence Aura imposes TD on hostile creatures within it&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. &lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
* '''Aura of Vulnerability.''' Take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this talent. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|When Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage (this choice is permanent). &lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take ½ damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt;: (2/Recoup)  You may spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''Repeatable.'' Your Aura lasts for +1 minute.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability IV'''&lt;br /&gt;
|Prolong III or Extend III; Vulnerability III&lt;br /&gt;
|If you take damage when you use Aura of Vulnerability, a number of creatures within the aura equal to or less than ½ your END take the damage too.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|''Repeatable.'' Your aura’s radius expands by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror IV'''&lt;br /&gt;
|Prolong III or Extend III; Terror III&lt;br /&gt;
|Gain the Break Will ability.&lt;br /&gt;
&lt;br /&gt;
* '''Break Will.''' (1/Rest) You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV; Antiessence 14&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture.''' (1/Rest) The area currently in the Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) and hostile creatures in the aura are Sickened. Any area that was in the aura at any point during its duration remains Difficult Terrain even after the aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
** '''Level 30:''' Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Planar Thievery Track ==&lt;br /&gt;
[[File:Planar Thievery Track.png|thumb|539x539px|Planar Thievery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Occult, Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Visual, Line of Effect&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or Arcane, you add +2. If they are Primal or Psionic, they add +2. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. &lt;br /&gt;
&lt;br /&gt;
If you roll lower, then their spell succeeds and you lose 2d6 SP&lt;br /&gt;
|}&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|Gain the Energy Theft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Theft.''' After you use Cancel Spell, you deal +1d4 psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges ½ INT/Rest. &lt;br /&gt;
When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft'''&lt;br /&gt;
|Cancel Spell II&lt;br /&gt;
|The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft II'''&lt;br /&gt;
|Stamina Theft&lt;br /&gt;
|When you use Cancel Spell, you may use Stamina Theft. &lt;br /&gt;
&lt;br /&gt;
* '''Stamina Theft.''' (2/Rest) The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest. &lt;br /&gt;
When you use Cancel Spell, you have +4 against Arcane and Divine. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Siphon.''' (1/Rest) Touch a magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to ½ the item’s Essence and gain the item’s properties until you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Essence Siphon&lt;br /&gt;
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Field.''' (½ INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your mental defenses increase by +1 until the end of your next turn (this costs 0 AP): &lt;br /&gt;
** Occult Magic&lt;br /&gt;
** Divine Magic&lt;br /&gt;
** Primal Magic&lt;br /&gt;
** Psionic Magic&lt;br /&gt;
** Arcane Magic&lt;br /&gt;
** “Surge of Magic” Ability&lt;br /&gt;
** “Surge of Energy” Ability&lt;br /&gt;
** “Surge of Vitality” Ability&lt;br /&gt;
** Divine Icon &lt;br /&gt;
** Aura&lt;br /&gt;
You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, your Energy Theft ability also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft recharges ½ INT/Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon II'''&lt;br /&gt;
|Stamina Theft III, Essence Siphon&lt;br /&gt;
|Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of ½ the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field also increases your physical defenses.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from this spell, you do not lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use the lower. &lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|You can use Siphon multiple times: ½ INT/Rest.&lt;br /&gt;
(1/Rest) When you use Siphon, you may increase the maximum Essence to 25. &lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Hoard'''&lt;br /&gt;
|Essence Siphon III&lt;br /&gt;
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself. &lt;br /&gt;
(1/Rest) Siphon becomes a max of 35 Essence. &lt;br /&gt;
&lt;br /&gt;
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.&lt;br /&gt;
&lt;br /&gt;
When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field  III'''&lt;br /&gt;
|Cancel Spell V, Crackling Field II&lt;br /&gt;
|Crackling Field recharges ½ INT/Recoup. &lt;br /&gt;
Crackling Field also increases your AR.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Crackling Field III&lt;br /&gt;
|Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. &lt;br /&gt;
Crackling Field recharges INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
(1/Rest) You may double the bonus that Crackling Field provides you (+2 per ability used). &lt;br /&gt;
&lt;br /&gt;
When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
* '''Level 30:''' The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soul Graft Track ==&lt;br /&gt;
[[File:Soul Graft Track.png|thumb|544x544px|Soul Graft Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality II'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Regain one use of your Surge of Vitality when you Recoup.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy'''&lt;br /&gt;
|Surge of Vitality II&lt;br /&gt;
|Gain the Surge of Energy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Energy.''' (2/Rest) When you start your turn, gain +2 additional AP. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain the Surge of Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Magic.''' (2/Rest) When Bloodied, you may spend 3 AP to regain 1d4 SP. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality III'''&lt;br /&gt;
|Surge of Magic&lt;br /&gt;
|Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion'''&lt;br /&gt;
|Surge of Vitality III&lt;br /&gt;
|Gain the Energy Conversion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Conversion.''' (CHA/Rest) When you take energy damage, regain 1d4 SP. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy II'''&lt;br /&gt;
|Energy Conversion&lt;br /&gt;
|Surge of Energy becomes +4 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cracked Soul'''&lt;br /&gt;
|Surge of Energy II&lt;br /&gt;
|When you start your turn in combat and are Bloodied, gain SP equal to your current Death Points.&lt;br /&gt;
|''Vessel, Soul Graft, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic II'''&lt;br /&gt;
|Cracked Soul&lt;br /&gt;
|Surge of Magic becomes 1d6. &lt;br /&gt;
(1/Rest) When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP. (2/Rest) It can also remove 1 Death Point. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain 1 extra AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality.''' (2/Rest) 2 AP: spend X SP to gain X HP &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest. &lt;br /&gt;
(1/Rest) You may add your Occult level to the HP regained.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Occult Vitality II&lt;br /&gt;
|Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body. &lt;br /&gt;
When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. At the end of this time, you immediately return to 0 HP and gain 4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability&lt;br /&gt;
** '''Level 30:''' Immortal Surge only gives you 2 Death Points and no longer gives you the Sickened condition.&lt;br /&gt;
|''Vessel, Soul Graft. '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Gain two additional [[Cleric#Divine Icon List|Divine Icon]] abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new [[Cleric#Divine Icon List|Divine Icon]] from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=10825</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=10825"/>
		<updated>2024-09-20T18:09:43Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|Lyla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Dark Hex'''. Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''Fae.''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
'''Familiar'''. Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''Pagan Attunement'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''Witch’s Brew.''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
== Witch Entry Talent ==&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 spell point. This costs 0 AP and you may use this feature as many times as you want on your turn.&lt;br /&gt;
* '''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action. You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you. Familiars are corporeal fae spirits that cannot be attacked or damaged. You can make your familiar take more actions by spending 1 AP per additional action your familiar takes. Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form during a Rest. Regardless of its form, you always use one of the three stat blocks: Flying Familiar, Crawling Familiar, or Hunting Familiar.&lt;br /&gt;
* '''Witch Magic.''' Choose one: Occult or Primal. If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. Whichever you choose, END is your magic attribute.&lt;br /&gt;
* '''Witch Power.''' Each time you level up and spend your Talent Point on a witch talent, you gain +5 SP and +1 Power in the source you chose'''.'''&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiars ===&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your Witch level. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have TA on attacks against that creature until the start of your next turn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook.''' (1/Catch Breath) Your familiar spooks a creature within 30 ft of it. Make a magic attack (using your END) against that creature’s WILL. If you hit, the creature is Frightened of your familiar for 30 seconds. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX)Sneaking +3; (AWR)Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce.''' (1/Turn) ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Hex Track ==&lt;br /&gt;
[[File:Dark Hex Track.png|thumb|502x502px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic feature (either Primal or Occult) and you may cast these spells as Witch spells&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. When casting hex spells, spend the normal amount of SP. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (Psionic)&lt;br /&gt;
* [[Commandment]] ([[Divine]]),&lt;br /&gt;
* [[Creeping Fear]] (Primal)&lt;br /&gt;
* [[Decay]] (Arcane)&lt;br /&gt;
* [[Flay]] (Arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (Occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (Occult)&lt;br /&gt;
* [[Hex of Terror]] (Occult)&lt;br /&gt;
* [[Silence]] (Occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (Divine)&lt;br /&gt;
* [[Detect Thoughts]] (Divine)&lt;br /&gt;
* [[Terror]] (Primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (Occult)&lt;br /&gt;
* [[Curse of Trembling]] (Occult)&lt;br /&gt;
* [[Haunt]] (Psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (Occult)&lt;br /&gt;
* [[Curse of Withering]] (Occult)&lt;br /&gt;
* [[Dark Smile]] (Occult)&lt;br /&gt;
* [[Dominate Person]] (Psionic)&lt;br /&gt;
* [[Ecstasy]] (Primal)&lt;br /&gt;
* [[Fracture]] (Occult)&lt;br /&gt;
* [[Modify Memory]] (Psionic)&lt;br /&gt;
* [[Paranoia]] (Psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex.''' (2/Rest) You may cast a hex as though you upcharge it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex.''' (2/Rest) You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment.''' (1/Rest) By spending 2 AP, designate a target that you can see. For the next 1 minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 mins in conversation). &lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature if its ML is equal to or less than your Witch level. You may only make one doll. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the doll and completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your doll’s likeness’s senses for the duration. If you do, make a magic attack against their ANT. If you hit, they are unaware that you are doing this; if you miss, they are aware.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend your usage of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link.''' (AWR/Rest)  You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability. &lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack vs the target’s WILL. If you hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link. &lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous dolls unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link. &lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. If you hit, they are not magically aware that you caused the effect. &lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one doll to be your primary doll. If you have a physical piece of the likeness that the primary doll represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|(1/Recoup) When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only ½ the SP. &lt;br /&gt;
Sympathetic Link’s range increases to 100 miles for your primary doll.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your primary doll. Additionally, you may cast the [[Possession]] spell 1/Rest as a hex without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. &lt;br /&gt;
When you use this ability, you may use your Sympathetic Magic X ability to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' You may permanently possess the subject of your primary doll provided they are ML 15 or lower. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you’re not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to ½ your AWR. &lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex.''' (1/Recoup)  When you cast a hex that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hexes with an SPC of 20 or lower&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your dolls dies, you can retire the doll. Doing so does not destroy the doll and allows you to make a new doll.&lt;br /&gt;
Retired dolls look frayed and corrupted, and they contain the soul of the doll’s likeness. &lt;br /&gt;
&lt;br /&gt;
As part of a Recoup, you may commune with one retired doll. The retired doll retains all of its bonded creature’s formative memories and basic information that the creature would have known. The doll’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired doll might take multiple conversations or coercion&lt;br /&gt;
&lt;br /&gt;
If a retired doll is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Now, if you destroy a retired doll, the bonded creature’s soul is dispersed and it can never be resurrected. Casting [[Lesser Restoration]] or similar magic on a retired doll will harmlessly detach the creature’s soul from the doll, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fae Track ==&lt;br /&gt;
[[File:Fae Track.png|thumb|481x481px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|(1/Recoup) You can cast [[Warp Step]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it &lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tags.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride.''' (CHA/Rest)  Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist 2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle.''' (CHA/Rest)  When you make a magic attack against a single creature, if you hit it, you can also make the creature Shaken for 1 min.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or endurance tags.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist 2 against Charmed.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|(1/Rest) You can cast [[Mists of the Everwilds]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it &lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing Armor, your AR cannot be less than 13&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir.''' (CHA/Recoup) When you deal elemental damage, add your CHA to the damage..&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pucks Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure.''' (CHA/Rest) When you make a magic attack against a single creature, if you hit it, you can also make it Charmed for 1 min or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar.''' (CHA/Rest)  Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist the natural effects of cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|(1/Rest) You can cast [[Polymorph]] without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it. &lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Cedrian’s Communion ability. &lt;br /&gt;
&lt;br /&gt;
* '''Cedrian’s Communion.''' When you Recoup and are in direct sunlight or touching a coniferous tree that is, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|(CHA/Rest) When you cast a Primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Magic III&lt;br /&gt;
| Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability. &lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation.''' (1/Rest) You can cast Relaxing Presence without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper.''' (CHA/Rest) Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic 2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|(1/Rest) You can cast [[Summon Monster]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it. &lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Petsina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog and heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage.'''  (CHA/Rest)  When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity.''' (CHA/Rest) Choose one elemental type. Gain Affinity to that type for 1 hour..&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenit'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
| Gain +2 Skill Points that you can spend on any skills with the influence tag. &lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity.''' (1/Rest) You can cast [[Reorient]] without it counting against the number of invocations you can cast in a day. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor.''' (CHA/Rest) Sprout eagle wings and gain fly speed equal to your walking speed for 1 min.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist 3 Frightened.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you. &lt;br /&gt;
You learn the [[Summon Fae]] spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend.''' (1/Rest) When you cast [[Summon Fae]], you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed. &lt;br /&gt;
** '''Level 30:''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Familiar Track ==&lt;br /&gt;
[[File:Familiar Track.png|thumb|345x345px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars.''' (2/Rest) You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action or one of them can take a different action&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution.''' (2/Rest) When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
* '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit: &lt;br /&gt;
** ''Flying'': +5 ft to Help range &lt;br /&gt;
** ''Crawling'': +1 to defending you with Ward &lt;br /&gt;
** ''Hunting'': +1 to attack and damage &lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2. &lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two sizes larger. Familiars that are two Sizes larger gain the benefits below: &lt;br /&gt;
** ''Flying'': +10 ft to Help range &lt;br /&gt;
** ''Crawling'': +2 to defending you with Ward &lt;br /&gt;
** ''Hunting'': +1 to attack and damage, and +1 damage die size (e.g., from 1d4 to 1d6)&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|(2/Rest) Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the &amp;quot;Enhancement&amp;quot; prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Familiar Enhancement and have Flock of Familiars active, apply the bonus to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3''': The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as Mounts with 1 MCAP&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When your familiar is large enough to be a mount, it has 2 MCAP and grants you one MCAP option based on its type: &lt;br /&gt;
&lt;br /&gt;
* ''Flying'': '''Clutch'''. (1/Round) 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to 1⁄2 its speed.&lt;br /&gt;
* ''Crawling'': '''Fangs'''. (1/Round) 1 MCAP; +DEX vs FORT. '''Hit:''' 1d6 toxic. &lt;br /&gt;
* ''Hunting'': '''Roar'''. (1/Round) 1 MCAP; ''Reach 5 ft Natural Weapon,'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the &amp;quot; Enhancement&amp;quot; or  the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or both selections, provided it is the right kind of familiar. &lt;br /&gt;
Familiar Enhancements become 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Familiar Enhancement, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|(2/Rest) When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options: &lt;br /&gt;
** ''Flying'': The Clutch ability allows the Flying Familiar to move up to its speed.&lt;br /&gt;
** ''Crawling'': Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn&lt;br /&gt;
** ''Hunting'': Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability. &lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar.''' (2/Rest)  When you evolve a creature, you can increase one of its attributes by 3, one by 2, and one by 1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Gain an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the &amp;quot; Enhancement&amp;quot; or  the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or more selections, provided it’s the right kind of Familiar.&lt;br /&gt;
Enhancements become 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your Familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly &lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars.''' (1/Recoup) When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a Swarm with ML 6 or lower. The swarm lasts for 10 mins or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
** '''Level 30:''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|(2/Recoup) Strengthen Familiar becomes: Increase one Attribute by 4, one by 2, and two Attributes by 1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your familiar’s form every time you Catch your Breath. Furthermore, your Familiar Enhancements have no recharge and you can use them indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat. &lt;br /&gt;
Gain two additional Familiar Enhancements from the ''Familiar Enhancements'' table. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Your familiar gains independence from your magical energy and will live on for generations after you’re gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Enhancements ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft Speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft Speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft Speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack: (1/Turn) ''Reach 5 ft Natural Weapon'' +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a Trip attack: ''Reach 5 ft Natural Weapon,'' +DEX vs REF. '''Hit:''' Knock a creature Prone. The creature is immune if more than 2 Sizes larger than the familiar..&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your Ward feature reduces damage by 2d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target prone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pagan Attunement Track ==&lt;br /&gt;
[[File:Pagan Attunement Track.png|thumb|295x295px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the ''Environment List''. You can Attune to that environment. &lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, Attune to one environment. When you Recoup in an environment to which you are Attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the ''Environment List''. You can Attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the ''Environment List''. You can Attune to that Environment.&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, Attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the ''Environment List''. You can Attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion.''' (1/Rest) When you Catch your Breath, you may gain the benefit of one of your active environments. &lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of two relevant environments of your choice.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the ''Environment List''. You can Attune to that environment.&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have Attunement. This choice is permanent. &lt;br /&gt;
Gain the Ultimate Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement.''' (1/Rest) When you gain its Attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your Witch level x1.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|You gain a swim speed equal to your walking speed for the next 2 hours.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|You become immune to Fatigue from heat exposure for the next 4 hours.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next 1 hour, your speed increases by 5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic and Corrosive 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|You become immune to Fatigue from cold exposure for the next 4 hours.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch's Brew Track ==&lt;br /&gt;
[[File:Witch's Brew Track.png|thumb|504x504px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Each time you Take a Rest, you can use Witch’s Brew. &lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew.''' Brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.” &lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent.''' (1/Week) When you make a potion, you may count it as being upcharged one time. This potion is especially potent and only becomes impotent after 7 days.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can create is equal to ½ your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can create potions that replicate occult chants or spells with the charm tag as witch’s brews, following standard Witch’s Brew rules&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|When you make Witch’s Brews, you may choose one brew. That brew also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can create poisons that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. These follow standard Witch’s Brew rules&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|You may designate one of your Witch’s Brews as an antidote. Consuming that brew immediately ends the effects of one of your other Witch’s Brews and has no other effects. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can create is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to make one additional reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your Witch’s Brews now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|When you make a potion, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|This replaces Vitality. &lt;br /&gt;
When you make Witch’s Brews, you may choose one brew. That brew also grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you create Witch’s Brews, make one antidote for free.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability. &lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron.''' (1/Week) You can make a number of Witch’s Brews equal to your Witch level.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Choose one primal or occult spell or chant that you can turn into a Witch’s Brew. Each time you use Witch’s Brew, produce two additional unmodified brews of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged 1 time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|(1/Rest) When you Recoup, you may change one Witch’s Brew into another Witch’s Brew that you know. &lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Witch’s Brew 13&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to ½ your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services. &lt;br /&gt;
(1/week) You can make a deadly poison that models the effects of an Occult ritual with the Curse tag or a Disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours. &lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' (1/week) You create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions. &lt;br /&gt;
All of your brews now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Your brews no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services. &lt;br /&gt;
(1/Week) You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails.  If you succeed, then the potion is potent for 48 hours. &lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=MythcraftEditors&amp;diff=10794</id>
		<title>MythcraftEditors</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=MythcraftEditors&amp;diff=10794"/>
		<updated>2024-09-13T20:14:34Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Information on how the content table is constructed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you for contributing to the MythCraft SRD. We can keep MythCraft free and available to everyone through crowdsourcing the official SRD Wiki. And that's all thanks to you! Below are several best practices. If you come across a new process or best practice, please edit this page.   &lt;br /&gt;
&lt;br /&gt;
== Editing and Creating Pages ==&lt;br /&gt;
If you want to help, just make an account! Once you have an account, most pages can be edited or created. Click &amp;quot;Edit&amp;quot; at the top to use the Visual Editor. &lt;br /&gt;
&lt;br /&gt;
If the page hasn't been created yet, it will say &amp;quot;Create&amp;quot; and &amp;quot;Create Source&amp;quot; instead of Edit and Edit Source. &lt;br /&gt;
[[File:Edit a page.jpg|none|thumb|931x931px]]&lt;br /&gt;
&lt;br /&gt;
== Known Issues &amp;amp; Future Changes ==&lt;br /&gt;
&lt;br /&gt;
* Testing is in beta - currently all registered users can edit. We'll lock this down in the future&lt;br /&gt;
* A ton of styling &amp;amp; CSS issues.&lt;br /&gt;
* Mobile Friendly Tables are not site width&lt;br /&gt;
* Hope to add additional table styles &amp;amp; types&lt;br /&gt;
* WikiSEO &amp;amp; Meta Stuff&lt;br /&gt;
&lt;br /&gt;
== Linking to and Creating Pages ==&lt;br /&gt;
To create a page just type what you're linking in brackets [[ ]] &lt;br /&gt;
&lt;br /&gt;
It will then give you a prompt to name the page you are linking to. If it doesn't exist yet, then it will create a new page.&lt;br /&gt;
&lt;br /&gt;
In this example i have typed &amp;lt;nowiki&amp;gt;[[I'm Making A Page]]&amp;lt;/nowiki&amp;gt; - It will look like this if you do it right -&amp;gt; [[I'm Making A Page]]&lt;br /&gt;
[[File:Make a page.jpg|none|thumb|419x419px]]&lt;br /&gt;
This new page I have created is called I'm Making A Page. Once you've done this, it will link to the empty page, and you can click &amp;quot;Create,&amp;quot; as above. &lt;br /&gt;
&lt;br /&gt;
If the page already exists, it will look like this -&amp;gt; [[Main Page]] &lt;br /&gt;
&lt;br /&gt;
To link to a heading within a page, simply type the Page Name#Heading Name exactly like this inside the double brackets. Example: &amp;lt;nowiki&amp;gt;[[MythCraftEditors#Linking to and Creating Pages]]&amp;lt;/nowiki&amp;gt; will link to this section. &lt;br /&gt;
&lt;br /&gt;
More links are better. If you see a missing link that might be helpful, throw in some brackets! &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Quick Reference&lt;br /&gt;
|'''Linking to a Created Page'''&lt;br /&gt;
|Double click the text you'd like to link and click the LINK icon at the top (looks like a little chain)&lt;br /&gt;
|-&lt;br /&gt;
|'''Linking to a future page or uncreated page'''&lt;br /&gt;
|Double click the text you'd like to link, and click the LINK icon at the top (looks like a little chain) then type whatever you'd like to name the page. Once you click insert, it will link to the uncreated page. When a link is RED you know it's a page that still needs to be created. &lt;br /&gt;
|-&lt;br /&gt;
|'''Linking to a HEADING or SUBHEADING within a page'''&lt;br /&gt;
|Exactly as above, but add a #Heading Name at the end. It will then link to the heading within the page. &amp;lt;nowiki&amp;gt;[[Page Name#Heading Name]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Changing the LINK TEXT'''&lt;br /&gt;
|If you want to link without the exact name of the page, you can click a link in EDIT mode (Red or Blue Link) and then click &amp;quot;Change Text&amp;quot; --- This will change the text while keeping the link. &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Best Practices ==&lt;br /&gt;
&lt;br /&gt;
=== Headings ===&lt;br /&gt;
Make sure to use headings and subheadings. Headings to break up sections and subheadings to further breakdown the information. As in this example the Heading is &amp;quot;Best Practices&amp;quot; and the subheading is &amp;quot;Headings&amp;quot;&lt;br /&gt;
[[File:Headingexample.jpg.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==== Content table auto construction ====&lt;br /&gt;
&lt;br /&gt;
The number of symbols (x times =) will always set the size of the header text in the page at a predefined size.&lt;br /&gt;
&lt;br /&gt;
But will have an complex impact on it's placement in the auto-constructed content table.&lt;br /&gt;
&lt;br /&gt;
* The content table will only appear after the first header. And the first header will define your highest content table subdivision.&lt;br /&gt;
&lt;br /&gt;
* A level of header must have been used in the subdivision block to be used again later in the same block.&lt;br /&gt;
&lt;br /&gt;
* Using a lower header than the previous, no matter how low it is, will always be placed under the previous header.&lt;br /&gt;
&lt;br /&gt;
* Using a higher header than the previous, will put it above if any previous header of the same size have already been defined in the subdivision block or at the same level if not.&lt;br /&gt;
&lt;br /&gt;
Those informations have been found trough experimentation in the &amp;quot;Edit Source&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uploading Images ===&lt;br /&gt;
You can upload images by clicking &amp;quot;Insert&amp;quot; and then &amp;quot;Image&amp;quot; in the top toolbar. Please follow these rules when uploading images:&lt;br /&gt;
&lt;br /&gt;
* JPEG/JPG are highly preferred to .PNGs and be conscious of file size&lt;br /&gt;
* Make sure they're titled and add a short description.&lt;br /&gt;
* Only upload a photo where a visual will be helpful, and only upload a relevant visual. &lt;br /&gt;
&lt;br /&gt;
Maintaining Optimized Images:&lt;br /&gt;
&lt;br /&gt;
* If you find an oversized file please replace it with a web optimized one! &lt;br /&gt;
* If you find a poorly titled, or image lacking a description, please replace or edit.&lt;br /&gt;
&lt;br /&gt;
=== Tables ===&lt;br /&gt;
Tables should be automatically styled initially. Insert a table by clicking &amp;quot;Insert&amp;quot; and then Table from the top toolbar. You will get a table like below.&lt;br /&gt;
&lt;br /&gt;
Useful Tricks:&lt;br /&gt;
&lt;br /&gt;
* Items in tables can be linked, just add the &amp;lt;nowiki&amp;gt;[[ to both sides ]]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
* You can merge cells for titles by dragging the mouse over, and then clicking merge. This allows for longer lists to be kept neat&lt;br /&gt;
* If you click the table, you can go to properties and select Sortable and Collapsible. They do exactly what they sound like, only make a table sortable if it is useful to be sortable, such as containing numerical values or pre-reqs&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |These are merged cells&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Item 1&lt;br /&gt;
|Item 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Item 2 &lt;br /&gt;
|Item 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Item 3&lt;br /&gt;
|Item 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!This is a SORTABLE Table&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Info Boxes &amp;amp; Templates ==&lt;br /&gt;
More info coming soon&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=10793</id>
		<title>Chapter 5: Bridgemoor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=10793"/>
		<updated>2024-09-13T19:04:11Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Title formating of the sewer event to look better in the content table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to Cloven Lands playtest material]]]&lt;br /&gt;
&lt;br /&gt;
This chapter offers detailed information about the city-state of [[Bridgemoor]]. Given how crucial the political structure of Bridgemoor may become to the campaign, details on the Meritocrats and of Bridgemoor’s legislative system are included at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
== The Meritocracy ==&lt;br /&gt;
As ''The Cloven Lands'' is a politically driven campaign with many families and factions to keep track of, the heroes may wind up becoming directly involved in the Meritocracy of Bridgemoor. This section provides information on the inner workings of the Meritocracy. If your players seem uninterested in such tedious matters, you only need to briefly skim this section so that you can fill them in on the broad strokes of the governmental system.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement.&lt;br /&gt;
&lt;br /&gt;
While the Meritocrats legislate, and while it is true that they are responsible for installing the Bridge Commander and Magister Superior in their positions of power, the Meritocrats are legally beholden to the same standards as anyone else. In theory, this prevents corruption, as the Bridge Commander has the power to arrest any Meritocrat, even the Premier of Governance. Likewise, the Magister Superior has the legal grounds to convict anyone, even the Premiers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
===== '''Legislation''' =====&lt;br /&gt;
For any legislation to pass in the Meritocrat Senate it must do so with a simple majority vote, but a session is only legal if at least three-fourths of each tier’s members are present. Each tier possesses a weighted vote, giving some members more power than others.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat -''' 1 vote&lt;br /&gt;
&lt;br /&gt;
'''Tenured -''' 5 votes&lt;br /&gt;
&lt;br /&gt;
'''Premier -''' 20 votes (25 if legislating their field)&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - 50 votes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bureaucrats''' ====&lt;br /&gt;
Bureaucrats are the oft forgotten staff of the Meritocracy. While not an official tier with any sort of voting power, governance ceases without them. Clerks, assistants, diplomats, and even informants, these individuals are considered to still be a part of the ruling class, even without grand influence. It is common to find aspiring university students striving to become a part of the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats''' ====&lt;br /&gt;
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor. &lt;br /&gt;
&lt;br /&gt;
==== '''Tenured''' ====&lt;br /&gt;
A Meritocrat must serve a minimum of two terms to gain the title of Tenured. At the end of their term, if they qualify, a Meritocrat may choose to take a new series of exams—those of increasing difficulty—and upon their successful completion, may assume their new title. A Tenured may serve in this role until they choose to retire or ascend to Premier status.&lt;br /&gt;
&lt;br /&gt;
Tenured Meritocrats oversee committees of their peers and subdivisions of Bridgemoor society, such as meritocratic trade councils. They are more managerial than political, serving as go-betweens for premiers and lower ranking officials.&lt;br /&gt;
&lt;br /&gt;
There are only ever 40 Tenured positions, and Meritocrats wishing to gain this status must wait until a spot becomes available. Even then, new Tenured are offered exams in [[order]] of seniority, leaving a fair bit of politicking to be done for less patient Meritocrats.&lt;br /&gt;
&lt;br /&gt;
==== '''Premiers''' ====&lt;br /&gt;
The political elite of Bridgemoor, Premier Meritocrats are the closest thing to rulers that the city possesses. There are only eight premiers, each assigned a facet of city policy that dictates their responsibilities. They oversee related Tenured, but rarely deal with anything short of city-wide legislation personally.&lt;br /&gt;
&lt;br /&gt;
The eight facets are as follows: finance, security, trade, diplomacy, religion, education, culture, and governance. The Premier of Governance retains a special place in the hierarchy, as they manage and support the other premiers, mediating disputes and dealing with high ranking foreign diplomats, or nobles. They are as close to a single monarch as Bridgemoor possesses.&lt;br /&gt;
&lt;br /&gt;
When a premier retires they choose their successor from among willing, trusted Tenured. While this is tradition, there’s no law indicating succession, opening the door to odd choices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Honorifics''' =====&lt;br /&gt;
Each tier possesses a specific title, or honorific.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat''' - Meritocrat&lt;br /&gt;
&lt;br /&gt;
'''Tenured''' - Counselor&lt;br /&gt;
&lt;br /&gt;
'''Premier''' - Minister&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - Governor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meritocrat Eligibility ===&lt;br /&gt;
In addition to extensive testing an individual must meet certain requirements to become a Meritocrat. First, they must be a citizen of Bridgemoor and retain citizenship with no other sovereign nation. Second, they must possess a degree from the Meritocratium, have served with distinction in the Bridge Knights, or be a ranking member of the Trade Consortium, or any other official guild within the city. An individual may be granted special eligibility by a special council of Premiers, with at least three voting to support such a waiver of requirements.&lt;br /&gt;
&lt;br /&gt;
=== The Magistrate ===&lt;br /&gt;
The Magistrate is the judicial apparatus that manages courts in Bridgemoor. The Magister Superior is the final word on the law, although a 90% majority vote from the Meritocracy can impeach the Magister Superior.&lt;br /&gt;
&lt;br /&gt;
The Magister Superior appoints Junior Magisters and Local Magisters, and provided that they are approved by a simple majority vote in the Meritocracy, they serve their respective districts in Bridgemoor and tend to all judicial matters therein.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
The Bridge Commander, once appointed by the Meritocracy, oversees the executive branch of Bridgemoor’s government. The Bridge Commander appoints Captains that manage Bridge Knights and appoints Colonels that tend to the order’s administrative matters.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgemoor Lore''' ====&lt;br /&gt;
Adventures may have an understanding of Bridgemoor, along with knowledge of its history and potential rumors. They may roll INT checks for the following information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bridgemoor is a renowned city built upon an ancient bridge that spans the shortest width of the Great Chasm. It is rich in goods, culture, and wealth, and employs a system of governance known as the Meritocracy. It is the only place one can [[travel]] between [[Kendaria]] and [[Nalathesh]].&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|While grand, Bridgemoor is known to foster a great deal of nepotism and in its official ranks. It favors the wealthy, and makes a great deal of its income off exploiting travelers and merchants with excessive tolls. Yet, it is as fair a city as one is to find, and so long as an individual can support themselves, it boasts a high quality of life and near limitless opportunities. Citizenship, while hard won, is available to any.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== City Details ==&lt;br /&gt;
The following categories are more in-depth snapshots of the individual facets of Bridgemoor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''How Large is Bridgemoor?''' =====&lt;br /&gt;
From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate. &lt;br /&gt;
&lt;br /&gt;
The city is several city blocks wide, divided by the Bridgeroad running straight across the center. It takes 40-60 minutes to go from one side to the other. The width of the bridge itself is uniform, but the traversable width varies with the buildings from chokepoints such as the Tollgates, over residential city blocks, and to larger open spaces like city parks and town squares. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Academics''' ====&lt;br /&gt;
Bridgemoor places immense value on education and scholastic achievement. Home of the Meritocriatum, a large and famous university, local and foreign scholars alike flock to the city at the chance to hone their craft and receive funding for their projects. Those of a formal education are often sought out, rewarded, and promoted to the ranks of the Meritocrats, the ruling body of Bridgemoor, leading to keen interests in pursuing knowledge worthy of attention.&lt;br /&gt;
&lt;br /&gt;
Smaller schools are common amongst the residential districts of the city, funded by individual Meritocrats, often to find talented youth and weed out those meant for more provincial careers. Despite intentions, this leads to even the poorest of Bridgemoor’s citizens being able to read, making way for some strange, if not fascinating, advancements in technology.&lt;br /&gt;
&lt;br /&gt;
==== '''Citizenship''' ====&lt;br /&gt;
A vital aspect of Bridgemoorian life is access to citizenship. Any individual born in the city is a rightful citizen, but otherwise citizenship must be earned. Citizens benefit from exemption to tolls levied for entering and leaving the city, and are allowed to purchase the strictly regulated, and limited, land of Bridgemoor. They are also guaranteed rights to trials by local magistrates, and are eligible to join the bureaucracy and even test into the ranks of the Meritocrats. Non-citizens are guaranteed none of these rights.&lt;br /&gt;
&lt;br /&gt;
There are multiple paths to citizenship.&lt;br /&gt;
&lt;br /&gt;
'''Military Service.''' Five years of [[honorable]] service among the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500sc. This fee can be waived or reduced by a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. &lt;br /&gt;
&lt;br /&gt;
'''Sponsorship.''' A Meritocrat may lobby the Citizenship Committee on behalf of an individual. So long as 10 other Meritocrats approve, citizenship is granted. This is a common path for individuals of note, such as skilled craftsfolk.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
Forged from the diversity of Nalathesh and Kendaria, Bridgemoor’s locals retain beliefs and traditions from a myriad of cultures, those brought from their neighbors and far off visitors alike. Its people are vocal, and well-educated, fostering the spread of ideas and cultural touchstones, leading to multiple monthly festivals and events that celebrate strange, or even familiar, gods and cultures.&lt;br /&gt;
&lt;br /&gt;
Referred to as Moorfolk, the people of Bridgemoor can be unruly, inspired by ever evolving ideas and advanced scholarship, and incensed by the ironic nature of the city’s feigned meritocracy. There are obvious disparities in economic classes, with merchants, militants, and Meritocrats reaping the benefit of local policies, and working class locals, such as miners and laborers, the last to receive consideration. Fortunately, there are as many willing to do good within the Meritocracy as those seeking personal gain, and a good many citizens brim with civil pride when confronted with the progressive nature of their governance.&lt;br /&gt;
&lt;br /&gt;
Moorfolk are a clean people. With how tight the city districts can be, many are aware of how fast [[disease]] can spread, and with the access to regular clean water, bathhouses are commonplace, leading to a great deal of time spent grooming and on cleanliness. Unlike most cities of its size, Bridgemoor retains a pleasant scent, furthered by small [[Arcane]] trinkets that keep such luxurious standards afloat.&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
While it can’t field a grand, mobile force, Bridgemoor retains a large garrison and guard in the form of the local Bridge Knights. Officially sanctioned by the city, the Bridge Knights patrol the city, its gates, the immediate surroundings, and oversee day-to-day enforcement. Under Bridge Commander Ser [[Kellion Blacksky]], they act as strict overseers, punishing even the most minor infractions with discipline and competence. They are well funded, with arms and [[armor]] purchased via the city’s immense wealth.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor retains multiple guardhouses throughout the city, each boasting a barracks, armory, and offices. Bridge Knights often live and operate in a single area for their career, becoming familiar with locals and forming relationships therein. Knight-Captains often become district sheriffs, overseeing their areas according to their personalities.&lt;br /&gt;
&lt;br /&gt;
==== '''Politics''' ====&lt;br /&gt;
An oligarchic state, Bridgemoor is overseen by a ruling class of Meritocrats. These individuals oversee legislation and appoint major figures, such as the [[Bridge Knight]] Commander and Magister Superior, the executive and judicial authorities. These two positions are responsible for appointing a staff of captains and magisters, who then recruit and train day-to-day overseers. These practices lead to rampant nepotism within the city, with rare exceptions. &lt;br /&gt;
&lt;br /&gt;
Meritocrats choose their successors, which further spreads the ideation of nepotism and dynasties within Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''Religion''' ====&lt;br /&gt;
Citizens are encouraged to pursue their own beliefs within the city. Several temples dedicated to specific pantheons or tenets can be found throughout Bridgemoor, along with unaffiliated houses of worship that offer a quiet, contemplative space for any belief system, such as the House of Alms.&lt;br /&gt;
&lt;br /&gt;
==== '''Technology''' ====&lt;br /&gt;
With its proliferation of education and wealth, Bridgemoor is home to wonderful inventions. Mixing Arcane magics and medieval machinery, they are able to sustain the city despite a lack of local resources. The city’s depths consist of an intricate civil sewer system that feeds into dozens of “purification basins.” These are magical cauldrons that clean and recycle water, then pump it to various districts. Wealthy inhabitants have heated pipes in their homes, able to take hot baths on a whim, and make use of indoor plumbing. These inventions are commonplace, making life in Bridgemoor luxurious, if expensive. &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
Connecting Nalathesh and Kendaria, Bridgemoor acts as a major trade hub, able to facilitate, protect, and foster a goods exchange with little risk to involved parties. Due to both the high volume of merchants and its impartial political status, the city possesses one of the strongest economies in the region, with both an elaborate selection of foreign goods, and a mineral rich inventory for trades to purchase in bulk.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor accepts currency from any nation, with its toll stations able to exchange coins for writs of credit. These writs allow merchants, locals, and travelers to do business without conversions, acting on value that is then later redeemed at the same toll stations on leaving the city. Writs significantly cut down on theft, further encouraging fair trade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writs of Credit''' =====&lt;br /&gt;
These writs are furled scrolls, each marked with a unique seal imprinted with a touch of magic. Seals essentially act as fingerprints to the owners, making them difficult to forge, and may be signed over to individuals to be cashed in for their value in a specific currency. Each writ carries an assigned value that can only be changed at a toll house, or the central bank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Underworld''' ====&lt;br /&gt;
Bureaucratic crime in Bridgemoor is a common occurrence. With the Bridge Knights looking down, and magisters inundated with foreign and mercantile law, there’s little oversight of the wealthy as they manipulate the mercantile economy for their own gain. Overt, violent crime and theft of personal property is rare thanks to Ser Kellion’s iron discipline, but certain elements persist nonetheless.&lt;br /&gt;
&lt;br /&gt;
Scholarly resistances are common in residential areas: dissidents that decry the Meritocrats via public protest and eloquent public lectures. These gatherings are peaceful, unlike the various sinister miscreants that support the counterculture from the bowls of the city. The worst of these violent groups are the Underbridge Cult, staging elaborate demonstrations and examples, going so far as to summon fiends from Inferno into the wealthier city sections.&lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
Situated over the Grand Chasm, Bridgemoor experiences long dry periods, with mild winters, and long, hot summers. Clothing trends reflect this in light materials and sparse attire, more revealing in nature. Heat is mitigated by swirling gusts and winds that stem from the heart of the chasm, those that flow freely throughout the city. The proclivity, and ferocity, of these winds make hats and long hair left unbound a rare sight in Bridgemoor, and helmets need to be securely fastened lest they be lost over the city edge.&lt;br /&gt;
&lt;br /&gt;
== Bridgemoor Districts ==&lt;br /&gt;
Bridgemoor is a massive city with an immeasurable wealth of opportunity for adventure and intrigue. While several districts are left free for you to develop your own spin or tales, there are several established areas and districts of note. Here you can find writeups on each, along with potential encounters and quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insular Districts''' =====&lt;br /&gt;
Even within Bridgemoor, travel is a pain. It takes 8 hours of constant travel to reach either side of the city, so citizens will rarely leave their local areas, splitting the city itself in several smaller, insular districts. Moorfolk from Eastbridge will go their entire lives never mingling with those from Westbridge, and vice versa. It is common for citizens to plan for overnight stays at their favorite inns when visiting markets and festivals on opposite sides of the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kendartown ===&lt;br /&gt;
'''''Read Aloud:''''' ''A series of wooden constructions sit within the [[shadow]] of Bridgemoor’s walls, a small town’s worth of inns and markets and housing just off the eastern Kendarian road. While carts, carriages, and mounts bring merchants onward toward the city, many stop to visit the charm of Kendartown. An idle ruckus of daily life echoes into small wooden patches and thickets, with the scents of local spices carried on a chasm-borne wind, rustling the canvas from nearby stalls.''&lt;br /&gt;
&lt;br /&gt;
Situated just outside of the eastern tollgate, Kendartown is one of Bridgemoor’s two border towns, a collection of housing, inns, and small markets for those wishing for a degree of freedom away from taxes, tolls, and Meritocrats. While the land still belongs to Bridgemoor, the city only imposes property taxes on the inhabitants here, and allows noncitizens to settle outside the walls. This leads to only token enforcement, though, with Bridge Knights not required to intercede on behalf of noncitizens. It is common for farmers, small-time merchants, and adventurers to offload goods in Kendartown, though there’s a greater level of risk for counterfeit goods and crime without the iron watch of the knights.&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Locations''' ====&lt;br /&gt;
'''The Meritasscracy.''' A charming inn run by Dagan Barrowghast, a surly, retired dwarven Knight-Captain, the Meritasscracy is a common hangout for political dissidents and off-duty Bridge Knights looking to ease the discipline. The inn is strangely fortified, and at three stories is a popular stop for mercenaries and merchants. Dagan has the stats of a '''[[Ranger]]''' (CC chapter 4), and is well armed, wielding a [[Spirit Bow]] at all times (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
'''Kenmoor Market.''' While it pales in comparison to the city markets, the Kenmoor stalls are a strip of small merchants with semi-permanent stations that offer basic [[equipment]] and goods at a 20% discount from their standard prices. This market is unregulated, though, and there’s a 50% chance that the purchased goods are defective in some way. Food can be spoiled, [[weapons]] deal less [[damage]], or armor pieces can offer less protection. This is where farmers and small-time Kendarian traders often end up. &lt;br /&gt;
&lt;br /&gt;
'''Antara’s Den.''' A small gambling hall, the Den acts as Kendartown’s political seat, liasoning with Meritocrats within Bridgemoor when the need arises. Antara Almadia, a sly, insightful [[human]] with a penchant for dry sarcasm, acts as the “Kendartown Premier”, resolving basic squabbles with the locals and handling magistrate and Bridge Knight business when the need arises. She and her band, the Denrats, fill in for a lackluster guard presence, but will acquiesce to higher authorities to avoid trouble. Players can gamble at the den, and also use Antara as an information broker, as she makes it a habit to keep up with local events. Antara has the stats of a '''[[Mob Boss]]''' (CC chapter 4), and employs, at any point, about one hundred Denrats, who have the stats of '''Bandits''' (CC chapter 4), with the occasional '''[[Bandit]] Marauder''' thrown in as a lieutenant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Antara's Information''' =====&lt;br /&gt;
Antara has a beat on events in Bridgemoor, and can allude to shady dealings or events happening within the city. For 100 sc, she’ll provide a snippet of insider information on any major NPC or quest hook. She is vehemently anti-Bridge Knight, and has a special hatred against Ser Blacksky, but will only reveal this with CHA or INT checks of 15+ and if players purchase information. The same checks at a 20+ will result in Antara revealing that Ser Blacksky actively extorts her for personal payments to keep the Bridge Knights out of Kendartown and her Den, revealing a darker side to the Commander.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Working for Antara =====&lt;br /&gt;
If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. &lt;br /&gt;
&lt;br /&gt;
Antara pays based on how much she likes her hires, and they earn a salary of 10sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the [[Thug]] profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky.&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a Denrat, there are multiple ways to gain Goodwill, and ways to lose it:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an underworld [[criminal]], Denrat, or steal from a city [[merchant]] undetected.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an [[urchin]] in escaping harm or get away with a theft.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate 250sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days).&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Assault or undermine the Bridge Knights.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Snitch to a magister or Bridge Knight.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Assist the Bridge Knights with an investigation or apprehending a criminal.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Actively undermine or assault Kendartown or a Denrat.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Annoy Antara.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Events''' ====&lt;br /&gt;
The following are events that can occur while wandering Kendartown and are meant to fill in as possible quest hooks or provide role playing moments for your players to get to know the locals and populace. [[Combat]] around Kendartown is unlikely, but can happen - especially with the lack of Bridge Knights.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A rather vocal scholar is criticizing the facism of the Bridge Knights outside the Meritasscracy and has drawn the ire of several off-duty Bridge Knights. Tensions are boiling over…&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Kendartown local is being “gently” reminded of their past due debts at Antara’s Den by a group of 3 (1d4 + 1) Denrats.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Thief]]! A Kenmoorian merchant calls for help as a thief makes off with some of the wares. If caught, the merchant offers an additional 25% discount on goods, and the players get a 10% discount on purchasing information from Antara.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower, the item is fake. On a 51-90, the item has an Essence Cost of 10 or less; on a 91 to 100 it has an Essence Cost of 20 or less. Bidding starts at 50% of the normal item cost. This event is repeatable every 10 (3d6) days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eastbridge ===&lt;br /&gt;
'''''Read Aloud:''' From the eastern tollgate on, a spiraling cityscape of red and yellow brick buildings fill the grand bridge, filled to the brim of humanoids of every sort: [[dragonfolk]] and human, [[halfling]] and [[trollkin]], all caught amidst ever-swirling chasm winds. Tight robes of light material decorate the inhabitants, each taking its own vibrant shade from plentiful dyes. Here, the buildings and blocks are built high, closely knit, with valleys only large enough to fit two folk abreast.'' &lt;br /&gt;
''Arcane lamps mark the stone ground of the bridge as the city of Bridgemoor is never without activity. Between endless travelers and persistent merchants, the song of Eastbridge is one of pioneering spirit: wealth and ambition, a buzz of excitement and the clink of coin amongst heated debates and excited conversations.'' &lt;br /&gt;
&lt;br /&gt;
Stretching from the Fortress of Merit to the eastern tollgate, Eastbridge is distinguished by its proximity to and heritages of coastal facing nations such as Kendaria, [[Nevna]], [[Constel]], and [[Forsten]]. It’s a wealthier district, housing more education centers and markets, and fosters a healthy amount of higher-class housing for Meritocrats and members of the bureaucracy. High profile organizations, such as the Trade Consortium and Fixers, do business here, and as such it tends to attract more mercantile travelers.&lt;br /&gt;
&lt;br /&gt;
==== '''Tollgate''' ====&lt;br /&gt;
The tollgates of Bridgemoor are impressive defensive fortifications, with 40 ft high stone walls that extend the full width of the bridge. The gates themselves are enhanced with arcane-infused stone to resist siege weapons and offensive spells, and have a series of three portcullises that are controlled with interior mechanisms. The [[gateway]] itself is wide enough to fit four wagons abreast, and there is a perpetual garrison of 40 '''Bridge Knights''' (Appendix C) on duty and alert at their posts.&lt;br /&gt;
&lt;br /&gt;
Passing the gate is free for citizens of Bridgemoor, but travelers must pay 10 sc per individual. An additional goods tax is levied at 1% of the total cost of for-sale goods, and upon payment, the owner will receive a writ of sale, which vouches for taxes paid. Without this, a 10% tax penalty is imposed by the magistrate for “smuggled” goods, enforceable by Bridge Knights. An INT/Forging check of DC 15 can create a passing writ of sale to fool anyone short of an expert magistrate.&lt;br /&gt;
&lt;br /&gt;
The guards of the eastern tollgate only run patrols along the roads entering Bridgemoor from Kendaria, protecting merchants and traders, but otherwise keep themselves to city business, granting clemency to Antara and her Denrats. &lt;br /&gt;
&lt;br /&gt;
Players may also trade any currency for a writ of credit, which if produced during a transaction with a Moorian Merchant will grant a circumstantial +2 to any checks made to negotiate prices to impress a mercantile NPC. At the end of every day, a Bridge Knight patrol, led by a Knight-Captain, will take stored coin to Bridgebank for safe keeping.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market''' ====&lt;br /&gt;
A massive bazaar, the Eastbridge Market is a thriving treatise on mercantilism, with an assortment of luxury goods, foodstuffs, textiles, and raw lumber available in spades. Near anything can be found in this market, though it tends to cater toward middle-class and wealthier customers. All goods purchased from this market are 20% more expensive than normal, but have a 50% chance of being of superior quality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Superior Quality''' =====&lt;br /&gt;
Superior goods and equipment bestows a +1 or +2 circumstantial bonus to its primary purpose. For instance, a superior weapon may grant a +1 bonus to attacks made with it, or a climber kit may give a +2 to STR/Athletics when scaling a cliff or spelunking.&lt;br /&gt;
|}&lt;br /&gt;
The Eastbridge Markets are heavily patrolled and theft is dealt with harshly. Magistrate tax collectors also make weekly inspections here, checking writs of sales, and cataloging goods. Successful merchants are levied with an additional 5% sales tax for profitable weeks, but are exempt for monthly property taxes.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are incredibly rare here, as any violence is usually thwarted by the unyielding presence of Bridge Knight patrols. Quick combats of less than two rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A newly appointed local magister is struggling to convince a seasoned merchant to pay their weekly sales tax. Players can assist either side, with checks as described in Social Confrontation. Merchants will offer a 25% discount on their goods and guarantee superior qualities, whereas the magister will grant the players a writ of [[passage]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An ill-dressed, ill-kept cultist is preaching against the perils of vertical construction, concerned for the excess weight placed upon the Great Bridge. While obviously insane, the cultist will extol the Cult of Rust, chiding the ignorant consumers for their decadent ways. A DC 15 AWR check will reveal the beggar is more than they seem, and a DC 10 CHA check will convince the cultist to reveal that the like-minded gather at the Rustgate within the Underbidge.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower the item has an Essence Cost of 10 or lower; on a 51-90, it has an Essence Cost of 20 or lower; on a 91 to 100, it has an Essence Cost of 30 or lower. Bidding starts at 50% of the normal item cost. This event can repeat once every 7 (2d6) days.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish! The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table. Assume that Bridge Knight patrols are distracted by a larger number of cultists.&lt;br /&gt;
|}&lt;br /&gt;
These encounters assume a party of 4, between levels 4 and 8. You may have Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Players may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 10 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Goodwill with Bridge Knights and Social counters, and +2 Goodwill for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writ of Passage''' =====&lt;br /&gt;
Good for 30 days, a writ of passage grants temporary citizenship to a group of up to 10 individuals. This allows easy entry to the Fortress of Merit, and to pass the toll gates without paying the requisite tolls. Citizenship granted in this way is only partial and does not make someone eligible to become a Meritocrat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market Locations''' ====&lt;br /&gt;
'''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings.''' Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. Belgar has the stats of a '''[[Mage (Greater)]]''' (CC, chapter 4).&lt;br /&gt;
&lt;br /&gt;
The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, Belgar’s personal [[golem]], a hulking, massive creature constructed from iron. The Shopkeep has the stats of an '''[[Iron Golem]]''' (CC chapter 2), but is a sharp negotiator, with an INT of 4, and the personality of a hawkish, insightful merchant. It does most of the talking.&lt;br /&gt;
&lt;br /&gt;
The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of Belgar’s stock. For players, he has items of greater value.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scrolls''' =====&lt;br /&gt;
The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, Belgar will have 2 (1d4) extra scrolls of SPC 25 or less.&lt;br /&gt;
If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belgar will allow them to purchase [[Occult]] scrolls in addition to Arcane, which are drawn from the same stock.&lt;br /&gt;
&lt;br /&gt;
==== '''Magic Items''' ====&lt;br /&gt;
Belgar does not create anything more than his common household items. He does, on occasion, procure an item for resale. Every 30 days, you or your players can roll 1d100.&lt;br /&gt;
&lt;br /&gt;
1-'''25.''' No item.&lt;br /&gt;
&lt;br /&gt;
'''26-50.''' 1 item of Essence 15 or lower.&lt;br /&gt;
&lt;br /&gt;
'''51-75.''' 2 (1d4) items of Essence 15 or lower; 1 item of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''76-95.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''95-100.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower; and 1 item of Essence 40 or lower.&lt;br /&gt;
&lt;br /&gt;
These items last for 30 days and are considered sold by the end. You can use MCG chapter 7 for a list of potential items.&lt;br /&gt;
&lt;br /&gt;
==== '''Books''' ====&lt;br /&gt;
Belgar stocks non-fiction books. Tomes of knowledge can be purchased for 20 sc, with each assigned an appropriate INT or CHA skill (such as INT/Arcana or CHA/Leadership). If a player consults their tome for at least 15 minutes, they gain a +1 bonus to the assigned skill check.&lt;br /&gt;
|}&lt;br /&gt;
'''Fixer’s Compound.''' A collection of sloped, adobe-style buildings sit within their own walled compound aside from the throngs of endless market stalls. A simple iron gate allows the curious to pass into the Fixer’s Compound. Guarded by sparse humanoids in light armor, the Fixers are psions that loan their services to adventurers and local organizations as guards, monster hunters, or investigators. While a valuable commodity, the Fixer’s here have a contract with the Bridge Knights that prevents them from investigating cases within sovereign territory. Still, their divining services are ever-popular, and the occasional merchant will hire an escort through the city to avoid less scrupulous magistrates. &lt;br /&gt;
&lt;br /&gt;
This particular outpost is run by Efelias Starseeker, a [[Raedeen]], who tends to be rather hands-on in the Fixer’s activities. Efelias or one of their fixers can be contracted to [[divine]] information within the city, so long as it does not interfere with, or directly influence or affect, any meritocratic, Bridge Knight, or magisterial business.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Hiring a Fixer''' =====&lt;br /&gt;
A standard fixer service costs 150 sc. This purchases a one-time use of the [[Psionic]] spell, [[Far Sense]]. If there is any protection against Divining in the desired area, the spell fails, and the fixer will refund ½ the cost.&lt;br /&gt;
If Efelias is hired, the cost increases to 250 sc, but the range of the spell increases to 20 miles (the breadth of Bridgemoor) and she will attempt to break through protective wards. She rolls at a +9 against the relative WILL.&lt;br /&gt;
&lt;br /&gt;
Neither a standard fixer nor Efelias will agree to spy on a reputable target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Trade Consortium''' ====&lt;br /&gt;
An alliance of merchants and skilled craftsfolk, the Trade Consortium is a powerful faction within Bridgemoor that primarily acts as a lobbyist to the Meritocratic Senate. The consortium pushes for lower mercantile taxes and improved trade rights, along with fostering trade with foreign nations via diplomatic and lucrative trade deals. Within the city, the consortium holds several acres of land where it retains its own private offices and compound.&lt;br /&gt;
&lt;br /&gt;
For all of its bluster, the consortium is a private guild, and spends the majority of its time lining its own pockets. It’s run by a council of senior merchants, many of whom are tied to the bureaucracy or are Meritocrats themselves, each representing a specific trade or craft. Most minor guilds and merchants count themselves among its ranks, and goodwill with the consortium tends to boil over to the city at large. And so to does infamy. &lt;br /&gt;
&lt;br /&gt;
Players can apply for membership to the consortium as merchants, though will be denied if their Goodwill is -3 or lower. Doing so requires they pay an upfront fee of 100 sc, then dues of 50 sc every 30 days. Joining as either automatically earns a player 1 Goodwill to Bridgemoor Mercantile factions and organizations. Players may also “donate” to the consortium to restore favor with Bridgemoor Mercantile, Aristocratic, or Social factions, at a cost of 750 sc per +1 Goodwill. This can only increase Goodwill in that category to a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
Joining the Trade Consortium is also one of the paths to citizenship, if players are interested in such a thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Merchant Benefits''' =====&lt;br /&gt;
As a member of the consortium, a player gains access to the Trader profession. They may gain their first rank by earning 5 Goodwill with Bridgemoor Mercantile factions ''after'' joining, or completing a consortium caravan run. Additionally, members can always find a merchant to sell goods to at a minimum of 50% of its value, adding an additional 10% to that sale price per rank they possess in the Trader.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgebank''' ====&lt;br /&gt;
Short of the Fortress of Merit, Bridgebank is one of the most well protected structures within Bridgemoor. Home to the city’s riches, including tolls and taxes, the bank is designed as a keep, with a large fortune’s worth of Arcane wards placed within the very walls. The bank is impenetrable against any divination or teleportation, and is guarded by elite Bridge-Knights, even possessing its own garrison. Nothing short of magical siege weapons can force open the bank’s doors.&lt;br /&gt;
&lt;br /&gt;
Most citizens have some kind of wealth stored in the bank. Here, individuals can exchange writs of credit for raw currency of any type, and vice versa. They can purchase vaults, store wealth, and even take out loans for large purchases or to pay off debts. Bridgebank’s vaults are built into the foundations of the bridge itself, but all access to them has been cut off to them from the Underbridge. There are rumors of secret pathways inside from the sewers, but none have ever been found.&lt;br /&gt;
&lt;br /&gt;
Heroes can store any amount of wealth at Bridgebank for no charge. In fact, the bank pays 2% interest on 500 sc or more stored within its vaults every 30 days, but uses this money to invest in local merchants and city-wide initiatives. If a hero attempts to withdraw all of their coin at once, have them make a LUCK check. The DC is 1% of the amount of sc they have in the bank. If they fail the check, then the bank does not have enough sc on hand to fulfill the hero’s wishes, instead giving them 25% of what they asked for.&lt;br /&gt;
&lt;br /&gt;
=== Fortress of Merit ===&lt;br /&gt;
The seat of governance and power in Bridgemoor, this district takes form as a fortress in the center of the city. Complete with walls and defenses that contain the Bridge Keep, Legislative Chambers, and the Meritocratium, this area is heavily guarded by a perpetual garrison of Bridge Knights. The fortress courtyard is open to citizens during [[daylight]] hours, but passersby are forced to circumnavigate the walls, taking the road around.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridge Keep''' ====&lt;br /&gt;
The Bridge Keep is where the local guard is trained, supervised, and armed, and where the official command structure of the Bridge Knights lives and resides. The keep itself is designed as a defensive fortification, boasting Arcane-infused siege weapons, strong, high stone walls, and stores several months worth of rations at any time in the event of an invasion. &lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A fortress unto itself, the Bridge Keep looms overhead, its pale, red stone taking shape as siege-worthy towers and heavy fortifications, catapults and ballista mounted as if to ward off an entire army. A perpetual clash of steel on steel echoes from within as Bridge Knights train against one another, chain rattling amongst the heavy-booted footfalls. Guards line the walls here, keeping constant watch, their vigil unyielding.'' &lt;br /&gt;
&lt;br /&gt;
Even citizens are disallowed access to the keep, with only Bridge Knights, Meritocrats, and invited guests allowed to stalk its halls. If they possess 10 or higher Goodwill with the knights, heroes may be invited within. Inside, they can purchase armor from the keep quartermaster, Madrik Ironside, a disciplined, no-nonsense [[Urkou]]. Madrik is an ancient fixture of the keep’s command staff.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Bridge Keep Inventory''' =====&lt;br /&gt;
The Keep is well stocked with armor, available at a discount. Players can purchase medium or heavy armor from Madrik for 75% of its normal value. This armor is branded with the sigil of the Bridge Knights, though, and while wearing it the player acts as if they possessed the Goodwill, positive or negative, of the Bridge Knights with whoever they are dealing.&lt;br /&gt;
'''Available Medium Armor'''&lt;br /&gt;
&lt;br /&gt;
Breastplate, Cuirass (Iron), Half Plate, Scale Mail&lt;br /&gt;
&lt;br /&gt;
'''Available Heavy Armor'''&lt;br /&gt;
&lt;br /&gt;
Chain Mail, Plate (Field)&lt;br /&gt;
|}&lt;br /&gt;
With 10 or higher Goodwill, players may also sign on as Knight Deputies, or hired mercenaries that may act with minor authority of Bridge Knights. Doing so, players receive a stipend of 50 sc every 7 days, though they must collect this in person at the keep. Should they gain another 3 points of Goodwill with the Bridge Knights, they may then take 1 Rank in either the Guard or Knight profession.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Knight Deputy Powers and Benefits''' =====&lt;br /&gt;
A deputy has limited power - they can arrest an obvious, overt criminal (such as an Underbridge cultist) or low-ranking citizen, or can directly interfere in a violent dispute on behalf of Bridgemoor, but they have no power over a bureaucratic member, an official Bridge Knight, a Meritocracy, foreign official, or other person of similar or higher rank.&lt;br /&gt;
A deputy benefits from Bridge Knight support, and has credibility with local knights over citizens, gaining a +1 bonus to CHA checks made on these individuals per 4 positive Goodwill.&lt;br /&gt;
&lt;br /&gt;
Deputies are granted a deputy badge, a lesser sigil of the knights that lends their authority to relevant situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a deputy, there are multiple ways to gain Militant and Bridge Knights Goodwill, and ways to lose it. You may decided to extend these bonuses and penalties to other occupational categories as well, such as resolving a local dispute leading to +1 Militant and Mercantile Goodwill.&lt;br /&gt;
&lt;br /&gt;
* Apprehend a criminal: +1 Goodwill&lt;br /&gt;
* Resolve a local dispute without violence: +1 Goodwill&lt;br /&gt;
* Aid a local or junior magister in their duties: +1 Goodwill&lt;br /&gt;
* Assist a Bridge Knight patrol: +1 Goodwill&lt;br /&gt;
* Overexert authority: -1 Goodwill&lt;br /&gt;
* Openly criticize, dismay, or besmirch the Bridge Knights or Ser Blacksky: -1 Goodwill&lt;br /&gt;
* Be caught committing a crime: -5 Goodwill&lt;br /&gt;
* Attacking a Bridge Knight: -10 Goodwill&lt;br /&gt;
&lt;br /&gt;
==== '''Keep Cells''' ====&lt;br /&gt;
Beneath the keep are a series of cell blocks built into the Underbridge and sealed off from the sewers. These cells house hundreds of prisoners and fall under the purview of the Bridge Knights. They descend several levels deep, and are warded from both Divining magic and from teleportation. Prisoners here are treated with basic dignity—they are fed and aren’t beaten, but many don’t see the sun until the end of their sentence. For some, in the deepest [[darkness]], this means they never taste fresh air again.&lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Gardens''' ====&lt;br /&gt;
Of all the wonders in Bridgemoor, few expect the courtyard gardens. An array of unique flora, the gardens of the fortress are built directly into the bridge foundations, with deep basins of natural soil where an entire ecosystem is grown from within. As the only official city “park”, the gardens are well tended to by primalists from the Westbridge Grove, full of natural magics that facilitate a thriving environment of small fauna. Birds and small mammals live their entire lives in the gardens, as the grounds stretch several miles within the central city.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Glimmering pools of fresh water line the flagstone courtyard of the gardens, each lined with an array of colorful flowerbeds, all arrayed with perfect harmony in rows upon rows of unique foliage. Here, the walls of the fortress keep out the usual buzz of the city, replaced instead by the gentle lull of flowing water, birdsong, and the rustle of canopies within soft zephyrs. Cafes fill the garden passages as local officials, students, and Meritocrats pass the day in the peaceful haze.''&lt;br /&gt;
&lt;br /&gt;
While pleasant, a majority of citizens pass through the courtyard because it shaves an entire hour off of travel between East and Westbridge. With as many folk as it sees, this makes the courtyard a common gathering place, where cultures collide and ideas spread in the shadow of the three major institutions of the city. Mercantile efforts are disallowed within, but over time several cafes and day-time lounges have sprung up, nestled between the small wooded grounds and constructed lakes, allowing a bit of nature to seep into the urban landscape. Many lobbyists and concerned citizens will spend their days waiting in the yard, hoping to catch a Meritocrat out for lunch. &lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Garden Events''' ====&lt;br /&gt;
As one of the few “wild” places on the Moorian surface, there are some rare events that can occur within the gardens. Use these if you’d like to give your players new interactions in the city.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Scholarly Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accosted Meritocrat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Strange Plant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Scholarly Demonstration.''' A scholarly demonstration of young students are actively decrying the state of the Meritocracy and the iron-fist of the Bridge Knights, and knights from the keep garrison are growing irate. If no one interferes, things could get ugly. Use the '''[[Dragonfolk Scholar]]''' stats for the students, if necessary (CC chapter 4), minus the breath weapon unless they are truly dragonfolk.&lt;br /&gt;
&lt;br /&gt;
If the scholars are assisted and are allowed to continue their demonstration, players gain +2 Goodwill with Bridgemoor Academics and +1 with the Aristocratic occupation. &lt;br /&gt;
&lt;br /&gt;
If the scholars are convinced to stop, apologize, or disperse, players gain +2 Goodwill with the Bridge Knights and Militant occupation.&lt;br /&gt;
&lt;br /&gt;
'''Accosted Meritocrat.''' An important Meritocrat is being loudly accosted by a laborer from Westbridge, insisting their family is starving under oppressive taxes. The Meritocrat is about to call over a guard. &lt;br /&gt;
&lt;br /&gt;
If the laborer is aided, either by convincing the Meritocrat to listen or giving them at least 50 sc, players gain +2 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
The laborer can be arrested by a knight deputy, or convinced to leave otherwise. Use the '''[[Charlatan]]''' stats (CC chapter 4) if necessary. Doing either leads to +2 Goodwill with the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Strange Plant.''' A local Primalist from the Westbridge Grove is stumped at a strange, poisonous plant growing in the gardens. If approached, they will explain that the plants are carefully regulated and this shouldn’t be possible.&lt;br /&gt;
&lt;br /&gt;
A 15 INT/Nature or INT/Arcana will reveal that these plants have been tampered with by Occult magic. A 20+ of either check will also reveal this tampering took place recently, within the day.&lt;br /&gt;
&lt;br /&gt;
Players can track down the one responsible, an [[Underbridge Cultist]], with a 15 AWR/Tracking, or an INT/Nature hiding in one of the wooded areas of the gardens. This can result in combat, or the cultist can be arrested. Use the '''Forest [[Witch]]''' stats (CC chapter 4) for this encounter. If not found, the next time players pass through the area, trigger event #4. If resolved, event #4 is removed (roll 1d3 for future events here).&lt;br /&gt;
&lt;br /&gt;
If the cultist is taken in or resolved, players gain +2 Religious Goodwill, +1 Social, and +1 with the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish'''&lt;br /&gt;
&lt;br /&gt;
The Underbridge cult has corrupted the local fauna and are causing chaos in the gardens, attacking Meritocrats and civilians.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1 [[Forest Witch]], 2 Wolves&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Forest Witch, 2 Wolves, 1 Dire [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1 Forest Witch, 3 Wolves, 1 [[Wilting Warden]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|2 Forest Witches, 2 Wilting Wardens&lt;br /&gt;
|}&lt;br /&gt;
Defeating the skirmish earns the players +1 Goodwill across the board in Bridgemoor. If the encounter is difficult or deadly, they instead earn +2. If the encounter is deadly, one of the witches possesses a Scorpion’s Sting Dagger (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats' Palace''' ====&lt;br /&gt;
The shining beacon of legislative governance, the legislative chambers house the whole of the Meritocrats, consisting of endless offices and wide, open chambers that can seat hundreds. The chambers are busy year-round, with committee meetings, diplomatic envoys, and legislative sessions circling in an ever-revolving circle of politics. The Chambers also contain judicial houses where magisters prosecute criminals and hold court.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Sweeping, open verandas and marble textures form the grand halls and chambers of the Meriocrat’s Palace, a worthy tribute to Bridgemoor’s most hallowed institution. Here, the peace of the courtyard gardens merges with a sense of purpose as Meritocrats plan the future of their city, white-robed and busy as they flit from council to chamber. Floral colognes bathe the halls in pleasant scents and a visit is always good for an eloquent oration or two, blustering voices rebounded about the gilded interior of mural motifs and elegant architecture.''&lt;br /&gt;
&lt;br /&gt;
The Meritocratic Senate, which consists of all voting members of the Meritocracy, meets on the first day of every month to discuss policies and vote on new legislation. These sessions are open to citizens and those with a personal invitation from a Meritocrat. Citizens and guests may even speak with approval or support from a Tenured counselor. Any number of committees, as there are dozens, can be found meeting in the chambers during daylight.&lt;br /&gt;
&lt;br /&gt;
Heroes may move freely throughout the chambers if they possess a Goodwill of +5 with the Bridgemor Aristocrats, and even request to meet with particular Meritocrats. They will be expelled from the grounds by a Bridge Knight patrol if they have less than 5 Goodwill, unless they are citizens or are escorted by a citizen.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Bureaucracy''' ====&lt;br /&gt;
With all the political intrigue, heroes may be encouraged to get involved on a legal level. A player may become a Bureaucrat in multiple ways. &lt;br /&gt;
&lt;br /&gt;
'''Official Sponsorship.''' A Meritocrat may hire a player as an aide or secretary, able to act in a semi-official capacity on behalf of that Meritocrat. This can grant exemption from tolls, grant access to off-limits areas in the city, or allow players to skirt minor regulations. Joining the Bureaucracy in this way gains the players +2 Goodwill with the Aristocratic occupation, but is usually a quid-pro-quo option, and supplies no real form of advancement.&lt;br /&gt;
&lt;br /&gt;
'''Traditional Route.''' To become a standard Bureaucrat, the applying individual must be a citizen, then pass a basic civics exam. This test is proctored once every 15 days, and requires a fee of 25 sc to participate. To complete the test, players must pass any two of the following checks with a roll of 15 or higher:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting to suss out answers.&lt;br /&gt;
* AWR/Eavesdropping or Perceiving to cheat off fellow testers.&lt;br /&gt;
* INT/Law to accurately answer questions.&lt;br /&gt;
* INT/Politics of Bridgemoor to accurately frame responses.&lt;br /&gt;
* CHA/Savoir Faire to overwhelm the questions with convincing nothings.&lt;br /&gt;
* CHA/Deceiving to make it sound like you know what you’re doing.&lt;br /&gt;
&lt;br /&gt;
Test results are posted the following day. Passing earns the players +1 Goodwill with the Aristocratic occupation, and they may take a job as a clerk, aide, or secretary. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Do Heroes have Time for Jobs?''' =====&lt;br /&gt;
Depending on how you craft your myths, jobs can be a valuable source of roleplaying or resource gathering. They may not fit into a busy life of adventure, though. If your heroes’ adventure flow leaves them prone to large swathes of downtime, or your players are permanent residents of an area, it makes sense to hold down a job.&lt;br /&gt;
|}&lt;br /&gt;
As a Bureaucrat, players need to spend at least 4 hours every other day performing legislative duties. While practicing, a player can use a number of [[skills]] to, essentially, complete tasks and do their job. Any of the following skills can be used:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting&lt;br /&gt;
* AWR/Eavesdropping or Perceiving&lt;br /&gt;
* INT/Law&lt;br /&gt;
* INT/Politics of Bridgemoor&lt;br /&gt;
* CHA/Savoir Faire&lt;br /&gt;
* CHA/Deceiving or Persuading&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 10'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 10, a player is unable to complete their tasks and gains nothing. If this is rolled five times within 30 days, the player loses their status, and loses 1 Goodwill with the Aristocratic occupation. If the player rolls a 1 on the check, they lose 1 Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 10'''&lt;br /&gt;
&lt;br /&gt;
On a 10, a player successfully completes their tasks to no real fanfare. They gain a base 5 sc for a day’s work, and if they roll over a 10 their salary becomes their ½ roll in sc.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
On a 18 or higher, a player  accomplishes their tasks with finesse. They gain a base salary of 10 sc, +2 sc per 1 over 18 they roll. If a player rolls an 18 or higher five times within 30 days, the gain +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25'''&lt;br /&gt;
&lt;br /&gt;
On a 25 or higher, a player resolves a difficult scenario or attracts the attention of a higher ranking official. They gain a base salary of 30 sc, and earn +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a Bureaucrat, and if a player gains that Goodwill they may take 1 rank in the [[Barrister]] profession. Additionally, if that rank is taken, a player becomes eligible to serve as a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Magistrate Route.''' While difficult, a player can apply to become a junior magistrate. To do so, they must first be appointed by the Magister Superior. To earn this, players must have a minimum of +10 Goodwill with the Aristocratic occupation, have a clean criminal record in Bridgemoor, and receive a recommendation from a Meritocrat. After accomplishing this, they must be approved by a simple majority vote during a Meritocratic Senate, which may require lobbying if enough voting members oppose that players reputation. &lt;br /&gt;
&lt;br /&gt;
This should be an ordeal, and unless the player possesses a minimum of +15 Goodwill with Bridgemoor Meritocrats, then they will need to lobby individual members or committees to ratify their appointment. &lt;br /&gt;
&lt;br /&gt;
If successfully appointed, a player gains the following benefits:&lt;br /&gt;
&lt;br /&gt;
* They may take their first rank in the Barrister profession, or they may take the next rank in that same profession.&lt;br /&gt;
* They gain a weekly stipend of 30 sc on top of the base pay they receive as a Barrister.&lt;br /&gt;
* They become exempt from Bridgemoor tolls.&lt;br /&gt;
* They gain a magister badge, a prominent sigil that they may use to wield authority.&lt;br /&gt;
* A player may choose to overexert their authority, granting them a favor with any corruptible NPC or higher-ranking official. Doing so grants the player special privilege, but also loses 1 Goodwill with the Aristocratic profession. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Magister Badge''' =====&lt;br /&gt;
A sign of rank, a magister badge is oft feared by criminals and citizens alike. Possessing a badge grants the wielder TA while negotiating with low ranking merchants and Bridge Knights within Bridgemoor. While visible, this player replaces their Goodwill stats with that of the Bridgemoor Aristocratic occupation, giving them credence with some, and dislike with others.&lt;br /&gt;
|}&lt;br /&gt;
A player may have their status as a magistrate revoked at any time by the Magister Superior. This only happens if, any time, their Goodwill with the Aristocratic occupations becomes negative, they are caught committing a crime, or they lose more than 5 Goodwill overexerting their authority within a period of 30 days.&lt;br /&gt;
&lt;br /&gt;
==== '''Major NPCs''' ====&lt;br /&gt;
As the body politic of Bridgemoor there are a vast number of important individuals can be found in the chambers. These are some of the unique [[NPCs]] of note:&lt;br /&gt;
&lt;br /&gt;
'''Senisalia Corifax.''' As the Magister Superior, Senisalia is one of the most important officials in Bridgemoor. She is a tall, thin dragonfolk with severe features, her scales red and sharp. She has delicate wings and curled horns. Senisalia has devoted five decades of her life to the magistrate, having tried thousands of cases, and is considered incorruptible. With a fearless reputation, she is unpopular amongst the Meritocrats, as she is as likely to bring charges against them as a criminal, but holds the favor of the people and several key Premiers, making her unimpeachable. She is ultimately fair, eschewing morality in favor of the law, and makes it a point not to interfere with politics. Not only a legal talent, Senisalia started her career as a Bridge Knight, having ascended to the rank of captain before becoming a magister.&lt;br /&gt;
&lt;br /&gt;
'''Mefelicas Arinwin.''' Perhaps too young for his station, Mefelicas stands out as one of the strangest governors of Bridgemoor in recent history. Mefelicas taught at the Meritocratium for no more than ten years as professor of law and philosophy when he was [[chosen]] as the last governor’s successor. Having never served as a Meritocrat, and barely 4 decades old, his selection broke centuries of tradition and sent the city into a major upheaval. Soft spoken, calm, and insightful, Mefelicas nevertheless managed to whip the Meritocracy into shape, and in the five years since his appointment he’s managed to secure support from the major organizations and most of the Meritocratic Senate.&lt;br /&gt;
&lt;br /&gt;
Mefelicas is a physically plain human of an average build and dark features, unassuming in his manner, and the last to be seen in a room. Until he speaks, that is. The Premier of Governance commands a rare wit and intellect, able to determine near any truth with an almost psionic perception. He possesses an iron will, seemingly unbreakable in the face of adversity. Mefelicas is neither a [[warrior]] or a mage, nor does he possess any hidden talents. He’s simply brilliant, able to get the better of any argument within moments.&lt;br /&gt;
&lt;br /&gt;
'''[[Hyleth Othen]].''' Hyleth is an aged halfling and an immensely influential Meritocrat. You can find more in depth details in his relevant NPC entry, but his offices are located within the chambers as a Tenured, which tend to be revolving doors of high-ranking officials and official business. Not much happens in the city that Hyleth isn’t aware of.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocratium''' ====&lt;br /&gt;
Known outside as simply as the Bridgemoor University, those within the city refer to the institution by its preferred title: the Meritocratium. Renowned for its schools of history, philosophy, and law, the campus is a complex compound of studies, libraries, lecture halls, and dormitories, complete with spiraling towers that constitute the tallest structures of Bridgemoor. Some of the most brilliant legal minds of the age hail from the schools of Merit, and the institution is largely seen as incorruptible, overseen as it is by scholars of philosophy and legal experts.  Many believe the university is the beating heart of Bridgemoor, even more so than the Meritocracy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Spiraling towers ascend near a dozen stories into the sky, each connected to a campus alight with hundreds of starry-eyed students looking ever-forward to the future. Halls and dorms litter more than a mile of stonework,  housing a faculty of some of the most brilliant minds of the age, teaching every scholarly endeavor from script to the arcane. Wide, open antechambers and lecture halls are always filled to the brim, welcoming any and all who wish to further their horizons.'' &lt;br /&gt;
&lt;br /&gt;
The university oversees thousands of students at any given time. Unlike most of the city, it welcomes non-citizens, allowing them to live in local dormitories and espouses an egalitarian approach to its acceptance. Still, there’s an obvious classist disparity, as only those with money can afford to pay tuition and keep up with a full class load. Those that graduate find an immense number of doors open to them, as the respect and skills that come with a degree are highly valued within Bridgemoor and beyond.&lt;br /&gt;
&lt;br /&gt;
==== '''Attending the University''' ====&lt;br /&gt;
Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000sc, and must take an entrance exam.  To pass, they must succeed a skill check relative to the field:&lt;br /&gt;
&lt;br /&gt;
'''Arcane.''' INT/Arcana of 15+&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' INT/Economics 10+&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' INT/Law 15+&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' INT/History 13+&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Any test can be taken instead with CHA/Savoir Faire or AWR/Intuiting.&lt;br /&gt;
&lt;br /&gt;
If successful, the player becomes an official [[student]] of the Meritocratium and gains +2 Goodwill with the Academic occupation. To make progress as a student, a player must attend classes for 8 hours every 7 days for an entire semester. There are 12 semesters in a year, each consisting of 30 days, and a student must pay 250 sc per semester they attend, with the first one included in their entry tuition. A player may choose not to attend a semester and keep their status as a student, but they must still pay the fees even though they do not advance that semester.&lt;br /&gt;
&lt;br /&gt;
Heroes must make relevant skill checks to their field four times per semester. The target number to pass is 10 + the number of completed semesters. For instance, after completing 3 semesters, a passing check would be 13 (10 base, + 3 for 3 semesters). &lt;br /&gt;
&lt;br /&gt;
A player must succeed 2 out of 4 checks to complete a semester. If failed, the player loses 1 Goodwill from the Academic occupation, and if they fail 3 semesters in a row, they lose their student status. Failing a single semester nets no benefits, and must be taken again. If a player passes a check by double the target, this counts as 2 successes, and they may pass the semester early.  &lt;br /&gt;
&lt;br /&gt;
==== '''Arcane Field''' ====&lt;br /&gt;
As an Arcane student, a player needs to make an INT/Arcana check to complete a semester. For each successfully completed, the player learns either 1 Arcane cantrip or spell or may increase their Arcana skill by 1. Arcane classes are more expensive and cost 500 sc per semester.&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player learns two arcane cantrips of their choice. INT is their magic attribute for these cantrips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing 12 semesters, a player is awarded with an Arcane degree, gains a +1 to their INT, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Scholarly Field''' ====&lt;br /&gt;
As a scholarly student, a player makes rolls based on the skill they used to pass their exam. This includes the CHA or AWR options. For every semester completed, the player may add +1 to a skill depending on their chosen field:&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' Appraising, Economics, Gossiping, Leadership, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' Deceiving, [[Empathy]], Forgery,  Intimidation, Law, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' Alchemy, Art, Astronomy, Biology, Cartography, Chemistry, Engineering, Geography, History, Medicine, Military, Nature, Politics of [Any Region].&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player may learn an academic talent from the Skill Stack. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Academic Talents''' =====&lt;br /&gt;
While there is no official academic tag for talents, the following all qualify. These can all be found via the ''Core Rulebook,'' chapter 5, “Skill Stack”.&lt;br /&gt;
&lt;br /&gt;
'''Talents:''' Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician.&lt;br /&gt;
|}&lt;br /&gt;
After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Becoming a Lecturer''' ====&lt;br /&gt;
If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 15'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 15'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 23'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 30+'''&lt;br /&gt;
&lt;br /&gt;
The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill. &lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Underbridge&lt;br /&gt;
&lt;br /&gt;
Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just  as many liable to be true as are false.&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
&lt;br /&gt;
The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history.  Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight. &lt;br /&gt;
&lt;br /&gt;
Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor. &lt;br /&gt;
&lt;br /&gt;
The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''What's That Smell?''' =====&lt;br /&gt;
While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers.&lt;br /&gt;
&lt;br /&gt;
If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Sewer Events''' ====&lt;br /&gt;
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hail the Rat Queen!&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Diamond in the Sludge&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Worst [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trash Gryphons?&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Urchin Colony&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Magical Anomaly&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Combat Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Occult&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Vermin&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Criminals&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cultists&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inferno&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Hail the Rat Queen!''' =====&lt;br /&gt;
While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 '''Dire Rats'''. These rats are sitting in a circle around a massive [[Dire Rat]], one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.&lt;br /&gt;
&lt;br /&gt;
Players can donate currency, items, or food to satisfy Ratina. &lt;br /&gt;
&lt;br /&gt;
If players donate 250sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers.&lt;br /&gt;
&lt;br /&gt;
If they donate 1,000sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest. &lt;br /&gt;
&lt;br /&gt;
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Rat Hat''' ======&lt;br /&gt;
''Helm, Rare, Essence 30''&lt;br /&gt;
&lt;br /&gt;
This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a '''Dire Rat'''. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''A Diamond in the Sludge''' =====&lt;br /&gt;
Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within. &lt;br /&gt;
&lt;br /&gt;
Whatever the item is, to reach it, the players will have to [[jump]] into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)&lt;br /&gt;
&lt;br /&gt;
Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.&lt;br /&gt;
&lt;br /&gt;
To determine what the item is, you or your players can roll a d100.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|A singular gem worth 150sc.&lt;br /&gt;
|-&lt;br /&gt;
|11-30&lt;br /&gt;
|An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.&lt;br /&gt;
|-&lt;br /&gt;
|31-50&lt;br /&gt;
|A singular gem worth 300sc.&lt;br /&gt;
|-&lt;br /&gt;
|51-70&lt;br /&gt;
|A pair of [[Magnetic Gloves]] (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|71-90&lt;br /&gt;
|A singular gem worth 500sc.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''The Worst Elemental''' =====&lt;br /&gt;
In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.&lt;br /&gt;
&lt;br /&gt;
Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.&lt;br /&gt;
&lt;br /&gt;
'''Story or Song'''. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.&lt;br /&gt;
&lt;br /&gt;
'''Painting.''' Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor. &lt;br /&gt;
&lt;br /&gt;
Players can trade favors for the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Favors Cashed&lt;br /&gt;
!Exchange&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mordecai will [[distract]] the next combat encounter in the sewers, nullifying it.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Mordecai will exert their protection over the heroes, granting them [[immunity]] to the Sickened condition and the ability to breathe underwater for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.&lt;br /&gt;
|}&lt;br /&gt;
If necessary, Mordecai has the stats of a '''[[Water Elemental]]''', only they deal toxic damage in place of cold. Mordecai can be met multiple times.&lt;br /&gt;
&lt;br /&gt;
===== '''Trash Gryphon''' =====&lt;br /&gt;
A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.&lt;br /&gt;
&lt;br /&gt;
Here, the heroes stumble upon a '''Trash [[Gryphon]].''' Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature. &lt;br /&gt;
&lt;br /&gt;
If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.&lt;br /&gt;
&lt;br /&gt;
Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 '''Trash Gryphons'''. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (''Mythcrafter’s [[Guide]]'', chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.&lt;br /&gt;
&lt;br /&gt;
While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.&lt;br /&gt;
&lt;br /&gt;
===== '''Urchin Colony''' =====&lt;br /&gt;
A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.&lt;br /&gt;
&lt;br /&gt;
The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a '''[[Physician]]''' (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a '''[[Hex Witch]]''' (both from ''CC,'' chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use '''Thug''' or '''Bandit''' stats for random urchins.&lt;br /&gt;
&lt;br /&gt;
====== '''Aiding the Colony''' ======&lt;br /&gt;
If the heroes wish, they can aid the colony in a myriad of ways.&lt;br /&gt;
&lt;br /&gt;
'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. &lt;br /&gt;
&lt;br /&gt;
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Goodwill Spent&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast [[Minor Augmentation]] on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''The Urchin Market''' ======&lt;br /&gt;
Within the colony, the heroes can find Bramblepatch, an auspicious [[Bhrunai]] 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a '''[[Dwarf]] Navigator''' (''CC'', chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-14&lt;br /&gt;
|An Uncommon magic item&lt;br /&gt;
|-&lt;br /&gt;
|15-29&lt;br /&gt;
|1d6+3 spell scrolls from any school with an SPC of 25 or lower. &lt;br /&gt;
|-&lt;br /&gt;
|30-49&lt;br /&gt;
|A stray Magister or Bridge Knight Badge (200sc cost)&lt;br /&gt;
|-&lt;br /&gt;
|50-69&lt;br /&gt;
|1d4+1 Uncommon [[Magic Items|magic items]]&lt;br /&gt;
|-&lt;br /&gt;
|70-84&lt;br /&gt;
|A Writ of Credit (150sc)&lt;br /&gt;
|-&lt;br /&gt;
|85-99&lt;br /&gt;
|A Rare magic item&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|An Epic magic item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.&lt;br /&gt;
&lt;br /&gt;
'''Badge.''' If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.&lt;br /&gt;
&lt;br /&gt;
'''Writ of Credit.''' Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ. &lt;br /&gt;
&lt;br /&gt;
====== '''Reporting the Colony''' ======&lt;br /&gt;
If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple [[mist]].&lt;br /&gt;
&lt;br /&gt;
===== '''Magical Anomaly''' =====&lt;br /&gt;
The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:&lt;br /&gt;
&lt;br /&gt;
'''First of Its Kind.''' Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem. &lt;br /&gt;
&lt;br /&gt;
'''The Trickster.''' Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous '''Parsors''' (''Creature Compendium).''&lt;br /&gt;
&lt;br /&gt;
'''The Sewer Knight.''' Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent '''[[Gretchling]]''' (''CC'', “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (''Mythcrafter’s Guide,'' chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.&lt;br /&gt;
&lt;br /&gt;
===== '''Combat Encounters''' =====&lt;br /&gt;
If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8. &lt;br /&gt;
&lt;br /&gt;
====== '''Occult''' ======&lt;br /&gt;
From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are '''difficult''' due to their strange natures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Shambling [[Grim]], 3 Skeletons&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Blood Effigy]], 2-4 [[Zombies]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Ghul]], 2 Shambling Grims, 3 Zombies&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 [[Transcendent]], 2 Bonewraiths&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|2 Churlocks, 4 Zombies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Vermin''' ======&lt;br /&gt;
Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Dire Centipedes, 4 Insect Swarms&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Dire Rats&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ant&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7 Swarms of Rats&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4 [[Rot Bees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Criminals and Cultists''' ======&lt;br /&gt;
Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6 Thugs, 1 [[Rogue]], 2 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Fallen Bridge Knights*, 4 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 Hex Witch, 3 Underbridge Cultists, 6 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Necromancer]], 4 Skeletons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use the stats of a Bridge Knight.&lt;br /&gt;
&lt;br /&gt;
====== '''Inferno''' ======&lt;br /&gt;
Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno  make their way into the foundations, sewing devastation and chaos.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Guraxes, 1 [[Demonologist]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Amanojaku]], 2 Slag Toads&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Night Devil]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|2 Column Crawlers, 1 Demonologist&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Gratchen]], 10 Corrupted Gretchlings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Corrupted Gretchlings use standard '''Gretchling''' stats, but are under the control of the fiendish Gratchen, making them hostile. &lt;br /&gt;
&lt;br /&gt;
===== '''The Rust Gate''' =====&lt;br /&gt;
A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose. &lt;br /&gt;
&lt;br /&gt;
What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent [[insanity]]. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  &lt;br /&gt;
&lt;br /&gt;
====== '''Rust Gate Inhabitants''' ======&lt;br /&gt;
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against [[Psionic Spells|Psionic spells]] will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Insanity''' ======&lt;br /&gt;
Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a '''[[Hungering Shade]]''' in 1d6+1 days. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When entering the area around the gate, roll a 1d4 to see the current inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of [[Psionic Spells|Psionic spells]], but TD against the effects of [[Divine Spells|Divine spells]].&lt;br /&gt;
&lt;br /&gt;
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+. &lt;br /&gt;
&lt;br /&gt;
'''3, Urchin Colony.''' If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.&lt;br /&gt;
&lt;br /&gt;
'''4, Hungering Shades.''' The result of ill-fated explorers or fools, several '''Shadows''' or '''Hungering Shades''' (CC, chapter 2) [[haunt]] the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Key Sigil''' =====&lt;br /&gt;
By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Westbridge ===&lt;br /&gt;
From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and [[Lesmishan]]. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District''' ====&lt;br /&gt;
Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths. &lt;br /&gt;
&lt;br /&gt;
Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District Locations''' ====&lt;br /&gt;
&lt;br /&gt;
==== '''Temple of Vigil''' ====&lt;br /&gt;
The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local [[clergy]] and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit. &lt;br /&gt;
&lt;br /&gt;
This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a '''[[War Priest]]''' (''CC'', chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so '''Clergy''' that she manages throughout the temple, but no real warriors besides herself. &lt;br /&gt;
&lt;br /&gt;
Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill. &lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Vigilant Goodwill''' ====&lt;br /&gt;
This Goodwill is earned even if there is no one around to witness the act.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Protect an innocent from harm.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Aid another Vigilant in their duties.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate at least 500sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Purge a corrupted Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Free an individual from wrongful imprisonment, bondage, or slavery&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Knowingly harm an innocent.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Assault another righteous Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Commit an immoral crime.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Take advantage of the weak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes can also &amp;quot;spend&amp;quot; their Goodwill with the Temple of Vigil in exchange for favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A hero may cast [[Minor Blessing]] even if they cannot normally cast spells. This has an APC of 4.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may cast [[Heroism]] even if they cannot normally cast spells. This has an APC of 3.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One hero may take their first rank in the Clergy profession.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Order of the Darkscourge ====&lt;br /&gt;
A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bridge Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot [[intervene]] in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas. &lt;br /&gt;
&lt;br /&gt;
The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 '''Paladins''', 5 '''Knight Errants''', 15 '''Knights''', and 7 '''Squires''' (CC, “NPCs).&lt;br /&gt;
&lt;br /&gt;
The ranking chapter member is Sera Nessacourias Elian, an elven [[Paladin]] of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Order''' ====&lt;br /&gt;
To become a squire within the order, an adventurer must first pay dues of 500sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values.&lt;br /&gt;
&lt;br /&gt;
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Darkscourge Vow''' =====&lt;br /&gt;
“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the [[terror]] of ill intent, forever and for always, I will be the scourge of the dark.”&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Darkscourge Goodwill''' ====&lt;br /&gt;
This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Discover and report a previously unknown cultist cell or plot to an order compound. &lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Dispatch a cultist cell operating in a civilized region.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Find and discard of dangerous occult knowledge.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Prevent the execution or capture of a cultist or related creature.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Lose in combat against a group of cultists or related creatures.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Fail to prevent a cultist plot in a local region.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Fight against or hinder the Order of the Darkscourge. &lt;br /&gt;
|}&lt;br /&gt;
If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes may also spend Darkscourge Goodwill to gain favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Requisition a [[War Horse]].&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a  Guardian’s or Sunburst [[Shield]] (Mythcraft Compendium, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
'''House of Alms.''' One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.&lt;br /&gt;
&lt;br /&gt;
The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands. &lt;br /&gt;
&lt;br /&gt;
Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.&lt;br /&gt;
&lt;br /&gt;
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).&lt;br /&gt;
&lt;br /&gt;
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20sc per level of rarity, and the adventurer is healed after 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer is of great help and earns a salary of 25sc + 25sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer proves their worth to their fellows and earns a salary of 75sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer outshines even the regular house physicians and earns a salary of 150sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3. &lt;br /&gt;
&lt;br /&gt;
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. &lt;br /&gt;
&lt;br /&gt;
==== '''Western Markets''' ====&lt;br /&gt;
'''''Read Aloud:''''' ''From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.''&lt;br /&gt;
&lt;br /&gt;
The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to [[entice]] bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less. &lt;br /&gt;
&lt;br /&gt;
These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.   &lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Enterprising Urchin&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Grand Opportunity&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Flash Sale&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.&lt;br /&gt;
&lt;br /&gt;
Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill. &lt;br /&gt;
&lt;br /&gt;
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000sc) for 25%. This earns the players a stipend of 75sc (15%) or 125sc (25%) every 7 days, so long as they remain in Bridgemoor to collect. &lt;br /&gt;
&lt;br /&gt;
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish.''' The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Underbridge Cultist, 1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 [[Gurax]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 [[Bonewraith]]&lt;br /&gt;
|}&lt;br /&gt;
You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage. &lt;br /&gt;
&lt;br /&gt;
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.&lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Market Locations''' ====&lt;br /&gt;
'''The Grove.''' Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below.&lt;br /&gt;
&lt;br /&gt;
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”).&lt;br /&gt;
&lt;br /&gt;
There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less.&lt;br /&gt;
|}&lt;br /&gt;
'''Chasm Forge.''' The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods.&lt;br /&gt;
&lt;br /&gt;
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]].&lt;br /&gt;
&lt;br /&gt;
Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (''Core Rulebook'', chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.&lt;br /&gt;
&lt;br /&gt;
=== Nalatown ===&lt;br /&gt;
'''''Read Aloud:''''' ''Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.''&lt;br /&gt;
&lt;br /&gt;
Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.&lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Locations''' ====&lt;br /&gt;
'''Bronzeguard Outpost.''' Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  &lt;br /&gt;
&lt;br /&gt;
The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the [[Godking]], but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a '''Knight Errant''' (CC, chapter 4, “NPCs”) and rides a '''[[Dracanis]]''' (CC, chapter 2). &lt;br /&gt;
&lt;br /&gt;
Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.&lt;br /&gt;
&lt;br /&gt;
'''Redcliff Lifts.''' Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height. &lt;br /&gt;
&lt;br /&gt;
'''Chasm Mines.''' A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship. &lt;br /&gt;
&lt;br /&gt;
The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.&lt;br /&gt;
&lt;br /&gt;
'''Karak’s Compound.''' The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising [[Hondu]]; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a '''[[Bandit Captain]]''' (''CC,'' chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a [[Flametouched Longsword]] (''Mythcrafter’s Guide'', chapter 7, “Magic Item Codex”), making him a brutal opponent.&lt;br /&gt;
&lt;br /&gt;
The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.&lt;br /&gt;
&lt;br /&gt;
'''Materials Market.''' The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount. &lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Events''' ====&lt;br /&gt;
The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Avadrium&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An Abuse of Power&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Celebration&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A Tad Bit Unhinged&lt;br /&gt;
|}&lt;br /&gt;
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1sc of the material costs 5sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.&lt;br /&gt;
&lt;br /&gt;
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.&lt;br /&gt;
&lt;br /&gt;
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.&lt;br /&gt;
&lt;br /&gt;
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.&lt;br /&gt;
&lt;br /&gt;
'''Celebration.''' The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.&lt;br /&gt;
&lt;br /&gt;
'''A Tad Bit Unhinged.''' Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”. &lt;br /&gt;
&lt;br /&gt;
If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a '''Charlatan''' (''CC,'' chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction. &lt;br /&gt;
&lt;br /&gt;
If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.&lt;br /&gt;
&lt;br /&gt;
=== City-wide Locations ===&lt;br /&gt;
Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below. &lt;br /&gt;
&lt;br /&gt;
==== '''Bridgeroad''' ====&lt;br /&gt;
Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike. &lt;br /&gt;
&lt;br /&gt;
==== '''Inns''' ====&lt;br /&gt;
Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.&lt;br /&gt;
&lt;br /&gt;
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60sc a night, able to house eight individuals comfortably.&lt;br /&gt;
&lt;br /&gt;
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.&lt;br /&gt;
&lt;br /&gt;
'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.&lt;br /&gt;
&lt;br /&gt;
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|10 sc&lt;br /&gt;
|Location of a single area or item. Reduces travel time by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|50 sc&lt;br /&gt;
|Rumor or hint pertaining to a quest or event (planned or random). &lt;br /&gt;
|-&lt;br /&gt;
|100 sc&lt;br /&gt;
|Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.&lt;br /&gt;
|-&lt;br /&gt;
|250 sc&lt;br /&gt;
|Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.&lt;br /&gt;
|}&lt;br /&gt;
'''Who Runs the Network?''' While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.&lt;br /&gt;
&lt;br /&gt;
'''Performing.''' It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 13 is a flop of a performance.&lt;br /&gt;
&lt;br /&gt;
The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a passable show and earns 10sc + 10sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a great show and earns 20sc + 15sc per rank of Entertainer they possess. &lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer astounds and amazings, earning 40 sc + 20sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.&lt;br /&gt;
&lt;br /&gt;
==== '''Toll Stations''' ====&lt;br /&gt;
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60sc to simply travel through one tollgate to another. &lt;br /&gt;
&lt;br /&gt;
==== '''Moor Blocks''' ====&lt;br /&gt;
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=10792</id>
		<title>Chapter 5: Bridgemoor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=10792"/>
		<updated>2024-09-13T18:50:30Z</updated>

		<summary type="html">&lt;p&gt;Magellus: test to replace the content table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to Cloven Lands playtest material]]]&lt;br /&gt;
&lt;br /&gt;
This chapter offers detailed information about the city-state of Bridgemoor. Given how crucial the political structure of Bridgemoor may become to the campaign, details on the Meritocrats and of Bridgemoor’s legislative system are included at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
== The Meritocracy ==&lt;br /&gt;
As ''The Cloven Lands'' is a politically driven campaign with many families and factions to keep track of, the heroes may wind up becoming directly involved in the Meritocracy of Bridgemoor. This section provides information on the inner workings of the Meritocracy. If your players seem uninterested in such tedious matters, you only need to briefly skim this section so that you can fill them in on the broad strokes of the governmental system.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement.&lt;br /&gt;
&lt;br /&gt;
While the Meritocrats legislate, and while it is true that they are responsible for installing the Bridge Commander and Magister Superior in their positions of power, the Meritocrats are legally beholden to the same standards as anyone else. In theory, this prevents corruption, as the Bridge Commander has the power to arrest any Meritocrat, even the Premier of Governance. Likewise, the Magister Superior has the legal grounds to convict anyone, even the Premiers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
===== '''Legislation''' =====&lt;br /&gt;
For any legislation to pass in the Meritocrat Senate it must do so with a simple majority vote, but a session is only legal if at least three-fourths of each tier’s members are present. Each tier possesses a weighted vote, giving some members more power than others.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat -''' 1 vote&lt;br /&gt;
&lt;br /&gt;
'''Tenured -''' 5 votes&lt;br /&gt;
&lt;br /&gt;
'''Premier -''' 20 votes (25 if legislating their field)&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - 50 votes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bureaucrats''' ====&lt;br /&gt;
Bureaucrats are the oft forgotten staff of the Meritocracy. While not an official tier with any sort of voting power, governance ceases without them. Clerks, assistants, diplomats, and even informants, these individuals are considered to still be a part of the ruling class, even without grand influence. It is common to find aspiring university students striving to become a part of the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats''' ====&lt;br /&gt;
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor. &lt;br /&gt;
&lt;br /&gt;
==== '''Tenured''' ====&lt;br /&gt;
A Meritocrat must serve a minimum of two terms to gain the title of Tenured. At the end of their term, if they qualify, a Meritocrat may choose to take a new series of exams—those of increasing difficulty—and upon their successful completion, may assume their new title. A Tenured may serve in this role until they choose to retire or ascend to Premier status.&lt;br /&gt;
&lt;br /&gt;
Tenured Meritocrats oversee committees of their peers and subdivisions of Bridgemoor society, such as meritocratic trade councils. They are more managerial than political, serving as go-betweens for premiers and lower ranking officials.&lt;br /&gt;
&lt;br /&gt;
There are only ever 40 Tenured positions, and Meritocrats wishing to gain this status must wait until a spot becomes available. Even then, new Tenured are offered exams in [[order]] of seniority, leaving a fair bit of politicking to be done for less patient Meritocrats.&lt;br /&gt;
&lt;br /&gt;
==== '''Premiers''' ====&lt;br /&gt;
The political elite of Bridgemoor, Premier Meritocrats are the closest thing to rulers that the city possesses. There are only eight premiers, each assigned a facet of city policy that dictates their responsibilities. They oversee related Tenured, but rarely deal with anything short of city-wide legislation personally.&lt;br /&gt;
&lt;br /&gt;
The eight facets are as follows: finance, security, trade, diplomacy, religion, education, culture, and governance. The Premier of Governance retains a special place in the hierarchy, as they manage and support the other premiers, mediating disputes and dealing with high ranking foreign diplomats, or nobles. They are as close to a single monarch as Bridgemoor possesses.&lt;br /&gt;
&lt;br /&gt;
When a premier retires they choose their successor from among willing, trusted Tenured. While this is tradition, there’s no law indicating succession, opening the door to odd choices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Honorifics''' =====&lt;br /&gt;
Each tier possesses a specific title, or honorific.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat''' - Meritocrat&lt;br /&gt;
&lt;br /&gt;
'''Tenured''' - Counselor&lt;br /&gt;
&lt;br /&gt;
'''Premier''' - Minister&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - Governor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meritocrat Eligibility ===&lt;br /&gt;
In addition to extensive testing an individual must meet certain requirements to become a Meritocrat. First, they must be a citizen of Bridgemoor and retain citizenship with no other sovereign nation. Second, they must possess a degree from the Meritocratium, have served with distinction in the Bridge Knights, or be a ranking member of the Trade Consortium, or any other official guild within the city. An individual may be granted special eligibility by a special council of Premiers, with at least three voting to support such a waiver of requirements.&lt;br /&gt;
&lt;br /&gt;
=== The Magistrate ===&lt;br /&gt;
The Magistrate is the judicial apparatus that manages courts in Bridgemoor. The Magister Superior is the final word on the law, although a 90% majority vote from the Meritocracy can impeach the Magister Superior.&lt;br /&gt;
&lt;br /&gt;
The Magister Superior appoints Junior Magisters and Local Magisters, and provided that they are approved by a simple majority vote in the Meritocracy, they serve their respective districts in Bridgemoor and tend to all judicial matters therein.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
The Bridge Commander, once appointed by the Meritocracy, oversees the executive branch of Bridgemoor’s government. The Bridge Commander appoints Captains that manage Bridge Knights and appoints Colonels that tend to the order’s administrative matters.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgemoor Lore''' ====&lt;br /&gt;
Adventures may have an understanding of Bridgemoor, along with knowledge of its history and potential rumors. They may roll INT checks for the following information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bridgemoor is a renowned city built upon an ancient bridge that spans the shortest width of the Great Chasm. It is rich in goods, culture, and wealth, and employs a system of governance known as the Meritocracy. It is the only place one can [[travel]] between Kendaria and Nalathesh.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|While grand, Bridgemoor is known to foster a great deal of nepotism and in its official ranks. It favors the wealthy, and makes a great deal of its income off exploiting travelers and merchants with excessive tolls. Yet, it is as fair a city as one is to find, and so long as an individual can support themselves, it boasts a high quality of life and near limitless opportunities. Citizenship, while hard won, is available to any.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== City Details ==&lt;br /&gt;
The following categories are more in-depth snapshots of the individual facets of Bridgemoor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''How Large is Bridgemoor?''' =====&lt;br /&gt;
From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate. &lt;br /&gt;
&lt;br /&gt;
The city is several city blocks wide, divided by the Bridgeroad running straight across the center. It takes 40-60 minutes to go from one side to the other. The width of the bridge itself is uniform, but the traversable width varies with the buildings from chokepoints such as the Tollgates, over residential city blocks, and to larger open spaces like city parks and town squares. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Academics''' ====&lt;br /&gt;
Bridgemoor places immense value on education and scholastic achievement. Home of the Meritocriatum, a large and famous university, local and foreign scholars alike flock to the city at the chance to hone their craft and receive funding for their projects. Those of a formal education are often sought out, rewarded, and promoted to the ranks of the Meritocrats, the ruling body of Bridgemoor, leading to keen interests in pursuing knowledge worthy of attention.&lt;br /&gt;
&lt;br /&gt;
Smaller schools are common amongst the residential districts of the city, funded by individual Meritocrats, often to find talented youth and weed out those meant for more provincial careers. Despite intentions, this leads to even the poorest of Bridgemoor’s citizens being able to read, making way for some strange, if not fascinating, advancements in technology.&lt;br /&gt;
&lt;br /&gt;
==== '''Citizenship''' ====&lt;br /&gt;
A vital aspect of Bridgemoorian life is access to citizenship. Any individual born in the city is a rightful citizen, but otherwise citizenship must be earned. Citizens benefit from exemption to tolls levied for entering and leaving the city, and are allowed to purchase the strictly regulated, and limited, land of Bridgemoor. They are also guaranteed rights to trials by local magistrates, and are eligible to join the bureaucracy and even test into the ranks of the Meritocrats. Non-citizens are guaranteed none of these rights.&lt;br /&gt;
&lt;br /&gt;
There are multiple paths to citizenship.&lt;br /&gt;
&lt;br /&gt;
'''Military Service.''' Five years of [[honorable]] service among the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500sc. This fee can be waived or reduced by a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. &lt;br /&gt;
&lt;br /&gt;
'''Sponsorship.''' A Meritocrat may lobby the Citizenship Committee on behalf of an individual. So long as 10 other Meritocrats approve, citizenship is granted. This is a common path for individuals of note, such as skilled craftsfolk.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
Forged from the diversity of Nalathesh and Kendaria, Bridgemoor’s locals retain beliefs and traditions from a myriad of cultures, those brought from their neighbors and far off visitors alike. Its people are vocal, and well-educated, fostering the spread of ideas and cultural touchstones, leading to multiple monthly festivals and events that celebrate strange, or even familiar, gods and cultures.&lt;br /&gt;
&lt;br /&gt;
Referred to as Moorfolk, the people of Bridgemoor can be unruly, inspired by ever evolving ideas and advanced scholarship, and incensed by the ironic nature of the city’s feigned meritocracy. There are obvious disparities in economic classes, with merchants, militants, and Meritocrats reaping the benefit of local policies, and working class locals, such as miners and laborers, the last to receive consideration. Fortunately, there are as many willing to do good within the Meritocracy as those seeking personal gain, and a good many citizens brim with civil pride when confronted with the progressive nature of their governance.&lt;br /&gt;
&lt;br /&gt;
Moorfolk are a clean people. With how tight the city districts can be, many are aware of how fast [[disease]] can spread, and with the access to regular clean water, bathhouses are commonplace, leading to a great deal of time spent grooming and on cleanliness. Unlike most cities of its size, Bridgemoor retains a pleasant scent, furthered by small [[Arcane]] trinkets that keep such luxurious standards afloat.&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
While it can’t field a grand, mobile force, Bridgemoor retains a large garrison and guard in the form of the local Bridge Knights. Officially sanctioned by the city, the Bridge Knights patrol the city, its gates, the immediate surroundings, and oversee day-to-day enforcement. Under Bridge Commander Ser [[Kellion Blacksky]], they act as strict overseers, punishing even the most minor infractions with discipline and competence. They are well funded, with arms and [[armor]] purchased via the city’s immense wealth.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor retains multiple guardhouses throughout the city, each boasting a barracks, armory, and offices. Bridge Knights often live and operate in a single area for their career, becoming familiar with locals and forming relationships therein. Knight-Captains often become district sheriffs, overseeing their areas according to their personalities.&lt;br /&gt;
&lt;br /&gt;
==== '''Politics''' ====&lt;br /&gt;
An oligarchic state, Bridgemoor is overseen by a ruling class of Meritocrats. These individuals oversee legislation and appoint major figures, such as the [[Bridge Knight]] Commander and Magister Superior, the executive and judicial authorities. These two positions are responsible for appointing a staff of captains and magisters, who then recruit and train day-to-day overseers. These practices lead to rampant nepotism within the city, with rare exceptions. &lt;br /&gt;
&lt;br /&gt;
Meritocrats choose their successors, which further spreads the ideation of nepotism and dynasties within Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''Religion''' ====&lt;br /&gt;
Citizens are encouraged to pursue their own beliefs within the city. Several temples dedicated to specific pantheons or tenets can be found throughout Bridgemoor, along with unaffiliated houses of worship that offer a quiet, contemplative space for any belief system, such as the House of Alms.&lt;br /&gt;
&lt;br /&gt;
==== '''Technology''' ====&lt;br /&gt;
With its proliferation of education and wealth, Bridgemoor is home to wonderful inventions. Mixing Arcane magics and medieval machinery, they are able to sustain the city despite a lack of local resources. The city’s depths consist of an intricate civil sewer system that feeds into dozens of “purification basins.” These are magical cauldrons that clean and recycle water, then pump it to various districts. Wealthy inhabitants have heated pipes in their homes, able to take hot baths on a whim, and make use of indoor plumbing. These inventions are commonplace, making life in Bridgemoor luxurious, if expensive. &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
Connecting Nalathesh and Kendaria, Bridgemoor acts as a major trade hub, able to facilitate, protect, and foster a goods exchange with little risk to involved parties. Due to both the high volume of merchants and its impartial political status, the city possesses one of the strongest economies in the region, with both an elaborate selection of foreign goods, and a mineral rich inventory for trades to purchase in bulk.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor accepts currency from any nation, with its toll stations able to exchange coins for writs of credit. These writs allow merchants, locals, and travelers to do business without conversions, acting on value that is then later redeemed at the same toll stations on leaving the city. Writs significantly cut down on theft, further encouraging fair trade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writs of Credit''' =====&lt;br /&gt;
These writs are furled scrolls, each marked with a unique seal imprinted with a touch of magic. Seals essentially act as fingerprints to the owners, making them difficult to forge, and may be signed over to individuals to be cashed in for their value in a specific currency. Each writ carries an assigned value that can only be changed at a toll house, or the central bank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Underworld''' ====&lt;br /&gt;
Bureaucratic crime in Bridgemoor is a common occurrence. With the Bridge Knights looking down, and magisters inundated with foreign and mercantile law, there’s little oversight of the wealthy as they manipulate the mercantile economy for their own gain. Overt, violent crime and theft of personal property is rare thanks to Ser Kellion’s iron discipline, but certain elements persist nonetheless.&lt;br /&gt;
&lt;br /&gt;
Scholarly resistances are common in residential areas: dissidents that decry the Meritocrats via public protest and eloquent public lectures. These gatherings are peaceful, unlike the various sinister miscreants that support the counterculture from the bowls of the city. The worst of these violent groups are the Underbridge Cult, staging elaborate demonstrations and examples, going so far as to summon fiends from Inferno into the wealthier city sections.&lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
Situated over the Grand Chasm, Bridgemoor experiences long dry periods, with mild winters, and long, hot summers. Clothing trends reflect this in light materials and sparse attire, more revealing in nature. Heat is mitigated by swirling gusts and winds that stem from the heart of the chasm, those that flow freely throughout the city. The proclivity, and ferocity, of these winds make hats and long hair left unbound a rare sight in Bridgemoor, and helmets need to be securely fastened lest they be lost over the city edge.&lt;br /&gt;
&lt;br /&gt;
== Bridgemoor Districts ==&lt;br /&gt;
Bridgemoor is a massive city with an immeasurable wealth of opportunity for adventure and intrigue. While several districts are left free for you to develop your own spin or tales, there are several established areas and districts of note. Here you can find writeups on each, along with potential encounters and quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insular Districts''' =====&lt;br /&gt;
Even within Bridgemoor, travel is a pain. It takes 8 hours of constant travel to reach either side of the city, so citizens will rarely leave their local areas, splitting the city itself in several smaller, insular districts. Moorfolk from Eastbridge will go their entire lives never mingling with those from Westbridge, and vice versa. It is common for citizens to plan for overnight stays at their favorite inns when visiting markets and festivals on opposite sides of the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kendartown ===&lt;br /&gt;
'''''Read Aloud:''''' ''A series of wooden constructions sit within the [[shadow]] of Bridgemoor’s walls, a small town’s worth of inns and markets and housing just off the eastern Kendarian road. While carts, carriages, and mounts bring merchants onward toward the city, many stop to visit the charm of Kendartown. An idle ruckus of daily life echoes into small wooden patches and thickets, with the scents of local spices carried on a chasm-borne wind, rustling the canvas from nearby stalls.''&lt;br /&gt;
&lt;br /&gt;
Situated just outside of the eastern tollgate, Kendartown is one of Bridgemoor’s two border towns, a collection of housing, inns, and small markets for those wishing for a degree of freedom away from taxes, tolls, and Meritocrats. While the land still belongs to Bridgemoor, the city only imposes property taxes on the inhabitants here, and allows noncitizens to settle outside the walls. This leads to only token enforcement, though, with Bridge Knights not required to intercede on behalf of noncitizens. It is common for farmers, small-time merchants, and adventurers to offload goods in Kendartown, though there’s a greater level of risk for counterfeit goods and crime without the iron watch of the knights.&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Locations''' ====&lt;br /&gt;
'''The Meritasscracy.''' A charming inn run by Dagan Barrowghast, a surly, retired dwarven Knight-Captain, the Meritasscracy is a common hangout for political dissidents and off-duty Bridge Knights looking to ease the discipline. The inn is strangely fortified, and at three stories is a popular stop for mercenaries and merchants. Dagan has the stats of a '''[[Ranger]]''' (CC chapter 4), and is well armed, wielding a Spirit Bow at all times (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
'''Kenmoor Market.''' While it pales in comparison to the city markets, the Kenmoor stalls are a strip of small merchants with semi-permanent stations that offer basic [[equipment]] and goods at a 20% discount from their standard prices. This market is unregulated, though, and there’s a 50% chance that the purchased goods are defective in some way. Food can be spoiled, [[weapons]] deal less [[damage]], or armor pieces can offer less protection. This is where farmers and small-time Kendarian traders often end up. &lt;br /&gt;
&lt;br /&gt;
'''Antara’s Den.''' A small gambling hall, the Den acts as Kendartown’s political seat, liasoning with Meritocrats within Bridgemoor when the need arises. Antara Almadia, a sly, insightful [[human]] with a penchant for dry sarcasm, acts as the “Kendartown Premier”, resolving basic squabbles with the locals and handling magistrate and Bridge Knight business when the need arises. She and her band, the Denrats, fill in for a lackluster guard presence, but will acquiesce to higher authorities to avoid trouble. Players can gamble at the den, and also use Antara as an information broker, as she makes it a habit to keep up with local events. Antara has the stats of a '''[[Mob Boss]]''' (CC chapter 4), and employs, at any point, about one hundred Denrats, who have the stats of '''Bandits''' (CC chapter 4), with the occasional '''[[Bandit]] Marauder''' thrown in as a lieutenant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Antara's Information''' =====&lt;br /&gt;
Antara has a beat on events in Bridgemoor, and can allude to shady dealings or events happening within the city. For 100 sc, she’ll provide a snippet of insider information on any major NPC or quest hook. She is vehemently anti-Bridge Knight, and has a special hatred against Ser Blacksky, but will only reveal this with CHA or INT checks of 15+ and if players purchase information. The same checks at a 20+ will result in Antara revealing that Ser Blacksky actively extorts her for personal payments to keep the Bridge Knights out of Kendartown and her Den, revealing a darker side to the Commander.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Working for Antara =====&lt;br /&gt;
If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. &lt;br /&gt;
&lt;br /&gt;
Antara pays based on how much she likes her hires, and they earn a salary of 10sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the [[Thug]] profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky.&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a Denrat, there are multiple ways to gain Goodwill, and ways to lose it:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an underworld [[criminal]], Denrat, or steal from a city [[merchant]] undetected.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an [[urchin]] in escaping harm or get away with a theft.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate 250sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days).&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Assault or undermine the Bridge Knights.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Snitch to a magister or Bridge Knight.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Assist the Bridge Knights with an investigation or apprehending a criminal.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Actively undermine or assault Kendartown or a Denrat.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Annoy Antara.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Events''' ====&lt;br /&gt;
The following are events that can occur while wandering Kendartown and are meant to fill in as possible quest hooks or provide role playing moments for your players to get to know the locals and populace. [[Combat]] around Kendartown is unlikely, but can happen - especially with the lack of Bridge Knights.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A rather vocal scholar is criticizing the facism of the Bridge Knights outside the Meritasscracy and has drawn the ire of several off-duty Bridge Knights. Tensions are boiling over…&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Kendartown local is being “gently” reminded of their past due debts at Antara’s Den by a group of 3 (1d4 + 1) Denrats.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Thief]]! A Kenmoorian merchant calls for help as a thief makes off with some of the wares. If caught, the merchant offers an additional 25% discount on goods, and the players get a 10% discount on purchasing information from Antara.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower, the item is fake. On a 51-90, the item has an Essence Cost of 10 or less; on a 91 to 100 it has an Essence Cost of 20 or less. Bidding starts at 50% of the normal item cost. This event is repeatable every 10 (3d6) days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eastbridge ===&lt;br /&gt;
'''''Read Aloud:''' From the eastern tollgate on, a spiraling cityscape of red and yellow brick buildings fill the grand bridge, filled to the brim of humanoids of every sort: [[dragonfolk]] and human, [[halfling]] and [[trollkin]], all caught amidst ever-swirling chasm winds. Tight robes of light material decorate the inhabitants, each taking its own vibrant shade from plentiful dyes. Here, the buildings and blocks are built high, closely knit, with valleys only large enough to fit two folk abreast.'' &lt;br /&gt;
''Arcane lamps mark the stone ground of the bridge as the city of Bridgemoor is never without activity. Between endless travelers and persistent merchants, the song of Eastbridge is one of pioneering spirit: wealth and ambition, a buzz of excitement and the clink of coin amongst heated debates and excited conversations.'' &lt;br /&gt;
&lt;br /&gt;
Stretching from the Fortress of Merit to the eastern tollgate, Eastbridge is distinguished by its proximity to and heritages of coastal facing nations such as Kendaria, Nevna, Constel, and Forsten. It’s a wealthier district, housing more education centers and markets, and fosters a healthy amount of higher-class housing for Meritocrats and members of the bureaucracy. High profile organizations, such as the Trade Consortium and Fixers, do business here, and as such it tends to attract more mercantile travelers.&lt;br /&gt;
&lt;br /&gt;
==== '''Tollgate''' ====&lt;br /&gt;
The tollgates of Bridgemoor are impressive defensive fortifications, with 40 ft high stone walls that extend the full width of the bridge. The gates themselves are enhanced with arcane-infused stone to resist siege weapons and offensive spells, and have a series of three portcullises that are controlled with interior mechanisms. The [[gateway]] itself is wide enough to fit four wagons abreast, and there is a perpetual garrison of 40 '''Bridge Knights''' (Appendix C) on duty and alert at their posts.&lt;br /&gt;
&lt;br /&gt;
Passing the gate is free for citizens of Bridgemoor, but travelers must pay 10 sc per individual. An additional goods tax is levied at 1% of the total cost of for-sale goods, and upon payment, the owner will receive a writ of sale, which vouches for taxes paid. Without this, a 10% tax penalty is imposed by the magistrate for “smuggled” goods, enforceable by Bridge Knights. An INT/Forging check of DC 15 can create a passing writ of sale to fool anyone short of an expert magistrate.&lt;br /&gt;
&lt;br /&gt;
The guards of the eastern tollgate only run patrols along the roads entering Bridgemoor from Kendaria, protecting merchants and traders, but otherwise keep themselves to city business, granting clemency to Antara and her Denrats. &lt;br /&gt;
&lt;br /&gt;
Players may also trade any currency for a writ of credit, which if produced during a transaction with a Moorian Merchant will grant a circumstantial +2 to any checks made to negotiate prices to impress a mercantile NPC. At the end of every day, a Bridge Knight patrol, led by a Knight-Captain, will take stored coin to Bridgebank for safe keeping.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market''' ====&lt;br /&gt;
A massive bazaar, the Eastbridge Market is a thriving treatise on mercantilism, with an assortment of luxury goods, foodstuffs, textiles, and raw lumber available in spades. Near anything can be found in this market, though it tends to cater toward middle-class and wealthier customers. All goods purchased from this market are 20% more expensive than normal, but have a 50% chance of being of superior quality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Superior Quality''' =====&lt;br /&gt;
Superior goods and equipment bestows a +1 or +2 circumstantial bonus to its primary purpose. For instance, a superior weapon may grant a +1 bonus to attacks made with it, or a climber kit may give a +2 to STR/Athletics when scaling a cliff or spelunking.&lt;br /&gt;
|}&lt;br /&gt;
The Eastbridge Markets are heavily patrolled and theft is dealt with harshly. Magistrate tax collectors also make weekly inspections here, checking writs of sales, and cataloging goods. Successful merchants are levied with an additional 5% sales tax for profitable weeks, but are exempt for monthly property taxes.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are incredibly rare here, as any violence is usually thwarted by the unyielding presence of Bridge Knight patrols. Quick combats of less than two rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A newly appointed local magister is struggling to convince a seasoned merchant to pay their weekly sales tax. Players can assist either side, with checks as described in Social Confrontation. Merchants will offer a 25% discount on their goods and guarantee superior qualities, whereas the magister will grant the players a writ of [[passage]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An ill-dressed, ill-kept cultist is preaching against the perils of vertical construction, concerned for the excess weight placed upon the Great Bridge. While obviously insane, the cultist will extol the Cult of Rust, chiding the ignorant consumers for their decadent ways. A DC 15 AWR check will reveal the beggar is more than they seem, and a DC 10 CHA check will convince the cultist to reveal that the like-minded gather at the Rustgate within the Underbidge.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower the item has an Essence Cost of 10 or lower; on a 51-90, it has an Essence Cost of 20 or lower; on a 91 to 100, it has an Essence Cost of 30 or lower. Bidding starts at 50% of the normal item cost. This event can repeat once every 7 (2d6) days.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish! The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table. Assume that Bridge Knight patrols are distracted by a larger number of cultists.&lt;br /&gt;
|}&lt;br /&gt;
These encounters assume a party of 4, between levels 4 and 8. You may have Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Players may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 10 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Goodwill with Bridge Knights and Social counters, and +2 Goodwill for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writ of Passage''' =====&lt;br /&gt;
Good for 30 days, a writ of passage grants temporary citizenship to a group of up to 10 individuals. This allows easy entry to the Fortress of Merit, and to pass the toll gates without paying the requisite tolls. Citizenship granted in this way is only partial and does not make someone eligible to become a Meritocrat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market Locations''' ====&lt;br /&gt;
'''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings.''' Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. Belgar has the stats of a '''[[Mage (Greater)]]''' (CC, chapter 4).&lt;br /&gt;
&lt;br /&gt;
The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, Belgar’s personal [[golem]], a hulking, massive creature constructed from iron. The Shopkeep has the stats of an '''[[Iron Golem]]''' (CC chapter 2), but is a sharp negotiator, with an INT of 4, and the personality of a hawkish, insightful merchant. It does most of the talking.&lt;br /&gt;
&lt;br /&gt;
The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of Belgar’s stock. For players, he has items of greater value.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scrolls''' =====&lt;br /&gt;
The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, Belgar will have 2 (1d4) extra scrolls of SPC 25 or less.&lt;br /&gt;
If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belgar will allow them to purchase [[Occult]] scrolls in addition to Arcane, which are drawn from the same stock.&lt;br /&gt;
&lt;br /&gt;
==== '''Magic Items''' ====&lt;br /&gt;
Belgar does not create anything more than his common household items. He does, on occasion, procure an item for resale. Every 30 days, you or your players can roll 1d100.&lt;br /&gt;
&lt;br /&gt;
1-'''25.''' No item.&lt;br /&gt;
&lt;br /&gt;
'''26-50.''' 1 item of Essence 15 or lower.&lt;br /&gt;
&lt;br /&gt;
'''51-75.''' 2 (1d4) items of Essence 15 or lower; 1 item of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''76-95.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''95-100.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower; and 1 item of Essence 40 or lower.&lt;br /&gt;
&lt;br /&gt;
These items last for 30 days and are considered sold by the end. You can use MCG chapter 7 for a list of potential items.&lt;br /&gt;
&lt;br /&gt;
==== '''Books''' ====&lt;br /&gt;
Belgar stocks non-fiction books. Tomes of knowledge can be purchased for 20 sc, with each assigned an appropriate INT or CHA skill (such as INT/Arcana or CHA/Leadership). If a player consults their tome for at least 15 minutes, they gain a +1 bonus to the assigned skill check.&lt;br /&gt;
|}&lt;br /&gt;
'''Fixer’s Compound.''' A collection of sloped, adobe-style buildings sit within their own walled compound aside from the throngs of endless market stalls. A simple iron gate allows the curious to pass into the Fixer’s Compound. Guarded by sparse humanoids in light armor, the Fixers are psions that loan their services to adventurers and local organizations as guards, monster hunters, or investigators. While a valuable commodity, the Fixer’s here have a contract with the Bridge Knights that prevents them from investigating cases within sovereign territory. Still, their divining services are ever-popular, and the occasional merchant will hire an escort through the city to avoid less scrupulous magistrates. &lt;br /&gt;
&lt;br /&gt;
This particular outpost is run by Efelias Starseeker, a [[Raedeen]], who tends to be rather hands-on in the Fixer’s activities. Efelias or one of their fixers can be contracted to [[divine]] information within the city, so long as it does not interfere with, or directly influence or affect, any meritocratic, Bridge Knight, or magisterial business.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Hiring a Fixer''' =====&lt;br /&gt;
A standard fixer service costs 150 sc. This purchases a one-time use of the [[Psionic]] spell, [[Far Sense]]. If there is any protection against Divining in the desired area, the spell fails, and the fixer will refund ½ the cost.&lt;br /&gt;
If Efelias is hired, the cost increases to 250 sc, but the range of the spell increases to 20 miles (the breadth of Bridgemoor) and she will attempt to break through protective wards. She rolls at a +9 against the relative WILL.&lt;br /&gt;
&lt;br /&gt;
Neither a standard fixer nor Efelias will agree to spy on a reputable target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Trade Consortium''' ====&lt;br /&gt;
An alliance of merchants and skilled craftsfolk, the Trade Consortium is a powerful faction within Bridgemoor that primarily acts as a lobbyist to the Meritocratic Senate. The consortium pushes for lower mercantile taxes and improved trade rights, along with fostering trade with foreign nations via diplomatic and lucrative trade deals. Within the city, the consortium holds several acres of land where it retains its own private offices and compound.&lt;br /&gt;
&lt;br /&gt;
For all of its bluster, the consortium is a private guild, and spends the majority of its time lining its own pockets. It’s run by a council of senior merchants, many of whom are tied to the bureaucracy or are Meritocrats themselves, each representing a specific trade or craft. Most minor guilds and merchants count themselves among its ranks, and goodwill with the consortium tends to boil over to the city at large. And so to does infamy. &lt;br /&gt;
&lt;br /&gt;
Players can apply for membership to the consortium as merchants, though will be denied if their Goodwill is -3 or lower. Doing so requires they pay an upfront fee of 100 sc, then dues of 50 sc every 30 days. Joining as either automatically earns a player 1 Goodwill to Bridgemoor Mercantile factions and organizations. Players may also “donate” to the consortium to restore favor with Bridgemoor Mercantile, Aristocratic, or Social factions, at a cost of 750 sc per +1 Goodwill. This can only increase Goodwill in that category to a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
Joining the Trade Consortium is also one of the paths to citizenship, if players are interested in such a thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Merchant Benefits''' =====&lt;br /&gt;
As a member of the consortium, a player gains access to the Trader profession. They may gain their first rank by earning 5 Goodwill with Bridgemoor Mercantile factions ''after'' joining, or completing a consortium caravan run. Additionally, members can always find a merchant to sell goods to at a minimum of 50% of its value, adding an additional 10% to that sale price per rank they possess in the Trader.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgebank''' ====&lt;br /&gt;
Short of the Fortress of Merit, Bridgebank is one of the most well protected structures within Bridgemoor. Home to the city’s riches, including tolls and taxes, the bank is designed as a keep, with a large fortune’s worth of Arcane wards placed within the very walls. The bank is impenetrable against any divination or teleportation, and is guarded by elite Bridge-Knights, even possessing its own garrison. Nothing short of magical siege weapons can force open the bank’s doors.&lt;br /&gt;
&lt;br /&gt;
Most citizens have some kind of wealth stored in the bank. Here, individuals can exchange writs of credit for raw currency of any type, and vice versa. They can purchase vaults, store wealth, and even take out loans for large purchases or to pay off debts. Bridgebank’s vaults are built into the foundations of the bridge itself, but all access to them has been cut off to them from the Underbridge. There are rumors of secret pathways inside from the sewers, but none have ever been found.&lt;br /&gt;
&lt;br /&gt;
Heroes can store any amount of wealth at Bridgebank for no charge. In fact, the bank pays 2% interest on 500 sc or more stored within its vaults every 30 days, but uses this money to invest in local merchants and city-wide initiatives. If a hero attempts to withdraw all of their coin at once, have them make a LUCK check. The DC is 1% of the amount of sc they have in the bank. If they fail the check, then the bank does not have enough sc on hand to fulfill the hero’s wishes, instead giving them 25% of what they asked for.&lt;br /&gt;
&lt;br /&gt;
=== Fortress of Merit ===&lt;br /&gt;
The seat of governance and power in Bridgemoor, this district takes form as a fortress in the center of the city. Complete with walls and defenses that contain the Bridge Keep, Legislative Chambers, and the Meritocratium, this area is heavily guarded by a perpetual garrison of Bridge Knights. The fortress courtyard is open to citizens during [[daylight]] hours, but passersby are forced to circumnavigate the walls, taking the road around.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridge Keep''' ====&lt;br /&gt;
The Bridge Keep is where the local guard is trained, supervised, and armed, and where the official command structure of the Bridge Knights lives and resides. The keep itself is designed as a defensive fortification, boasting Arcane-infused siege weapons, strong, high stone walls, and stores several months worth of rations at any time in the event of an invasion. &lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A fortress unto itself, the Bridge Keep looms overhead, its pale, red stone taking shape as siege-worthy towers and heavy fortifications, catapults and ballista mounted as if to ward off an entire army. A perpetual clash of steel on steel echoes from within as Bridge Knights train against one another, chain rattling amongst the heavy-booted footfalls. Guards line the walls here, keeping constant watch, their vigil unyielding.'' &lt;br /&gt;
&lt;br /&gt;
Even citizens are disallowed access to the keep, with only Bridge Knights, Meritocrats, and invited guests allowed to stalk its halls. If they possess 10 or higher Goodwill with the knights, heroes may be invited within. Inside, they can purchase armor from the keep quartermaster, Madrik Ironside, a disciplined, no-nonsense [[Urkou]]. Madrik is an ancient fixture of the keep’s command staff.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Bridge Keep Inventory''' =====&lt;br /&gt;
The Keep is well stocked with armor, available at a discount. Players can purchase medium or heavy armor from Madrik for 75% of its normal value. This armor is branded with the sigil of the Bridge Knights, though, and while wearing it the player acts as if they possessed the Goodwill, positive or negative, of the Bridge Knights with whoever they are dealing.&lt;br /&gt;
'''Available Medium Armor'''&lt;br /&gt;
&lt;br /&gt;
Breastplate, Cuirass (Iron), Half Plate, Scale Mail&lt;br /&gt;
&lt;br /&gt;
'''Available Heavy Armor'''&lt;br /&gt;
&lt;br /&gt;
Chain Mail, Plate (Field)&lt;br /&gt;
|}&lt;br /&gt;
With 10 or higher Goodwill, players may also sign on as Knight Deputies, or hired mercenaries that may act with minor authority of Bridge Knights. Doing so, players receive a stipend of 50 sc every 7 days, though they must collect this in person at the keep. Should they gain another 3 points of Goodwill with the Bridge Knights, they may then take 1 Rank in either the Guard or Knight profession.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Knight Deputy Powers and Benefits''' =====&lt;br /&gt;
A deputy has limited power - they can arrest an obvious, overt criminal (such as an Underbridge cultist) or low-ranking citizen, or can directly interfere in a violent dispute on behalf of Bridgemoor, but they have no power over a bureaucratic member, an official Bridge Knight, a Meritocracy, foreign official, or other person of similar or higher rank.&lt;br /&gt;
A deputy benefits from Bridge Knight support, and has credibility with local knights over citizens, gaining a +1 bonus to CHA checks made on these individuals per 4 positive Goodwill.&lt;br /&gt;
&lt;br /&gt;
Deputies are granted a deputy badge, a lesser sigil of the knights that lends their authority to relevant situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a deputy, there are multiple ways to gain Militant and Bridge Knights Goodwill, and ways to lose it. You may decided to extend these bonuses and penalties to other occupational categories as well, such as resolving a local dispute leading to +1 Militant and Mercantile Goodwill.&lt;br /&gt;
&lt;br /&gt;
* Apprehend a criminal: +1 Goodwill&lt;br /&gt;
* Resolve a local dispute without violence: +1 Goodwill&lt;br /&gt;
* Aid a local or junior magister in their duties: +1 Goodwill&lt;br /&gt;
* Assist a Bridge Knight patrol: +1 Goodwill&lt;br /&gt;
* Overexert authority: -1 Goodwill&lt;br /&gt;
* Openly criticize, dismay, or besmirch the Bridge Knights or Ser Blacksky: -1 Goodwill&lt;br /&gt;
* Be caught committing a crime: -5 Goodwill&lt;br /&gt;
* Attacking a Bridge Knight: -10 Goodwill&lt;br /&gt;
&lt;br /&gt;
==== '''Keep Cells''' ====&lt;br /&gt;
Beneath the keep are a series of cell blocks built into the Underbridge and sealed off from the sewers. These cells house hundreds of prisoners and fall under the purview of the Bridge Knights. They descend several levels deep, and are warded from both Divining magic and from teleportation. Prisoners here are treated with basic dignity—they are fed and aren’t beaten, but many don’t see the sun until the end of their sentence. For some, in the deepest [[darkness]], this means they never taste fresh air again.&lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Gardens''' ====&lt;br /&gt;
Of all the wonders in Bridgemoor, few expect the courtyard gardens. An array of unique flora, the gardens of the fortress are built directly into the bridge foundations, with deep basins of natural soil where an entire ecosystem is grown from within. As the only official city “park”, the gardens are well tended to by primalists from the Westbridge Grove, full of natural magics that facilitate a thriving environment of small fauna. Birds and small mammals live their entire lives in the gardens, as the grounds stretch several miles within the central city.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Glimmering pools of fresh water line the flagstone courtyard of the gardens, each lined with an array of colorful flowerbeds, all arrayed with perfect harmony in rows upon rows of unique foliage. Here, the walls of the fortress keep out the usual buzz of the city, replaced instead by the gentle lull of flowing water, birdsong, and the rustle of canopies within soft zephyrs. Cafes fill the garden passages as local officials, students, and Meritocrats pass the day in the peaceful haze.''&lt;br /&gt;
&lt;br /&gt;
While pleasant, a majority of citizens pass through the courtyard because it shaves an entire hour off of travel between East and Westbridge. With as many folk as it sees, this makes the courtyard a common gathering place, where cultures collide and ideas spread in the shadow of the three major institutions of the city. Mercantile efforts are disallowed within, but over time several cafes and day-time lounges have sprung up, nestled between the small wooded grounds and constructed lakes, allowing a bit of nature to seep into the urban landscape. Many lobbyists and concerned citizens will spend their days waiting in the yard, hoping to catch a Meritocrat out for lunch. &lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Garden Events''' ====&lt;br /&gt;
As one of the few “wild” places on the Moorian surface, there are some rare events that can occur within the gardens. Use these if you’d like to give your players new interactions in the city.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Scholarly Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accosted Meritocrat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Strange Plant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Scholarly Demonstration.''' A scholarly demonstration of young students are actively decrying the state of the Meritocracy and the iron-fist of the Bridge Knights, and knights from the keep garrison are growing irate. If no one interferes, things could get ugly. Use the '''[[Dragonfolk Scholar]]''' stats for the students, if necessary (CC chapter 4), minus the breath weapon unless they are truly dragonfolk.&lt;br /&gt;
&lt;br /&gt;
If the scholars are assisted and are allowed to continue their demonstration, players gain +2 Goodwill with Bridgemoor Academics and +1 with the Aristocratic occupation. &lt;br /&gt;
&lt;br /&gt;
If the scholars are convinced to stop, apologize, or disperse, players gain +2 Goodwill with the Bridge Knights and Militant occupation.&lt;br /&gt;
&lt;br /&gt;
'''Accosted Meritocrat.''' An important Meritocrat is being loudly accosted by a laborer from Westbridge, insisting their family is starving under oppressive taxes. The Meritocrat is about to call over a guard. &lt;br /&gt;
&lt;br /&gt;
If the laborer is aided, either by convincing the Meritocrat to listen or giving them at least 50 sc, players gain +2 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
The laborer can be arrested by a knight deputy, or convinced to leave otherwise. Use the '''[[Charlatan]]''' stats (CC chapter 4) if necessary. Doing either leads to +2 Goodwill with the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Strange Plant.''' A local Primalist from the Westbridge Grove is stumped at a strange, poisonous plant growing in the gardens. If approached, they will explain that the plants are carefully regulated and this shouldn’t be possible.&lt;br /&gt;
&lt;br /&gt;
A 15 INT/Nature or INT/Arcana will reveal that these plants have been tampered with by Occult magic. A 20+ of either check will also reveal this tampering took place recently, within the day.&lt;br /&gt;
&lt;br /&gt;
Players can track down the one responsible, an [[Underbridge Cultist]], with a 15 AWR/Tracking, or an INT/Nature hiding in one of the wooded areas of the gardens. This can result in combat, or the cultist can be arrested. Use the '''Forest [[Witch]]''' stats (CC chapter 4) for this encounter. If not found, the next time players pass through the area, trigger event #4. If resolved, event #4 is removed (roll 1d3 for future events here).&lt;br /&gt;
&lt;br /&gt;
If the cultist is taken in or resolved, players gain +2 Religious Goodwill, +1 Social, and +1 with the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish'''&lt;br /&gt;
&lt;br /&gt;
The Underbridge cult has corrupted the local fauna and are causing chaos in the gardens, attacking Meritocrats and civilians.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1 [[Forest Witch]], 2 Wolves&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Forest Witch, 2 Wolves, 1 Dire [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1 Forest Witch, 3 Wolves, 1 [[Wilting Warden]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|2 Forest Witches, 2 Wilting Wardens&lt;br /&gt;
|}&lt;br /&gt;
Defeating the skirmish earns the players +1 Goodwill across the board in Bridgemoor. If the encounter is difficult or deadly, they instead earn +2. If the encounter is deadly, one of the witches possesses a Scorpion’s Sting Dagger (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats' Palace''' ====&lt;br /&gt;
The shining beacon of legislative governance, the legislative chambers house the whole of the Meritocrats, consisting of endless offices and wide, open chambers that can seat hundreds. The chambers are busy year-round, with committee meetings, diplomatic envoys, and legislative sessions circling in an ever-revolving circle of politics. The Chambers also contain judicial houses where magisters prosecute criminals and hold court.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Sweeping, open verandas and marble textures form the grand halls and chambers of the Meriocrat’s Palace, a worthy tribute to Bridgemoor’s most hallowed institution. Here, the peace of the courtyard gardens merges with a sense of purpose as Meritocrats plan the future of their city, white-robed and busy as they flit from council to chamber. Floral colognes bathe the halls in pleasant scents and a visit is always good for an eloquent oration or two, blustering voices rebounded about the gilded interior of mural motifs and elegant architecture.''&lt;br /&gt;
&lt;br /&gt;
The Meritocratic Senate, which consists of all voting members of the Meritocracy, meets on the first day of every month to discuss policies and vote on new legislation. These sessions are open to citizens and those with a personal invitation from a Meritocrat. Citizens and guests may even speak with approval or support from a Tenured counselor. Any number of committees, as there are dozens, can be found meeting in the chambers during daylight.&lt;br /&gt;
&lt;br /&gt;
Heroes may move freely throughout the chambers if they possess a Goodwill of +5 with the Bridgemor Aristocrats, and even request to meet with particular Meritocrats. They will be expelled from the grounds by a Bridge Knight patrol if they have less than 5 Goodwill, unless they are citizens or are escorted by a citizen.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Bureaucracy''' ====&lt;br /&gt;
With all the political intrigue, heroes may be encouraged to get involved on a legal level. A player may become a Bureaucrat in multiple ways. &lt;br /&gt;
&lt;br /&gt;
'''Official Sponsorship.''' A Meritocrat may hire a player as an aide or secretary, able to act in a semi-official capacity on behalf of that Meritocrat. This can grant exemption from tolls, grant access to off-limits areas in the city, or allow players to skirt minor regulations. Joining the Bureaucracy in this way gains the players +2 Goodwill with the Aristocratic occupation, but is usually a quid-pro-quo option, and supplies no real form of advancement.&lt;br /&gt;
&lt;br /&gt;
'''Traditional Route.''' To become a standard Bureaucrat, the applying individual must be a citizen, then pass a basic civics exam. This test is proctored once every 15 days, and requires a fee of 25 sc to participate. To complete the test, players must pass any two of the following checks with a roll of 15 or higher:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting to suss out answers.&lt;br /&gt;
* AWR/Eavesdropping or Perceiving to cheat off fellow testers.&lt;br /&gt;
* INT/Law to accurately answer questions.&lt;br /&gt;
* INT/Politics of Bridgemoor to accurately frame responses.&lt;br /&gt;
* CHA/Savoir Faire to overwhelm the questions with convincing nothings.&lt;br /&gt;
* CHA/Deceiving to make it sound like you know what you’re doing.&lt;br /&gt;
&lt;br /&gt;
Test results are posted the following day. Passing earns the players +1 Goodwill with the Aristocratic occupation, and they may take a job as a clerk, aide, or secretary. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Do Heroes have Time for Jobs?''' =====&lt;br /&gt;
Depending on how you craft your myths, jobs can be a valuable source of roleplaying or resource gathering. They may not fit into a busy life of adventure, though. If your heroes’ adventure flow leaves them prone to large swathes of downtime, or your players are permanent residents of an area, it makes sense to hold down a job.&lt;br /&gt;
|}&lt;br /&gt;
As a Bureaucrat, players need to spend at least 4 hours every other day performing legislative duties. While practicing, a player can use a number of [[skills]] to, essentially, complete tasks and do their job. Any of the following skills can be used:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting&lt;br /&gt;
* AWR/Eavesdropping or Perceiving&lt;br /&gt;
* INT/Law&lt;br /&gt;
* INT/Politics of Bridgemoor&lt;br /&gt;
* CHA/Savoir Faire&lt;br /&gt;
* CHA/Deceiving or Persuading&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 10'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 10, a player is unable to complete their tasks and gains nothing. If this is rolled five times within 30 days, the player loses their status, and loses 1 Goodwill with the Aristocratic occupation. If the player rolls a 1 on the check, they lose 1 Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 10'''&lt;br /&gt;
&lt;br /&gt;
On a 10, a player successfully completes their tasks to no real fanfare. They gain a base 5 sc for a day’s work, and if they roll over a 10 their salary becomes their ½ roll in sc.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
On a 18 or higher, a player  accomplishes their tasks with finesse. They gain a base salary of 10 sc, +2 sc per 1 over 18 they roll. If a player rolls an 18 or higher five times within 30 days, the gain +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25'''&lt;br /&gt;
&lt;br /&gt;
On a 25 or higher, a player resolves a difficult scenario or attracts the attention of a higher ranking official. They gain a base salary of 30 sc, and earn +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a Bureaucrat, and if a player gains that Goodwill they may take 1 rank in the [[Barrister]] profession. Additionally, if that rank is taken, a player becomes eligible to serve as a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Magistrate Route.''' While difficult, a player can apply to become a junior magistrate. To do so, they must first be appointed by the Magister Superior. To earn this, players must have a minimum of +10 Goodwill with the Aristocratic occupation, have a clean criminal record in Bridgemoor, and receive a recommendation from a Meritocrat. After accomplishing this, they must be approved by a simple majority vote during a Meritocratic Senate, which may require lobbying if enough voting members oppose that players reputation. &lt;br /&gt;
&lt;br /&gt;
This should be an ordeal, and unless the player possesses a minimum of +15 Goodwill with Bridgemoor Meritocrats, then they will need to lobby individual members or committees to ratify their appointment. &lt;br /&gt;
&lt;br /&gt;
If successfully appointed, a player gains the following benefits:&lt;br /&gt;
&lt;br /&gt;
* They may take their first rank in the Barrister profession, or they may take the next rank in that same profession.&lt;br /&gt;
* They gain a weekly stipend of 30 sc on top of the base pay they receive as a Barrister.&lt;br /&gt;
* They become exempt from Bridgemoor tolls.&lt;br /&gt;
* They gain a magister badge, a prominent sigil that they may use to wield authority.&lt;br /&gt;
* A player may choose to overexert their authority, granting them a favor with any corruptible NPC or higher-ranking official. Doing so grants the player special privilege, but also loses 1 Goodwill with the Aristocratic profession. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Magister Badge''' =====&lt;br /&gt;
A sign of rank, a magister badge is oft feared by criminals and citizens alike. Possessing a badge grants the wielder TA while negotiating with low ranking merchants and Bridge Knights within Bridgemoor. While visible, this player replaces their Goodwill stats with that of the Bridgemoor Aristocratic occupation, giving them credence with some, and dislike with others.&lt;br /&gt;
|}&lt;br /&gt;
A player may have their status as a magistrate revoked at any time by the Magister Superior. This only happens if, any time, their Goodwill with the Aristocratic occupations becomes negative, they are caught committing a crime, or they lose more than 5 Goodwill overexerting their authority within a period of 30 days.&lt;br /&gt;
&lt;br /&gt;
==== '''Major NPCs''' ====&lt;br /&gt;
As the body politic of Bridgemoor there are a vast number of important individuals can be found in the chambers. These are some of the unique NPCs of note:&lt;br /&gt;
&lt;br /&gt;
'''Senisalia Corifax.''' As the Magister Superior, Senisalia is one of the most important officials in Bridgemoor. She is a tall, thin dragonfolk with severe features, her scales red and sharp. She has delicate wings and curled horns. Senisalia has devoted five decades of her life to the magistrate, having tried thousands of cases, and is considered incorruptible. With a fearless reputation, she is unpopular amongst the Meritocrats, as she is as likely to bring charges against them as a criminal, but holds the favor of the people and several key Premiers, making her unimpeachable. She is ultimately fair, eschewing morality in favor of the law, and makes it a point not to interfere with politics. Not only a legal talent, Senisalia started her career as a Bridge Knight, having ascended to the rank of captain before becoming a magister.&lt;br /&gt;
&lt;br /&gt;
'''Mefelicas Arinwin.''' Perhaps too young for his station, Mefelicas stands out as one of the strangest governors of Bridgemoor in recent history. Mefelicas taught at the Meritocratium for no more than ten years as professor of law and philosophy when he was [[chosen]] as the last governor’s successor. Having never served as a Meritocrat, and barely 4 decades old, his selection broke centuries of tradition and sent the city into a major upheaval. Soft spoken, calm, and insightful, Mefelicas nevertheless managed to whip the Meritocracy into shape, and in the five years since his appointment he’s managed to secure support from the major organizations and most of the Meritocratic Senate.&lt;br /&gt;
&lt;br /&gt;
Mefelicas is a physically plain human of an average build and dark features, unassuming in his manner, and the last to be seen in a room. Until he speaks, that is. The Premier of Governance commands a rare wit and intellect, able to determine near any truth with an almost psionic perception. He possesses an iron will, seemingly unbreakable in the face of adversity. Mefelicas is neither a [[warrior]] or a mage, nor does he possess any hidden talents. He’s simply brilliant, able to get the better of any argument within moments.&lt;br /&gt;
&lt;br /&gt;
'''[[Hyleth Othen]].''' Hyleth is an aged halfling and an immensely influential Meritocrat. You can find more in depth details in his relevant NPC entry, but his offices are located within the chambers as a Tenured, which tend to be revolving doors of high-ranking officials and official business. Not much happens in the city that Hyleth isn’t aware of.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocratium''' ====&lt;br /&gt;
Known outside as simply as the Bridgemoor University, those within the city refer to the institution by its preferred title: the Meritocratium. Renowned for its schools of history, philosophy, and law, the campus is a complex compound of studies, libraries, lecture halls, and dormitories, complete with spiraling towers that constitute the tallest structures of Bridgemoor. Some of the most brilliant legal minds of the age hail from the schools of Merit, and the institution is largely seen as incorruptible, overseen as it is by scholars of philosophy and legal experts.  Many believe the university is the beating heart of Bridgemoor, even more so than the Meritocracy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Spiraling towers ascend near a dozen stories into the sky, each connected to a campus alight with hundreds of starry-eyed students looking ever-forward to the future. Halls and dorms litter more than a mile of stonework,  housing a faculty of some of the most brilliant minds of the age, teaching every scholarly endeavor from script to the arcane. Wide, open antechambers and lecture halls are always filled to the brim, welcoming any and all who wish to further their horizons.'' &lt;br /&gt;
&lt;br /&gt;
The university oversees thousands of students at any given time. Unlike most of the city, it welcomes non-citizens, allowing them to live in local dormitories and espouses an egalitarian approach to its acceptance. Still, there’s an obvious classist disparity, as only those with money can afford to pay tuition and keep up with a full class load. Those that graduate find an immense number of doors open to them, as the respect and skills that come with a degree are highly valued within Bridgemoor and beyond.&lt;br /&gt;
&lt;br /&gt;
==== '''Attending the University''' ====&lt;br /&gt;
Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000sc, and must take an entrance exam.  To pass, they must succeed a skill check relative to the field:&lt;br /&gt;
&lt;br /&gt;
'''Arcane.''' INT/Arcana of 15+&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' INT/Economics 10+&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' INT/Law 15+&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' INT/History 13+&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Any test can be taken instead with CHA/Savoir Faire or AWR/Intuiting.&lt;br /&gt;
&lt;br /&gt;
If successful, the player becomes an official [[student]] of the Meritocratium and gains +2 Goodwill with the Academic occupation. To make progress as a student, a player must attend classes for 8 hours every 7 days for an entire semester. There are 12 semesters in a year, each consisting of 30 days, and a student must pay 250 sc per semester they attend, with the first one included in their entry tuition. A player may choose not to attend a semester and keep their status as a student, but they must still pay the fees even though they do not advance that semester.&lt;br /&gt;
&lt;br /&gt;
Heroes must make relevant skill checks to their field four times per semester. The target number to pass is 10 + the number of completed semesters. For instance, after completing 3 semesters, a passing check would be 13 (10 base, + 3 for 3 semesters). &lt;br /&gt;
&lt;br /&gt;
A player must succeed 2 out of 4 checks to complete a semester. If failed, the player loses 1 Goodwill from the Academic occupation, and if they fail 3 semesters in a row, they lose their student status. Failing a single semester nets no benefits, and must be taken again. If a player passes a check by double the target, this counts as 2 successes, and they may pass the semester early.  &lt;br /&gt;
&lt;br /&gt;
==== '''Arcane Field''' ====&lt;br /&gt;
As an Arcane student, a player needs to make an INT/Arcana check to complete a semester. For each successfully completed, the player learns either 1 Arcane cantrip or spell or may increase their Arcana skill by 1. Arcane classes are more expensive and cost 500 sc per semester.&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player learns two arcane cantrips of their choice. INT is their magic attribute for these cantrips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing 12 semesters, a player is awarded with an Arcane degree, gains a +1 to their INT, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Scholarly Field''' ====&lt;br /&gt;
As a scholarly student, a player makes rolls based on the skill they used to pass their exam. This includes the CHA or AWR options. For every semester completed, the player may add +1 to a skill depending on their chosen field:&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' Appraising, Economics, Gossiping, Leadership, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' Deceiving, [[Empathy]], Forgery,  Intimidation, Law, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' Alchemy, Art, Astronomy, Biology, Cartography, Chemistry, Engineering, Geography, History, Medicine, Military, Nature, Politics of [Any Region].&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player may learn an academic talent from the Skill Stack. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Academic Talents''' =====&lt;br /&gt;
While there is no official academic tag for talents, the following all qualify. These can all be found via the ''Core Rulebook,'' chapter 5, “Skill Stack”.&lt;br /&gt;
&lt;br /&gt;
'''Talents:''' Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician.&lt;br /&gt;
|}&lt;br /&gt;
After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Becoming a Lecturer''' ====&lt;br /&gt;
If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 15'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 15'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 23'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 30+'''&lt;br /&gt;
&lt;br /&gt;
The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill. &lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Underbridge&lt;br /&gt;
&lt;br /&gt;
Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just  as many liable to be true as are false.&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
&lt;br /&gt;
The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history.  Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight. &lt;br /&gt;
&lt;br /&gt;
Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor. &lt;br /&gt;
&lt;br /&gt;
The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''What's That Smell?''' =====&lt;br /&gt;
While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers.&lt;br /&gt;
&lt;br /&gt;
If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Sewer Events''' ====&lt;br /&gt;
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hail the Rat Queen!&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Diamond in the Sludge&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Worst [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trash Gryphons?&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Urchin Colony&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Magical Anomaly&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Combat Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Occult&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Vermin&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Criminals&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cultists&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inferno&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Hail the Rat Queen!''' ===&lt;br /&gt;
While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 '''Dire Rats'''. These rats are sitting in a circle around a massive [[Dire Rat]], one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.&lt;br /&gt;
&lt;br /&gt;
Players can donate currency, items, or food to satisfy Ratina. &lt;br /&gt;
&lt;br /&gt;
If players donate 250sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers.&lt;br /&gt;
&lt;br /&gt;
If they donate 1,000sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest. &lt;br /&gt;
&lt;br /&gt;
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Rat Hat''' =====&lt;br /&gt;
''Helm, Rare, Essence 30''&lt;br /&gt;
&lt;br /&gt;
This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a '''Dire Rat'''. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''A Diamond in the Sludge''' ===&lt;br /&gt;
Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within. &lt;br /&gt;
&lt;br /&gt;
Whatever the item is, to reach it, the players will have to [[jump]] into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)&lt;br /&gt;
&lt;br /&gt;
Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.&lt;br /&gt;
&lt;br /&gt;
To determine what the item is, you or your players can roll a d100.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|A singular gem worth 150sc.&lt;br /&gt;
|-&lt;br /&gt;
|11-30&lt;br /&gt;
|An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.&lt;br /&gt;
|-&lt;br /&gt;
|31-50&lt;br /&gt;
|A singular gem worth 300sc.&lt;br /&gt;
|-&lt;br /&gt;
|51-70&lt;br /&gt;
|A pair of Magnetic Gloves (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|71-90&lt;br /&gt;
|A singular gem worth 500sc.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''The Worst Elemental''' ===&lt;br /&gt;
In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.&lt;br /&gt;
&lt;br /&gt;
Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.&lt;br /&gt;
&lt;br /&gt;
'''Story or Song'''. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.&lt;br /&gt;
&lt;br /&gt;
'''Painting.''' Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor. &lt;br /&gt;
&lt;br /&gt;
Players can trade favors for the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Favors Cashed&lt;br /&gt;
!Exchange&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mordecai will [[distract]] the next combat encounter in the sewers, nullifying it.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Mordecai will exert their protection over the heroes, granting them [[immunity]] to the Sickened condition and the ability to breathe underwater for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.&lt;br /&gt;
|}&lt;br /&gt;
If necessary, Mordecai has the stats of a '''[[Water Elemental]]''', only they deal toxic damage in place of cold. Mordecai can be met multiple times.&lt;br /&gt;
&lt;br /&gt;
=== '''Trash Gryphon''' ===&lt;br /&gt;
A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.&lt;br /&gt;
&lt;br /&gt;
Here, the heroes stumble upon a '''Trash [[Gryphon]].''' Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature. &lt;br /&gt;
&lt;br /&gt;
If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.&lt;br /&gt;
&lt;br /&gt;
Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 '''Trash Gryphons'''. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (''Mythcrafter’s [[Guide]]'', chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.&lt;br /&gt;
&lt;br /&gt;
While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.&lt;br /&gt;
&lt;br /&gt;
=== '''Urchin Colony''' ===&lt;br /&gt;
A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.&lt;br /&gt;
&lt;br /&gt;
The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a '''[[Physician]]''' (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a '''[[Hex Witch]]''' (both from ''CC,'' chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use '''Thug''' or '''Bandit''' stats for random urchins.&lt;br /&gt;
&lt;br /&gt;
=== '''Aiding the Colony''' ===&lt;br /&gt;
If the heroes wish, they can aid the colony in a myriad of ways.&lt;br /&gt;
&lt;br /&gt;
'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. &lt;br /&gt;
&lt;br /&gt;
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Goodwill Spent&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast [[Minor Augmentation]] on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''The Urchin Market''' ===&lt;br /&gt;
Within the colony, the heroes can find Bramblepatch, an auspicious [[Bhrunai]] 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a '''[[Dwarf]] Navigator''' (''CC'', chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-14&lt;br /&gt;
|An Uncommon magic item&lt;br /&gt;
|-&lt;br /&gt;
|15-29&lt;br /&gt;
|1d6+3 spell scrolls from any school with an SPC of 25 or lower. &lt;br /&gt;
|-&lt;br /&gt;
|30-49&lt;br /&gt;
|A stray Magister or Bridge Knight Badge (200sc cost)&lt;br /&gt;
|-&lt;br /&gt;
|50-69&lt;br /&gt;
|1d4+1 Uncommon [[Magic Items|magic items]]&lt;br /&gt;
|-&lt;br /&gt;
|70-84&lt;br /&gt;
|A Writ of Credit (150sc)&lt;br /&gt;
|-&lt;br /&gt;
|85-99&lt;br /&gt;
|A Rare magic item&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|An Epic magic item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.&lt;br /&gt;
&lt;br /&gt;
'''Badge.''' If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.&lt;br /&gt;
&lt;br /&gt;
'''Writ of Credit.''' Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ. &lt;br /&gt;
&lt;br /&gt;
=== '''Reporting the Colony''' ===&lt;br /&gt;
If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple [[mist]].&lt;br /&gt;
&lt;br /&gt;
=== '''Magical Anomaly''' ===&lt;br /&gt;
The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:&lt;br /&gt;
&lt;br /&gt;
'''First of Its Kind.''' Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem. &lt;br /&gt;
&lt;br /&gt;
'''The Trickster.''' Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous '''Parsors''' (''Creature Compendium).''&lt;br /&gt;
&lt;br /&gt;
'''The Sewer Knight.''' Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent '''[[Gretchling]]''' (''CC'', “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (''Mythcrafter’s Guide,'' chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.&lt;br /&gt;
&lt;br /&gt;
=== '''Combat Encounters''' ===&lt;br /&gt;
If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8. &lt;br /&gt;
&lt;br /&gt;
=== '''Occult''' ===&lt;br /&gt;
From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are '''difficult''' due to their strange natures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Shambling [[Grim]], 3 Skeletons&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Blood Effigy]], 2-4 [[Zombies]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Ghul]], 2 Shambling Grims, 3 Zombies&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 [[Transcendent]], 2 Bonewraiths&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|2 Churlocks, 4 Zombies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Vermin''' ===&lt;br /&gt;
Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Dire Centipedes, 4 Insect Swarms&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Dire Rats&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ant&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7 Swarms of Rats&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4 [[Rot Bees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Criminals and Cultists''' ===&lt;br /&gt;
Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6 Thugs, 1 [[Rogue]], 2 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Fallen Bridge Knights*, 4 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 Hex Witch, 3 Underbridge Cultists, 6 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Necromancer]], 4 Skeletons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use the stats of a Bridge Knight.&lt;br /&gt;
&lt;br /&gt;
=== '''Inferno''' ===&lt;br /&gt;
Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno  make their way into the foundations, sewing devastation and chaos.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Guraxes, 1 [[Demonologist]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Amanojaku]], 2 Slag Toads&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Night Devil]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|2 Column Crawlers, 1 Demonologist&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Gratchen]], 10 Corrupted Gretchlings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Corrupted Gretchlings use standard '''Gretchling''' stats, but are under the control of the fiendish Gratchen, making them hostile. &lt;br /&gt;
&lt;br /&gt;
=== '''The Rust Gate''' ===&lt;br /&gt;
A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose. &lt;br /&gt;
&lt;br /&gt;
What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent insanity. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  &lt;br /&gt;
&lt;br /&gt;
=== '''Rust Gate Inhabitants''' ===&lt;br /&gt;
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against [[Psionic Spells|Psionic spells]] will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insanity''' =====&lt;br /&gt;
Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a '''[[Hungering Shade]]''' in 1d6+1 days. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When entering the area around the gate, roll a 1d4 to see the current inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of [[Psionic Spells|Psionic spells]], but TD against the effects of [[Divine Spells|Divine spells]].&lt;br /&gt;
&lt;br /&gt;
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+. &lt;br /&gt;
&lt;br /&gt;
'''3, Urchin Colony.''' If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.&lt;br /&gt;
&lt;br /&gt;
'''4, Hungering Shades.''' The result of ill-fated explorers or fools, several '''Shadows''' or '''Hungering Shades''' (CC, chapter 2) [[haunt]] the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Key Sigil''' =====&lt;br /&gt;
By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Westbridge ===&lt;br /&gt;
From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and Lesmishan. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District''' ====&lt;br /&gt;
Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths. &lt;br /&gt;
&lt;br /&gt;
Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District Locations''' ====&lt;br /&gt;
&lt;br /&gt;
==== '''Temple of Vigil''' ====&lt;br /&gt;
The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local [[clergy]] and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit. &lt;br /&gt;
&lt;br /&gt;
This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a '''[[War Priest]]''' (''CC'', chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so '''Clergy''' that she manages throughout the temple, but no real warriors besides herself. &lt;br /&gt;
&lt;br /&gt;
Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill. &lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Vigilant Goodwill''' ====&lt;br /&gt;
This Goodwill is earned even if there is no one around to witness the act.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Protect an innocent from harm.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Aid another Vigilant in their duties.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate at least 500sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Purge a corrupted Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Free an individual from wrongful imprisonment, bondage, or slavery&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Knowingly harm an innocent.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Assault another righteous Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Commit an immoral crime.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Take advantage of the weak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes can also &amp;quot;spend&amp;quot; their Goodwill with the Temple of Vigil in exchange for favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A hero may cast [[Minor Blessing]] even if they cannot normally cast spells. This has an APC of 4.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may cast [[Heroism]] even if they cannot normally cast spells. This has an APC of 3.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One hero may take their first rank in the Clergy profession.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Order of the Darkscourge ====&lt;br /&gt;
A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bridge Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot [[intervene]] in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas. &lt;br /&gt;
&lt;br /&gt;
The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 '''Paladins''', 5 '''Knight Errants''', 15 '''Knights''', and 7 '''Squires''' (CC, “NPCs).&lt;br /&gt;
&lt;br /&gt;
The ranking chapter member is Sera Nessacourias Elian, an elven [[Paladin]] of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Order''' ====&lt;br /&gt;
To become a squire within the order, an adventurer must first pay dues of 500sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values.&lt;br /&gt;
&lt;br /&gt;
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Darkscourge Vow''' =====&lt;br /&gt;
“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the [[terror]] of ill intent, forever and for always, I will be the scourge of the dark.”&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Darkscourge Goodwill''' ====&lt;br /&gt;
This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Discover and report a previously unknown cultist cell or plot to an order compound. &lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Dispatch a cultist cell operating in a civilized region.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Find and discard of dangerous occult knowledge.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Prevent the execution or capture of a cultist or related creature.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Lose in combat against a group of cultists or related creatures.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Fail to prevent a cultist plot in a local region.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Fight against or hinder the Order of the Darkscourge. &lt;br /&gt;
|}&lt;br /&gt;
If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes may also spend Darkscourge Goodwill to gain favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Requisition a [[War Horse]].&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a  Guardian’s or Sunburst [[Shield]] (Mythcraft Compendium, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
'''House of Alms.''' One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.&lt;br /&gt;
&lt;br /&gt;
The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands. &lt;br /&gt;
&lt;br /&gt;
Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.&lt;br /&gt;
&lt;br /&gt;
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).&lt;br /&gt;
&lt;br /&gt;
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20sc per level of rarity, and the adventurer is healed after 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer is of great help and earns a salary of 25sc + 25sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer proves their worth to their fellows and earns a salary of 75sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer outshines even the regular house physicians and earns a salary of 150sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3. &lt;br /&gt;
&lt;br /&gt;
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. &lt;br /&gt;
&lt;br /&gt;
==== '''Western Markets''' ====&lt;br /&gt;
'''''Read Aloud:''''' ''From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.''&lt;br /&gt;
&lt;br /&gt;
The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to [[entice]] bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less. &lt;br /&gt;
&lt;br /&gt;
These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.   &lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Enterprising Urchin&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Grand Opportunity&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Flash Sale&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.&lt;br /&gt;
&lt;br /&gt;
Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill. &lt;br /&gt;
&lt;br /&gt;
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000sc) for 25%. This earns the players a stipend of 75sc (15%) or 125sc (25%) every 7 days, so long as they remain in Bridgemoor to collect. &lt;br /&gt;
&lt;br /&gt;
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish.''' The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Underbridge Cultist, 1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 [[Gurax]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 [[Bonewraith]]&lt;br /&gt;
|}&lt;br /&gt;
You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage. &lt;br /&gt;
&lt;br /&gt;
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.&lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Market Locations''' ====&lt;br /&gt;
'''The Grove.''' Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below.&lt;br /&gt;
&lt;br /&gt;
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”).&lt;br /&gt;
&lt;br /&gt;
There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less.&lt;br /&gt;
|}&lt;br /&gt;
'''Chasm Forge.''' The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods.&lt;br /&gt;
&lt;br /&gt;
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]].&lt;br /&gt;
&lt;br /&gt;
Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (''Core Rulebook'', chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.&lt;br /&gt;
&lt;br /&gt;
=== Nalatown ===&lt;br /&gt;
'''''Read Aloud:''''' ''Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.''&lt;br /&gt;
&lt;br /&gt;
Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.&lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Locations''' ====&lt;br /&gt;
'''Bronzeguard Outpost.''' Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  &lt;br /&gt;
&lt;br /&gt;
The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the [[Godking]], but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a '''Knight Errant''' (CC, chapter 4, “NPCs”) and rides a '''[[Dracanis]]''' (CC, chapter 2). &lt;br /&gt;
&lt;br /&gt;
Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.&lt;br /&gt;
&lt;br /&gt;
'''Redcliff Lifts.''' Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height. &lt;br /&gt;
&lt;br /&gt;
'''Chasm Mines.''' A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship. &lt;br /&gt;
&lt;br /&gt;
The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.&lt;br /&gt;
&lt;br /&gt;
'''Karak’s Compound.''' The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising [[Hondu]]; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a '''[[Bandit Captain]]''' (''CC,'' chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a Flametouched Longsword (''Mythcrafter’s Guide'', chapter 7, “Magic Item Codex”), making him a brutal opponent.&lt;br /&gt;
&lt;br /&gt;
The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.&lt;br /&gt;
&lt;br /&gt;
'''Materials Market.''' The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount. &lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Events''' ====&lt;br /&gt;
The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Avadrium&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An Abuse of Power&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Celebration&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A Tad Bit Unhinged&lt;br /&gt;
|}&lt;br /&gt;
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1sc of the material costs 5sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.&lt;br /&gt;
&lt;br /&gt;
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.&lt;br /&gt;
&lt;br /&gt;
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.&lt;br /&gt;
&lt;br /&gt;
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.&lt;br /&gt;
&lt;br /&gt;
'''Celebration.''' The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.&lt;br /&gt;
&lt;br /&gt;
'''A Tad Bit Unhinged.''' Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”. &lt;br /&gt;
&lt;br /&gt;
If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a '''Charlatan''' (''CC,'' chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction. &lt;br /&gt;
&lt;br /&gt;
If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.&lt;br /&gt;
&lt;br /&gt;
=== City-wide Locations ===&lt;br /&gt;
Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below. &lt;br /&gt;
&lt;br /&gt;
==== '''Bridgeroad''' ====&lt;br /&gt;
Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike. &lt;br /&gt;
&lt;br /&gt;
==== '''Inns''' ====&lt;br /&gt;
Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.&lt;br /&gt;
&lt;br /&gt;
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60sc a night, able to house eight individuals comfortably.&lt;br /&gt;
&lt;br /&gt;
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.&lt;br /&gt;
&lt;br /&gt;
'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.&lt;br /&gt;
&lt;br /&gt;
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|10 sc&lt;br /&gt;
|Location of a single area or item. Reduces travel time by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|50 sc&lt;br /&gt;
|Rumor or hint pertaining to a quest or event (planned or random). &lt;br /&gt;
|-&lt;br /&gt;
|100 sc&lt;br /&gt;
|Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.&lt;br /&gt;
|-&lt;br /&gt;
|250 sc&lt;br /&gt;
|Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.&lt;br /&gt;
|}&lt;br /&gt;
'''Who Runs the Network?''' While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.&lt;br /&gt;
&lt;br /&gt;
'''Performing.''' It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 13 is a flop of a performance.&lt;br /&gt;
&lt;br /&gt;
The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a passable show and earns 10sc + 10sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a great show and earns 20sc + 15sc per rank of Entertainer they possess. &lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer astounds and amazings, earning 40 sc + 20sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.&lt;br /&gt;
&lt;br /&gt;
==== '''Toll Stations''' ====&lt;br /&gt;
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60sc to simply travel through one tollgate to another. &lt;br /&gt;
&lt;br /&gt;
==== '''Moor Blocks''' ====&lt;br /&gt;
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bekael&amp;diff=10215</id>
		<title>Bekael</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bekael&amp;diff=10215"/>
		<updated>2024-08-06T14:37:02Z</updated>

		<summary type="html">&lt;p&gt;Magellus: space missing between Porcelain and mask&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Bakael.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Bekaels are celestial beings with a powerful drive for justice. While many view celestials as calm and deliberative, the Bekael challenges this view as a vengeful, emotional creature. Bekaels are drawn to groups who have experienced profound tragedy under the fist of tyranny. With horns like an impala’s and two pairs of eagle wings, the Bekael’s frightening visage is completed by a porcelain white mask that obscures their face. The sorrowful mask portrays the wailing that accompanies utter loss. In [[combat]], the Bekael wields its own molten tears like whips of razor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bekael ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 23''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Celestial ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!7&lt;br /&gt;
!6&lt;br /&gt;
!5&lt;br /&gt;
!1&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 17&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 17 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Radiant 8, Divine 8, [[Primal]] 4, [[Psionic]] 4 '''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 250&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 10/Magical [[Weapons]], [[Arcane]], [[Occult]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (CHA) [[Empathy]] +20&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Empath (1/Recoup).''' The Bekael may choose one creature. For the next hour while the Bekael can see that creature with its blindsight, whenever that creature takes [[damage]], it halves the amount of damage that it takes and the Bekael takes the other half.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mask of Sorrow.''' The Bekael wears a sorrowful mask that dampens the morale of all who behold it. At the start of its turns, the Bekael chooses which direction it is facing. For a 60 ft cone in that direction, no creature can benefit from magical effects that would enhance their stats, HP, attacks, or damage. Ongoing effects that offer such benefits are suppressed (but not canceled outright) while in the cone.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Plane Step (2/Day).''' The Bekael may teleport to a different plane of existence. It chooses where it appears on the new plane.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Weep.''' When an allied creature within 60 ft of the Bekael becomes Bloodied, the Bekael gains 1 additional action that it can take on its turn to make another Razor Tear attack (max 4 additional actions). This resets after 10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bekael can take FIVE of the following actions, or take the same action '''five times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bekael can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Razor Tears.''' ''Reach 20 ft Natural Weapon.'' +7 vs REF. '''Hit:''' 9 (1d4+7) sharp, 2 (1d4) fire, and 2 (1d4) psychic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Bekael can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Monster can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Razor Tears.''' ''Reach 20 ft Natural Weapon.'' +7 vs REF. '''Hit:''' 9 (1d4+7) sharp, 2 (1d4) fire, and 2 (1d4) psychic.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...And''' take '''ONE''' of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Wail (Recharge 6).''' ''20 ft Cone Natural Weapon.'' +6 vs WILL. '''Hit:''' 9 (2d8) sonic and 9 (2d8) psychic, and the creature becomes Broken for 1 minute. Miss: The creature takes ½ damage and becomes Broken until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dirge.''' The Bekael may only use this ability if one of its allies has died since the end of its last turn. The Bekael and up to 10 allied creatures within 60 ft of it gain TA for the next minute, gain 5 (2d4) [[Shield]] HP, and their crit ranges each increase by 1 during this time.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Vengeance is Mine (1/Round).''' When an allied creature within 60 ft of the Bekael becomes Bloodied, the Bekael may teleport up to 60 ft and make a Razor Tear attack against the creature that bloodied its ally, if that creature is within reach. This is considered a crit if it hits.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Armor&amp;diff=9492</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Armor&amp;diff=9492"/>
		<updated>2024-07-12T17:11:29Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo on guilded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor increases your six defenses. Light, medium, and heavy armor, as well as shields, all follow the same basic principles. &lt;br /&gt;
&lt;br /&gt;
=== '''Defenses''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defense&lt;br /&gt;
!Defense Score&lt;br /&gt;
|-&lt;br /&gt;
|Armor Rating (AR)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Reflexes (REF) &lt;br /&gt;
|10 + DEX&lt;br /&gt;
|-&lt;br /&gt;
|Fortitude (FORT)&lt;br /&gt;
|10 + END&lt;br /&gt;
|-&lt;br /&gt;
|Anticipation (AWR)&lt;br /&gt;
|10 + AWR&lt;br /&gt;
|-&lt;br /&gt;
|Logic (LOG) &lt;br /&gt;
|10 + INT&lt;br /&gt;
|-&lt;br /&gt;
|Willpower (WILL) &lt;br /&gt;
|10 + CHA&lt;br /&gt;
|}&lt;br /&gt;
Your defenses, by default, are listed on the table above. Each of these numbers might be modified by the armor that you choose to wear.&lt;br /&gt;
&lt;br /&gt;
On the Armor tables below, each type of armor specifies your new AR, as well as listing modifiers to the five defenses that are based on your attributes.&lt;br /&gt;
&lt;br /&gt;
=== STR, DEX, and Speed ===&lt;br /&gt;
Some medium armor and all heavy armor have a STR minimum, a DEX maximum, and a speed modifier.&lt;br /&gt;
&lt;br /&gt;
If you don armor and your STR is less than the STR minimum, your speed becomes 0 and you gain the Dazed condition.&lt;br /&gt;
&lt;br /&gt;
While wearing armor with a DEX maximum, your DEX cannot exceed that number; if your DEX was higher than that number, it is reduced to the DEX maximum while wearing such armor. This affects your REF defense.&lt;br /&gt;
&lt;br /&gt;
If you have a speed modifier from your armor, apply it to the distance that you can move each time you spend AP. There are talents that can reduce this penalty.&lt;br /&gt;
&lt;br /&gt;
=== '''Resistance Specialization''' ===&lt;br /&gt;
The Resist column on the armor allows you to apply Resist to certain kinds of damage, but you cannot do so unless you have taken a Second Skin talent that allows you to unlock this added bonus.&lt;br /&gt;
&lt;br /&gt;
=== '''Heavy Armor''' ===&lt;br /&gt;
Heavy armor has the unwieldy tag when carrying it, but not while wearing it.&lt;br /&gt;
&lt;br /&gt;
=== '''Shields''' ===&lt;br /&gt;
Each Shield has the one-handed tag. While using a shield, you can only wield light weapons in your other hand, although talents can remove this restriction.&lt;br /&gt;
&lt;br /&gt;
=== '''Barding''' ===&lt;br /&gt;
You can purchase barding, or specialized armor, for an animal. This can be any armor besides shields. Barding costs twice the normal sc of armor if the animal is Medium or smaller. It costs four times the normal sc if the animal is Large, and eight times the sc if Huge. Creatures larger than Huge cannot have barding unless the MC decides otherwise.&lt;br /&gt;
&lt;br /&gt;
== '''Light Armor''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Armor&lt;br /&gt;
!AR&lt;br /&gt;
!REF&lt;br /&gt;
!FOR&lt;br /&gt;
!ANT&lt;br /&gt;
!LOG&lt;br /&gt;
!WILL&lt;br /&gt;
!STR min&lt;br /&gt;
!DEX max&lt;br /&gt;
!Speed&lt;br /&gt;
!Resist&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Cuirass (Leather)&lt;br /&gt;
|12&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Blunt 2 &lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Gambeson &lt;br /&gt;
|10&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Cold 1, Blunt 1 &lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Hide &lt;br /&gt;
|11&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
|Cold 3 &lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Leather &lt;br /&gt;
|11&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Blunt 1 &lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Robes (Command)&lt;br /&gt;
|10&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Psychic 3&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|Robes (Corruption)&lt;br /&gt;
|10&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Necrotic 3, Corrosive 3, Toxic 3&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|Robes (Elemental)&lt;br /&gt;
|11&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Elemental 3&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|Robes (Mage) &lt;br /&gt;
|10&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Energy 2, Elemental 2&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Robes (Starlight)&lt;br /&gt;
|11&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Energy 2, Fire 2, Cold 2&lt;br /&gt;
|90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Medium Armor''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Armor&lt;br /&gt;
!AR&lt;br /&gt;
!REF&lt;br /&gt;
!FOR&lt;br /&gt;
!ANT&lt;br /&gt;
!LOG&lt;br /&gt;
!WILL&lt;br /&gt;
!STR min&lt;br /&gt;
!DEX max&lt;br /&gt;
!Speed&lt;br /&gt;
!Resist&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|13&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
| -&lt;br /&gt;
|Sharp 3&lt;br /&gt;
|350&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate (Gilded)&lt;br /&gt;
|12&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Sharp 2, Psychic 2&lt;br /&gt;
|450&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine&lt;br /&gt;
|12&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sharp 2&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Cuirass (Iron)&lt;br /&gt;
|12&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sharp 2&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Sharp 3&lt;br /&gt;
|800&lt;br /&gt;
|-&lt;br /&gt;
|Lamellar&lt;br /&gt;
|13&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sharp 3&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|Leather-and-Steel&lt;br /&gt;
|13&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sharp 2&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|13&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Sharp 3&lt;br /&gt;
|180&lt;br /&gt;
|-&lt;br /&gt;
|Splint Mail&lt;br /&gt;
|14&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
| -5ft &lt;br /&gt;
|Sharp 2&lt;br /&gt;
|400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Heavy Armor''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Armor&lt;br /&gt;
!AR&lt;br /&gt;
!REF&lt;br /&gt;
!FOR&lt;br /&gt;
!ANT&lt;br /&gt;
!LOG&lt;br /&gt;
!WILL&lt;br /&gt;
!STR min&lt;br /&gt;
!DEX max&lt;br /&gt;
!Speed&lt;br /&gt;
!Resist&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Branded Mail&lt;br /&gt;
|14&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Physical 3&lt;br /&gt;
|450&lt;br /&gt;
|-&lt;br /&gt;
|Chain Mail&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Physical 2&lt;br /&gt;
|250&lt;br /&gt;
|-&lt;br /&gt;
|Plate (Field)&lt;br /&gt;
|15&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
| -5 ft&lt;br /&gt;
|Physical 3&lt;br /&gt;
|1200&lt;br /&gt;
|-&lt;br /&gt;
|Plate (Full)&lt;br /&gt;
|15&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
| -10 ft&lt;br /&gt;
|Physical 5&lt;br /&gt;
|1500&lt;br /&gt;
|-&lt;br /&gt;
|Plate (Gilded)&lt;br /&gt;
|15&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
| -10 ft&lt;br /&gt;
|Physical 3&lt;br /&gt;
|2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Shields''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Armor&lt;br /&gt;
!AR&lt;br /&gt;
!REF&lt;br /&gt;
!FOR&lt;br /&gt;
!ANT&lt;br /&gt;
!LOG&lt;br /&gt;
!WILL&lt;br /&gt;
!STR min&lt;br /&gt;
!DEX max&lt;br /&gt;
!Speed&lt;br /&gt;
!Resist&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Physical 1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Heater Shield&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Physical 2&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Kite Shield&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Physical 2&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
| -5 ft&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
'''*Tower Shield'''&lt;br /&gt;
&lt;br /&gt;
Tower shields have the two-handed and unwieldy tags. Rather than improving your AR or your other defenses, tower shields grant you Total Cover on one side.&lt;br /&gt;
&lt;br /&gt;
You may spend 2 AP to brace the shield, which grants Partial Cover to a creature standing directly behind you, provided that the creature is your Size or smaller.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Oracle:_Tarot_(MythCraft_Harker%27s_playtest)&amp;diff=9487</id>
		<title>Talk:Oracle: Tarot (MythCraft Harker's playtest)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Oracle:_Tarot_(MythCraft_Harker%27s_playtest)&amp;diff=9487"/>
		<updated>2024-07-11T14:10:30Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Clarification on some Combat card options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Those questions are about the Mythcraft Oracle Tarot with Battle card specialisation and have been asked by Magellus and answered by Nathan H, July the 10 2024&lt;br /&gt;
&lt;br /&gt;
=== ''Major Arcana selection'' ===&lt;br /&gt;
&lt;br /&gt;
When I get to choose my Major Arcana, do I get to choose a new one when I get more Luck? or do I need to wait to get the Major Arcanas Symposium talent to reselect my Major Arcanas?&lt;br /&gt;
&lt;br /&gt;
You do learn more major arcanas as your LUCK improves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''The savage Sword'' ===&lt;br /&gt;
Does the &amp;quot;Face&amp;quot; value or the &amp;quot;minor arcanas improvement&amp;quot; apply to the AP that we get or it's just 2 AP no matter the improvement we have on the original value of bonus damage? &lt;br /&gt;
I hope it somehow scale if not fully upgraded.&lt;br /&gt;
I can foresee, maybe not an infinite AP build, but a &amp;quot;a lot of&amp;quot; AP generator here mixed with the Quick Draw &amp;quot;sub-stack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
With the savage swords it's always just 2 AP, for that reason - don't want to make an infinite AP build&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Once per turn&amp;quot; AP effect of the alternate sword card is done, does it fall back to give damage if I draw more Sword card? Or are the next sword card wasted?&lt;br /&gt;
&lt;br /&gt;
As written, yes, they would be wasted. &lt;br /&gt;
I don't think it would be game breaking to say that multiple sword cards in one turn allow you to first do AP, then do damage, but that's more words and more possible confusion. &lt;br /&gt;
I'll see about that when I sit down to try and make it all less confusing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Minor Arcana Improvement'' ===&lt;br /&gt;
For Face and Major Arcane cards, Do I split the value in half like the number cards?&lt;br /&gt;
&lt;br /&gt;
Yes, split the numeric value in half like number cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Hand of Fortune'' ===&lt;br /&gt;
I am not sure to understand how I can get to the maximum handsize. I probabably miss something, but it seems that all related talent say you draw X card then discard the unused. &lt;br /&gt;
How can I reach hand limit cards? &lt;br /&gt;
A related question, The way I read the Hand of Fortune talent, &lt;br /&gt;
is you pay 1 to draw with Combat Card and may pay another one to play from your hand. Is it how you build your hand limit?&lt;br /&gt;
&lt;br /&gt;
I think you arrived at the correct conclusion; Hand of Fortune is what gives you a hand. At the start of combat you draw cards up to 1/2 your INT. &lt;br /&gt;
With Hand of Fortune, when you use Combat Cards, you draw a card and then may play a card, so that's how you would build up your hand to reach your total INT.&lt;br /&gt;
It does cost AP to build your hand, but the benefit is the number of options you have circumstantially once you have a larger hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Gemini Tarot'' ===&lt;br /&gt;
Does the Gemini Tarot talent bypass the Quick Draw 2 in term of card that I can draw? Or do they combine?&lt;br /&gt;
&lt;br /&gt;
Gemini tarot with Quick Draw would be draw 4, play 2 (just tweaked Gemini Tarot wording here to work as intended)&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=9484</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=9484"/>
		<updated>2024-07-10T05:59:54Z</updated>

		<summary type="html">&lt;p&gt;Magellus: /* Fate Track */Typo in Thread of fate 3 and 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Elf Oracle.png|thumb|Alanákalai Eyarie, prophet]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Knowledge is both a gift and a curse. Do not seek to understand the future, as this can never be known, but instead to understand the currents that shape it. May the wisdom of the stars guide your steps towards a future that beets goodness.&amp;quot; -[[Alanakalai “Knack” Eyarie|Alanákalai Eyarie]], prophet&amp;lt;/big&amp;gt;'' &lt;br /&gt;
&lt;br /&gt;
Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. &lt;br /&gt;
&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Oracle Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Druid.''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist'''. You capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate.''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide'''. Whether a mysterious mentor or an eclectic professor, you instruct your pupils in various skills and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
== '''Oracle Entry Talent''' ==&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the Oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Oracle Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Woe.''' Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
* '''Hermit.''' Gain +2 Arcana, Astrology, or Astronomy; AND +2 in a skill of your choice with the observation or survival tag.&lt;br /&gt;
* '''Oracular Magic.'''  Choose one: Primal or Psionic. &lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Psionic, gain Adept of the Psionic unless you already have it. If you already have it, gain +1 Psionic Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, LUCK is your magic attribute&lt;br /&gt;
&lt;br /&gt;
* '''Oracular Power.''' Each time you level up and spend your Talent Point on an oracle talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
|''Oracle, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Druid Track''' ==&lt;br /&gt;
[[File:Druid Track.png|thumb|429x429px|Druid Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Star’s Guidance.''' (1/Recoup) Use Astronomy or Astrology in place of a skill with the survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. &lt;br /&gt;
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. &lt;br /&gt;
If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (p. 117). In combat, when you cast a chant or spell without the dark power tag, gain 1 Light Proclivity. When you cast a chant or spell with the dark power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the dark power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below.&lt;br /&gt;
If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the dark power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|(1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. &lt;br /&gt;
Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|(1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. &lt;br /&gt;
The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. &lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or disease.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance III'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|Gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Immortal.''' Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. &lt;br /&gt;
Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. &lt;br /&gt;
You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. &lt;br /&gt;
You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid IV'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. &lt;br /&gt;
The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. &lt;br /&gt;
When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
* '''Contemplate.''' (1/Week) You can reselect any primal, psionic, divine, and/or occult spells that you know.&lt;br /&gt;
* '''After the Ashes.''' If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* '''Primeval Foresight.''' (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** '''Level 30:''' Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primeval Darkness Chart''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|''Chant that deals damage''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|''Chant that does not deal damage''&lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:'''  Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the nature or weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|''Chant that imposes negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' You suffer the condition for the written duration instead..&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|''Chant that targets an ally''&lt;br /&gt;
|Extend the duration by 1 round if successful. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|''Spell that deals damage to one creature''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|''Spell that deals AOE damage''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|''Spell that imposes a negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|''Spell that heals''&lt;br /&gt;
|If successful, the spell adds additional healing equal to ½ your LUCK. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed..&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|''Spell that targets self or an ally and doesn’t heal''&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Commune'''&lt;br /&gt;
|''Spell that summons''&lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Power:''' Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Elementalist Track''' ==&lt;br /&gt;
[[File:Elementalist Track.png|thumb|256x256px|Elementalist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Elemental Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Affinity.''' (2/Rest)  When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = radiant, Summer = fire, Autumn = necrotic, and Winter = cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage I'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag from the ''Repurpose Damage Abilities'' table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/Rest collectively.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|''Repeatable.'' Gain another Repurpose Damage ability from those you have access to.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes ½ LUCK/Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Strikes.''' (2/Rest) +1d6 damage of the Affinity type for the duration.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes ½ LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. &lt;br /&gt;
Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental damage that damaged other creatures, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and ½ damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. &lt;br /&gt;
Regain one use of Elemental Affinity each time you Recoup. &lt;br /&gt;
&lt;br /&gt;
Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages. &lt;br /&gt;
&lt;br /&gt;
Finally, gain the Superior Affinity ability&lt;br /&gt;
* '''Superior Affinity.''' (1/Rest) Affinity negates all damage of that type and heals the recipient for ½ the total damage instead.&lt;br /&gt;
** '''Level 30:''' Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Repurpose Damage Abilities Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Armor'''&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Fate Track''' ==&lt;br /&gt;
[[File:Fate Track.png|thumb|531x531px|Fate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Boon of Fate.''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weal.'''  When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on weapons increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bane of Fate''.''''' (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate IV'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ambient Luck.''' (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. .&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Manipulate Chance.''' You may spend 4 SP to regain an expended Luck point. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* '''Turn of Fortune.''' When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fated.''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Portent.''' Regain 1 luck point when you Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) &lt;br /&gt;
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
* '''Level 30:''' The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guide Track''' ==&lt;br /&gt;
[[File:Guide Track.png|thumb|554x554px|Guide Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain +2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mentor.''' (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain +2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. &lt;br /&gt;
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain +2 Skill Points in any skill. Mentor becomes AWR/Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wakeful Serenity.''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain one [[Specialization Talents|specialization talent]]. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each ½ X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain +2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Expert Guidance.''' (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one [[Specialization Talents|specialization talent]]. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. &lt;br /&gt;
Gain +12 Skill Points that you can spend on any skills of your choice. You may use your Mentor ability indefinitely. &lt;br /&gt;
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
* '''Level 30:''' When you use your Mentor ability, receiving creatures gain an additional +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=9438</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=9438"/>
		<updated>2024-07-07T02:53:23Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
This page provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the divine icons to which they give you access if you are a cleric who worships that deity.&lt;br /&gt;
&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike..&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six conclaves. These conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple conclaves (though this is uncommon). The conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime elemental forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and order-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other conclaves.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various primal emotions and combinations thereof. The Stravon Conclave generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day-to-day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''Decay, Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|Actions are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as lon as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, Salvation''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''Darkness, Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-GUST-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long shadow, as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and adapt to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|Merriment, a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don’t hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don’t see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, and then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisfying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature’s nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|Turtle shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way that they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good for one to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls and an insular community can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no intrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either kill or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Lion's head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|Shark fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, but do not turn from it either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|Elephant head&lt;br /&gt;
|Never forget the past, for it is in the lessons of the past that we can learn to shape a better future.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, invariably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|Wolf paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to guide people in her own relatively narrow view of what “good” is and help them avoid “bad.”&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways.&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be an unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it will not land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad – or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises.&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow all will die. She believes in accepting the inevitable and in finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Corrupted Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Dethonax''' (DETH-oh-NAX)&lt;br /&gt;
|''Ambition, Decay, Wrath''&lt;br /&gt;
|Cluster of spiked chains&lt;br /&gt;
|A devious hivemind who uses any means available to control and extort other creatures to his own ends. Paranoid, secretive, and possessive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kathanon''' (kar-THEN-ohn)&lt;br /&gt;
|''Decay, Cultivation, Revenge''&lt;br /&gt;
|Bloody pawprint&lt;br /&gt;
|Manic and obsessive creator of all manner of poisons and monstrosities. She tends not to scheme like the other Corrupted, but acts on impulse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Amonaq''' (AH-muhn-ock)&lt;br /&gt;
|''Death, Hedonism, Wrath''&lt;br /&gt;
|Asteroid cluster&lt;br /&gt;
|Fanatically determined to eradicate life at any cost, as it sees all existence as a terrible curse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ustaz''' (OOS-tahz)&lt;br /&gt;
|''Ambition, Death, Revenge''&lt;br /&gt;
|Spiked hammer&lt;br /&gt;
|Believes that if he consumes enough souls he will ascend as the ultimate god. His schemes are entirely to help him kill and consume more creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehemekh''' (JEH-hem-eck)&lt;br /&gt;
|''Decay, Hedonism, Knowledge''&lt;br /&gt;
|Eight daggers bundled together&lt;br /&gt;
|Utterly exploitative, he will backstab anyone, including staunch allies, if it will get him ahead. Above all, he wants to amass more power and wealth to lord over all other creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kamosh''' (KAM-osh)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Bleeding anatomical heart&lt;br /&gt;
|Kamosh offers little thought to the future, instead pursuing any form of indolent pleasure that they can find in the present.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lashrael''' (LASH-ray-el)&lt;br /&gt;
|''Austerity, Darkness, Knowledge''&lt;br /&gt;
|Black scythe&lt;br /&gt;
|An uncaring and unfeeling force of death who simply wants to see the universe plunge into eternal darkness.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Paragon Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Nexariel''' (nex-AHR-ee-el)&lt;br /&gt;
|''Cultivation, Order, Knowledge''&lt;br /&gt;
|Four-dimensional cube&lt;br /&gt;
|Cold and uncaring, endlessly calculating. She exists as thousands of hypothetical iterations of the original Nexariel, who duplicated herself before sacrificing herself to save the avadri.&lt;br /&gt;
|-&lt;br /&gt;
|'''Romariel''' (row-MAYR-ee-el)&lt;br /&gt;
|''Order, Salvation, Redemption''&lt;br /&gt;
|A forge hammer engraved with a flower&lt;br /&gt;
|Compassionate and creative, he tends towards sorrow rather than anger when he is wronged. A smith and mason of cosmic proportions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Faetanorel''' (fay-TAN-oh-rel)&lt;br /&gt;
|''Freedom, Honor, Love''&lt;br /&gt;
|Opened book of music&lt;br /&gt;
|Creative and generous to the point of naivete, she seeks to create songs and creatures that can spread joy, and tries to ignore when they use their gifts for ill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yazardarel''' (yah-ZAR-duh-rel)&lt;br /&gt;
|''Death, Order, Revenge''&lt;br /&gt;
|Flaming gavel&lt;br /&gt;
|Absolutely emotionless embodiment of justice with no room for negotiation or exception. She sees no reason to offer any mercy to the guilty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Syllimael''' (sai-LEM-mai-el)&lt;br /&gt;
|''Austerity, Darkness, Wrath''&lt;br /&gt;
|Bleak humanoid face with a hand over its mouth&lt;br /&gt;
|A silent watcher, preferring to observe than interact directly. But when they deem it necessary to intervene, their plans are unerringly successful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakariel''' (ray-KAHR-ee-el)&lt;br /&gt;
|''Death, Light, Wrath''&lt;br /&gt;
|Upraised hand with a decorative eye in the palm&lt;br /&gt;
|A violent warrior who strives for righteousness but will often strike first when he feels that proactive justice can prevent greater loss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avatar Dieties ==&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Avatars&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Door'''&lt;br /&gt;
|''Fate, Freedom, Knowledge''&lt;br /&gt;
|Door&lt;br /&gt;
|An impersonal, single center point that connects all worlds. Represents all beginnings and endings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dream'''&lt;br /&gt;
|''Austerity, Darkness, Serenity''&lt;br /&gt;
|Sleeping face&lt;br /&gt;
|A consciousness of what might lie beyond reality, what may or may not come to pass, and endless possibilities. The Dream is the bridge between the physical and spiritual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|''Cultivation, Knowledge, Redemption''&lt;br /&gt;
|Lighthouse&lt;br /&gt;
|Taking many forms, a Guide is born when the cycle stalls and their only drive is to put the cycle back into motion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Interloper'''&lt;br /&gt;
|''Ambition, Hedonsim, Revenge''&lt;br /&gt;
|Smirking face&lt;br /&gt;
|The Interloper exists as a necessary antagonist and contingency to the cycle. Their goal is to break the wheel and end the cycle. The Interloper constantly sturdies the wheel by attacking it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Messenger'''&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Folded letter&lt;br /&gt;
|Connects worlds and realities. Roams the dream and seeks truth. Brings sacred knowledge, invention, and enlightenment to mortal life across the multiverse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mother'''&lt;br /&gt;
|''Cultivation, Love, Wisdom''&lt;br /&gt;
|Face with a head scarf&lt;br /&gt;
|The first avatar. The Mother begins a cycle. Cultivates life and love.&lt;br /&gt;
|-&lt;br /&gt;
|'''Orphan'''&lt;br /&gt;
|''Ambition, Austerity, Fate''&lt;br /&gt;
|Cradle&lt;br /&gt;
|One who embodies trial, hardship, endurance, and survival. The Orphan heralds the end of the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prophets'''&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Face looking upward&lt;br /&gt;
|The Prophets are the antithesis of Mother’s children. They contend with each other to sway the Orphan, one to destruction and one to enlightenment.&lt;br /&gt;
|-&lt;br /&gt;
|'''Superstar'''&lt;br /&gt;
|''Ambition, Fate, Hedonism''&lt;br /&gt;
|Star&lt;br /&gt;
|The moral uniter, the speaker of a collective dream, representing fame, riches, glory, and unity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|''Death, Decay, Entropy''&lt;br /&gt;
|Downcast face&lt;br /&gt;
|A dark force that can break most, but pushes heroes to action. Surrender is sometimes aware of its existence as a necessary evil and will martyr itself as a culling force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Veil'''&lt;br /&gt;
|''Fate, Darkness, Serenity''&lt;br /&gt;
|Curtain&lt;br /&gt;
|The obscuring force that preserves the mystery of the future. An enigmatic agent of chaos. Everything undiscovered and uncreated.&lt;br /&gt;
|-&lt;br /&gt;
|'''Violence'''&lt;br /&gt;
|''Death, Revenge, Wrath''&lt;br /&gt;
|Yelling face&lt;br /&gt;
|The second avatar. Violence represents an eventuality that cannot be avoided, brother against brother. Those seeking the Orphan must find the Mother and Violence to start their path.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The Six Creators&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''&lt;br /&gt;
|''Ambition, Freedom, Nature''&lt;br /&gt;
|Butterfly&lt;br /&gt;
|The incarnation of change. One small action can have endlessly cascading ripples. From chaos comes all beauty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|''Decay, Cultivation, Fate''&lt;br /&gt;
|Cat&lt;br /&gt;
|The incarnation of time. Controls the rate and flow of the multiverse’s forward progression. Protects the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|''Decay, Death, Nature''&lt;br /&gt;
|Crow&lt;br /&gt;
|The incarnation of death. Determines how the afterlife works and controls what happens to Essence after its vessel is gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life'''&lt;br /&gt;
|''Ambition, Hedonism, Salvation''&lt;br /&gt;
|Fish&lt;br /&gt;
|The incarnation of life. Capable of creating mythic artifacts, living worlds, and other deities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Destruction'''&lt;br /&gt;
|''Decay, Order, Wrath''&lt;br /&gt;
|Serpent&lt;br /&gt;
|The incarnation of destruction. Breaks down vessels, nations, planets, and realities so that new ones might be created.&lt;br /&gt;
|-&lt;br /&gt;
|'''Creation'''&lt;br /&gt;
|''Cultivation, Order, Wisdom''&lt;br /&gt;
|Turtle&lt;br /&gt;
|The incarnation of creation. Gives form to previously formless matter and energy, creating galaxies and realities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Celestial Deities ==&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Ahuromazdi''' (ah-HOO-row-MAHZ-dee)&lt;br /&gt;
|''Love, Redemption, Wisdom''&lt;br /&gt;
|Half-moon solar eclipse&lt;br /&gt;
|Charitability and wise counsel. He quietly works behind the scenes to facilitate reconciliation between aggrieved parties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alenoc''' (AHL-en-ock)&lt;br /&gt;
|''Ambition, Order, Knowledge''&lt;br /&gt;
|Thick, closed book&lt;br /&gt;
|Crafty and methodical planner. He uses any means at his disposal to gain influence and wields it with brutal efficiency.&lt;br /&gt;
|-&lt;br /&gt;
|'''Betorien''' (be-TOUR-yen)&lt;br /&gt;
|''Bravery, Honor, Wisdom''&lt;br /&gt;
|Weighing scales&lt;br /&gt;
|Delicately balances pragmatism and empathy. She seeks peace and reconciliation, but accepts that this sometimes involves harsh justice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elohiereen''' (ehl-OH-hier-EEN)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Winged fish&lt;br /&gt;
|Generally considered the mother of mythic beasts, she always seeks to create new and wondrous creatures. Can be impulsive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Judesaril''' (joo-DEH-sah-rihl)&lt;br /&gt;
|''Honor, Salvation, Wrath''&lt;br /&gt;
|Flaming sword&lt;br /&gt;
|He is extremely security-oriented and militaristically pursues the containment or execution of planar threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucien''' (LOO-sien)&lt;br /&gt;
|''Freedom, Love, Redemption''&lt;br /&gt;
|Harp&lt;br /&gt;
|Both loving and lustful, they embody both infidelity and dedication in an intense tumult.&lt;br /&gt;
|-&lt;br /&gt;
|'''Musharan''' (MOO-sheh-rahn)&lt;br /&gt;
|''Bravery, Honor, Light''&lt;br /&gt;
|Antler&lt;br /&gt;
|Defender of the weak and speaker for those without a voice. He also follows every celestial law to the letter, even when this misses the law’s intent.&lt;br /&gt;
|-&lt;br /&gt;
|'''Niphtaral''' (NIFF-tahr-all)&lt;br /&gt;
|''Bravery, Order, Revenge''&lt;br /&gt;
|Half-decayed tower&lt;br /&gt;
|Publicly a supporter of law and precedent, he maintains schemes within schemes to cause tradition to crumble..&lt;br /&gt;
|-&lt;br /&gt;
|'''Rasheen''' (ray-SHEEN)&lt;br /&gt;
|''Ambition, Bravery, Light''&lt;br /&gt;
|Executioner's axe&lt;br /&gt;
|A prowling protector that seeks out threats and neutralizes them to keep the innocent safe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tovare''' (TOW-vahr-ey)&lt;br /&gt;
|''Cultivation, Salvation, Redemption''&lt;br /&gt;
|Sprouting seed&lt;br /&gt;
|The leader of the Celestial Council, dedicated to cultivating the best in everyone and always seeking to redeem any who lose their way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yrojaram''' (yer-OH-jar-ahm)&lt;br /&gt;
|''Ambition, Decay, Freedom''&lt;br /&gt;
|Flame-bladed dagger&lt;br /&gt;
|A constant advocate for the villain and the monster, she trumpets the belief that there are always two sides to every story.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eldritch Deities ==&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
== Exile Deities ==&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Angrodean''' (an-GROW-dee-un)&lt;br /&gt;
|''Decay, Hedonism, Serenity''&lt;br /&gt;
|Fattened boar&lt;br /&gt;
|Will do anything to further his own comfort; believes one’s own desires are the only truth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolloc''' (BOL-ock)&lt;br /&gt;
|''Bravery, Nature, Wrath''&lt;br /&gt;
|Rabid dog's head&lt;br /&gt;
|They find purpose in eviscerating anyone and anything that moves. War provides meaning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lissama''' (liss-AHM-uh)&lt;br /&gt;
|''Light, Love, Wrath''&lt;br /&gt;
|Hissing snake&lt;br /&gt;
|Power and control through any means are the ultimate good. She will do anything to gain and maintain such power.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mikhael''' (MICK-hai-el)&lt;br /&gt;
|''Ambition, Salvation, Wrath''&lt;br /&gt;
|Eagle's wings&lt;br /&gt;
|Power is a means to an end: the protection and glorification of all creation. He intends to rule over the multiverse, as none could do it better.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ortharia''' (or-THER-ee-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Chipped tooth&lt;br /&gt;
|Believes that the surest way to gain power and control is by destabilizing everyone and everything around her.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ralzire''' (rahl-ZIER)&lt;br /&gt;
|''Darkness, Honor, Redemption''&lt;br /&gt;
|Bat's wings&lt;br /&gt;
|Any born into darkness can nonetheless find the light. He is on his own journey to such an effect and guides others on similar redemptive journeys.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shivran''' (SHIV-rahn)&lt;br /&gt;
|''Death, Order, Wrath''&lt;br /&gt;
|Owl head with bleeding eyes&lt;br /&gt;
|Power lies in belief. She does whatever it takes to convince others of her own cause and her own capacity to enact it, for this is what truly inspires change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zutonian''' (zoo-TOHN-ee-un)&lt;br /&gt;
|''Death, Honor, Knowledge''&lt;br /&gt;
|Horned helmet over a skull&lt;br /&gt;
|Single-minded focus on achieving an objective. He believes that collateral damage is an illusion: if the objective is achieved, that’s all that really matters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fiend Lord Deities ==&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Gezanmorcrux''' (GEZ-ehn-MOHR-crux)&lt;br /&gt;
|''Bravery, Death, Wrath''&lt;br /&gt;
|Axe with a haft resembling a giant femur&lt;br /&gt;
|A brutish, hulking fiend. He believes that the direct approach is usually the best.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakmourtuth''' (rack-MOOR-tuth)&lt;br /&gt;
|''Death, Darkness, Revenge''&lt;br /&gt;
|Six curved swords held in a bleeding fist&lt;br /&gt;
|A cunning demon agile of both body and mind. He believes that action is important, but only after careful planning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sahrnulothon''' (sur-NUHL-eth-ohn)&lt;br /&gt;
|''Darkness, Knowledge, Revenge''&lt;br /&gt;
|Three triangular eyes rimmed in flame&lt;br /&gt;
|A figure who sees all throughout the multiverse. She is unendingly intelligent, and he makes no deal without steep recompense.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Six Bishops'''&lt;br /&gt;
|''Austerity, Decay, Nature''&lt;br /&gt;
|Human skull with six eyes&lt;br /&gt;
|A group of six death-obsessed entities that are constantly in a state of terminal illness. They are replaced by their hopeful apprentices as they die.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaniakoth''' (THAHN-ee-ack-oth)&lt;br /&gt;
|''Death, Hedonism, Revenge''&lt;br /&gt;
|Tongue licking fangs&lt;br /&gt;
|A carnal and riotous figure, he relishes any form of hedonistic gratification and is known for fits of unpredictable passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yolmurathun''' (YOHL-mur-AYTH-un)&lt;br /&gt;
|''Ambition, Fate, Revenge''&lt;br /&gt;
|Flaming warhammer&lt;br /&gt;
|A scheming fiend who spends as much time forging new inventions as he does planning his next moves in battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cyoth Deities ==&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Thug_(NPC)&amp;diff=6540</id>
		<title>Thug (NPC)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Thug_(NPC)&amp;diff=6540"/>
		<updated>2024-04-29T23:12:33Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
Whether in the savage wilds or in enormous urban sprawls, virtually every quest will bring adventurers into contact with other humanoids.&lt;br /&gt;
&lt;br /&gt;
Remember that you can easily customize an NPC stat block by giving it unique lineage features, BOP ranks, and/or [[Specialization Talents|specialization talents]] as though it were a level 1 PC. Giving an NPC a talent will increase its danger in [[combat]].&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Thug ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 0.5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
!-1&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Menacing +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Gang Up.''' If the [[Thug]] has a conscious ally within 5 ft of its target, then its melee attacks deal +2 [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Thug can MOVE and take ONE of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Thug can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Club.''' ''Reach 5 ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) blunt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Crossbow.''' ''Ranged 200 ft Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Occult_Spells&amp;diff=6213</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Occult_Spells&amp;diff=6213"/>
		<updated>2024-04-23T17:13:09Z</updated>

		<summary type="html">&lt;p&gt;Magellus: VIsual typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Occult]] Spells&lt;br /&gt;
&lt;br /&gt;
All of the Spell in this Section have the &amp;quot;Occult Spell&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Babble]]'''&lt;br /&gt;
|Curse, Dark Power&lt;br /&gt;
|Enchanting, &lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Borrowed Strength|'''Borrowed Strength''']]&lt;br /&gt;
|Charm , Conjuring 4&lt;br /&gt;
|Altering,&lt;br /&gt;
|16&lt;br /&gt;
|26&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Clot]]'''&lt;br /&gt;
|Dark Power, Conjuring 10&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|200 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloven Step|'''Cloven Step''']]&lt;br /&gt;
|Conjure 1, Charm, Dark Power, Ritualize&lt;br /&gt;
|Alteration&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Cone of Decay|'''Cone of Decay''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Necromancy&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|Self (40 ft cone)&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Incantation &lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|600 ft&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Smile|'''Dark Smile''']]&lt;br /&gt;
|Curse, Dark Power, Ritualize&lt;br /&gt;
|Enchantment&lt;br /&gt;
|8&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fracture]]'''&lt;br /&gt;
|Dark Power, Conjuring 5&lt;br /&gt;
|Necromancy&lt;br /&gt;
|20&lt;br /&gt;
|50&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|[[Grasp of Bones|'''Grasp of Bones''']]&lt;br /&gt;
|Incantation, Dark Power&lt;br /&gt;
|Summoning&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hellfire]]'''&lt;br /&gt;
|Dark Power, Conjuring 10&lt;br /&gt;
|Evoking&lt;br /&gt;
|30&lt;br /&gt;
|100&lt;br /&gt;
|Sight&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Of Hemophilia|'''Hex of Hemophilia''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Necromancy&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 2 minutes&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Lethargy|'''Hex of Lethargy''']]&lt;br /&gt;
|Ritual, Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Levitation|'''Hex of Levitation''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Terror|'''Hex of Terror''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of the Unseen|'''Hex of the Unseen''']]&lt;br /&gt;
|Ritualize&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Tumult|'''Hex of Tumult''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Augmentation|'''Minor Augmentation''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|30 ft&lt;br /&gt;
|Verbal Visual Gesture&lt;br /&gt;
|up to 1 minute&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Travel|'''Shadow Travel''']]&lt;br /&gt;
|Ritualize, COnjuring 2&lt;br /&gt;
|Altering&lt;br /&gt;
|10&lt;br /&gt;
|24&lt;br /&gt;
|Self (10 ft Radius)&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Silence]]'''&lt;br /&gt;
|Curse, Dark Power&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Silhouette]]'''&lt;br /&gt;
|Dark Power, Conjuring 5&lt;br /&gt;
|Illusory&lt;br /&gt;
|10&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Warp Step|'''Warp Step''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occult Chants&lt;br /&gt;
&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Occult Chant&amp;quot; Tag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blind]]'''&lt;br /&gt;
|''Dark Power''&lt;br /&gt;
| ''Illusory''&lt;br /&gt;
|3&lt;br /&gt;
|40ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Cultic Revenge|'''Cultic Revenge''']]&lt;br /&gt;
|''Charm''&lt;br /&gt;
| ''Enchanting''&lt;br /&gt;
|1&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual, Line of Sight&lt;br /&gt;
|1 Round (end of target’s turn)&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Orb|'''Eldritch Orb''']]&lt;br /&gt;
|&lt;br /&gt;
|''Evocation''&lt;br /&gt;
|3&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Forked Tongue|'''Forked Tongue''']]&lt;br /&gt;
| ''Dark Power''&lt;br /&gt;
|''Enchantment''&lt;br /&gt;
|4&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 Round&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ignite]]'''&lt;br /&gt;
| ''Dark Power''&lt;br /&gt;
|''Evocation''&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal Visual&lt;br /&gt;
|30 Seconds (3 Rounds)&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mesmerize]]'''&lt;br /&gt;
|''Incantation (2 AP; max 1 minute)''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|5&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Line of Effect&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Tremor|'''Mind Tremor''']]&lt;br /&gt;
|''Dark Power''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Knife|'''Shadow Knife''']]&lt;br /&gt;
|&lt;br /&gt;
| ''Evoking''&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickening Gaze|'''Sickening Gaze''']]&lt;br /&gt;
|''Dark Power, Curse''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|2&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Line of Sight&lt;br /&gt;
|1 round (end of creature’s turn)&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonorous Voice|'''Sonorous Voice''']]&lt;br /&gt;
| ''Charm''&lt;br /&gt;
| ''Illusory''&lt;br /&gt;
|4 &lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 Minute&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Withering Grast|'''Withering Grasp''']]&lt;br /&gt;
|Dark Power&lt;br /&gt;
|Necromancy&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Geature&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occult Rituals&lt;br /&gt;
&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Occult Ritual&amp;quot; Tag&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq &lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Materials &lt;br /&gt;
!Recharge &lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|[[Animate Corpses|'''Animate Corpses''']]&lt;br /&gt;
|Dark Power, Necromancy&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|Up to 3 corpses, and 250 sc worth of ruby dust per corpse, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Bedeviling Countenance|'''Bedeviling Countenance''']]&lt;br /&gt;
|Enchanting, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A bit of perfume&lt;br /&gt;
|Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blight]]'''&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Bond|'''Blood Bond''']]&lt;br /&gt;
|Alchemy, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Child of Darkness|'''Child of Darkness''']]&lt;br /&gt;
|Altering, Charm, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|2 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Curse of Trembling]]'''&lt;br /&gt;
|Necromancy, Curse, Dark Power&lt;br /&gt;
|Occult Power 7&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|: 7 Days&lt;br /&gt;
|7 Days&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Withering|'''Curse of Withering''']]&lt;br /&gt;
|Necromancy, Curse, Dark Power&lt;br /&gt;
|Occult Power 13&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7 Days&lt;br /&gt;
|7 Days&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Deathboil Plague|'''Deathboil Plague''']]&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 13&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|At least 5 rats and powdered bone from an [[undead]] humanoid&lt;br /&gt;
|1 Week&lt;br /&gt;
|&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Devil's Sight|'''Devil's Sight''']]&lt;br /&gt;
|Enchanting, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|A black onyx gem worth at least 200 sc, which the spell consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dreamwalker]]'''&lt;br /&gt;
|Divining&lt;br /&gt;
|Occult 7&lt;br /&gt;
|1 hour, which you can do while sleeping as part of Taking a Rest&lt;br /&gt;
|Special&lt;br /&gt;
|You must be sleeping to cast this Ritual&lt;br /&gt;
|24 Hours&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|[[Drums of the War God|'''Drums of the War God''']]&lt;br /&gt;
|Enchanting, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|A drum or some form of improvised percussive instrument (such as clapping wooden blocks together or stamping your feet on rocks and logs)&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Entice]]'''&lt;br /&gt;
|Enchanting, Charm&lt;br /&gt;
|Occult 13&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|1 Day&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Fallen Progeny|'''Fallen Progeny''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|Casting Time: 1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaze of a Thousand Miles|'''Gaze of a Thousand Miles''']]&lt;br /&gt;
|Divining, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Blood and 2500 sc worth of incense, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Hands of Fire|'''Hands of Fire''']]&lt;br /&gt;
|Evoking&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|Flammable oils and 20 sc worth of incense, which the ritual consumes&lt;br /&gt;
|Recoup&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Hell's Angel|'''Hell's Angel''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Horns of Hell|'''Horns of Hell''']]&lt;br /&gt;
|Altering, Charm, Dark Power&lt;br /&gt;
|Occult 3&lt;br /&gt;
|30 minutes, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A slaughtered and disemboweled goat&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Inscription of Sharpening|'''Inscription of Sharpening''']]&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|A weapon that deals Sharp [[damage]]&lt;br /&gt;
|Recoup&lt;br /&gt;
|2 hours&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Plague of Boils|'''Plague of Boils''']]&lt;br /&gt;
|Altering, Dark Power&lt;br /&gt;
|Occult 7&lt;br /&gt;
|12 hours&lt;br /&gt;
|&lt;br /&gt;
|Collection of scabs and beetles&lt;br /&gt;
|1 Week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Planar Portal|'''Planar Portal''']]&lt;br /&gt;
|Altering&lt;br /&gt;
|Occult 24&lt;br /&gt;
|30 minutes&lt;br /&gt;
|&lt;br /&gt;
|30,000 sc worth of gems befitting the plane&lt;br /&gt;
to which you intend to [[travel]], which the spell consumes (diamonds for the Iztari, sapphires for Avadria, emeralds for the Everwilds, rubies for Inferno, amethyst for [[Order]], citrine for Chaos, onyx for the Celestial Sea, or pearl for the Pale)&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Refraction of a Thousand Souls|'''Refraction of a Thousand Souls''']]&lt;br /&gt;
|Illusory&lt;br /&gt;
|Occult 3&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A gem worth at least 100 sc, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Regenerate]]'''&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup orTaking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A slaughtered animal, at least 50 sc worth of incense, and at least 5,000 sc worth of rubies, all of which the spell consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Scarlet Sickness|'''Scarlet Sickness''']]&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 23&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|A rotten corpse, a slaughtered animal, and a gallon of fresh humanoid blood&lt;br /&gt;
|1 Week&lt;br /&gt;
|&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Scry]]'''&lt;br /&gt;
|Divining&lt;br /&gt;
|Occult 13&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A large crystal, silvered mirror, or reflection pool, any of which must be worth at least 10,000 sc but are not consumed&lt;br /&gt;
|Rest&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Armor|'''Shadow Armor''']]&lt;br /&gt;
|Warding, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|A source of fire, such as a candle or campfire, and a darkened area allowing shadows to dance&lt;br /&gt;
|Rest&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Splendor of the Exiles|'''Splendor of the Exiles''']]&lt;br /&gt;
|Altering, Summoning, Charm, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|&lt;br /&gt;
|Flammable oils, 100 sc worth of incense, and 1 gallon of fresh humanoid blood, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|2 Hours&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Fiend|'''Summon Fiend''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Hellfire|'''Summon Hellfire''']]&lt;br /&gt;
|Evoking, Dark Power&lt;br /&gt;
|Occult 13&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|1 gallon of fresh humanoid blood, fresh cut timber, and a slaughtered animal&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Undo Curse|'''Undo Curse''']]&lt;br /&gt;
|Warding, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 Hour&lt;br /&gt;
|&lt;br /&gt;
|Smelling salts, incense, 400 sc worth of rubies and sapphires, and 1 gallon of fresh blood, all of which are consumed in the ritual&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Warding Pentagram|'''Warding Pentagram''']]&lt;br /&gt;
|Warding&lt;br /&gt;
|&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|1 gallon of fresh humanoid blood and at least 50 sc worth of incense and candles, which the ritual consumes&lt;br /&gt;
|Recoup&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Occult_Spells&amp;diff=6212</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Occult_Spells&amp;diff=6212"/>
		<updated>2024-04-23T17:11:12Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Verval typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Occult]] Spells&lt;br /&gt;
&lt;br /&gt;
All of the Spell in this Section have the &amp;quot;Occult Spell&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Babble]]'''&lt;br /&gt;
|Curse, Dark Power&lt;br /&gt;
|Enchanting, &lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Borrowed Strength|'''Borrowed Strength''']]&lt;br /&gt;
|Charm , Conjuring 4&lt;br /&gt;
|Altering,&lt;br /&gt;
|16&lt;br /&gt;
|26&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Clot]]'''&lt;br /&gt;
|Dark Power, Conjuring 10&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|200 ft&lt;br /&gt;
|Gesture, VIsual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloven Step|'''Cloven Step''']]&lt;br /&gt;
|Conjure 1, Charm, Dark Power, Ritualize&lt;br /&gt;
|Alteration&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|1 Hour&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|-&lt;br /&gt;
|[[Cone of Decay|'''Cone of Decay''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Necromancy&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|Self (40 ft cone)&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Incantation &lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|600 ft&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Smile|'''Dark Smile''']]&lt;br /&gt;
|Curse, Dark Power, Ritualize&lt;br /&gt;
|Enchantment&lt;br /&gt;
|8&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fracture]]'''&lt;br /&gt;
|Dark Power, Conjuring 5&lt;br /&gt;
|Necromancy&lt;br /&gt;
|20&lt;br /&gt;
|50&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, VIsual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|[[Grasp of Bones|'''Grasp of Bones''']]&lt;br /&gt;
|Incantation, Dark Power&lt;br /&gt;
|Summoning&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, VIsual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB p. 259&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hellfire]]'''&lt;br /&gt;
|Dark Power, Conjuring 10&lt;br /&gt;
|Evoking&lt;br /&gt;
|30&lt;br /&gt;
|100&lt;br /&gt;
|Sight&lt;br /&gt;
|Verbal, VIsual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Of Hemophilia|'''Hex of Hemophilia''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Necromancy&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, VIsual&lt;br /&gt;
|Up to 2 minutes&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Lethargy|'''Hex of Lethargy''']]&lt;br /&gt;
|Ritual, Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Levitation|'''Hex of Levitation''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Terror|'''Hex of Terror''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of the Unseen|'''Hex of the Unseen''']]&lt;br /&gt;
|Ritualize&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 260&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex of Tumult|'''Hex of Tumult''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, VIsual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Augmentation|'''Minor Augmentation''']]&lt;br /&gt;
|Incantation&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|30 ft&lt;br /&gt;
|Verbal Visual Gesture&lt;br /&gt;
|up to 1 minute&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Travel|'''Shadow Travel''']]&lt;br /&gt;
|Ritualize, COnjuring 2&lt;br /&gt;
|Altering&lt;br /&gt;
|10&lt;br /&gt;
|24&lt;br /&gt;
|Self (10 ft Radius)&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Silence]]'''&lt;br /&gt;
|Curse, Dark Power&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Silhouette]]'''&lt;br /&gt;
|Dark Power, Conjuring 5&lt;br /&gt;
|Illusory&lt;br /&gt;
|10&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|-&lt;br /&gt;
|[[Warp Step|'''Warp Step''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 261&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occult Chants&lt;br /&gt;
&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Occult Chant&amp;quot; Tag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blind]]'''&lt;br /&gt;
|''Dark Power''&lt;br /&gt;
| ''Illusory''&lt;br /&gt;
|3&lt;br /&gt;
|40ft&lt;br /&gt;
|Vierbal, VIsual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Cultic Revenge|'''Cultic Revenge''']]&lt;br /&gt;
|''Charm''&lt;br /&gt;
| ''Enchanting''&lt;br /&gt;
|1&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual, Line of Sight&lt;br /&gt;
|1 Round (end of target’s turn)&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Orb|'''Eldritch Orb''']]&lt;br /&gt;
|&lt;br /&gt;
|''Evocation''&lt;br /&gt;
|3&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|[[Forked Tongue|'''Forked Tongue''']]&lt;br /&gt;
| ''Dark Power''&lt;br /&gt;
|''Enchantment''&lt;br /&gt;
|4&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 Round&lt;br /&gt;
|CRB p. 249&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ignite]]'''&lt;br /&gt;
| ''Dark Power''&lt;br /&gt;
|''Evocation''&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal Visual&lt;br /&gt;
|30 Seconds (3 Rounds)&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mesmerize]]'''&lt;br /&gt;
|''Incantation (2 AP; max 1 minute)''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|5&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Line of Effect&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Tremor|'''Mind Tremor''']]&lt;br /&gt;
|''Dark Power''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Knife|'''Shadow Knife''']]&lt;br /&gt;
|&lt;br /&gt;
| ''Evoking''&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickening Gaze|'''Sickening Gaze''']]&lt;br /&gt;
|''Dark Power, Curse''&lt;br /&gt;
|''Enchanting''&lt;br /&gt;
|2&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Line of Sight&lt;br /&gt;
|1 round (end of creature’s turn)&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonorous Voice|'''Sonorous Voice''']]&lt;br /&gt;
| ''Charm''&lt;br /&gt;
| ''Illusory''&lt;br /&gt;
|4 &lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 Minute&lt;br /&gt;
|CRB p. 250&lt;br /&gt;
|-&lt;br /&gt;
|[[Withering Grast|'''Withering Grasp''']]&lt;br /&gt;
|Dark Power&lt;br /&gt;
|Necromancy&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Geature&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occult Rituals&lt;br /&gt;
&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Occult Ritual&amp;quot; Tag&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq &lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Materials &lt;br /&gt;
!Recharge &lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|[[Animate Corpses|'''Animate Corpses''']]&lt;br /&gt;
|Dark Power, Necromancy&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|Up to 3 corpses, and 250 sc worth of ruby dust per corpse, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Bedeviling Countenance|'''Bedeviling Countenance''']]&lt;br /&gt;
|Enchanting, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A bit of perfume&lt;br /&gt;
|Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blight]]'''&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Bond|'''Blood Bond''']]&lt;br /&gt;
|Alchemy, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|[[Child of Darkness|'''Child of Darkness''']]&lt;br /&gt;
|Altering, Charm, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|2 Hours&lt;br /&gt;
|CRB p. 251&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Curse of Trembling]]'''&lt;br /&gt;
|Necromancy, Curse, Dark Power&lt;br /&gt;
|Occult Power 7&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|: 7 Days&lt;br /&gt;
|7 Days&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Withering|'''Curse of Withering''']]&lt;br /&gt;
|Necromancy, Curse, Dark Power&lt;br /&gt;
|Occult Power 13&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7 Days&lt;br /&gt;
|7 Days&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Deathboil Plague|'''Deathboil Plague''']]&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 13&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|At least 5 rats and powdered bone from an [[undead]] humanoid&lt;br /&gt;
|1 Week&lt;br /&gt;
|&lt;br /&gt;
|CRB p. 252&lt;br /&gt;
|-&lt;br /&gt;
|[[Devil's Sight|'''Devil's Sight''']]&lt;br /&gt;
|Enchanting, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|A black onyx gem worth at least 200 sc, which the spell consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dreamwalker]]'''&lt;br /&gt;
|Divining&lt;br /&gt;
|Occult 7&lt;br /&gt;
|1 hour, which you can do while sleeping as part of Taking a Rest&lt;br /&gt;
|Special&lt;br /&gt;
|You must be sleeping to cast this Ritual&lt;br /&gt;
|24 Hours&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|[[Drums of the War God|'''Drums of the War God''']]&lt;br /&gt;
|Enchanting, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|A drum or some form of improvised percussive instrument (such as clapping wooden blocks together or stamping your feet on rocks and logs)&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 253&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Entice]]'''&lt;br /&gt;
|Enchanting, Charm&lt;br /&gt;
|Occult 13&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|1 Day&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Fallen Progeny|'''Fallen Progeny''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|Casting Time: 1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaze of a Thousand Miles|'''Gaze of a Thousand Miles''']]&lt;br /&gt;
|Divining, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Blood and 2500 sc worth of incense, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Hands of Fire|'''Hands of Fire''']]&lt;br /&gt;
|Evoking&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|Flammable oils and 20 sc worth of incense, which the ritual consumes&lt;br /&gt;
|Recoup&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Hell's Angel|'''Hell's Angel''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 254&lt;br /&gt;
|-&lt;br /&gt;
|[[Horns of Hell|'''Horns of Hell''']]&lt;br /&gt;
|Altering, Charm, Dark Power&lt;br /&gt;
|Occult 3&lt;br /&gt;
|30 minutes, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A slaughtered and disemboweled goat&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Inscription of Sharpening|'''Inscription of Sharpening''']]&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|A weapon that deals Sharp [[damage]]&lt;br /&gt;
|Recoup&lt;br /&gt;
|2 hours&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Plague of Boils|'''Plague of Boils''']]&lt;br /&gt;
|Altering, Dark Power&lt;br /&gt;
|Occult 7&lt;br /&gt;
|12 hours&lt;br /&gt;
|&lt;br /&gt;
|Collection of scabs and beetles&lt;br /&gt;
|1 Week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Planar Portal|'''Planar Portal''']]&lt;br /&gt;
|Altering&lt;br /&gt;
|Occult 24&lt;br /&gt;
|30 minutes&lt;br /&gt;
|&lt;br /&gt;
|30,000 sc worth of gems befitting the plane&lt;br /&gt;
to which you intend to [[travel]], which the spell consumes (diamonds for the Iztari, sapphires for Avadria, emeralds for the Everwilds, rubies for Inferno, amethyst for [[Order]], citrine for Chaos, onyx for the Celestial Sea, or pearl for the Pale)&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|[[Refraction of a Thousand Souls|'''Refraction of a Thousand Souls''']]&lt;br /&gt;
|Illusory&lt;br /&gt;
|Occult 3&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A gem worth at least 100 sc, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB p. 255&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Regenerate]]'''&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup orTaking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A slaughtered animal, at least 50 sc worth of incense, and at least 5,000 sc worth of rubies, all of which the spell consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Scarlet Sickness|'''Scarlet Sickness''']]&lt;br /&gt;
|Necromancy, Dark Power&lt;br /&gt;
|Occult 23&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|A rotten corpse, a slaughtered animal, and a gallon of fresh humanoid blood&lt;br /&gt;
|1 Week&lt;br /&gt;
|&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Scry]]'''&lt;br /&gt;
|Divining&lt;br /&gt;
|Occult 13&lt;br /&gt;
|1 hour, which can be part of a Recoup or Taking a Rest&lt;br /&gt;
|&lt;br /&gt;
|A large crystal, silvered mirror, or reflection pool, any of which must be worth at least 10,000 sc but are not consumed&lt;br /&gt;
|Rest&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Armor|'''Shadow Armor''']]&lt;br /&gt;
|Warding, Charm&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|A source of fire, such as a candle or campfire, and a darkened area allowing shadows to dance&lt;br /&gt;
|Rest&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Splendor of the Exiles|'''Splendor of the Exiles''']]&lt;br /&gt;
|Altering, Summoning, Charm, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|&lt;br /&gt;
|Flammable oils, 100 sc worth of incense, and 1 gallon of fresh humanoid blood, which the ritual consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|2 Hours&lt;br /&gt;
|CRB p. 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Fiend|'''Summon Fiend''']]&lt;br /&gt;
|Summoning, Dark Power&lt;br /&gt;
|Occult 19&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|&lt;br /&gt;
|Iron, copper, and precious gems worth a total of at least 15,000 sc, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Hellfire|'''Summon Hellfire''']]&lt;br /&gt;
|Evoking, Dark Power&lt;br /&gt;
|Occult 13&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|1 gallon of fresh humanoid blood, fresh cut timber, and a slaughtered animal&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Undo Curse|'''Undo Curse''']]&lt;br /&gt;
|Warding, Dark Power&lt;br /&gt;
|&lt;br /&gt;
|1 Hour&lt;br /&gt;
|&lt;br /&gt;
|Smelling salts, incense, 400 sc worth of rubies and sapphires, and 1 gallon of fresh blood, all of which are consumed in the ritual&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB p. 257&lt;br /&gt;
|-&lt;br /&gt;
|[[Warding Pentagram|'''Warding Pentagram''']]&lt;br /&gt;
|Warding&lt;br /&gt;
|&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|1 gallon of fresh humanoid blood and at least 50 sc worth of incense and candles, which the ritual consumes&lt;br /&gt;
|Recoup&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB p. 258&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=4697</id>
		<title>Chapter 5: Bridgemoor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=4697"/>
		<updated>2024-03-15T15:40:20Z</updated>

		<summary type="html">&lt;p&gt;Magellus: change Bright knights typo for Bridge knights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to Cloven Lands playtest material]]]&lt;br /&gt;
&lt;br /&gt;
This chapter offers detailed information about the city-state of Bridgemoor. Given how crucial the political structure of Bridgemoor may become to the campaign, details on the Meritocrats and of Bridgemoor’s legislative system are included at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
== The Meritocracy ==&lt;br /&gt;
As ''The Cloven Lands'' is a politically driven campaign with many families and factions to keep track of, the heroes may wind up becoming directly involved in the Meritocracy of Bridgemoor. This section provides information on the inner workings of the Meritocracy. If your players seem uninterested in such tedious matters, you only need to briefly skim this section so that you can fill them in on the broad strokes of the governmental system.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement.&lt;br /&gt;
&lt;br /&gt;
While the Meritocrats legislate, and while it is true that they are responsible for installing the Bridge Commander and Magister Superior in their positions of power, the Meritocrats are legally beholden to the same standards as anyone else. In theory, this prevents corruption, as the Bridge Commander has the power to arrest any Meritocrat, even the Premier of Governance. Likewise, the Magister Superior has the legal grounds to convict anyone, even the Premiers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
===== '''Legislation''' =====&lt;br /&gt;
For any legislation to pass in the Meritocrat Senate it must do so with a simple majority vote, but a session is only legal if at least three-fourths of each tier’s members are present. Each tier possesses a weighted vote, giving some members more power than others.&lt;br /&gt;
'''Meritocrat -''' 1 vote&lt;br /&gt;
&lt;br /&gt;
'''Tenured -''' 5 votes&lt;br /&gt;
&lt;br /&gt;
'''Premier -''' 20 votes (25 if legislating their field)&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - 50 votes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bureaucrats''' ====&lt;br /&gt;
Bureaucrats are the oft forgotten staff of the Meritocracy. While not an official tier with any sort of voting power, governance ceases without them. Clerks, assistants, diplomats, and even informants, these individuals are considered to still be a part of the ruling class, even without grand influence. It is common to find aspiring university students striving to become a part of the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats''' ====&lt;br /&gt;
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor. &lt;br /&gt;
&lt;br /&gt;
==== '''Tenured''' ====&lt;br /&gt;
A Meritocrat must serve a minimum of two terms to gain the title of Tenured. At the end of their term, if they qualify, a Meritocrat may choose to take a new series of exams—those of increasing difficulty—and upon their successful completion, may assume their new title. A Tenured may serve in this role until they choose to retire or ascend to Premier status.&lt;br /&gt;
&lt;br /&gt;
Tenured Meritocrats oversee committees of their peers and subdivisions of Bridgemoor society, such as meritocratic trade councils. They are more managerial than political, serving as go-betweens for premiers and lower ranking officials.&lt;br /&gt;
&lt;br /&gt;
There are only ever 40 Tenured positions, and Meritocrats wishing to gain this status must wait until a spot becomes available. Even then, new Tenured are offered exams in [[order]] of seniority, leaving a fair bit of politicking to be done for less patient Meritocrats.&lt;br /&gt;
&lt;br /&gt;
==== '''Premiers''' ====&lt;br /&gt;
The political elite of Bridgemoor, Premier Meritocrats are the closest thing to rulers that the city possesses. There are only eight premiers, each assigned a facet of city policy that dictates their responsibilities. They oversee related Tenured, but rarely deal with anything short of city-wide legislation personally.&lt;br /&gt;
&lt;br /&gt;
The eight facets are as follows: finance, security, trade, diplomacy, religion, education, culture, and governance. The Premier of Governance retains a special place in the hierarchy, as they manage and support the other premiers, mediating disputes and dealing with high ranking foreign diplomats, or nobles. They are as close to a single monarch as Bridgemoor possesses.&lt;br /&gt;
&lt;br /&gt;
When a premier retires they choose their successor from among willing, trusted Tenured. While this is tradition, there’s no law indicating succession, opening the door to odd choices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Honorifics''' =====&lt;br /&gt;
Each tier possesses a specific title, or honorific.&lt;br /&gt;
'''Meritocrat''' - Meritocrat&lt;br /&gt;
&lt;br /&gt;
'''Tenured''' - Counselor&lt;br /&gt;
&lt;br /&gt;
'''Premier''' - Minister&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - Governor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meritocrat Eligibility ===&lt;br /&gt;
In addition to extensive testing an individual must meet certain requirements to become a Meritocrat. First, they must be a citizen of Bridgemoor and retain citizenship with no other sovereign nation. Second, they must possess a degree from the Meritocratium, have served with distinction in the Bridge Knights, or be a ranking member of the Trade Consortium, or any other official guild within the city. An individual may be granted special eligibility by a special council of Premiers, with at least three voting to support such a waiver of requirements.&lt;br /&gt;
&lt;br /&gt;
=== The Magistrate ===&lt;br /&gt;
The Magistrate is the judicial apparatus that manages courts in Bridgemoor. The Magister Superior is the final word on the law, although a 90% majority vote from the Meritocracy can impeach the Magister Superior.&lt;br /&gt;
&lt;br /&gt;
The Magister Superior appoints Junior Magisters and Local Magisters, and provided that they are approved by a simple majority vote in the Meritocracy, they serve their respective districts in Bridgemoor and tend to all judicial matters therein.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
The Bridge Commander, once appointed by the Meritocracy, oversees the executive branch of Bridgemoor’s government. The Bridge Commander appoints Captains that manage Bridge Knights and appoints Colonels that tend to the order’s administrative matters.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgemoor Lore''' ====&lt;br /&gt;
Adventures may have an understanding of Bridgemoor, along with knowledge of its history and potential rumors. They may roll INT checks for the following information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bridgemoor is a renowned city built upon an ancient bridge that spans the shortest width of the Great Chasm. It is rich in goods, culture, and wealth, and employs a system of governance known as the Meritocracy. It is the only place one can [[travel]] between Kendaria and Nalathesh.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|While grand, Bridgemoor is known to foster a great deal of nepotism and in its official ranks. It favors the wealthy, and makes a great deal of its income off exploiting travelers and merchants with excessive tolls. Yet, it is as fair a city as one is to find, and so long as an individual can support themselves, it boasts a high quality of life and near limitless opportunities. Citizenship, while hard won, is available to any.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== City Details ==&lt;br /&gt;
The following categories are more in-depth snapshots of the individual facets of Bridgemoor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''How Large is Bridgemoor?''' =====&lt;br /&gt;
From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Academics''' ====&lt;br /&gt;
Bridgemoor places immense value on education and scholastic achievement. Home of the Meritocriatum, a large and famous university, local and foreign scholars alike flock to the city at the chance to hone their craft and receive funding for their projects. Those of a formal education are often sought out, rewarded, and promoted to the ranks of the Meritocrats, the ruling body of Bridgemoor, leading to keen interests in pursuing knowledge worthy of attention.&lt;br /&gt;
&lt;br /&gt;
Smaller schools are common amongst the residential districts of the city, funded by individual Meritocrats, often to find talented youth and weed out those meant for more provincial careers. Despite intentions, this leads to even the poorest of Bridgemoor’s citizens being able to read, making way for some strange, if not fascinating, advancements in technology.&lt;br /&gt;
&lt;br /&gt;
==== '''Citizenship''' ====&lt;br /&gt;
A vital aspect of Bridgemoorian life is access to citizenship. Any individual born in the city is a rightful citizen, but otherwise citizenship must be earned. Citizens benefit from exemption to tolls levied for entering and leaving the city, and are allowed to purchase the strictly regulated, and limited, land of Bridgemoor. They are also guaranteed rights to trials by local magistrates, and are eligible to join the bureaucracy and even test into the ranks of the Meritocrats. Non-citizens are guaranteed none of these rights.&lt;br /&gt;
&lt;br /&gt;
There are multiple paths to citizenship.&lt;br /&gt;
&lt;br /&gt;
'''Military Service.''' Five years of [[honorable]] service among the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500sc. This fee can be waived or reduced by a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. &lt;br /&gt;
&lt;br /&gt;
'''Sponsorship.''' A Meritocrat may lobby the Citizenship Committee on behalf of an individual. So long as 10 other Meritocrats approve, citizenship is granted. This is a common path for individuals of note, such as skilled craftsfolk.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
Forged from the diversity of Nalathesh and Kendaria, Bridgemoor’s locals retain beliefs and traditions from a myriad of cultures, those brought from their neighbors and far off visitors alike. Its people are vocal, and well-educated, fostering the spread of ideas and cultural touchstones, leading to multiple monthly festivals and events that celebrate strange, or even familiar, gods and cultures.&lt;br /&gt;
&lt;br /&gt;
Referred to as Moorfolk, the people of Bridgemoor can be unruly, inspired by ever evolving ideas and advanced scholarship, and incensed by the ironic nature of the city’s feigned meritocracy. There are obvious disparities in economic classes, with merchants, militants, and Meritocrats reaping the benefit of local policies, and working class locals, such as miners and laborers, the last to receive consideration. Fortunately, there are as many willing to do good within the Meritocracy as those seeking personal gain, and a good many citizens brim with civil pride when confronted with the progressive nature of their governance.&lt;br /&gt;
&lt;br /&gt;
Moorfolk are a clean people. With how tight the city districts can be, many are aware of how fast [[disease]] can spread, and with the access to regular clean water, bathhouses are commonplace, leading to a great deal of time spent grooming and on cleanliness. Unlike most cities of its size, Bridgemoor retains a pleasant scent, furthered by small [[Arcane]] trinkets that keep such luxurious standards afloat.&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
While it can’t field a grand, mobile force, Bridgemoor retains a large garrison and guard in the form of the local Bridge Knights. Officially sanctioned by the city, the Bridge Knights patrol the city, its gates, the immediate surroundings, and oversee day-to-day enforcement. Under Bridge Commander Ser [[Kellion Blacksky]], they act as strict overseers, punishing even the most minor infractions with discipline and competence. They are well funded, with arms and [[armor]] purchased via the city’s immense wealth.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor retains multiple guardhouses throughout the city, each boasting a barracks, armory, and offices. Bridge Knights often live and operate in a single area for their career, becoming familiar with locals and forming relationships therein. Knight-Captains often become district sheriffs, overseeing their areas according to their personalities.&lt;br /&gt;
&lt;br /&gt;
==== '''Politics''' ====&lt;br /&gt;
An oligarchic state, Bridgemoor is overseen by a ruling class of Meritocrats. These individuals oversee legislation and appoint major figures, such as the [[Bridge Knight]] Commander and Magister Superior, the executive and judicial authorities. These two positions are responsible for appointing a staff of captains and magisters, who then recruit and train day-to-day overseers. These practices lead to rampant nepotism within the city, with rare exceptions. &lt;br /&gt;
&lt;br /&gt;
Meritocrats choose their successors, which further spreads the ideation of nepotism and dynasties within Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''Religion''' ====&lt;br /&gt;
Citizens are encouraged to pursue their own beliefs within the city. Several temples dedicated to specific pantheons or tenets can be found throughout Bridgemoor, along with unaffiliated houses of worship that offer a quiet, contemplative space for any belief system, such as the House of Alms.&lt;br /&gt;
&lt;br /&gt;
==== '''Technology''' ====&lt;br /&gt;
With its proliferation of education and wealth, Bridgemoor is home to wonderful inventions. Mixing Arcane magics and medieval machinery, they are able to sustain the city despite a lack of local resources. The city’s depths consist of an intricate civil sewer system that feeds into dozens of “purification basins.” These are magical cauldrons that clean and recycle water, then pump it to various districts. Wealthy inhabitants have heated pipes in their homes, able to take hot baths on a whim, and make use of indoor plumbing. These inventions are commonplace, making life in Bridgemoor luxurious, if expensive. &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
Connecting Nalathesh and Kendaria, Bridgemoor acts as a major trade hub, able to facilitate, protect, and foster a goods exchange with little risk to involved parties. Due to both the high volume of merchants and its impartial political status, the city possesses one of the strongest economies in the region, with both an elaborate selection of foreign goods, and a mineral rich inventory for trades to purchase in bulk.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor accepts currency from any nation, with its toll stations able to exchange coins for writs of credit. These writs allow merchants, locals, and travelers to do business without conversions, acting on value that is then later redeemed at the same toll stations on leaving the city. Writs significantly cut down on theft, further encouraging fair trade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writs of Credit''' =====&lt;br /&gt;
These writs are furled scrolls, each marked with a unique seal imprinted with a touch of magic. Seals essentially act as fingerprints to the owners, making them difficult to forge, and may be signed over to individuals to be cashed in for their value in a specific currency. Each writ carries an assigned value that can only be changed at a toll house, or the central bank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Underworld''' ====&lt;br /&gt;
Bureaucratic crime in Bridgemoor is a common occurrence. With the Bridge Knights looking down, and magisters inundated with foreign and mercantile law, there’s little oversight of the wealthy as they manipulate the mercantile economy for their own gain. Overt, violent crime and theft of personal property is rare thanks to Ser Kellion’s iron discipline, but certain elements persist nonetheless.&lt;br /&gt;
&lt;br /&gt;
Scholarly resistances are common in residential areas: dissidents that decry the Meritocrats via public protest and eloquent public lectures. These gatherings are peaceful, unlike the various sinister miscreants that support the counterculture from the bowls of the city. The worst of these violent groups are the Underbridge Cult, staging elaborate demonstrations and examples, going so far as to summon fiends from Inferno into the wealthier city sections.&lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
Situated over the Grand Chasm, Bridgemoor experiences long dry periods, with mild winters, and long, hot summers. Clothing trends reflect this in light materials and sparse attire, more revealing in nature. Heat is mitigated by swirling gusts and winds that stem from the heart of the chasm, those that flow freely throughout the city. The proclivity, and ferocity, of these winds make hats and long hair left unbound a rare sight in Bridgemoor, and helmets need to be securely fastened lest they be lost over the city edge.&lt;br /&gt;
&lt;br /&gt;
== Bridgemoor Districts ==&lt;br /&gt;
Bridgemoor is a massive city with an immeasurable wealth of opportunity for adventure and intrigue. While several districts are left free for you to develop your own spin or tales, there are several established areas and districts of note. Here you can find writeups on each, along with potential encounters and quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insular Districts''' =====&lt;br /&gt;
Even within Bridgemoor, travel is a pain. It takes 8 hours of constant travel to reach either side of the city, so citizens will rarely leave their local areas, splitting the city itself in several smaller, insular districts. Moorfolk from Eastbridge will go their entire lives never mingling with those from Westbridge, and vice versa. It is common for citizens to plan for overnight stays at their favorite inns when visiting markets and festivals on opposite sides of the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kendartown ===&lt;br /&gt;
'''''Read Aloud:''''' ''A series of wooden constructions sit within the [[shadow]] of Bridgemoor’s walls, a small town’s worth of inns and markets and housing just off the eastern Kendarian road. While carts, carriages, and mounts bring merchants onward toward the city, many stop to visit the charm of Kendartown. An idle ruckus of daily life echoes into small wooden patches and thickets, with the scents of local spices carried on a chasm-borne wind, rustling the canvas from nearby stalls.''&lt;br /&gt;
&lt;br /&gt;
Situated just outside of the eastern tollgate, Kendartown is one of Bridgemoor’s two border towns, a collection of housing, inns, and small markets for those wishing for a degree of freedom away from taxes, tolls, and Meritocrats. While the land still belongs to Bridgemoor, the city only imposes property taxes on the inhabitants here, and allows noncitizens to settle outside the walls. This leads to only token enforcement, though, with Bridge Knights not required to intercede on behalf of noncitizens. It is common for farmers, small-time merchants, and adventurers to offload goods in Kendartown, though there’s a greater level of risk for counterfeit goods and crime without the iron watch of the knights.&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Locations''' ====&lt;br /&gt;
'''The Meritasscracy.''' A charming inn run by Dagan Barrowghast, a surly, retired dwarven Knight-Captain, the Meritasscracy is a common hangout for political dissidents and off-duty Bridge Knights looking to ease the discipline. The inn is strangely fortified, and at three stories is a popular stop for mercenaries and merchants. Dagan has the stats of a '''[[Ranger]]''' (CC chapter 4), and is well armed, wielding a Spirit Bow at all times (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
'''Kenmoor Market.''' While it pales in comparison to the city markets, the Kenmoor stalls are a strip of small merchants with semi-permanent stations that offer basic [[equipment]] and goods at a 20% discount from their standard prices. This market is unregulated, though, and there’s a 50% chance that the purchased goods are defective in some way. Food can be spoiled, [[weapons]] deal less [[damage]], or armor pieces can offer less protection. This is where farmers and small-time Kendarian traders often end up. &lt;br /&gt;
&lt;br /&gt;
'''Antara’s Den.''' A small gambling hall, the Den acts as Kendartown’s political seat, liasoning with Meritocrats within Bridgemoor when the need arises. Antara Almadia, a sly, insightful [[human]] with a penchant for dry sarcasm, acts as the “Kendartown Premier”, resolving basic squabbles with the locals and handling magistrate and Bridge Knight business when the need arises. She and her band, the Denrats, fill in for a lackluster guard presence, but will acquiesce to higher authorities to avoid trouble. Players can gamble at the den, and also use Antara as an information broker, as she makes it a habit to keep up with local events. Antara has the stats of a '''[[Mob Boss]]''' (CC chapter 4), and employs, at any point, about one hundred Denrats, who have the stats of '''Bandits''' (CC chapter 4), with the occasional '''[[Bandit]] Marauder''' thrown in as a lieutenant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Antara's Information''' =====&lt;br /&gt;
Antara has a beat on events in Bridgemoor, and can allude to shady dealings or events happening within the city. For 100 sc, she’ll provide a snippet of insider information on any major NPC or quest hook. She is vehemently anti-Bridge Knight, and has a special hatred against Ser Blacksky, but will only reveal this with CHA or INT checks of 15+ and if players purchase information. The same checks at a 20+ will result in Antara revealing that Ser Blacksky actively extorts her for personal payments to keep the Bridge Knights out of Kendartown and her Den, revealing a darker side to the Commander.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Working for Antara =====&lt;br /&gt;
If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. &lt;br /&gt;
&lt;br /&gt;
Antara pays based on how much she likes her hires, and they earn a salary of 10sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the [[Thug]] profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky.&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a Denrat, there are multiple ways to gain Goodwill, and ways to lose it:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an underworld [[criminal]], Denrat, or steal from a city [[merchant]] undetected.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an [[urchin]] in escaping harm or get away with a theft.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate 250sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days).&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Assault or undermine the Bridge Knights.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Snitch to a magister or Bridge Knight.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Assist the Bridge Knights with an investigation or apprehending a criminal.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Actively undermine or assault Kendartown or a Denrat.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Annoy Antara.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Events''' ====&lt;br /&gt;
The following are events that can occur while wandering Kendartown and are meant to fill in as possible quest hooks or provide role playing moments for your players to get to know the locals and populace. [[Combat]] around Kendartown is unlikely, but can happen - especially with the lack of Bridge Knights.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A rather vocal scholar is criticizing the facism of the Bridge Knights outside the Meritasscracy and has drawn the ire of several off-duty Bridge Knights. Tensions are boiling over…&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Kendartown local is being “gently” reminded of their past due debts at Antara’s Den by a group of 3 (1d4 + 1) Denrats.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Thief]]! A Kenmoorian merchant calls for help as a thief makes off with some of the wares. If caught, the merchant offers an additional 25% discount on goods, and the players get a 10% discount on purchasing information from Antara.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower, the item is fake. On a 51-90, the item has an Essence Cost of 10 or less; on a 91 to 100 it has an Essence Cost of 20 or less. Bidding starts at 50% of the normal item cost. This event is repeatable every 10 (3d6) days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eastbridge ===&lt;br /&gt;
'''''Read Aloud:''' From the eastern tollgate on, a spiraling cityscape of red and yellow brick buildings fill the grand bridge, filled to the brim of humanoids of every sort: [[dragonfolk]] and human, [[halfling]] and [[trollkin]], all caught amidst ever-swirling chasm winds. Tight robes of light material decorate the inhabitants, each taking its own vibrant shade from plentiful dyes. Here, the buildings and blocks are built high, closely knit, with valleys only large enough to fit two folk abreast.'' &lt;br /&gt;
''Arcane lamps mark the stone ground of the bridge as the city of Bridgemoor is never without activity. Between endless travelers and persistent merchants, the song of Eastbridge is one of pioneering spirit: wealth and ambition, a buzz of excitement and the clink of coin amongst heated debates and excited conversations.'' &lt;br /&gt;
&lt;br /&gt;
Stretching from the Fortress of Merit to the eastern tollgate, Eastbridge is distinguished by its proximity to and heritages of coastal facing nations such as Kendaria, Nevna, Constel, and Forsten. It’s a wealthier district, housing more education centers and markets, and fosters a healthy amount of higher-class housing for Meritocrats and members of the bureaucracy. High profile organizations, such as the Trade Consortium and Fixers, do business here, and as such it tends to attract more mercantile travelers.&lt;br /&gt;
&lt;br /&gt;
==== '''Tollgate''' ====&lt;br /&gt;
The tollgates of Bridgemoor are impressive defensive fortifications, with 40 ft high stone walls that extend the full width of the bridge. The gates themselves are enhanced with arcane-infused stone to resist siege weapons and offensive spells, and have a series of three portcullises that are controlled with interior mechanisms. The [[gateway]] itself is wide enough to fit four wagons abreast, and there is a perpetual garrison of 40 '''Bridge Knights''' (Appendix C) on duty and alert at their posts.&lt;br /&gt;
&lt;br /&gt;
Passing the gate is free for citizens of Bridgemoor, but travelers must pay 10 sc per individual. An additional goods tax is levied at 1% of the total cost of for-sale goods, and upon payment, the owner will receive a writ of sale, which vouches for taxes paid. Without this, a 10% tax penalty is imposed by the magistrate for “smuggled” goods, enforceable by Bridge Knights. An INT/Forging check of DC 15 can create a passing writ of sale to fool anyone short of an expert magistrate.&lt;br /&gt;
&lt;br /&gt;
The guards of the eastern tollgate only run patrols along the roads entering Bridgemoor from Kendaria, protecting merchants and traders, but otherwise keep themselves to city business, granting clemency to Antara and her Denrats. &lt;br /&gt;
&lt;br /&gt;
Players may also trade any currency for a writ of credit, which if produced during a transaction with a Moorian Merchant will grant a circumstantial +2 to any checks made to negotiate prices to impress a mercantile NPC. At the end of every day, a Bridge Knight patrol, led by a Knight-Captain, will take stored coin to Bridgebank for safe keeping.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market''' ====&lt;br /&gt;
A massive bazaar, the Eastbridge Market is a thriving treatise on mercantilism, with an assortment of luxury goods, foodstuffs, textiles, and raw lumber available in spades. Near anything can be found in this market, though it tends to cater toward middle-class and wealthier customers. All goods purchased from this market are 20% more expensive than normal, but have a 50% chance of being of superior quality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Superior Quality''' =====&lt;br /&gt;
Superior goods and equipment bestows a +1 or +2 circumstantial bonus to its primary purpose. For instance, a superior weapon may grant a +1 bonus to attacks made with it, or a climber kit may give a +2 to STR/Athletics when scaling a cliff or spelunking.&lt;br /&gt;
|}&lt;br /&gt;
The Eastbridge Markets are heavily patrolled and theft is dealt with harshly. Magistrate tax collectors also make weekly inspections here, checking writs of sales, and cataloging goods. Successful merchants are levied with an additional 5% sales tax for profitable weeks, but are exempt for monthly property taxes.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are incredibly rare here, as any violence is usually thwarted by the unyielding presence of Bridge Knight patrols. Quick combats of less than two rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A newly appointed local magister is struggling to convince a seasoned merchant to pay their weekly sales tax. Players can assist either side, with checks as described in Social Confrontation. Merchants will offer a 25% discount on their goods and guarantee superior qualities, whereas the magister will grant the players a writ of [[passage]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An ill-dressed, ill-kept cultist is preaching against the perils of vertical construction, concerned for the excess weight placed upon the Great Bridge. While obviously insane, the cultist will extol the Cult of Rust, chiding the ignorant consumers for their decadent ways. A DC 15 AWR check will reveal the beggar is more than they seem, and a DC 10 CHA check will convince the cultist to reveal that the like-minded gather at the Rustgate within the Underbidge.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower the item has an Essence Cost of 10 or lower; on a 51-90, it has an Essence Cost of 20 or lower; on a 91 to 100, it has an Essence Cost of 30 or lower. Bidding starts at 50% of the normal item cost. This event can repeat once every 7 (2d6) days.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish! The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table. Assume that Bridge Knight patrols are distracted by a larger number of cultists.&lt;br /&gt;
|}&lt;br /&gt;
These encounters assume a party of 4, between levels 4 and 8. You may have Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Players may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 10 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Goodwill with Bridge Knights and Social counters, and +2 Goodwill for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writ of Passage''' =====&lt;br /&gt;
Good for 30 days, a writ of passage grants temporary citizenship to a group of up to 10 individuals. This allows easy entry to the Fortress of Merit, and to pass the toll gates without paying the requisite tolls. Citizenship granted in this way is only partial and does not make someone eligible to become a Meritocrat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market Locations''' ====&lt;br /&gt;
'''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings.''' Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. Belgar has the stats of a '''[[Mage (Greater)]]''' (CC, chapter 4).&lt;br /&gt;
&lt;br /&gt;
The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, Belgar’s personal [[golem]], a hulking, massive creature constructed from iron. The Shopkeep has the stats of an '''[[Iron Golem]]''' (CC chapter 2), but is a sharp negotiator, with an INT of 4, and the personality of a hawkish, insightful merchant. It does most of the talking.&lt;br /&gt;
&lt;br /&gt;
The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of Belgar’s stock. For players, he has items of greater value.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scrolls''' =====&lt;br /&gt;
The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, Belgar will have 2 (1d4) extra scrolls of SPC 25 or less.&lt;br /&gt;
If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belgar will allow them to purchase [[Occult]] scrolls in addition to Arcane, which are drawn from the same stock.&lt;br /&gt;
&lt;br /&gt;
==== '''Magic Items''' ====&lt;br /&gt;
Belgar does not create anything more than his common household items. He does, on occasion, procure an item for resale. Every 30 days, you or your players can roll 1d100.&lt;br /&gt;
&lt;br /&gt;
1-'''25.''' No item.&lt;br /&gt;
&lt;br /&gt;
'''26-50.''' 1 item of Essence 15 or lower.&lt;br /&gt;
&lt;br /&gt;
'''51-75.''' 2 (1d4) items of Essence 15 or lower; 1 item of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''76-95.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''95-100.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower; and 1 item of Essence 40 or lower.&lt;br /&gt;
&lt;br /&gt;
These items last for 30 days and are considered sold by the end. You can use MCG chapter 7 for a list of potential items.&lt;br /&gt;
&lt;br /&gt;
==== '''Books''' ====&lt;br /&gt;
Belgar stocks non-fiction books. Tomes of knowledge can be purchased for 20 sc, with each assigned an appropriate INT or CHA skill (such as INT/Arcana or CHA/Leadership). If a player consults their tome for at least 15 minutes, they gain a +1 bonus to the assigned skill check.&lt;br /&gt;
|}&lt;br /&gt;
'''Fixer’s Compound.''' A collection of sloped, adobe-style buildings sit within their own walled compound aside from the throngs of endless market stalls. A simple iron gate allows the curious to pass into the Fixer’s Compound. Guarded by sparse humanoids in light armor, the Fixers are psions that loan their services to adventurers and local organizations as guards, monster hunters, or investigators. While a valuable commodity, the Fixer’s here have a contract with the Bridge Knights that prevents them from investigating cases within sovereign territory. Still, their divining services are ever-popular, and the occasional merchant will hire an escort through the city to avoid less scrupulous magistrates. &lt;br /&gt;
&lt;br /&gt;
This particular outpost is run by Efelias Starseeker, a [[Raedeen]], who tends to be rather hands-on in the Fixer’s activities. Efelias or one of their fixers can be contracted to [[divine]] information within the city, so long as it does not interfere with, or directly influence or affect, any meritocratic, Bridge Knight, or magisterial business.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Hiring a Fixer''' =====&lt;br /&gt;
A standard fixer service costs 150 sc. This purchases a one-time use of the [[Psionic]] spell, [[Far Sense]]. If there is any protection against Divining in the desired area, the spell fails, and the fixer will refund ½ the cost.&lt;br /&gt;
If Efelias is hired, the cost increases to 250 sc, but the range of the spell increases to 20 miles (the breadth of Bridgemoor) and she will attempt to break through protective wards. She rolls at a +9 against the relative WILL.&lt;br /&gt;
&lt;br /&gt;
Neither a standard fixer nor Efelias will agree to spy on a reputable target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Trade Consortium''' ====&lt;br /&gt;
An alliance of merchants and skilled craftsfolk, the Trade Consortium is a powerful faction within Bridgemoor that primarily acts as a lobbyist to the Meritocratic Senate. The consortium pushes for lower mercantile taxes and improved trade rights, along with fostering trade with foreign nations via diplomatic and lucrative trade deals. Within the city, the consortium holds several acres of land where it retains its own private offices and compound.&lt;br /&gt;
&lt;br /&gt;
For all of its bluster, the consortium is a private guild, and spends the majority of its time lining its own pockets. It’s run by a council of senior merchants, many of whom are tied to the bureaucracy or are Meritocrats themselves, each representing a specific trade or craft. Most minor guilds and merchants count themselves among its ranks, and goodwill with the consortium tends to boil over to the city at large. And so to does infamy. &lt;br /&gt;
&lt;br /&gt;
Players can apply for membership to the consortium as merchants, though will be denied if their Goodwill is -3 or lower. Doing so requires they pay an upfront fee of 100 sc, then dues of 50 sc every 30 days. Joining as either automatically earns a player 1 Goodwill to Bridgemoor Mercantile factions and organizations. Players may also “donate” to the consortium to restore favor with Bridgemoor Mercantile, Aristocratic, or Social factions, at a cost of 750 sc per +1 Goodwill. This can only increase Goodwill in that category to a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
Joining the Trade Consortium is also one of the paths to citizenship, if players are interested in such a thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Merchant Benefits''' =====&lt;br /&gt;
As a member of the consortium, a player gains access to the Trader profession. They may gain their first rank by earning 5 Goodwill with Bridgemoor Mercantile factions ''after'' joining, or completing a consortium caravan run. Additionally, members can always find a merchant to sell goods to at a minimum of 50% of its value, adding an additional 10% to that sale price per rank they possess in the Trader.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgebank''' ====&lt;br /&gt;
Short of the Fortress of Merit, Bridgebank is one of the most well protected structures within Bridgemoor. Home to the city’s riches, including tolls and taxes, the bank is designed as a keep, with a large fortune’s worth of Arcane wards placed within the very walls. The bank is impenetrable against any divination or teleportation, and is guarded by elite Bridge-Knights, even possessing its own garrison. Nothing short of magical siege weapons can force open the bank’s doors.&lt;br /&gt;
&lt;br /&gt;
Most citizens have some kind of wealth stored in the bank. Here, individuals can exchange writs of credit for raw currency of any type, and vice versa. They can purchase vaults, store wealth, and even take out loans for large purchases or to pay off debts. Bridgebank’s vaults are built into the foundations of the bridge itself, but all access to them has been cut off to them from the Underbridge. There are rumors of secret pathways inside from the sewers, but none have ever been found.&lt;br /&gt;
&lt;br /&gt;
Heroes can store any amount of wealth at Bridgebank for no charge. In fact, the bank pays 2% interest on 500 sc or more stored within its vaults every 30 days, but uses this money to invest in local merchants and city-wide initiatives. If a hero attempts to withdraw all of their coin at once, have them make a LUCK check. The DC is 1% of the amount of sc they have in the bank. If they fail the check, then the bank does not have enough sc on hand to fulfill the hero’s wishes, instead giving them 25% of what they asked for.&lt;br /&gt;
&lt;br /&gt;
=== Fortress of Merit ===&lt;br /&gt;
The seat of governance and power in Bridgemoor, this district takes form as a fortress in the center of the city. Complete with walls and defenses that contain the Bridge Keep, Legislative Chambers, and the Meritocratium, this area is heavily guarded by a perpetual garrison of Bridge Knights. The fortress courtyard is open to citizens during [[daylight]] hours, but passersby are forced to circumnavigate the walls, taking the road around.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridge Keep''' ====&lt;br /&gt;
The Bridge Keep is where the local guard is trained, supervised, and armed, and where the official command structure of the Bridge Knights lives and resides. The keep itself is designed as a defensive fortification, boasting Arcane-infused siege weapons, strong, high stone walls, and stores several months worth of rations at any time in the event of an invasion. &lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A fortress unto itself, the Bridge Keep looms overhead, its pale, red stone taking shape as siege-worthy towers and heavy fortifications, catapults and ballista mounted as if to ward off an entire army. A perpetual clash of steel on steel echoes from within as Bridge Knights train against one another, chain rattling amongst the heavy-booted footfalls. Guards line the walls here, keeping constant watch, their vigil unyielding.'' &lt;br /&gt;
&lt;br /&gt;
Even citizens are disallowed access to the keep, with only Bridge Knights, Meritocrats, and invited guests allowed to stalk its halls. If they possess 10 or higher Goodwill with the knights, heroes may be invited within. Inside, they can purchase armor from the keep quartermaster, Madrik Ironside, a disciplined, no-nonsense [[Urkou]]. Madrik is an ancient fixture of the keep’s command staff.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Bridge Keep Inventory''' =====&lt;br /&gt;
The Keep is well stocked with armor, available at a discount. Players can purchase medium or heavy armor from Madrik for 75% of its normal value. This armor is branded with the sigil of the Bridge Knights, though, and while wearing it the player acts as if they possessed the Goodwill, positive or negative, of the Bridge Knights with whoever they are dealing.&lt;br /&gt;
'''Available Medium Armor'''&lt;br /&gt;
&lt;br /&gt;
Breastplate, Cuirass (Iron), Half Plate, Scale Mail&lt;br /&gt;
&lt;br /&gt;
'''Available Heavy Armor'''&lt;br /&gt;
&lt;br /&gt;
Chain Mail, Plate (Field)&lt;br /&gt;
|}&lt;br /&gt;
With 10 or higher Goodwill, players may also sign on as Knight Deputies, or hired mercenaries that may act with minor authority of Bridge Knights. Doing so, players receive a stipend of 50 sc every 7 days, though they must collect this in person at the keep. Should they gain another 3 points of Goodwill with the Bridge Knights, they may then take 1 Rank in either the Guard or Knight profession.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Knight Deputy Powers and Benefits''' =====&lt;br /&gt;
A deputy has limited power - they can arrest an obvious, overt criminal (such as an Underbridge cultist) or low-ranking citizen, or can directly interfere in a violent dispute on behalf of Bridgemoor, but they have no power over a bureaucratic member, an official Bridge Knight, a Meritocracy, foreign official, or other person of similar or higher rank.&lt;br /&gt;
A deputy benefits from Bridge Knight support, and has credibility with local knights over citizens, gaining a +1 bonus to CHA checks made on these individuals per 4 positive Goodwill.&lt;br /&gt;
&lt;br /&gt;
Deputies are granted a deputy badge, a lesser sigil of the knights that lends their authority to relevant situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a deputy, there are multiple ways to gain Militant and Bridge Knights Goodwill, and ways to lose it. You may decided to extend these bonuses and penalties to other occupational categories as well, such as resolving a local dispute leading to +1 Militant and Mercantile Goodwill.&lt;br /&gt;
&lt;br /&gt;
* Apprehend a criminal: +1 Goodwill&lt;br /&gt;
* Resolve a local dispute without violence: +1 Goodwill&lt;br /&gt;
* Aid a local or junior magister in their duties: +1 Goodwill&lt;br /&gt;
* Assist a Bridge Knight patrol: +1 Goodwill&lt;br /&gt;
* Overexert authority: -1 Goodwill&lt;br /&gt;
* Openly criticize, dismay, or besmirch the Bridge Knights or Ser Blacksky: -1 Goodwill&lt;br /&gt;
* Be caught committing a crime: -5 Goodwill&lt;br /&gt;
* Attacking a Bridge Knight: -10 Goodwill&lt;br /&gt;
&lt;br /&gt;
==== '''Keep Cells''' ====&lt;br /&gt;
Beneath the keep are a series of cell blocks built into the Underbridge and sealed off from the sewers. These cells house hundreds of prisoners and fall under the purview of the Bridge Knights. They descend several levels deep, and are warded from both Divining magic and from teleportation. Prisoners here are treated with basic dignity—they are fed and aren’t beaten, but many don’t see the sun until the end of their sentence. For some, in the deepest [[darkness]], this means they never taste fresh air again.&lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Gardens''' ====&lt;br /&gt;
Of all the wonders in Bridgemoor, few expect the courtyard gardens. An array of unique flora, the gardens of the fortress are built directly into the bridge foundations, with deep basins of natural soil where an entire ecosystem is grown from within. As the only official city “park”, the gardens are well tended to by primalists from the Westbridge Grove, full of natural magics that facilitate a thriving environment of small fauna. Birds and small mammals live their entire lives in the gardens, as the grounds stretch several miles within the central city.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Glimmering pools of fresh water line the flagstone courtyard of the gardens, each lined with an array of colorful flowerbeds, all arrayed with perfect harmony in rows upon rows of unique foliage. Here, the walls of the fortress keep out the usual buzz of the city, replaced instead by the gentle lull of flowing water, birdsong, and the rustle of canopies within soft zephyrs. Cafes fill the garden passages as local officials, students, and Meritocrats pass the day in the peaceful haze.''&lt;br /&gt;
&lt;br /&gt;
While pleasant, a majority of citizens pass through the courtyard because it shaves an entire hour off of travel between East and Westbridge. With as many folk as it sees, this makes the courtyard a common gathering place, where cultures collide and ideas spread in the shadow of the three major institutions of the city. Mercantile efforts are disallowed within, but over time several cafes and day-time lounges have sprung up, nestled between the small wooded grounds and constructed lakes, allowing a bit of nature to seep into the urban landscape. Many lobbyists and concerned citizens will spend their days waiting in the yard, hoping to catch a Meritocrat out for lunch. &lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Garden Events''' ====&lt;br /&gt;
As one of the few “wild” places on the Moorian surface, there are some rare events that can occur within the gardens. Use these if you’d like to give your players new interactions in the city.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Scholarly Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accosted Meritocrat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Strange Plant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Scholarly Demonstration.''' A scholarly demonstration of young students are actively decrying the state of the Meritocracy and the iron-fist of the Bridge Knights, and knights from the keep garrison are growing irate. If no one interferes, things could get ugly. Use the '''[[Dragonfolk Scholar]]''' stats for the students, if necessary (CC chapter 4), minus the breath weapon unless they are truly dragonfolk.&lt;br /&gt;
&lt;br /&gt;
If the scholars are assisted and are allowed to continue their demonstration, players gain +2 Goodwill with Bridgemoor Academics and +1 with the Aristocratic occupation. &lt;br /&gt;
&lt;br /&gt;
If the scholars are convinced to stop, apologize, or disperse, players gain +2 Goodwill with the Bridge Knights and Militant occupation.&lt;br /&gt;
&lt;br /&gt;
'''Accosted Meritocrat.''' An important Meritocrat is being loudly accosted by a laborer from Westbridge, insisting their family is starving under oppressive taxes. The Meritocrat is about to call over a guard. &lt;br /&gt;
&lt;br /&gt;
If the laborer is aided, either by convincing the Meritocrat to listen or giving them at least 50 sc, players gain +2 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
The laborer can be arrested by a knight deputy, or convinced to leave otherwise. Use the '''[[Charlatan]]''' stats (CC chapter 4) if necessary. Doing either leads to +2 Goodwill with the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Strange Plant.''' A local Primalist from the Westbridge Grove is stumped at a strange, poisonous plant growing in the gardens. If approached, they will explain that the plants are carefully regulated and this shouldn’t be possible.&lt;br /&gt;
&lt;br /&gt;
A 15 INT/Nature or INT/Arcana will reveal that these plants have been tampered with by Occult magic. A 20+ of either check will also reveal this tampering took place recently, within the day.&lt;br /&gt;
&lt;br /&gt;
Players can track down the one responsible, an [[Underbridge Cultist]], with a 15 AWR/Tracking, or an INT/Nature hiding in one of the wooded areas of the gardens. This can result in combat, or the cultist can be arrested. Use the '''Forest [[Witch]]''' stats (CC chapter 4) for this encounter. If not found, the next time players pass through the area, trigger event #4. If resolved, event #4 is removed (roll 1d3 for future events here).&lt;br /&gt;
&lt;br /&gt;
If the cultist is taken in or resolved, players gain +2 Religious Goodwill, +1 Social, and +1 with the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish'''&lt;br /&gt;
&lt;br /&gt;
The Underbridge cult has corrupted the local fauna and are causing chaos in the gardens, attacking Meritocrats and civilians.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1 [[Forest Witch]], 2 Wolves&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Forest Witch, 2 Wolves, 1 Dire [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1 Forest Witch, 3 Wolves, 1 [[Wilting Warden]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|2 Forest Witches, 2 Wilting Wardens&lt;br /&gt;
|}&lt;br /&gt;
Defeating the skirmish earns the players +1 Goodwill across the board in Bridgemoor. If the encounter is difficult or deadly, they instead earn +2. If the encounter is deadly, one of the witches possesses a Scorpion’s Sting Dagger (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats' Palace''' ====&lt;br /&gt;
The shining beacon of legislative governance, the legislative chambers house the whole of the Meritocrats, consisting of endless offices and wide, open chambers that can seat hundreds. The chambers are busy year-round, with committee meetings, diplomatic envoys, and legislative sessions circling in an ever-revolving circle of politics. The Chambers also contain judicial houses where magisters prosecute criminals and hold court.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Sweeping, open verandas and marble textures form the grand halls and chambers of the Meriocrat’s Palace, a worthy tribute to Bridgemoor’s most hallowed institution. Here, the peace of the courtyard gardens merges with a sense of purpose as Meritocrats plan the future of their city, white-robed and busy as they flit from council to chamber. Floral colognes bathe the halls in pleasant scents and a visit is always good for an eloquent oration or two, blustering voices rebounded about the gilded interior of mural motifs and elegant architecture.''&lt;br /&gt;
&lt;br /&gt;
The Meritocratic Senate, which consists of all voting members of the Meritocracy, meets on the first day of every month to discuss policies and vote on new legislation. These sessions are open to citizens and those with a personal invitation from a Meritocrat. Citizens and guests may even speak with approval or support from a Tenured counselor. Any number of committees, as there are dozens, can be found meeting in the chambers during daylight.&lt;br /&gt;
&lt;br /&gt;
Heroes may move freely throughout the chambers if they possess a Goodwill of +5 with the Bridgemor Aristocrats, and even request to meet with particular Meritocrats. They will be expelled from the grounds by a Bridge Knight patrol if they have less than 5 Goodwill, unless they are citizens or are escorted by a citizen.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Bureaucracy''' ====&lt;br /&gt;
With all the political intrigue, heroes may be encouraged to get involved on a legal level. A player may become a Bureaucrat in multiple ways. &lt;br /&gt;
&lt;br /&gt;
'''Official Sponsorship.''' A Meritocrat may hire a player as an aide or secretary, able to act in a semi-official capacity on behalf of that Meritocrat. This can grant exemption from tolls, grant access to off-limits areas in the city, or allow players to skirt minor regulations. Joining the Bureaucracy in this way gains the players +2 Goodwill with the Aristocratic occupation, but is usually a quid-pro-quo option, and supplies no real form of advancement.&lt;br /&gt;
&lt;br /&gt;
'''Traditional Route.''' To become a standard Bureaucrat, the applying individual must be a citizen, then pass a basic civics exam. This test is proctored once every 15 days, and requires a fee of 25 sc to participate. To complete the test, players must pass any two of the following checks with a roll of 15 or higher:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting to suss out answers.&lt;br /&gt;
* AWR/Eavesdropping or Perceiving to cheat off fellow testers.&lt;br /&gt;
* INT/Law to accurately answer questions.&lt;br /&gt;
* INT/Politics of Bridgemoor to accurately frame responses.&lt;br /&gt;
* CHA/Savoir Faire to overwhelm the questions with convincing nothings.&lt;br /&gt;
* CHA/Deceiving to make it sound like you know what you’re doing.&lt;br /&gt;
&lt;br /&gt;
Test results are posted the following day. Passing earns the players +1 Goodwill with the Aristocratic occupation, and they may take a job as a clerk, aide, or secretary. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Do Heroes have Time for Jobs?''' =====&lt;br /&gt;
Depending on how you craft your myths, jobs can be a valuable source of roleplaying or resource gathering. They may not fit into a busy life of adventure, though. If your heroes’ adventure flow leaves them prone to large swathes of downtime, or your players are permanent residents of an area, it makes sense to hold down a job.&lt;br /&gt;
|}&lt;br /&gt;
As a Bureaucrat, players need to spend at least 4 hours every other day performing legislative duties. While practicing, a player can use a number of [[skills]] to, essentially, complete tasks and do their job. Any of the following skills can be used:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting&lt;br /&gt;
* AWR/Eavesdropping or Perceiving&lt;br /&gt;
* INT/Law&lt;br /&gt;
* INT/Politics of Bridgemoor&lt;br /&gt;
* CHA/Savoir Faire&lt;br /&gt;
* CHA/Deceiving or Persuading&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 10'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 10, a player is unable to complete their tasks and gains nothing. If this is rolled five times within 30 days, the player loses their status, and loses 1 Goodwill with the Aristocratic occupation. If the player rolls a 1 on the check, they lose 1 Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 10'''&lt;br /&gt;
&lt;br /&gt;
On a 10, a player successfully completes their tasks to no real fanfare. They gain a base 5 sc for a day’s work, and if they roll over a 10 their salary becomes their ½ roll in sc.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
On a 18 or higher, a player  accomplishes their tasks with finesse. They gain a base salary of 10 sc, +2 sc per 1 over 18 they roll. If a player rolls an 18 or higher five times within 30 days, the gain +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25'''&lt;br /&gt;
&lt;br /&gt;
On a 25 or higher, a player resolves a difficult scenario or attracts the attention of a higher ranking official. They gain a base salary of 30 sc, and earn +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a Bureaucrat, and if a player gains that Goodwill they may take 1 rank in the [[Barrister]] profession. Additionally, if that rank is taken, a player becomes eligible to serve as a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Magistrate Route.''' While difficult, a player can apply to become a junior magistrate. To do so, they must first be appointed by the Magister Superior. To earn this, players must have a minimum of +10 Goodwill with the Aristocratic occupation, have a clean criminal record in Bridgemoor, and receive a recommendation from a Meritocrat. After accomplishing this, they must be approved by a simple majority vote during a Meritocratic Senate, which may require lobbying if enough voting members oppose that players reputation. &lt;br /&gt;
&lt;br /&gt;
This should be an ordeal, and unless the player possesses a minimum of +15 Goodwill with Bridgemoor Meritocrats, then they will need to lobby individual members or committees to ratify their appointment. &lt;br /&gt;
&lt;br /&gt;
If successfully appointed, a player gains the following benefits:&lt;br /&gt;
&lt;br /&gt;
* They may take their first rank in the Barrister profession, or they may take the next rank in that same profession.&lt;br /&gt;
* They gain a weekly stipend of 30 sc on top of the base pay they receive as a Barrister.&lt;br /&gt;
* They become exempt from Bridgemoor tolls.&lt;br /&gt;
* They gain a magister badge, a prominent sigil that they may use to wield authority.&lt;br /&gt;
* A player may choose to overexert their authority, granting them a favor with any corruptible NPC or higher-ranking official. Doing so grants the player special privilege, but also loses 1 Goodwill with the Aristocratic profession. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Magister Badge''' =====&lt;br /&gt;
A sign of rank, a magister badge is oft feared by criminals and citizens alike. Possessing a badge grants the wielder TA while negotiating with low ranking merchants and Bridge Knights within Bridgemoor. While visible, this player replaces their Goodwill stats with that of the Bridgemoor Aristocratic occupation, giving them credence with some, and dislike with others.&lt;br /&gt;
|}&lt;br /&gt;
A player may have their status as a magistrate revoked at any time by the Magister Superior. This only happens if, any time, their Goodwill with the Aristocratic occupations becomes negative, they are caught committing a crime, or they lose more than 5 Goodwill overexerting their authority within a period of 30 days.&lt;br /&gt;
&lt;br /&gt;
==== '''Major NPCs''' ====&lt;br /&gt;
As the body politic of Bridgemoor there are a vast number of important individuals can be found in the chambers. These are some of the unique NPCs of note:&lt;br /&gt;
&lt;br /&gt;
'''Senisalia Corifax.''' As the Magister Superior, Senisalia is one of the most important officials in Bridgemoor. She is a tall, thin dragonfolk with severe features, her scales red and sharp. She has delicate wings and curled horns. Senisalia has devoted five decades of her life to the magistrate, having tried thousands of cases, and is considered incorruptible. With a fearless reputation, she is unpopular amongst the Meritocrats, as she is as likely to bring charges against them as a criminal, but holds the favor of the people and several key Premiers, making her unimpeachable. She is ultimately fair, eschewing morality in favor of the law, and makes it a point not to interfere with politics. Not only a legal talent, Senisalia started her career as a Bridge Knight, having ascended to the rank of captain before becoming a magister.&lt;br /&gt;
&lt;br /&gt;
'''Mefelicas Arinwin.''' Perhaps too young for his station, Mefelicas stands out as one of the strangest governors of Bridgemoor in recent history. Mefelicas taught at the Meritocratium for no more than ten years as professor of law and philosophy when he was [[chosen]] as the last governor’s successor. Having never served as a Meritocrat, and barely 4 decades old, his selection broke centuries of tradition and sent the city into a major upheaval. Soft spoken, calm, and insightful, Mefelicas nevertheless managed to whip the Meritocracy into shape, and in the five years since his appointment he’s managed to secure support from the major organizations and most of the Meritocratic Senate.&lt;br /&gt;
&lt;br /&gt;
Mefelicas is a physically plain human of an average build and dark features, unassuming in his manner, and the last to be seen in a room. Until he speaks, that is. The Premier of Governance commands a rare wit and intellect, able to determine near any truth with an almost psionic perception. He possesses an iron will, seemingly unbreakable in the face of adversity. Mefelicas is neither a [[warrior]] or a mage, nor does he possess any hidden talents. He’s simply brilliant, able to get the better of any argument within moments.&lt;br /&gt;
&lt;br /&gt;
'''[[Hyleth Othen]].''' Hyleth is an aged halfling and an immensely influential Meritocrat. You can find more in depth details in his relevant NPC entry, but his offices are located within the chambers as a Tenured, which tend to be revolving doors of high-ranking officials and official business. Not much happens in the city that Hyleth isn’t aware of.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocratium''' ====&lt;br /&gt;
Known outside as simply as the Bridgemoor University, those within the city refer to the institution by its preferred title: the Meritocratium. Renowned for its schools of history, philosophy, and law, the campus is a complex compound of studies, libraries, lecture halls, and dormitories, complete with spiraling towers that constitute the tallest structures of Bridgemoor. Some of the most brilliant legal minds of the age hail from the schools of Merit, and the institution is largely seen as incorruptible, overseen as it is by scholars of philosophy and legal experts.  Many believe the university is the beating heart of Bridgemoor, even more so than the Meritocracy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Spiraling towers ascend near a dozen stories into the sky, each connected to a campus alight with hundreds of starry-eyed students looking ever-forward to the future. Halls and dorms litter more than a mile of stonework,  housing a faculty of some of the most brilliant minds of the age, teaching every scholarly endeavor from script to the arcane. Wide, open antechambers and lecture halls are always filled to the brim, welcoming any and all who wish to further their horizons.'' &lt;br /&gt;
&lt;br /&gt;
The university oversees thousands of students at any given time. Unlike most of the city, it welcomes non-citizens, allowing them to live in local dormitories and espouses an egalitarian approach to its acceptance. Still, there’s an obvious classist disparity, as only those with money can afford to pay tuition and keep up with a full class load. Those that graduate find an immense number of doors open to them, as the respect and skills that come with a degree are highly valued within Bridgemoor and beyond.&lt;br /&gt;
&lt;br /&gt;
==== '''Attending the University''' ====&lt;br /&gt;
Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000sc, and must take an entrance exam.  To pass, they must succeed a skill check relative to the field:&lt;br /&gt;
&lt;br /&gt;
'''Arcane.''' INT/Arcana of 15+&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' INT/Economics 10+&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' INT/Law 15+&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' INT/History 13+&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Any test can be taken instead with CHA/Savoir Faire or AWR/Intuiting.&lt;br /&gt;
&lt;br /&gt;
If successful, the player becomes an official [[student]] of the Meritocratium and gains +2 Goodwill with the Academic occupation. To make progress as a student, a player must attend classes for 8 hours every 7 days for an entire semester. There are 12 semesters in a year, each consisting of 30 days, and a student must pay 250 sc per semester they attend, with the first one included in their entry tuition. A player may choose not to attend a semester and keep their status as a student, but they must still pay the fees even though they do not advance that semester.&lt;br /&gt;
&lt;br /&gt;
Heroes must make relevant skill checks to their field four times per semester. The target number to pass is 10 + the number of completed semesters. For instance, after completing 3 semesters, a passing check would be 13 (10 base, + 3 for 3 semesters). &lt;br /&gt;
&lt;br /&gt;
A player must succeed 2 out of 4 checks to complete a semester. If failed, the player loses 1 Goodwill from the Academic occupation, and if they fail 3 semesters in a row, they lose their student status. Failing a single semester nets no benefits, and must be taken again. If a player passes a check by double the target, this counts as 2 successes, and they may pass the semester early.  &lt;br /&gt;
&lt;br /&gt;
==== '''Arcane Field''' ====&lt;br /&gt;
As an Arcane student, a player needs to make an INT/Arcana check to complete a semester. For each successfully completed, the player learns either 1 Arcane cantrip or spell or may increase their Arcana skill by 1. Arcane classes are more expensive and cost 500 sc per semester.&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player learns two arcane cantrips of their choice. INT is their magic attribute for these cantrips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing 12 semesters, a player is awarded with an Arcane degree, gains a +1 to their INT, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Scholarly Field''' ====&lt;br /&gt;
As a scholarly student, a player makes rolls based on the skill they used to pass their exam. This includes the CHA or AWR options. For every semester completed, the player may add +1 to a skill depending on their chosen field:&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' Appraising, Economics, Gossiping, Leadership, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' Deceiving, [[Empathy]], Forgery,  Intimidation, Law, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' Alchemy, Art, Astronomy, Biology, Cartography, Chemistry, Engineering, Geography, History, Medicine, Military, Nature, Politics of [Any Region].&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player may learn an academic talent from the Skill Stack. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Academic Talents''' =====&lt;br /&gt;
While there is no official academic tag for talents, the following all qualify. These can all be found via the ''Core Rulebook,'' chapter 5, “Skill Stack”.&lt;br /&gt;
&lt;br /&gt;
'''Talents:''' Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician.&lt;br /&gt;
|}&lt;br /&gt;
After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
==== '''Becoming a Lecturer''' ====&lt;br /&gt;
If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 15'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 15'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 23'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 30+'''&lt;br /&gt;
&lt;br /&gt;
The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill. &lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Underbridge&lt;br /&gt;
&lt;br /&gt;
Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just  as many liable to be true as are false.&lt;br /&gt;
&lt;br /&gt;
'''Sewer'''&lt;br /&gt;
&lt;br /&gt;
The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history.  Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight. &lt;br /&gt;
&lt;br /&gt;
Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor. &lt;br /&gt;
&lt;br /&gt;
The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''What's That Smell?''' =====&lt;br /&gt;
While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers.&lt;br /&gt;
&lt;br /&gt;
If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Sewer Events''' ====&lt;br /&gt;
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hail the Rat Queen!&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Diamond in the Sludge&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Worst [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trash Gryphons?&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Urchin Colony&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Magical Anomaly&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Combat Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Occult&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Vermin&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Criminals&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cultists&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inferno&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Hail the Rat Queen!''' ===&lt;br /&gt;
While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 '''Dire Rats'''. These rats are sitting in a circle around a massive [[Dire Rat]], one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.&lt;br /&gt;
&lt;br /&gt;
Players can donate currency, items, or food to satisfy Ratina. &lt;br /&gt;
&lt;br /&gt;
If players donate 250sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers.&lt;br /&gt;
&lt;br /&gt;
If they donate 1,000sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest. &lt;br /&gt;
&lt;br /&gt;
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Rat Hat''' =====&lt;br /&gt;
''Helm, Rare, Essence 30''&lt;br /&gt;
&lt;br /&gt;
This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a '''Dire Rat'''. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''A Diamond in the Sludge''' ===&lt;br /&gt;
Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within. &lt;br /&gt;
&lt;br /&gt;
Whatever the item is, to reach it, the players will have to [[jump]] into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)&lt;br /&gt;
&lt;br /&gt;
Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.&lt;br /&gt;
&lt;br /&gt;
To determine what the item is, you or your players can roll a d100.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|A singular gem worth 150sc.&lt;br /&gt;
|-&lt;br /&gt;
|11-30&lt;br /&gt;
|An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.&lt;br /&gt;
|-&lt;br /&gt;
|31-50&lt;br /&gt;
|A singular gem worth 300sc.&lt;br /&gt;
|-&lt;br /&gt;
|51-70&lt;br /&gt;
|A pair of Magnetic Gloves (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|71-90&lt;br /&gt;
|A singular gem worth 500sc.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''The Worst Elemental''' ===&lt;br /&gt;
In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.&lt;br /&gt;
&lt;br /&gt;
Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.&lt;br /&gt;
&lt;br /&gt;
'''Story or Song'''. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.&lt;br /&gt;
&lt;br /&gt;
'''Painting.''' Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor. &lt;br /&gt;
&lt;br /&gt;
Players can trade favors for the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Favors Cashed&lt;br /&gt;
!Exchange&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mordecai will [[distract]] the next combat encounter in the sewers, nullifying it.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Mordecai will exert their protection over the heroes, granting them [[immunity]] to the Sickened condition and the ability to breathe underwater for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.&lt;br /&gt;
|}&lt;br /&gt;
If necessary, Mordecai has the stats of a '''[[Water Elemental]]''', only they deal toxic damage in place of cold. Mordecai can be met multiple times.&lt;br /&gt;
&lt;br /&gt;
=== '''Trash Gryphon''' ===&lt;br /&gt;
A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.&lt;br /&gt;
&lt;br /&gt;
Here, the heroes stumble upon a '''Trash [[Gryphon]].''' Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature. &lt;br /&gt;
&lt;br /&gt;
If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.&lt;br /&gt;
&lt;br /&gt;
Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 '''Trash Gryphons'''. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (''Mythcrafter’s [[Guide]]'', chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.&lt;br /&gt;
&lt;br /&gt;
While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.&lt;br /&gt;
&lt;br /&gt;
=== '''Urchin Colony''' ===&lt;br /&gt;
A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.&lt;br /&gt;
&lt;br /&gt;
The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a '''[[Physician]]''' (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a '''[[Hex Witch]]''' (both from ''CC,'' chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use '''Thug''' or '''Bandit''' stats for random urchins.&lt;br /&gt;
&lt;br /&gt;
=== '''Aiding the Colony''' ===&lt;br /&gt;
If the heroes wish, they can aid the colony in a myriad of ways.&lt;br /&gt;
&lt;br /&gt;
'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. &lt;br /&gt;
&lt;br /&gt;
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Goodwill Spent&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast [[Minor Augmentation]] on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''The Urchin Market''' ===&lt;br /&gt;
Within the colony, the heroes can find Bramblepatch, an auspicious [[Bhrunai]] 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a '''[[Dwarf]] Navigator''' (''CC'', chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-14&lt;br /&gt;
|An Uncommon magic item&lt;br /&gt;
|-&lt;br /&gt;
|15-29&lt;br /&gt;
|1d6+3 spell scrolls from any school with an SPC of 25 or lower. &lt;br /&gt;
|-&lt;br /&gt;
|30-49&lt;br /&gt;
|A stray Magister or Bridge Knight Badge (200sc cost)&lt;br /&gt;
|-&lt;br /&gt;
|50-69&lt;br /&gt;
|1d4+1 Uncommon [[Magic Items|magic items]]&lt;br /&gt;
|-&lt;br /&gt;
|70-84&lt;br /&gt;
|A Writ of Credit (150sc)&lt;br /&gt;
|-&lt;br /&gt;
|85-99&lt;br /&gt;
|A Rare magic item&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|An Epic magic item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.&lt;br /&gt;
&lt;br /&gt;
'''Badge.''' If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.&lt;br /&gt;
&lt;br /&gt;
'''Writ of Credit.''' Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ. &lt;br /&gt;
&lt;br /&gt;
=== '''Reporting the Colony''' ===&lt;br /&gt;
If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple [[mist]].&lt;br /&gt;
&lt;br /&gt;
=== '''Magical Anomaly''' ===&lt;br /&gt;
The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:&lt;br /&gt;
&lt;br /&gt;
'''First of Its Kind.''' Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem. &lt;br /&gt;
&lt;br /&gt;
'''The Trickster.''' Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous '''Parsors''' (''Creature Compendium).''&lt;br /&gt;
&lt;br /&gt;
'''The Sewer Knight.''' Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent '''[[Gretchling]]''' (''CC'', “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (''Mythcrafter’s Guide,'' chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.&lt;br /&gt;
&lt;br /&gt;
=== '''Combat Encounters''' ===&lt;br /&gt;
If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8. &lt;br /&gt;
&lt;br /&gt;
=== '''Occult''' ===&lt;br /&gt;
From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are '''difficult''' due to their strange natures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Shambling [[Grim]], 3 Skeletons&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Blood Effigy]], 2-4 [[Zombies]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Ghul]], 2 Shambling Grims, 3 Zombies&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 [[Transcendent]], 2 Bonewraiths&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|2 Churlocks, 4 Zombies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Vermin''' ===&lt;br /&gt;
Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Dire Centipedes, 4 Insect Swarms&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Dire Rats&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ant&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7 Swarms of Rats&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4 [[Rot Bees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Criminals and Cultists''' ===&lt;br /&gt;
Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6 Thugs, 1 [[Rogue]], 2 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Fallen Bridge Knights*, 4 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 Hex Witch, 3 Underbridge Cultists, 6 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Necromancer]], 4 Skeletons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use the stats of a Bridge Knight.&lt;br /&gt;
&lt;br /&gt;
=== '''Inferno''' ===&lt;br /&gt;
Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno  make their way into the foundations, sewing devastation and chaos.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Guraxes, 1 [[Demonologist]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Amanojaku]], 2 Slag Toads&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Night Devil]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|2 Column Crawlers, 1 Demonologist&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Gratchen]], 10 Corrupted Gretchlings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Corrupted Gretchlings use standard '''Gretchling''' stats, but are under the control of the fiendish Gratchen, making them hostile. &lt;br /&gt;
&lt;br /&gt;
=== '''The Rust Gate''' ===&lt;br /&gt;
A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose. &lt;br /&gt;
&lt;br /&gt;
What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent insanity. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  &lt;br /&gt;
&lt;br /&gt;
=== '''Rust Gate Inhabitants''' ===&lt;br /&gt;
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against [[Psionic Spells|Psionic spells]] will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insanity''' =====&lt;br /&gt;
Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a '''[[Hungering Shade]]''' in 1d6+1 days. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When entering the area around the gate, roll a 1d4 to see the current inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of [[Psionic Spells|Psionic spells]], but TD against the effects of [[Divine Spells|Divine spells]].&lt;br /&gt;
&lt;br /&gt;
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+. &lt;br /&gt;
&lt;br /&gt;
'''3, Urchin Colony.''' If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.&lt;br /&gt;
&lt;br /&gt;
'''4, Hungering Shades.''' The result of ill-fated explorers or fools, several '''Shadows''' or '''Hungering Shades''' (CC, chapter 2) [[haunt]] the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Key Sigil''' =====&lt;br /&gt;
By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Westbridge ===&lt;br /&gt;
From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and Lesmishan. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District''' ====&lt;br /&gt;
Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths. &lt;br /&gt;
&lt;br /&gt;
Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District Locations''' ====&lt;br /&gt;
&lt;br /&gt;
==== '''Temple of Vigil''' ====&lt;br /&gt;
The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local [[clergy]] and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit. &lt;br /&gt;
&lt;br /&gt;
This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a '''[[War Priest]]''' (''CC'', chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so '''Clergy''' that she manages throughout the temple, but no real warriors besides herself. &lt;br /&gt;
&lt;br /&gt;
Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill. &lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Vigilant Goodwill''' ====&lt;br /&gt;
This Goodwill is earned even if there is no one around to witness the act.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Protect an innocent from harm.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Aid another Vigilant in their duties.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate at least 500sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Purge a corrupted Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Free an individual from wrongful imprisonment, bondage, or slavery&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Knowingly harm an innocent.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Assault another righteous Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Commit an immoral crime.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Take advantage of the weak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes can also &amp;quot;spend&amp;quot; their Goodwill with the Temple of Vigil in exchange for favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A hero may cast [[Minor Blessing]] even if they cannot normally cast spells. This has an APC of 4.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may cast [[Heroism]] even if they cannot normally cast spells. This has an APC of 3.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One hero may take their first rank in the Clergy profession.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Order of the Darkscourge ====&lt;br /&gt;
A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bridge Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot [[intervene]] in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas. &lt;br /&gt;
&lt;br /&gt;
The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 '''Paladins''', 5 '''Knight Errants''', 15 '''Knights''', and 7 '''Squires''' (CC, “NPCs).&lt;br /&gt;
&lt;br /&gt;
The ranking chapter member is Sera Nessacourias Elian, an elven [[Paladin]] of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Order''' ====&lt;br /&gt;
To become a squire within the order, an adventurer must first pay dues of 500sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values.&lt;br /&gt;
&lt;br /&gt;
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Darkscourge Vow''' =====&lt;br /&gt;
“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the [[terror]] of ill intent, forever and for always, I will be the scourge of the dark.”&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Darkscourge Goodwill''' ====&lt;br /&gt;
This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Discover and report a previously unknown cultist cell or plot to an order compound. &lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Dispatch a cultist cell operating in a civilized region.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Find and discard of dangerous occult knowledge.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Prevent the execution or capture of a cultist or related creature.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Lose in combat against a group of cultists or related creatures.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Fail to prevent a cultist plot in a local region.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Fight against or hinder the Order of the Darkscourge. &lt;br /&gt;
|}&lt;br /&gt;
If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes may also spend Darkscourge Goodwill to gain favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Requisition a [[War Horse]].&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a  Guardian’s or Sunburst [[Shield]] (Mythcraft Compendium, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
'''House of Alms.''' One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.&lt;br /&gt;
&lt;br /&gt;
The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands. &lt;br /&gt;
&lt;br /&gt;
Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.&lt;br /&gt;
&lt;br /&gt;
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).&lt;br /&gt;
&lt;br /&gt;
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20sc per level of rarity, and the adventurer is healed after 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer is of great help and earns a salary of 25sc + 25sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer proves their worth to their fellows and earns a salary of 75sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer outshines even the regular house physicians and earns a salary of 150sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3. &lt;br /&gt;
&lt;br /&gt;
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. &lt;br /&gt;
&lt;br /&gt;
==== '''Western Markets''' ====&lt;br /&gt;
'''''Read Aloud:''''' ''From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.''&lt;br /&gt;
&lt;br /&gt;
The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to [[entice]] bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less. &lt;br /&gt;
&lt;br /&gt;
These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.   &lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Markets Events''' ====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Enterprising Urchin&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Grand Opportunity&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Flash Sale&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.&lt;br /&gt;
&lt;br /&gt;
Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill. &lt;br /&gt;
&lt;br /&gt;
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000sc) for 25%. This earns the players a stipend of 75sc (15%) or 125sc (25%) every 7 days, so long as they remain in Bridgemoor to collect. &lt;br /&gt;
&lt;br /&gt;
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish.''' The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Underbridge Cultist, 1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 [[Gurax]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 [[Bonewraith]]&lt;br /&gt;
|}&lt;br /&gt;
You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage. &lt;br /&gt;
&lt;br /&gt;
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.&lt;br /&gt;
&lt;br /&gt;
==== '''Westbridge Market Locations''' ====&lt;br /&gt;
'''The Grove.''' Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below.&lt;br /&gt;
&lt;br /&gt;
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”).&lt;br /&gt;
&lt;br /&gt;
There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Scroll Sales''' =====&lt;br /&gt;
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less.&lt;br /&gt;
|}&lt;br /&gt;
'''Chasm Forge.''' The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods.&lt;br /&gt;
&lt;br /&gt;
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]].&lt;br /&gt;
&lt;br /&gt;
Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (''Core Rulebook'', chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.&lt;br /&gt;
&lt;br /&gt;
=== Nalatown ===&lt;br /&gt;
'''''Read Aloud:''''' ''Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.''&lt;br /&gt;
&lt;br /&gt;
Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.&lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Locations''' ====&lt;br /&gt;
'''Bronzeguard Outpost.''' Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  &lt;br /&gt;
&lt;br /&gt;
The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the [[Godking]], but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a '''Knight Errant''' (CC, chapter 4, “NPCs”) and rides a '''[[Dracanis]]''' (CC, chapter 2). &lt;br /&gt;
&lt;br /&gt;
Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.&lt;br /&gt;
&lt;br /&gt;
'''Redcliff Lifts.''' Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height. &lt;br /&gt;
&lt;br /&gt;
'''Chasm Mines.''' A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship. &lt;br /&gt;
&lt;br /&gt;
The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.&lt;br /&gt;
&lt;br /&gt;
'''Karak’s Compound.''' The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising [[Hondu]]; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a '''[[Bandit Captain]]''' (''CC,'' chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a Flametouched Longsword (''Mythcrafter’s Guide'', chapter 7, “Magic Item Codex”), making him a brutal opponent.&lt;br /&gt;
&lt;br /&gt;
The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.&lt;br /&gt;
&lt;br /&gt;
'''Materials Market.''' The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount. &lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Events''' ====&lt;br /&gt;
The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Avadrium&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An Abuse of Power&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Celebration&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A Tad Bit Unhinged&lt;br /&gt;
|}&lt;br /&gt;
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1sc of the material costs 5sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.&lt;br /&gt;
&lt;br /&gt;
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.&lt;br /&gt;
&lt;br /&gt;
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.&lt;br /&gt;
&lt;br /&gt;
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.&lt;br /&gt;
&lt;br /&gt;
'''Celebration.''' The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.&lt;br /&gt;
&lt;br /&gt;
'''A Tad Bit Unhinged.''' Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”. &lt;br /&gt;
&lt;br /&gt;
If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a '''Charlatan''' (''CC,'' chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction. &lt;br /&gt;
&lt;br /&gt;
If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.&lt;br /&gt;
&lt;br /&gt;
=== City-wide Locations ===&lt;br /&gt;
Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below. &lt;br /&gt;
&lt;br /&gt;
==== '''Bridgeroad''' ====&lt;br /&gt;
Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike. &lt;br /&gt;
&lt;br /&gt;
==== '''Inns''' ====&lt;br /&gt;
Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.&lt;br /&gt;
&lt;br /&gt;
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60sc a night, able to house eight individuals comfortably.&lt;br /&gt;
&lt;br /&gt;
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.&lt;br /&gt;
&lt;br /&gt;
'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.&lt;br /&gt;
&lt;br /&gt;
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|10 sc&lt;br /&gt;
|Location of a single area or item. Reduces travel time by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|50 sc&lt;br /&gt;
|Rumor or hint pertaining to a quest or event (planned or random). &lt;br /&gt;
|-&lt;br /&gt;
|100 sc&lt;br /&gt;
|Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.&lt;br /&gt;
|-&lt;br /&gt;
|250 sc&lt;br /&gt;
|Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.&lt;br /&gt;
|}&lt;br /&gt;
'''Who Runs the Network?''' While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.&lt;br /&gt;
&lt;br /&gt;
'''Performing.''' It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 13 is a flop of a performance.&lt;br /&gt;
&lt;br /&gt;
The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a passable show and earns 10sc + 10sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a great show and earns 20sc + 15sc per rank of Entertainer they possess. &lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer astounds and amazings, earning 40 sc + 20sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.&lt;br /&gt;
&lt;br /&gt;
==== '''Toll Stations''' ====&lt;br /&gt;
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60sc to simply travel through one tollgate to another. &lt;br /&gt;
&lt;br /&gt;
==== '''Moor Blocks''' ====&lt;br /&gt;
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dire_Rat&amp;diff=4641</id>
		<title>Dire Rat</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dire_Rat&amp;diff=4641"/>
		<updated>2024-03-12T00:33:02Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dire Rat ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Giant Beast''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 12&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 18&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low Light Vision 60ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Skills''' (STR) Athletics +6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Giant Rat can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Rat can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bite.''' ''Reach 5ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Tackle.''' ''Reach 5ft Natural Weapon.'' +3 vs AR. '''Hit:''' 2 (1d4) blunt, and attack +3 vs REF. '''Hit:''' The target falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Squeak!''' The Rat assumes a stance that allows it to Exploit.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Brood (1/Day).''' The Rat summons 1 Swarm of Rats.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the rat used its Squeak! ability on its last turn, it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bonewraith&amp;diff=4640</id>
		<title>Bonewraith</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bonewraith&amp;diff=4640"/>
		<updated>2024-03-11T22:59:21Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
Bonewraiths are lanky, horrific blends of bones and shadows. They stalk the Black City of Durlossoth looking for anything to fill their insatiable hunger. Due to their capacity to raise [[undead]], cultists that worship fiends often approach Bonewraiths to make dealings.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bonewraith ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Fiend (Occult)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 13&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Necrotic &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 31&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Divine 2 '''DR''' 5/Silvered&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 60ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel Mind, Regen 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dark Flight.''' The Bonewraith can fly while in dim light or darkness. If it is exposed to bright light while flying, it falls.&lt;br /&gt;
'''Growing Horde.''' When the Bonewraith Takes a Rest, at the end of that time it automatically summons 1d4 Skeletons or Zombies.&lt;br /&gt;
&lt;br /&gt;
'''Unassuming Form.''' The Bonewraith is able to assume the illusionary form of a weak, emaciated Medium-sized [[human]]. While in this form, it gains +4 to Deceiving and Evading skill checks. It immediately loses this feature for 1 hour after attacking or taking [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bonewraith can MOVE and take TWO of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bonewraith can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Assailing Shadow.''' The Bonewraith must be in dim light or darkness to make this attack. ''Ranged (60ft) Natural Weapon.'' +3 vs WILL. '''Hit:''' 8 (1d10+3) necrotic and the target is Tethered.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Black Claws.''' ''Reach 10ft Natural Weapon.'' +3 vs AR. '''Hit:''' 8 (1d10+3) sharp and the target is Tethered.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Snuff.''' One source of nonmagical light or light from a divine prayer or arcane cantrip within 60ft of the Bonewraith is extinguished.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Tether (1/Round).''' When the Bonewraith takes damage, it may choose a creature that it can see within 60ft of it. If that creature was Tethered since the start of the Bonewraith's last turn, then that creature takes 1/2 of the damage that the Bonewraith would have taken.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_3:_The_Underbridge_Cult&amp;diff=4480</id>
		<title>Chapter 3: The Underbridge Cult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_3:_The_Underbridge_Cult&amp;diff=4480"/>
		<updated>2024-02-26T23:08:32Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo wrong cc page for knight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]&lt;br /&gt;
&lt;br /&gt;
Whether they came from [[the Bridgemoor Mines]], the [[Nalatheshi Merchants|Nalatheshi Caravan]], or the [[Kendarian Diplomats]] prologue, all of the heroes should now be in Bridgemoor and should be level 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Assumed Knowledge'''&lt;br /&gt;
It is assumed that every hero in Bridgemoor has at least a basic understanding of the current state of affairs in the city-state. Give this information to your players freely.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor is governed by a group called the Meritocrats. They are generally perceived as a snotty group of elites that don’t usually give anyone the time of day unless paid an exorbitant fee for the privilege of meeting them.&lt;br /&gt;
&lt;br /&gt;
The Bridge Knights, who keep the peace in Bridgemoor, are fairly unpopular right now. Wealthy merchants appreciate their heavy-handed tactics, but poorer merchants, trades workers, and innkeepers feel crushed by overregulation.&lt;br /&gt;
&lt;br /&gt;
Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor has several temples to different deities and religious orders. The Order of the Darkscourge, the Fixers, and Vigil each have facilities in the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between Kendaria and Nalathesh. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''&lt;br /&gt;
&lt;br /&gt;
''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''&lt;br /&gt;
&lt;br /&gt;
If a hero lives in Bridgemoor, they obviously have a vested interest in keeping the city stable. If they are simply an adventurer looking for work, a hero can easily sense that there is money to be made here: Bridgemoor will pay well for a quick resolution to the cultist problem.&lt;br /&gt;
&lt;br /&gt;
== Adventure Overview ==&lt;br /&gt;
This adventure can quickly become a tangle of multiple plot threads, so it can be helpful to think of it in a few individual steps.&lt;br /&gt;
&lt;br /&gt;
=== 1: Assembling the Party ===&lt;br /&gt;
The adventuring party can come together in one of three ways detailed in this section.&lt;br /&gt;
&lt;br /&gt;
=== 2: Following Leads ===&lt;br /&gt;
This adventure begins with the heroes coming together and then working on an investigation together. Or, depending on how you structure and MC the story, it begins with the heroes working on the same investigation from multiple angles, and gradually coming together as a result.&lt;br /&gt;
&lt;br /&gt;
By talking with different factions throughout the city, the heroes try to determine where the cultists lurk and whom they might target next.&lt;br /&gt;
&lt;br /&gt;
=== 3: First Blood ===&lt;br /&gt;
After the heroes have made some headway with the investigation, there will be a combat encounter with the cultists. The exact nature of the encounter depends on their method of investigation. The cultists might attack an NPC [[merchant]] named Lauby, drawing the heroes in to defend their new friend. Alternatively, the cultists might single out one or two heroes as suitable humanoid sacrifices and attempt to abduct them in a darkened alley.&lt;br /&gt;
&lt;br /&gt;
The heroes level up, becoming level 3.&lt;br /&gt;
&lt;br /&gt;
=== 4: Attack on the Temple ===&lt;br /&gt;
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbridge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
The heroes can [[intervene]] in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.&lt;br /&gt;
&lt;br /&gt;
=== 5: The Underbridge Cult ===&lt;br /&gt;
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness [[Aradin the Witchblade]], the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.&lt;br /&gt;
&lt;br /&gt;
=== 6: Fallout ===&lt;br /&gt;
The conclusion of this adventure might be a complete success for the heroes: they stop the cultists for the time being and vanquish the fiend. It might be a partial success, with them achieving only one of the goals. It is possible that if the heroes end up retreating in the lair confrontation, their mission is considered a failure. Regardless, take note of the outcome of this adventure, as it will have ramifications later in the campaign. Even if the heroes completely succeed for the time being, they know that this problem is likely not over, as Aradin the Witchblade escaped.&lt;br /&gt;
&lt;br /&gt;
== Posing as Cultists ==&lt;br /&gt;
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with [[Magellus Black]] or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.&lt;br /&gt;
&lt;br /&gt;
If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.&lt;br /&gt;
&lt;br /&gt;
An adventurer learns the following information based on how well they roll. This information is cumulative, so if they roll a 12, they learn the information from both the 8+ and the 12+ DCs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|8+&lt;br /&gt;
|You learn that the cultists communicate using secret keywords and nonverbal gestures. You can conduct further investigation if you wish to attempt learning this dialect.&lt;br /&gt;
|-&lt;br /&gt;
|12+&lt;br /&gt;
|You learn one randomly determined fact about the cultists.&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|Learn one additional fact about the cultists (rolling twice on the table and rerolling [[duplicate]] results).&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|Learn one additional fact about the cultists (rolling three times on the table and rerolling duplicate results).&lt;br /&gt;
|-&lt;br /&gt;
|24+&lt;br /&gt;
|Learn all four facts about the cultists from the table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that if a hero rolls at least a 12, then they learn one random fact about the cultists as determined by the table below. If multiple heroes investigate the cult’s practices, this means that on a roll of 12 or higher, there is a chance that the heroes will learn different facts about the cultists, increasing their odds of successfully infiltrating the group.&lt;br /&gt;
&lt;br /&gt;
Roll on this table to determine the rumors that heroes pick up about the cultists. If a hero gets to know more than one clue, reroll duplicate rolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!d4&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their [[criminal]] activities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The cultists do not allow anyone into their ranks who have Divine Power 1 or higher before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing [[poison]] that render their enemies ineffective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Dialect ====&lt;br /&gt;
The cult communicates using their own coded dialect of keywords and nonverbal communication such as body language and trash arranged in specific patterns in the alleys. Any hero that got an 8 or higher on their previous attribute check can make the following attribute check to conduct further research and/or reconnaissance. Varying levels of success will enable the heroes to portray themselves as cultists more convincingly.&lt;br /&gt;
&lt;br /&gt;
Any hero may spend a day observing areas in Bridgemoor that have been known to have high amounts of cult activity. After doing so, they can make an INT, AWR, or CHA check, adding a skill if relevant. They learn the following information accordingly. The information in this check is also cumulative, meaning if a hero rolls a 13, they learn the information from both the 8+ and the 13+ DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|8+&lt;br /&gt;
|If the hero did not know all of the rumors on the table above, they randomly learn one new rumor (reroll if it is one that they already know).&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|The hero picks up on a key phrase that the cultists use when discreetly identifying one another in plain view. One will construct a situation where they need a small blade in order to cut binding on a package or some similar scenario. The second cultist will ask “Which blade?”&lt;br /&gt;
|-&lt;br /&gt;
|18+&lt;br /&gt;
|The hero observes a greeting where the phrase “Which blade” is used, and sees that the inquiring person holds out two small knives and the medallion when saying the phrase.&lt;br /&gt;
|-&lt;br /&gt;
|23+&lt;br /&gt;
|Having identified the two cultists, the hero can overhear a bit of their conversation. The hero will learn that their lair is somewhere in the Underbridge - a maze of warehouses and sewage tunnels in the bridge’s foundations - and learns that their leader is named Aradin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cult Medallions ===&lt;br /&gt;
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into [[possession]] of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.&lt;br /&gt;
&lt;br /&gt;
Heroes that both possess medallions and learn of their significance will have a much easier time infiltrating the cultists.&lt;br /&gt;
&lt;br /&gt;
==== Finding a Medallion ====&lt;br /&gt;
If the heroes do not have any medallions but know of their significance, they might find medallions in a variety of ways. You may allow each hero to make a LUCK/Fortuity check and find a discarded medallion on a roll of 20 or higher.&lt;br /&gt;
&lt;br /&gt;
At any point when the heroes fight, incapacitate, and loot a cultist, the cultist has a medallion on their person. The cultist might also be wearing their uniform dark robes, but they might be in more innocuous clothing depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
==== False Affiliation ====&lt;br /&gt;
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, bartender, or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.&lt;br /&gt;
&lt;br /&gt;
If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.&lt;br /&gt;
&lt;br /&gt;
Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to panic and flee.&lt;br /&gt;
&lt;br /&gt;
=== Infiltrating the Cult ===&lt;br /&gt;
If a hero shows the medallion to Brent Brentson or another NPC who they have identified as a member of the Underbridge Cult ''and'' works “Which blade” into the conversation, the NPC accepts them as cult initiates and will allow them into the Underbridge Cult’s lair, though never without supervision.&lt;br /&gt;
&lt;br /&gt;
Heroes that have successfully infiltrated the cult in this fashion may see the cultists’ lair as described in section 5: The Underbridge Cult. This can provide valuable intelligence, but the heroes must periodically make INT or CHA checks, adding a skill as relevant, to maintain their cover. These checks should start at DC 12 and be increased or decreased based on whether the hero succeeds the initial check. The checks get harder if the hero fails, as the other cultists become suspicious. Once the hero fails three checks, their ruse is exposed.&lt;br /&gt;
&lt;br /&gt;
If a hero initiates combat while their cover is still intact, their enemies are Partially Surprised.&lt;br /&gt;
&lt;br /&gt;
== 1: Assembling the Party ==&lt;br /&gt;
You can choose to have the party come together in a few different ways, each detailed here.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Adding a New Player'''&lt;br /&gt;
Often, once you begin a TTRPG campaign, the word gets out and you may get a hopeful friend, or friend of a friend, wanting to get in on the action. In such an event, remember first and foremost that you can say no if you feel that adding additional people would be too difficult for you. But if you ''do'' want to add someone new, this chapter is a great opportunity to do so. Ask the new player to make a level 2 character and to include justification for why their hero is in Bridgemoor. Then, in the following approaches to assembling the party, treat them like any other player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Individual Lives ===&lt;br /&gt;
This approach is the slowest and most organic way to get the adventure started. It also works best if you have heroes that came from different prologues, rather than all coming from the same starting point. It can be a little tedious as the heroes do not have any external force guiding them together, so it is only recommended to use this method if you are confident in your players’ ability to drive the story forward even if their heroes do not come together for the first session or two.&lt;br /&gt;
&lt;br /&gt;
In turn, have each player narrate a day or two in the life of their hero now that their hero has reached Bridgemoor. (If the hero did the Bridgemoor Mines prologue, then they might just keep working their mining job and have little to no deviation from their typical routine. This is fine.) It doesn’t matter what order the players narrate their lives, but if you wish, you may have them roll initiative to determine the narration order.&lt;br /&gt;
&lt;br /&gt;
As the players narrate their individual lives, look for moments where they might run into one another. If two heroes frequent the same tavern or are staying in the same overnight inn, prompt them to strike up a conversation over a drink. If two heroes end up in the same marketplace looking for gossip, one may overhear the other speaking with a merchant about the rumors of cultists.&lt;br /&gt;
&lt;br /&gt;
Using this approach, look for ways to introduce plot hooks to each hero individually. A hero that arrived from the Nalatheshi caravan would likely interact with a merchant. Someone from Kendaria might schedule an appointment with the Meritocrats. Residents of Bridgemoor already have connections in the city and might lean on any of these to try to learn more about the cult.&lt;br /&gt;
&lt;br /&gt;
Allow the heroes to follow their leads on their own. Eventually, these leads will cause them to intersect with one another, whereupon they can team up and attempt stopping the cultists together.&lt;br /&gt;
&lt;br /&gt;
=== Seek Each Other Out ===&lt;br /&gt;
If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.&lt;br /&gt;
&lt;br /&gt;
Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three NPCs that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.&lt;br /&gt;
&lt;br /&gt;
As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”&lt;br /&gt;
&lt;br /&gt;
This way, the heroes come together before they risk any combat with the cultists directly, but the process of coming together still feels natural.&lt;br /&gt;
&lt;br /&gt;
==== Rumor Cards ====&lt;br /&gt;
When using this approach, copy the following table onto individual slips of paper and give one to each player. These are rumors that their heroes have picked up regarding the cultists. Some of this information is redundant with information that merchants, Bridge Knights, and the like might tell the heroes, but it can be a fun way to get your heroes interacting with each other directly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Player&lt;br /&gt;
!Rumor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Temple of Vigil has been targeted repeatedly by the cultists. Perhaps this has to do with the Temple’s high standing in the community, or perhaps it’s a religious matter.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Many miners have expressed discontent at the current state of affairs. They receive little compensation for the vast riches they bring to Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The cultists might be targeting the Bridge Knights because of the Bridge Knights’ draconian enforcement of the law. Perhaps the cultists are just disgruntled merchants?&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A merchant named Lauby has had their door carved with a skull and scythe twice now. Lauby fears for their safety.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One Bridgemoor miner named Brent Brentson is especially vocal about his dissatisfaction with the miners’ current compensation.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The phrase “Witchblade” has circulated in hushed tones. This is believed to be in reference to the leader of the Underbridge Cult.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Questgiver ===&lt;br /&gt;
Finally, if you want to use a tried-and-true start to a campaign, implement a questgiver that brings the heroes together with the explicit goal of having them investigate the cultist problem.&lt;br /&gt;
&lt;br /&gt;
Magellus Black is a great NPC to fill this role if you choose to use a questgiver. Full information on Magellus is in Appendix A, but basic information about his personality and his request to the heroes is below.&lt;br /&gt;
&lt;br /&gt;
==== Magellus Black ====&lt;br /&gt;
'''''Read Aloud:''''' ''Magellus Black is a tall, middle-aged human man with brown skin and broad features. His dark eyes twinkle with wisdom and humor. His hair is long, kept in a ponytail, and he has a long beard bound in a leather cord to match; all his hair is dark, but is beginning to frost with gray. He wears a deep green robe trimmed with blue threaded filigree, and walks with a cane of polished mahogany.''&lt;br /&gt;
&lt;br /&gt;
''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''&lt;br /&gt;
&lt;br /&gt;
Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossipping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.&lt;br /&gt;
&lt;br /&gt;
'''The Meritocrats.''' Magellus is a &amp;lt;nowiki&amp;gt;[[MID-RANKING]]&amp;lt;/nowiki&amp;gt; member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.&lt;br /&gt;
&lt;br /&gt;
'''Bridgemoor University.''' Magellus is a senior professor at Bridgemoor University, teaching courses on both history and introductory [[arcane]] magic. Out of his students of magic, he occasionally takes on promising apprentices and trains them more intensely in arcane abilities.&lt;br /&gt;
&lt;br /&gt;
==== The Quest ====&lt;br /&gt;
Once Magellus has brought the heroes together, he sits them down and explains the situation to them.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Magellus steeples his fingers. “I have been watching you each for some time, and I brought you together because I think that you have potential to be great heroes. You are, no doubt, aware of the problem festering in our city. Cultists scratching frightening glyphs on people’s doorways, not to mention the occasional disappearance. People are scared. The cultists need to be run out of town. I think that you all possess the shared expertise needed to do it.”''&lt;br /&gt;
&lt;br /&gt;
Magellus is willing to offer each hero 100 sc for stopping the cultists. They will receive one quarter of their payment upon accepting the quest, and the rest after there have been no cult-related kidnappings or instances of vandalism for at least two weeks.&lt;br /&gt;
&lt;br /&gt;
If the heroes ask Magellus why he doesn’t go to the Bridge Knights or the Meritocrats to deal with the problem, he politely dodges the question. He might say “My reasons are my own,” or appeal to the heroes’ sense of adventure by saying “If you don’t feel up to the task, just say so.” In truth, Magellus suspects that the Meritocrats and Bridge Knights will be trying to capitalize on the chaos for their own political ends.  By approaching heroes with little to no reputation, Magellus hopes to undermine any effort for Bridgemoor’s political factions to muscle their way into more power.&lt;br /&gt;
&lt;br /&gt;
== 2: Following Leads ==&lt;br /&gt;
Whether the heroes have come together already or have not yet formed a party and are following leads individually, they might approach any of the following factions in an effort to learn more:&lt;br /&gt;
&lt;br /&gt;
* Barkeeps&lt;br /&gt;
* The Bridge Knights&lt;br /&gt;
* The Fixers&lt;br /&gt;
* Merchants&lt;br /&gt;
* Order of the Darkscourge&lt;br /&gt;
* The Meritocrats&lt;br /&gt;
* The Temple of Vigil&lt;br /&gt;
* Trades Workers&lt;br /&gt;
* University Academics&lt;br /&gt;
Each of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Seeking Each Other Out'''&lt;br /&gt;
If you are using the second method of bringing your party together, remember that as the heroes explore Bridgemoor and look for leads on the cultists, they should gradually be directed to one another, whereupon they can exchange intelligence.&lt;br /&gt;
&lt;br /&gt;
Make sure that you prioritize the heroes finding each other, rather than learning new intelligence that none of them had access to, when using this approach.&lt;br /&gt;
&lt;br /&gt;
For example if one hero speaks with a barkeep and rolls an 11-15 on their CHA, the barkeep might recommend that they go talk to another hero with whom the barkeep is familiar. That hero, rather than the barkeep themself, has information about the cultists targeting the Order of the Darkscourge, Temple of Vigil, and of course the Bridge Knights.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Even if the party has already formed officially, the heroes may feel the need to split up in order to gain more information more quickly. This is fine (but could be dangerous); consider having them roll [[initiative]] to determine what order you focus on players if they split up.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Goodwill'''&lt;br /&gt;
Having a good reputation comes in handy when trying to gather information. In this part of the adventure, secretly add a hero’s Goodwill score to their die rolls made to gather information when they are interacting with people of the appropriate occupation. For example, heroes with 2 Goodwill in Bridgemoor’s Mercantile occupation gain a +2 bonus to CHA checks made to speak with merchants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heroes from the Mines ====&lt;br /&gt;
If one or more of the heroes began their journey with the Bridgemoor Mines prologue, then they do not need to make LUCK checks that could result in them learning about Brent Brentson. As they already know Brent, then when they would be prompted to make a LUCK check to see if they learn of Brent, they automatically succeed such checks.&lt;br /&gt;
&lt;br /&gt;
=== Barkeeps ===&lt;br /&gt;
Local barkeeps are a great source of information as they often have their ear to the ground and hear rumors from folk that represent many strata of Bridgemoor’s economy.&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with barkeeps is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== CHA 10 or lower ====&lt;br /&gt;
The barkeep is not particularly talkative. An AWR check of DC 13 reveals that the barkeep is keeping quiet out of fear of drawing the cultists’ ire. If any hero succeeds this AWR check, they may make one additional CHA check to try to tease more information out of the barkeep. &lt;br /&gt;
&lt;br /&gt;
==== CHA 11-15 ====&lt;br /&gt;
The barkeep doesn’t want to say much, but suggests that the adventurers speak with one of the organizations that the cultists have targeted directly: the Bridge Knights, the Order of the Darkscourge, and the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
==== CHA 16-19 ====&lt;br /&gt;
In addition to the above information, the barkeep suspects that the cultists might be targeting the Bridge Knights because of their harsh regulatory edicts. If this is true, then perhaps the cultists aren’t ''really'' a cult, but just a bunch of disgruntled merchants that want to remain anonymous.&lt;br /&gt;
Have the heroes make a LUCK/Fortuity roll; if any roll above a 11, then the barkeep they speak with also happens to know of a grumpy dwarven miner named Brent. He usually hangs out at the Oakbarrel Tavern after his shift.&lt;br /&gt;
The heroes may now approach and speak with Brent.&lt;br /&gt;
&lt;br /&gt;
==== CHA 20+ ====&lt;br /&gt;
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser [[Kellion Blacksky]], Commander of the Bridge Knights.&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Keep ===&lt;br /&gt;
The Bridge Keep sits near the center of the bridge, south of the Meritocrats’ Palace and slightly west, marginally closer to the Nalatheshi border. It looms several stories tall and is built from the same brown and yellow stones that compose the bridge itself. It serves as a more austere and militaristic mirror to the ornamented spires of the Bridgemoor University on the opposite side of the Meritocrats’ Palace.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Bridge Commander Ser Kellion Blacksky'''&lt;br /&gt;
If the heroes travel to the Bridge Keep, this would be the perfect opportunity to introduce Bridge Commander Ser Kellion Blacksky, who is the top military official in Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
Ser Blacksky is a [[human]] in his early thirties. He has dark hair, facial scruff that isn’t properly thick enough to call a full beard, and chiseled features. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite whether the heroes are there of their own volition or are there because they were arrested. Ser Blacksky will not get bogged down in a conversation with them, directing them to speak with one of his lieutenants if they want to have a lengthy talk.&lt;br /&gt;
&lt;br /&gt;
Kellion Blacksky is the main villain of the campaign. He becomes more directly involved in the events of the campaign starting in Part Two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The adventurers might go to the Bridge Keep to speak with the Bridge Knights (use the section below in this instance). They might also come to the Bridge Keep to see if any cultists have been arrested. They might ask if they can interrogate the cultists or if they can look through the cultists’ personal belongings.&lt;br /&gt;
&lt;br /&gt;
If the heroes wish to interact with the cultists or their belongings, they must make a CHA check.&lt;br /&gt;
&lt;br /&gt;
==== The Cultists’ Belongings ====&lt;br /&gt;
If any hero rolls a 14 or higher, the Bridge Knights will allow them to observe the cultists’ belongings, but only while supervised.&lt;br /&gt;
&lt;br /&gt;
The heroes will find three sets of dark robes and three cult medallions (as described above in the Posing as Cultists section). No matter how convincing the heroes are, the Bridge Knights will not allow them to borrow the robes or medallions unless they are magically compelled to do so.&lt;br /&gt;
&lt;br /&gt;
If asked, the Bridge Knights will explain that some of their members have been working on infiltrating the ranks of the cultists, and some of the knights have made reasonable headway identifying key members of the cult. Such identities are confidential and the Bridge Knights will not disclose the names of their suspects unless they are magically compelled to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''What Really Happened'''&lt;br /&gt;
The Bridge Knights that speak with the heroes are unaware of this information and therefore cannot tell the heroes even if they are getting along well. Some of the Bridge Knights have, indeed, infiltrated the cult. Unfortunately, these knights were magically radicalized by Aradin the Witchblade and now are double agents, undermining the Bridge Knights’ efforts to bring the cult to an end.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Heroes that use magic to force the Bridge Knights’ hands will make enemies of the Knights provided that the Bridge Knights learn later on that they were magically influenced. If this happens, then the heroes that directly used magic on them lose 4 Goodwill in the Bridgemoor Militant occupation, and the other heroes that were present lose 2 Goodwill by association. Furthermore, the heroes must now move furtively throughout the city as described in the Bridge Knights section below, as the Knights will arrest them on sight.&lt;br /&gt;
&lt;br /&gt;
==== Interrogating the Cultists ====&lt;br /&gt;
If any heroes at the Bridge Keep roll an 18 or higher on their CHA check, then the Bridge Knights will allow them to interrogate the cultists in a supervised environment.&lt;br /&gt;
&lt;br /&gt;
The cultists are all wearing burlap prison tunics, have no shoes, and look like they aren’t being fed enough. They do not otherwise look physically harmed.&lt;br /&gt;
&lt;br /&gt;
The heroes may interrogate the cultists using CHA. They may not use STR/Menacing in this environment as the Bridge Knights will intervene if the heroes attempt to get physical with the inmates.&lt;br /&gt;
&lt;br /&gt;
The heroes learn the following information based on their CHA roll. This information is cumulative, so if a hero rolls a 17, they learn the information for both the 13+ and 17+ entries.&lt;br /&gt;
&lt;br /&gt;
If the heroes do not learn anything new from this roll, allow them to make one additional CHA check with a +5 bonus from getting the inmates to cooperate with them up to this point. This may or may not yield any additional intelligence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their criminal activities.&lt;br /&gt;
|-&lt;br /&gt;
|17+&lt;br /&gt;
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
|-&lt;br /&gt;
|21+&lt;br /&gt;
|The cultists do not allow anyone into their ranks who have Divine Power before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.&lt;br /&gt;
|-&lt;br /&gt;
|25+&lt;br /&gt;
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
It is not difficult for the adventurers to find soldiers of the Bridge Knights, given that they wear distinctive silver [[armor]] with black pauldrons and short blue capes. Bridge Knights treat the adventurers with brusque indifference, and getting them to open up beyond very basic information is difficult.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Bridge Knights is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== CHA 12 or lower ====&lt;br /&gt;
The Bridge Knights begin interrogating the adventurers, suspicious about why the adventurers are poking their noses around in city business. The knights accuse the heroes of being cultists and trying to figure out what the knights know.&lt;br /&gt;
&lt;br /&gt;
One of the heroes can attempt to talk their way out of the situation, making another CHA roll. On a roll of less than 15, the knights will have none of it and they drag the adventurers to the Bridge Keep for further questioning.&lt;br /&gt;
&lt;br /&gt;
If the adventurers resist this, then the knights will engage in [[combat]]. The knights each have a set of manacles, which they can attempt to put onto a creature that they have Grappled. They attack using STR vs REF, and if they hit then the target is Restrained (escape 25).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Fighting the Knights'''&lt;br /&gt;
Fighting the Bridge Knights is a bad idea and is supposed to be an unwinnable fight for these level 2 adventurers. If it seems that the adventurers are actually gaining the upper hand, then one of the knights shouts for backup, and more arrive.&lt;br /&gt;
&lt;br /&gt;
If the adventurers run away, then they become fugitives. Each time they attempt to travel to a new location, the adventurers must make a DC 12 DEX or INT check to remain discreet. If any adventurer fails, then 1d4+1 knights spot that adventurer and attempt to drag them in for questioning.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.&lt;br /&gt;
&lt;br /&gt;
These are all '''[[Bridge Knight|Bridge Knights]]''' (TCL p. ##).&lt;br /&gt;
&lt;br /&gt;
If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.&lt;br /&gt;
&lt;br /&gt;
==== CHA 13-18 ====&lt;br /&gt;
Bridge Commander Kellion Blacksky is the commander in charge of the Bridge Knights. He is an upstanding citizen and a devout attendee of the Temple of Vigil. He believes that good people must be strong and decisive in order to stop evil from spreading. Many merchants that try to cut financial corners dislike him because of how incorruptible he is.&lt;br /&gt;
&lt;br /&gt;
The Bridge Knights are competent and will handle the cultist problem; the adventurers have no need to concern themselves with it further.&lt;br /&gt;
&lt;br /&gt;
==== CHA 19+ ====&lt;br /&gt;
The Temple of Vigil has been targeted repeatedly by the cultists. The cultists have drawn skulls and scythes on the doorways of congregants at night, which has many people - especially those who frequent the Temple - very worried.&lt;br /&gt;
&lt;br /&gt;
=== The Fixers ===&lt;br /&gt;
The Fixers are a group of psions that sell their services as adventurers to fight monsters and help bring justice when it would otherwise be neglected.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an INT check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Fixers is listed based on their INT rolls, reflecting logical arguments and deductive reasoning that they present to the Fixers.&lt;br /&gt;
&lt;br /&gt;
==== INT 11 or lower ====&lt;br /&gt;
The Fixers are allowed a base of operations in Bridgemoor, but because of their contract with the Bridge Knights, they are not allowed to directly take any jobs or involve themselves with investigations within Bridgemoor’s sovereign territory. As such they are unable to help.&lt;br /&gt;
&lt;br /&gt;
==== INT 12-17 ====&lt;br /&gt;
While the Fixers cannot get directly involved in the investigation, they indirectly help the heroes by reviewing the suspicions so far. If the adventurers have already been informed of the Temple of Vigil, the Fixers will confirm that this seems to be the cultists’ primary target, likely because of the Temple’s harsh stance against any form of criminality.&lt;br /&gt;
&lt;br /&gt;
==== INT 18+ ====&lt;br /&gt;
While the Fixers cannot get directly involved in the investigation, they reason that using divining magic to help the heroes is not technically getting directly involved.&lt;br /&gt;
&lt;br /&gt;
The Fixers magically identify a poor merchant who has been threatened by the cultists: Lauby.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
By chatting up the merchants in the multitudinous bazaars throughout Bridgemoor, the heroes might uncover some information.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with merchants is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== AWR 10 or lower ====&lt;br /&gt;
The adventurers discover nothing noteworthy.&lt;br /&gt;
&lt;br /&gt;
==== AWR 11-18 ====&lt;br /&gt;
There is certainly an air of tension about Bridgemoor. By chatting with various merchants and observing customers, the PCs can glean that the cultists have been leaving markings on certain people’s doorways. A little inquiry reveals that each of these people who have been targeted are members of the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
The miners in particular have been discontented lately, and the cult isn’t helping anyone sleep better at night. Ask the heroes to make a LUCK/Fortuity check. A roll of 12 or higher results in one of the merchants overhearing the heroes and mentioning that they might want to talk with a [[dwarf]] named Brent Brentson, one of the most vocal miners. He usually hangs out at the Oakbarrel Tavern after his shift.&lt;br /&gt;
&lt;br /&gt;
Having learned of Brent, the heroes may now approach him.&lt;br /&gt;
&lt;br /&gt;
==== AWR 19+ ====&lt;br /&gt;
One victim from the Temple of Vigil is named Lauby, and Lauby has been quite intimidated by the cultists’ threats.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Order of the Darkscourge ===&lt;br /&gt;
The Order of the Darkscourge has no information beyond that of the Fixers (see above). Speaking with the Order necessitates CHA checks rather than INT checks, revealing the same information as the Fixers at the same DCs.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Order does not have the ability to [[divine]] for the PCs; however, if the PCs roll a 18 or higher on their CHA check, then the Darkscourge equips them with 3 healing potions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Potions of Healing'''&lt;br /&gt;
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5ft of you.&lt;br /&gt;
&lt;br /&gt;
Drinking a Potion of Healing restores 1d4+1 HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Order Membership ====&lt;br /&gt;
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the [[Legends of MythCraft]], [[Chauncey]], is from this order.&lt;br /&gt;
&lt;br /&gt;
=== The Meritocrats ===&lt;br /&gt;
If the adventurers attempt to contact the Meritocrats, then they must choose one hero to be their spokesperson. That hero makes a CHA check; if they roll 16 or higher, then they are able to secure an audience with a low-ranking Meritocrat 4 hours later. A hero with the [[Honorable]] profession automatically succeeds this roll.&lt;br /&gt;
&lt;br /&gt;
If the spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.&lt;br /&gt;
&lt;br /&gt;
If the adventurers do meet with a Meritocrat, then each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with this official is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
The Meritocrat that the adventurers meet with is an overweight [[satyr]] named Hengory, who seems a little inebriated when they speak with him. He has the stats of a '''[[Noble]]''' (CC p. 231).&lt;br /&gt;
&lt;br /&gt;
==== CHA 12 or less ====&lt;br /&gt;
The cultists are unlikely to become powerful enough to pose any kind of threat or legitimate concern to Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an AWR check. If any rolls above a 16, they know that Hengory is quite worried but trying to save face. In this case, one adventurer may make this CHA check again.&lt;br /&gt;
&lt;br /&gt;
==== CHA 13-16 ====&lt;br /&gt;
The cultists are certainly a concern. If the heroes are able to root them out and handle the situation, then they will each be paid 100 sc and given a citywide 25% discount on all goods.&lt;br /&gt;
&lt;br /&gt;
==== CHA 17+ ====&lt;br /&gt;
The heroes’ reward for finding and stopping the cultists will be doubled from 100 sc each to 200 sc each. Their citywide discount on goods is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Vigil ===&lt;br /&gt;
If the PCs head to the Temple of Vigil, they can speak with a dwarven priestess named Ezmerelda. Ezmerelda expresses grave concern about the cultists and confirms that many of her congregants have been threatened.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls.&lt;br /&gt;
&lt;br /&gt;
Ezmerelda offers no particularly useful information that might yield leads on the cultists, but if any of the heroes roll a 16 or higher, then she mentions one congregant in particular: Lauby. She says that she hasn’t heard from Lauby or their family in a few days and wants the adventurers to check in on them. If the adventurers will do this for her, then she will pay them each 10 sc for their trouble.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Trades Workers ===&lt;br /&gt;
Trades workers have the same information as merchants (see above) Speaking with Trades workers necessitates AWR checks rather than CHA checks, revealing the same information as the merchants at the same DCs.&lt;br /&gt;
&lt;br /&gt;
=== University Academics ===&lt;br /&gt;
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during [[daylight]] hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.&lt;br /&gt;
&lt;br /&gt;
If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.&lt;br /&gt;
&lt;br /&gt;
If the heroes look for information in the library, ask for INT checks. If they speak with Magellus or Thina, ask for either INT or CHA checks (each hero may choose). Regardless, they learn the same set of information based on their rolls, gaining knowledge by reading books in the library or by having conversations on anthropology with one or both scholars.&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 10 or less ====&lt;br /&gt;
Whether true cults or groups of disgruntled folk, countercultural movements have occurred throughout history. Sometimes this has resulted in violence or even civil war, but usually it fizzles into nothingness and people quickly move on. A little social unrest in Bridgemoor today is no reason to get distraught.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Silver [[Weapons]]'''&lt;br /&gt;
If the heroes think to research demonology, fiends, or similar subjects, they can learn that many fiends resist the cut of common iron, but are defenseless against silver. They can commission a silver weapon from the marketplace for 4 times its normal price, which will be ready 24 hours after they request it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 11-17 ====&lt;br /&gt;
Periods of social unrest historically have occurred when a large enough minority of society has felt discontented with the status quo. If the heroes spend more time poking around some specific industries that have a larger quantity of unhappy workers, they may find leads. The heroes can determine without much difficulty that speaking with the miners and a small subset of struggling merchants and artisans could prove fruitful in this regard.&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 18+ ====&lt;br /&gt;
After gathering the above information, the heroes can also check through recent records of public discourse and determine that a miner named Brent Brentson has been vocally displeased with the miners’ current state of affairs.&lt;br /&gt;
&lt;br /&gt;
== Lead 1: Protecting Lauby ==&lt;br /&gt;
The heroes likely do not know about Lauby at the beginning of the adventure. By talking to certain merchants or by meeting with Ezmerelda at the Temple of Vigil, they will become aware of Lauby and might seek them out. Lauby lives in a small townhome on the outskirts of the West Bazaar. If the heroes approach them, describe the state of Lauby’s home.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The townhome in question, like most in Bridgemoor, is built up rather than out. It’s a narrow three-story affair, and its wooden walls with stonework frames would look quaint if not for the obvious air of fear emanating from the house. The windows are boarded up, the window garden on the ground floor has wilted and become overgrown with weeds, and the front door has two sets of skulls and scythes carved into its wood.''&lt;br /&gt;
&lt;br /&gt;
If the heroes make any threatening gestures, Lauby will not open the door and they will either have to leave or break in if they wish to speak with Lauby that badly.&lt;br /&gt;
&lt;br /&gt;
If the heroes approach calmly and explain that Ezmerelda or one of the other merchants sent the heroes to check in on Lauby, then Lauby might be willing to open up.&lt;br /&gt;
&lt;br /&gt;
Peeking out through a peephole in the doorway, Lauby will assess the heroes. The heroes must each roll a CHA check and may not add Intimidating. Heroes holding Unwieldy weapons have a -3 penalty.&lt;br /&gt;
If the group average is 12 or higher, Lauby will let them in. If it is lower than 12, Lauby will conduct the entire muffled conversation through the locked door. If, at the end of the conversation, the heroes have convinced Lauby that they intend to help, then Lauby might let them in, at the MC’s discretion.&lt;br /&gt;
If Lauby opens the door, convey the following information to your party.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''From behind the door, you hear a series of clicks and rattles as Lauby unlocks at least six metal bolts and chains securing the entry. When the door finally swings open, you see a short [[kleppin]] with the features of a raccoon. Lauby’s beady eyes appear watery with fright and sleep deprivation. Their fur is matted and their fuzzy red robes are disheveled, though you might note that the robes are of a fine, comfortable make.''&lt;br /&gt;
&lt;br /&gt;
''The ground floor is poorly lit, stripes of light from the boarded up windows and the open door itself providing the majority of the illumination. You see wooden crates arranged to serve as a kind of barricade partitioning off the floor into two rooms of sorts. In the forefront, you see several metal rods that have various colorful, ornamented clothes hanging from them. The back of the ground floor, which you have surmised to be some kind of clothing store, is a small workspace covered in fabrics, threads, and yarns. Behind the workspace, an open doorway leads into a small kitchenette.''&lt;br /&gt;
&lt;br /&gt;
''A shadowed staircase behind the work area leads up to the higher floors in the townhome. Peeking down from the stairs, you see two more huddled shadows. As your eyes adjust, you see that they are also kleppin with raccoon features.''&lt;br /&gt;
&lt;br /&gt;
''“My wife Sheila,” Lauby says. “And our daughter, Kitty.”''&lt;br /&gt;
&lt;br /&gt;
==== Lauby’s Costume Shop ====&lt;br /&gt;
Whether the conversation takes place inside Lauby’s house or through the locked doorway, talking with Lauby for any amount of time reveals that they are simply a kind-hearted merchant trying to make a living for themself, their wife, and their daughter. Lauby has always loved costuming and was in a juvenile theatre near Bridgemoor University when they were a child, so as an adult they saved and borrowed money until they could open a costume shop. Lauby’s costumes are primarily commissioned by the handful of professional theatres throughout Bridgemoor, but the Festival of Masks in early autumn is usually a lucrative time for Lauby as many folk enjoy participating in the festival by donning colorful costumes.&lt;br /&gt;
&lt;br /&gt;
The Festival of Masks is coming up in three weeks, and Lauby worries that their family will be in for very tight times if they can’t reopen their store soon so that people can prepare for the festival. If the heroes are able to stop the cult threat before the festival, then Lauby will pay them each a percentage of their revenue from the festival after it is over. Lauby can’t promise how much money that might make them, but it will be at least 20 sc each. Alternatively, Lauby is happy to make the heroes each a free costume if they do not mind waiting until after paying customers have brought in a little more funding.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Revenue from Lauby'''&lt;br /&gt;
If the heroes take Lauby up on gaining a little revenue from the Festival of Masks, then the heroes gain 15% of Lauby’s revenue from customers preparing for the holiday. This revenue pans out to pay each hero 8d10+20 sc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cultist Costumes ====&lt;br /&gt;
The heroes might inquire as to whether Lauby has any costumes resembling those the cultists use: either the skull masks, the dark robes, or both. If Lauby has been thoroughly convinced that the heroes mean them no harm, they will admit that they do have dark robes similar to the cultists’ attire. These are not identical to the robes that the cultists wear, and Lauby put the robes into storage as soon as the trouble started.&lt;br /&gt;
&lt;br /&gt;
If the heroes decide to attempt infiltrating the cultists’ ranks, Lauby would be willing to make alterations to the robes for the heroes. Lauby has seen the cultists’ robes before and is able to produce convincing replicas given 90 minutes per robe.&lt;br /&gt;
&lt;br /&gt;
==== Defending Lauby ====&lt;br /&gt;
The heroes know that Lauby is a target of the cultists, and Lauby will request - even to the point of begging - that the heroes stay in Lauby’s townhome and protect them and their family from the cultists.&lt;br /&gt;
When you feel that the time is right, whether the heroes have just met Lauby or are returning to speak with them again, initiate the Defending Lauby encounter in Section 3: First Blood.&lt;br /&gt;
&lt;br /&gt;
== Lead 2: The Disaffected ==&lt;br /&gt;
The heroes can pursue this lead once they are directed to speak with Brent Brentson. It is possible that a hero who did the Bridgemoor Mines prologue will think to do this even if they are not directed to by another NPC. If this happens, allow the heroes to pursue this lead even though they were not told to by another character.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The Oakbarrel Tavern is your typical low-end watering hole for common laborers and working merchants. The Oakbarrel’s tables are rough and poorly sanded. Old, empty barrels double as standing tables, and the walls are bare of decoration aside from a few varnished branches of oak trees. Wooden chandeliers hold wax candles that offer dingy illumination, augmented by a flickering fire in the hearth.''&lt;br /&gt;
&lt;br /&gt;
''The tavern itself may be a bit run down, but its occupants are lively enough. In the center of one long, low table, surrounded by his buddies from the mine, is Brent Brentson. He seems to be the life of the party, although upon listening to his tirades, you sense that his magnetism comes more from always being pissed off about something rather than having any good-natured charm. The dwarf has a face and hands as rough as coal, and his hair and beard are a tangled mess of black, ropy knots. When he grins, it rarely reaches his eyes, and you note that he’s missing a lower front tooth.''&lt;br /&gt;
&lt;br /&gt;
=== Talking with Brent ===&lt;br /&gt;
The heroes can attempt to talk with Brent and try to get his take on the events of the past few weeks. Getting him to talk about anything substantial first requires the heroes to endure ridicule, as Brent goes out of his way to take cheap shots at strangers’ appearance, accents, or questions in order to look tough in front of his friends. As dislikeable as he may be, Brent is unoffended if a hero responds in kind. In fact, responding to Brent’s insults in kind actually makes Brent respect the hero more; after such an exchange, he invites the heroes to take a seat at the miners’ table.&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Perspective ====&lt;br /&gt;
Brent has no shortage of opinions on anything that has happened in Bridgemoor recently. If the heroes make it past his insults, he will explain to them how there was recently a cave in, and thanks to his heroics (and the help of the other miners, of course) they were able to clear out the cave in quickly enough that they prevented an attempted robbery.&lt;br /&gt;
&lt;br /&gt;
Heroes that were part of the Bridgemoor Mines prologue may dispute this, of course. Brent will wave away any minor disparities in their narration as remembering the same event slightly differently, but the basic story remains the same no matter how you tell it. If heroes press him on this, he becomes verbally combative and may stop talking with them altogether.&lt;br /&gt;
&lt;br /&gt;
Assuming that they manage to keep Brent talking, he will move from the matter of the cave in to the overall systemic problems with Bridgemoor’s mines.&lt;br /&gt;
&lt;br /&gt;
The miners themselves make the smallest income after working the most labor-intensive jobs. The Meritocrats take a huge share of the gold and gems, and they take the entirety of magical artifacts unearthed. The supervisors and administrators that oversee the mines directly aren’t much better and are paid more than the miners to simply watch and complain when the miners don’t work hard enough.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Truth of the Mining Situation'''&lt;br /&gt;
Brent raises some legitimate complaints about [[conditions]] in the mines, but it should be noted that miners who find magic artifacts for the Meritocrats are given a year’s wages in compensation. Supervisors are not given a cut of this payment, so they would argue that their higher baseline wages are completely fair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Brent then rambles on from the problems with mine wages to the current social unrest in light of the cultists. It seems that the cultists are targeting the wealthy and the elite of society, especially those of prominence at the Temple of Vigil. Brent seems to admire the cultists’ brazen attacks, and while he denounces them, any hero that makes a DC 8 AWR check can sense that he doesn’t actually disapprove of their behavior.&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Cult Affiliation ====&lt;br /&gt;
Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions.&lt;br /&gt;
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted.&lt;br /&gt;
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''[[Bandit Marauder]]'''. His buddies, if they are still around, have the stats of '''[[Thug (NPC)|Thugs]]''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell.&lt;br /&gt;
&lt;br /&gt;
The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple).&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Suspicion ====&lt;br /&gt;
If the party raises suspicion and is unable to get Brent to genuinely open up to them, then he will take mental note of the heroes and will alert the cultists. The cultists will then attack the heroes as described in section 3: First Blood below.&lt;br /&gt;
&lt;br /&gt;
== 3: First Blood ==&lt;br /&gt;
The first violent confrontation with the cultists will come in one of two circumstances: either the heroes are defending Lauby, or the cultists target one or two heroes as potential sacrifices.&lt;br /&gt;
Regardless of which encounter you run, or if you run both with different heroes, each adventurer should level up to level 3 after these encounters.&lt;br /&gt;
&lt;br /&gt;
=== Defending Lauby ===&lt;br /&gt;
If the heroes decide to defend Lauby from the cultists, then allow the heroes to know the full schematics of Lauby’s house. They may wish to fortify it further or to use the windows as archery slits.&lt;br /&gt;
Lauby’s ground floor includes the front showroom, back workshop, and small kitchenette attached to the workshop. A backdoor leads from the kitchenette out to the alleyway. The showroom and workshop are part of the same room, separated by wooden crates.&lt;br /&gt;
The workshop has a narrow staircase that leads up to the second floor. This is a two-room floor with a wall partitioning off a family living area and a bedroom. The living area has another staircase leading up to the third floor, which is intended for additional storage space. Lauby’s daughter Kitty has turned the space into her play fort, having dragged boxes around and draped blankets over them to make a sort of tent.&lt;br /&gt;
The windows on every floor are boarded up. Heroes that peel off a wooden board from any of Lauby’s windows can use the window as a defensible vantage point. They have Partial Cover (+3) while behind such a window, and their own attacks are unimpeded.&lt;br /&gt;
Adjust the following read aloud text as needed based on your party’s size.&lt;br /&gt;
'''''Read Aloud:''''' ''As twilight deepens and dusky shadows stretch along the square, a conspiracy of dark-robed figures stalk towards the house. They make no pretense to hide the knives and clubs they wield, and as they approach and fan out, you see that a couple of them are holding vials of flame as well. Things just got very real, very quickly.''&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
In this combat, nobody is Surprised.&lt;br /&gt;
&lt;br /&gt;
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Underbridge Initiate and 1 [[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Underbridge Initiate and 3 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Underbridge Cultist]], 1 Underbridge Initiate, and 3 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Underbridge Cultists, 3 Underbridge Initiates, and 3 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Tactics ====&lt;br /&gt;
While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.&lt;br /&gt;
The cultists will make no effort to use their Summoning Circle feature.&lt;br /&gt;
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5ft in a random direction once every 20 seconds. Putting out a 5ft area of fire requires dirt or a soaked cloth and takes 3 AP.&lt;br /&gt;
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
==== End of Combat ====&lt;br /&gt;
At the end of this combat, if the heroes were not already level 3, they advance to level 3.&lt;br /&gt;
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Goodwill'''&lt;br /&gt;
Heroes that cooperate with and protect Lauby gain a favorable reputation in Bridgemoor. The Goodwill of a hero that helps Lauby increases by +2 in Bridgemoor’s Mercantile occupation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target for Sacrifice ===&lt;br /&gt;
If the heroes have not met Lauby, or if they have gotten on the wrong side of Brent, then cultists will ambush them and try to nonlethally subdue them to use as sacrifices for their occult activity. The cultists will try to attack when only one or two heroes are together, but will set up an ambush for the entire party if they see no alternative.&lt;br /&gt;
&lt;br /&gt;
As the heroes describe how they go about their activities, look for an opportunity for the cultists to spring their ambush. Such an opportunity would likely be when the heroes are in a less populated part of town or cut through an alley to save time. It might also be in a sparsely populated tavern where the cultists can easily cajole the few bystanders into conveniently forgetting that they saw anything.&lt;br /&gt;
&lt;br /&gt;
When this circumstance arises, make one INT/Evading roll to represent the cultists’ efforts to remain covert. If this would hit the ANT of each hero, then the heroes are Partially Surprised when the fight starts. Otherwise, nobody is surprised.&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Underbridge Initiate and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Underbridge Initiates and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Underbridge Initiates and 4 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 1 Underbridge Initiate, and 4 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 4 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Tactics ====&lt;br /&gt;
At least 2 cultists will approach the heroes on the ground. Up to 3 additional cultists will approach from an elevated vantage point if possible, such as a rooftop or a tavern’s indoor balcony. Any additional cultists beyond this number will approach on the ground.&lt;br /&gt;
The cultists are fighting nonlethally. If they knock out a hero, they will bind the hero in thick ropes and drag them into the Underbridge, where the hero will be sacrificed as part of the ritual to summon the Bonewraith. Heroes that are captured in this way may attempt to escape, first by succeeding on a DC 14 check to escape their ropes, then by fighting or sneaking out of the Underbridge. The check to escape ropes could be STR, DEX, or INT.&lt;br /&gt;
The cultists will make no effort to use their Summoning Circle feature. If more than ½ of the cultists are incapacitated, the rest will attempt to flee.&lt;br /&gt;
&lt;br /&gt;
==== End of Combat ====&lt;br /&gt;
At the end of this combat, if the heroes were not already level 3, they advance to level 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Interrogating the Cultists'''&lt;br /&gt;
In the aftermath of the attack on Lauby or the attempted abduction, the heroes might interrogate a captured cultist. If any of the heroes succeed on a DC 14 CHA check or STR/Menacing check, they can gain the following information.&lt;br /&gt;
&lt;br /&gt;
If they do not already know that the cultists are planning an attack on the temple, then they learn this now. The attack is planned for sundown the following night.&lt;br /&gt;
&lt;br /&gt;
If the heroes are already aware of this, then their suspicions are confirmed. Furthermore, the captured cultist will inform them that the cult is planning a terrible ritual in the Underbridge.&lt;br /&gt;
&lt;br /&gt;
If the heroes follow up and succeed on another DC 18 CHA check or STR/Menacing check, the cultist will explain how to find the entrances into the cultists’ lair. In the sewers beneath Bridgemoor, some stones in the walls have small divots where a cultist can press their medallion, touching the glyph side to the stone. This opens up a narrow passage in the wall, allowing them to enter their hideout.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 4: Attack on the Temple ==&lt;br /&gt;
After the heroes defend Lauby or fight off the cultists, allow them a little time to recover (including Taking a Rest if they wish) and to debrief.&lt;br /&gt;
&lt;br /&gt;
The next day, the town is abuzz with a new development: the Temple of Vigil had a skull and scythe scrawled on its doors. If the heroes talk with Lauby, Ezmerelda, or other congregants, the general consensus is that the members of the Temple fear that the cultists plan on vandalizing it.&lt;br /&gt;
&lt;br /&gt;
Indeed, later that same night, the cultists do attack the temple with the intent of property destruction. The heroes should almost certainly see this coming, so they might set up an ambush and confront the cultists directly, or they might watch the cultists without engaging and follow them back to their lair.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Combating the cultists at the temple should be difficult, and if the party takes time to set up an ambush it will give them a notable edge that evens the odds a bit. Scale the exact number of cultists based on the size of your party. Note that it is assumed that your party has more or less assembled at this point, so it is assumed that there are at least three level 3 heroes in this confrontation.&lt;br /&gt;
&lt;br /&gt;
To determine if the heroes can successfully set up an ambush, ask them each to make DEX or INT checks to hide themselves well enough to stay undetected. The DC is 14. If any hero rolls above this DC, then the cultists are Partially Surprised when combat begins. If any hero rolls above this DC and other heroes roll below this DC, then the heroes that roll below this DC are also Partially Surprised, representing how they are flat-footed when it comes time to act.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
The battle takes place several hours after sundown. The Temple of Vigil faces a large public square that is empty of merchant carts by nightfall, although foot traffic is still common in the area. The alleyways on either side of the Temple are relatively clean and spacious. The alleys are completely unlit, while the town square has lanterns offering dim lighting to the area.&lt;br /&gt;
&lt;br /&gt;
==== The Cultists ====&lt;br /&gt;
Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.&lt;br /&gt;
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).&lt;br /&gt;
&lt;br /&gt;
==== Encounter Difficulty ====&lt;br /&gt;
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. 227, and stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, 1 [[Knight]], and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Underbridge Cultists, 3 Underbridge Initiates, 1 Knight, and 4 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pursuit ===&lt;br /&gt;
If the cultists are in full retreat, or if the party does not engage them in combat but instead follows them back to their lair, then there is a pursuit.&lt;br /&gt;
&lt;br /&gt;
If the adventurers have not made themselves known to the cultists, each adventurer must make a DEX check against the cultists’ AWR check (roll one check for the cultists, and separate checks for the adventurers). If the cultists do not detect the adventurers, then they are able to follow the cultists back to their lair (see section 5).&lt;br /&gt;
&lt;br /&gt;
If the cultists are aware of the adventurers, then each cultist and each adventurer must make a STR check as the cultists attempt to run away. Any cultist that rolls higher than all of the adventurers is able to escape. Any adventurer that rolls higher than a cultist is able to catch up with the cultist and have one turn of combat against it (and the cultist can take one turn as well) before repeating the process.&lt;br /&gt;
&lt;br /&gt;
If the cultists are aware of being pursued, they will not return directly to their lair, but instead will lead the heroes as far away from the lair as possible.&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
If the adventurers capture a cultist, either during the attack on the Temple or in a pursuit thereafter, then they can each make CHA checks to learn details about the cult’s lair.&lt;br /&gt;
&lt;br /&gt;
Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Increase the Showdown encounter’s difficulty by 2 steps.&lt;br /&gt;
|-&lt;br /&gt;
|11-14&lt;br /&gt;
|Increase the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|Do not adjust the Showdown encounter’s difficulty.&lt;br /&gt;
|-&lt;br /&gt;
|19+&lt;br /&gt;
|Decrease the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.&lt;br /&gt;
&lt;br /&gt;
== 5: The Underbridge Cult ==&lt;br /&gt;
Once the adventurers have a fix on the cultists’ lair, they can enter the Underbridge (although they should probably Take a Rest first). They may be stealthily tailing cultists and following them into their lair, or they may have acquired the information they need through interrogating a captured cultist. Heroes that are captured by the cultists will also reach the heart of their lair, albeit in much more compromising circumstances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''The Coming Confrontation'''&lt;br /&gt;
The approaching confrontation with the cultists in their lair will range in difficulty from easy to extremely difficult. The challenge posed to the heroes depends on how quickly they overcome the sewer rats encounter and how quickly they can locate the entrance into the cult’s lair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Entering the Sewers Prematurely'''&lt;br /&gt;
If the heroes enter the sewers in the Underbridge during their preliminary investigation into the cultists, allow them to make INT or AWR checks to look for signs of cult activity.&lt;br /&gt;
&lt;br /&gt;
Any roll of DC 11 or higher reveals subtle markings that confirm that the cultists are using the sewers as their hideout, but does not reveal specific information about where they are hiding. As large as the sewers are, combing through the entire system would be impractical.&lt;br /&gt;
&lt;br /&gt;
Any roll of DC 20 or higher allows an investigating hero to notice the circular notch where the cultists place their medallions. Do not specify that this is for the medallions unless the hero rolled a crit. If it was not a crit, heroes should figure this out for themselves or learn this from interrogating or spying on cultists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Venturing into the Sewers ====&lt;br /&gt;
When the heroes are ready to enter the sewers, set the scene for them.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the stench. Rotting crap is not a pleasant odor even in isolation, and when overlaid with rancid urine, molding meat, and rotten eggs, the foul smell is something you almost feel on your skin. Breathing through your nose is enough to make your eyes water, and breathing through your mouth conjures up images of the [[plague]].''&lt;br /&gt;
&lt;br /&gt;
''The second thing that hits you is the enormity of the sewers. In your scant illumination, you see slimy stone walls. The pathway is shaped like a trough, allowing you to walk on either raised side while streams of sludge and refuse ooze through the middle of the tunnel. The tunnel branches and forks, each new offshoot looking identical to the one before it. One could easily become lost down here, and judging by the humanoid-looking bones you see on occasion… some people have.''&lt;br /&gt;
&lt;br /&gt;
''The sewers are neither particularly hot nor cold. Just… moist.''&lt;br /&gt;
&lt;br /&gt;
Ask them to establish a marching order and to determine if they have any sources of light. When establishing a marching order, ask the heroes to arrange themselves in single file and in double file. The sewers generally accommodate two adventurers walking abreast, but it’s helpful to know specifically what order they walk in when single file marching is necessary.&lt;br /&gt;
&lt;br /&gt;
Each hero should make an INT or AWR check to navigate the sewers. They can use any skill that they make a good case for, but AWR/Navigating, AWR/Tracking, and INT/Dungeoneering are the most relevant. To benefit from AWR/Navigating, a hero must procure city records of the sewers, which are available to copy from the public records of the Meritocrats’ Palace.&lt;br /&gt;
&lt;br /&gt;
Out of all the heroes’ rolls, use the highest. If it beats DC 15, then the heroes suffer no penalty. If it does not beat DC 15, increase the Showdown encounter difficulty by 1 step.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Rats ===&lt;br /&gt;
'''''Read Aloud:''''' ''Skittering noises are ubiquitous in the sewers, but they still make you [[jump]] and flinch when you hear them. It’s hard to identify what is a new noise and what is an echo, and determining where the noises come from is a difficult task.''&lt;br /&gt;
&lt;br /&gt;
Heroes may make AWR/Perceiving checks relying on their hearing. Anyone who meets a DC 14 is aware of the approaching rats; anyone who fails this check is Partially Surprised.&lt;br /&gt;
&lt;br /&gt;
One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Rats&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Dire Rat]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Dire Spider]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Dire Spider, 1 Dire Rat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Dire Spider, 2 Dire Rats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recoup ====&lt;br /&gt;
If the party has time to spare after the battle, they can choose to Catch their Breath or Recoup. If they Recoup, increase the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Entrance ===&lt;br /&gt;
If they discovered the secret entrance to the cultists’ lair through interrogation or by stealthily following cultists back to the sewers, then they may skip this section as they can find the entrance to the cult lair without too much difficulty.&lt;br /&gt;
&lt;br /&gt;
If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Bad&lt;br /&gt;
!Good&lt;br /&gt;
!Great&lt;br /&gt;
!Superb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0-39&lt;br /&gt;
|40-48&lt;br /&gt;
|49-57&lt;br /&gt;
|58+&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0-52&lt;br /&gt;
|53-64&lt;br /&gt;
|65-76&lt;br /&gt;
|77+&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0-65&lt;br /&gt;
|66-80&lt;br /&gt;
|81-95&lt;br /&gt;
|96+&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0-78&lt;br /&gt;
|79-90&lt;br /&gt;
|91-114&lt;br /&gt;
|155+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bad Result ====&lt;br /&gt;
By the time the party finally finds the way into the lair, the cultists have had ample time to prepare. Increase the Showdown encounter’s difficulty by 2 steps.&lt;br /&gt;
&lt;br /&gt;
==== Good Result ====&lt;br /&gt;
The party is able to find the doorway with only a little trouble. The Showdown encounter’s difficulty increases by 1 step.&lt;br /&gt;
&lt;br /&gt;
==== Great Result ====&lt;br /&gt;
The party quickly finds the doorway. The Showdown encounter’s difficulty is unaltered.&lt;br /&gt;
&lt;br /&gt;
==== Superb Result ====&lt;br /&gt;
The party almost instantly finds the doorway. The Showdown encounter’s difficulty decreases by 1 step.&lt;br /&gt;
&lt;br /&gt;
==== Using the Medallion ====&lt;br /&gt;
Once the heroes find the doorway, they must still use a medallion to open the door. Doing so has no bearing on the final Showdown encounter. However, if they do not have a medallion at this point, they may manually break into the hidden entrance, but doing so is loud and automatically increases the Showdown encounter difficulty by 4 steps.&lt;br /&gt;
&lt;br /&gt;
=== Cultist Showdown ===&lt;br /&gt;
When the adventurers finally arrive in the maintenance chamber to confront the cultists, they see a deeply disturbing sight.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A dark gathering of hooded figures fill the converted warehouse. Clusters of wax candles and wrought iron lanterns are scattered about the room in loose concentric circles, providing dim illumination that casts nightmarish shadows across the scene before you. A wide pentagram of blood is painted on the floor, and it seems that there are some humanoid viscera in the painted star as well. A mass of bones and shadows radiates with flickering red light that it draws from the blood. The fiend’s empty sockets seem to drink in the light, and its jaw and hands are unnaturally, impossibly long.''&lt;br /&gt;
&lt;br /&gt;
''A quick glance around the room allows you to assess the terrain. Old boxes and barrels offer potential cover, as do old columns of the same redstone that makes up most of Bridgemoor. On the far side of the room, a collection of crates have been pushed together to form a makeshift podium.''&lt;br /&gt;
&lt;br /&gt;
''On the podium of crates, overlooking the grizzly ritual, a dark figure looms. A [[fiendblood]] with dark purple skin that resembles onyx in the dim light, this figure has long black hair and a series of short, protruding horns that resemble an unholy crown. His irises catch and absorb the light, glowing a luminous, malicious green, his irises surrounded by inky black rather than typical whites.''&lt;br /&gt;
&lt;br /&gt;
''He is tall and powerfully built. Broad shoulders and a muscular frame easily carry his dark steel armor and his midnight black cape. Dark batlike wings sprout from his back between his shoulders.''&lt;br /&gt;
&lt;br /&gt;
''“Ah, we have guests,” he says when he sees you. His voice is a creamy baritone. “And just in time. Our new friend Druvesk is hungry.”''&lt;br /&gt;
&lt;br /&gt;
If necessary, remind the heroes that retreat is always an option. Depending on how well they did in tasks leading up to this confrontation, the heroes may face a somewhat easy fight or an incredibly dangerous one.&lt;br /&gt;
&lt;br /&gt;
==== Surprise ====&lt;br /&gt;
It is unlikely that anyone in the battle is Partially Surprised (except Druvesk the Bonewraith, if the heroes arrive while he is still weak from being summoned), but you may decide otherwise based on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Aradin the Witchblade ====&lt;br /&gt;
The fiendblood, whose name is Aradin the Witchblade, does not participate in this combat. Instead, on Initiative count 20 during the first turn, he makes a declaration to the heroes and then takes his leave.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The fiendblood smiles down on the [[carnage]]. “Know that you were slain by disciples of Aradin the Witchblade!” he bellows. Then, almost nonchalantly, he turns and strides through a shadowed hallway at the back of the podium.''&lt;br /&gt;
&lt;br /&gt;
Heroes that get to go before Aradin and attempt to attack him will not be able to deal sufficient damage to seriously endanger him. If they attack him, describe how he shrugs it off without a second thought.&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
The number and strength of the cult forces that confront the heroes in this final showdown depend upon how successful the heroes were in the events leading up to this showdown. The battle starts at Medium difficulty, but is adjusted up or down by the events starting after the battle at the temple.&lt;br /&gt;
&lt;br /&gt;
This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' are in TCL p. ##. Stats for the '''[[Bonewraith]]''' are in CC p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. ##. Stats for '''[[Skeleton|Skeletons]]''' are in CC p. ##. Stats for '''[[Zombie|Zombies]]''' are in CC p. ##.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Easiest&lt;br /&gt;
!Easier&lt;br /&gt;
!Normal&lt;br /&gt;
!Harder&lt;br /&gt;
!Difficult&lt;br /&gt;
!Extreme&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 2 Thugs&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 2 Thugs&lt;br /&gt;
|'''Bonewraith, 2 Thugs'''&lt;br /&gt;
|Bonewraith, 2 Initiates&lt;br /&gt;
|Bonewraith, 1 Cultist, 1 Initiate&lt;br /&gt;
|Bonewraith, 2 Cultists&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Thug, 2 Initiates&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Thug, 2 Initiates&lt;br /&gt;
|'''Bonewraith, 1 Thug, 2 Initiates'''&lt;br /&gt;
|Bonewraith, 1 Cultist, 1 Initiate, 1  Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 1  Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 1  Initiate, 1 Thug&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Cultist, 2 Initiates&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Cultist, 2 Initiates&lt;br /&gt;
|'''Bonewraith, 1 Cultist, 2 Initiates'''&lt;br /&gt;
|Bonewraith, 1 Cultist, 2 Initiates, 2 Thugs&lt;br /&gt;
|Bonewraith, 2 Cultists, 2 Initiates&lt;br /&gt;
|Bonewraith, 2 Cultists, 3 Initiates&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Cultist, 3 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Cultist, 3 Initiates, 1 Thug&lt;br /&gt;
|'''Bonewraith, 1 Cultist, 3 Initiates, 1 Thug'''&lt;br /&gt;
|Bonewraith, 2 Cultists, 2 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 3 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith, 3 Cultists, 2 Initiates, 1 Thug&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druvesk the Bonewraith ====&lt;br /&gt;
The bonewraith that the cultists summoned is named Druvesk. Druvesk uses the tactics typical of any Bonewraith, snuffing out sources of light so that his attacks are stronger. If he is Bloodied, Druvesk will attempt to flee via the same exit that Aradin took. If he gets away, he will appear later in the campaign.&lt;br /&gt;
&lt;br /&gt;
If the battle is easier than normal for the heroes, then adjust Druvesk’s abilities as denoted in the appropriate superscript number.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Druvesk cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Druvesk is Partially Surprised on the first round. Furthermore, he cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.&lt;br /&gt;
&lt;br /&gt;
==== Resolving the Battle ====&lt;br /&gt;
The battle is over once the heroes have fled or have defeated the cultists. The cultists will fight until dead or incapacitated. Take note of whether the Bonewraith fled or not. This has no bearing on whether the heroes are considered the winners of the fight; if Druvesk fled and the heroes defeated the cultists, they won.&lt;br /&gt;
&lt;br /&gt;
If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.&lt;br /&gt;
&lt;br /&gt;
If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''[[Bonewraith]]''' (CC p. ##), several '''[[Skeleton|Skeletons]]''' (CC p. ##), and 2 '''[[Thug (NPC)|Thugs]]''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes.&lt;br /&gt;
&lt;br /&gt;
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.&lt;br /&gt;
&lt;br /&gt;
==== Interrogating the Cultists ====&lt;br /&gt;
If the heroes leave one or more cultists alive to interrogate later, they learn that the dark cult leader who left at the beginning of the fight is named Aradin the Witchblade. They learn that Aradin and the Underbridge Cult wanted to destabilize Bridgemoor; their chief goal in the city was to cause chaos. They have grander plans - the cultists can only assume that Aradin has his eye set on conquest - but Aradin has not actually divulged his schemes to his subordinates, so this is speculation. All that the cultists know for certain is that they were supposed to summon fiends to join Aradin’s cause, and they would be rewarded for standing with him when it came time to enact Aradin’s greater plans.&lt;br /&gt;
&lt;br /&gt;
=== The Lair and Treasure ===&lt;br /&gt;
The cultists’ lair consists of several more rooms than the initial chamber where the battle takes place. If the heroes are victorious, they may explore the lair.&lt;br /&gt;
&lt;br /&gt;
==== The Crates ====&lt;br /&gt;
The crates are mostly empty. Those that have contents are usually filled with moldy food, frayed textiles, and other goods that would be useless to sell. A hero may make a LUCK/Fortuity check, finding sc equal to their roll. On a roll of 10 or higher, they find one randomly determined trinket. On a roll of 18 or higher, they also find one intact tool or kit of their choice (see CRB p. 312-14).&lt;br /&gt;
&lt;br /&gt;
==== Living Quarters ====&lt;br /&gt;
To the left of the ritual chamber, there are a series of smaller rooms that have hostel-style sleeping arrangements. Straw mattresses are arranged on crates or on wire bed frames, usually four or five to a room. At the end of this hallway, there is a latrine that obviously empties directly into one of the streams of sewer sludge.&lt;br /&gt;
&lt;br /&gt;
==== Aradin’s Office ====&lt;br /&gt;
In the back left corner of the ritual chamber, behind the hallway leading to the living quarters, there is another hallway blocked by boxes. Heroes that move these boxes and head down the short hall find a small but well-stocked administrative office that they can surmise was used by the cult leader that fled. It is unlit when the heroes enter, but a single wall sconce holds an iron torch that provides adequate illumination to the room once lit.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The torch on the wall provides dim light to a small office. A single narrow bookshelf in one corner has dusty-looking books, and a polished wooden desk with a matching chair seems to be the only other object of note in the room.''&lt;br /&gt;
&lt;br /&gt;
A narrow bookshelf holds basic economic information. With a successful DC 14 INT check, heroes that read these records will be able to deduce that the cultists were siphoning revenue from virtually every economic sector in Bridgemoor: merchants, barkeeps, performers, and even governmental officials have all lost coin to the cultists. It is unclear whether these were bribes, thefts, or dues. If a hero makes a successful DC 30 INT check, they can decipher a code within these books; Aradin uses them as a way to keep track of high profile people that are affiliated with his cult, including one of the Bridge Knights who is a captain in the force. The captain in question is named Brendan Sterling.&lt;br /&gt;
&lt;br /&gt;
The heroes find a locked chest under Aradin’s desk, and with a successful DC 13 INT check, they can open it. It contains 6,000 sc worth of coins and gems.&lt;br /&gt;
&lt;br /&gt;
In the drawers in Aradin’s desk, the heroes can find more paperwork covering matters similar to the books on the shelves. They also find an envelope with a broken wax seal. The seal is simply a circle of inky black wax. There is no letter inside.&lt;br /&gt;
&lt;br /&gt;
Heroes that started their adventure with the Kendarian Diplomats prologue might have seen a similar letter if they went to Dustdale and found the cultist there.&lt;br /&gt;
&lt;br /&gt;
If the heroes investigate the drawers to see if there are any false bottoms, they find a hidden compartment that has a map of the Great Chasm and the nations around it. Red ink X’s are drawn over Bridgemoor, a small town on the border of Bridgemoor and Kendaria (this is Dustdale), and in the foothills to the northwest of Bridgemoor in Nalatheshi territory (this is where Mort Ironheart lurks with his gang). Aridala and Dalewright, the capitals of Nalathesh and Kendaria respectively, are circled in the same red ink.&lt;br /&gt;
&lt;br /&gt;
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an Amulet of Thirst (MCG p. ##) and Crane Paper (MCG p. ##).&lt;br /&gt;
&lt;br /&gt;
==== The Bolt Hole ====&lt;br /&gt;
The last area of interest that the heroes might explore is the tunnel that Aradin retreated through. If Druvesk escaped, he also fled down this [[passage]].&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You climb over the podium and follow the tunnel, which remains flat for a time before becoming a steep, downward-spiraling staircase. It descends for a considerable time before simply opening up into empty air. Far below, you can see the faint, diffuse glint of the Chasm River. In the warm night, a thin [[mist]] blankets the river, twinkling in the light of the stars and the five moons. You are literally under the bridge. It seems that the cult leader - who you recall had wings - simply dropped out of this bolt hole and flew away.''&lt;br /&gt;
&lt;br /&gt;
== 6: Conclusion ==&lt;br /&gt;
After the heroes reach level 4 by defeating the cultists in a showdown (even if the [[Bonewraith]] escapes), they are recognized and thanked for their efforts. They will need to offer proof that the cultists will not be causing problems again in the immediate future; escorting the Bridge Knights into the cult’s lair is sufficient proof, and Commander Blacksky would lead such a contingent of Bridge Knights personally.&lt;br /&gt;
&lt;br /&gt;
Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC&lt;br /&gt;
!What they do with the Cult Books&lt;br /&gt;
|-&lt;br /&gt;
|'''Adelaide and Reza Luxxor''' ([[Nalatheshi Merchants|Nalatheshi merchants]])&lt;br /&gt;
|The Luxxors use the information in the map to find and destroy Mort Ironheart’s hideout. You may decide whether Mort escapes or whether this is the end of the Ironheart Gang. The Luxxors may also ask the heroes to do this themselves in Part Two.&lt;br /&gt;
&lt;br /&gt;
They also warn their family and other politicians in Aridala to be on the lookout for cultists with the skull and scythe medallions.&lt;br /&gt;
&lt;br /&gt;
After 4d6 days, the Luxxors determine that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elarion Sutian''' (Kendarian Noble)&lt;br /&gt;
|If the heroes did not already confront the cultist in Dustdale, Elarion sends a contingent of mercenaries (or the heroes themselves, preior to Elarion’s death in Part Two) to find and arrest or kill the cultist.&lt;br /&gt;
&lt;br /&gt;
Elarion also sends word to warn his family and the nobles in Dalewright to be on the lookout for cultists with the skull and scythe medallions.&lt;br /&gt;
&lt;br /&gt;
After 4d6+4 days, Elarion determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ezmerelda''' (Priestess at the Temple of Vigil)&lt;br /&gt;
|Ezmerelda will safeguard these books in her office in the Temple of Vigil. She does not do anything proactive with her intelligence.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hengory Bridgemoor''' (Meritocrat)&lt;br /&gt;
|Hengory Bridgemoor, seeing the two X’s close to the city-state, will recruit the heroes or other mercenaries to deal with the Ironheart Gang and the cultist in Dustdale.&lt;br /&gt;
&lt;br /&gt;
He does not read the ledgers closely enough to determine that Captain Brendan Sterling is affiliated with the cult. Instead, he begins blaming innocent people whose businesses are in the ledgers. This dramatically escalates tensions in Bridgemoor in Part Two.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kellion Blacksky''' (Commander of the Bridge Knights)&lt;br /&gt;
|Kellion Blacksky misconstrues the evidence if he receives it. In order to win the trust of the heroes and the Meritocrats, he arrests Captain Brendan Sterling as a scapegoat, and then he uses the books and “ongoing investigations” as means to accuse and interrogate anyone who stands in his way. He is careful and does not play this card very frequently.&lt;br /&gt;
|-&lt;br /&gt;
|'''Magellus Black''' (Academic and Meritocrat)&lt;br /&gt;
|Magellus Black immediately determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest. He then safeguards the books and maps, but is willing to share them with the heroes at their request.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Receiving Payment ===&lt;br /&gt;
The heroes may at this point receive payment for their efforts if they negotiated a reward in advance. This might come in the form of profit sharing with Lauby, being paid by the Meritocrats for ending the nuisance, or receiving a reward from Magellus Black for a job well done. It is possible that the heroes managed to secure all three forms of payment.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Goodwill ===&lt;br /&gt;
When the heroes defeat the immediate threat of cult activity in Bridgemoor, they gain [[Goodwill]]. Each hero gains 2 Social Goodwill in Bridgemoor. They also gain 2 Goodwill in the same category or another category of their choice, provided that they can justify it. Helping Lauby is grounds for assigning their additional Goodwill to the Mercantile occupation, for example, while speaking with Hengory in a constructive fashion is reasonable justification for gaining Goodwill in the Aristocratic or Political occupations.&lt;br /&gt;
&lt;br /&gt;
== Proceed to Part Two ==&lt;br /&gt;
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion).&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=4413</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=4413"/>
		<updated>2024-02-23T16:58:45Z</updated>

		<summary type="html">&lt;p&gt;Magellus: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.&lt;br /&gt;
&lt;br /&gt;
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest [[warrior]]? Do you sharpen your senses and your survival [[skills]], stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the [[Primal]] Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Ranger Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Bravery:''' You tap into your instinct to fight, flee, or [[freeze]] in the face of danger, and you channel this into fighting prowess.&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.&lt;br /&gt;
&lt;br /&gt;
'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.&lt;br /&gt;
&lt;br /&gt;
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.&lt;br /&gt;
&lt;br /&gt;
'''Wilderness Warden:''' You can learn primal magic and enhance some of your [[Primal Spells|primal spells]] as you gain skill as a magical ranger.&lt;br /&gt;
&lt;br /&gt;
== '''Ranger Entry Talent''' ==&lt;br /&gt;
After gaining the Ranger Entry Talent, you can take talents from any of the ranger tracks. After gaining the Ranger Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Fighting Instinct&amp;lt;/u&amp;gt;: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.&lt;br /&gt;
You also gain the Primal Aspect Talent. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Aspect&amp;lt;/u&amp;gt;: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Ranger, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primal Aspects Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq'''&lt;br /&gt;
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh'''&lt;br /&gt;
|For 1 AP, you can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|(1/Catch Breath) [[Commune]] with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele'''&lt;br /&gt;
|(1/Catch Breath) For 1 AP, creatures within 5ft of you gain [[Shield]] HP equal to your Character Level. While they have this Shield HP, attacks against them have [[Tactical Advantages|TD]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Bravery Track''' ==&lt;br /&gt;
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Bravery ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bravery&amp;lt;/u&amp;gt;: Resist Frightened 2.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage'''&lt;br /&gt;
|Bravery&lt;br /&gt;
|Gain the Courage ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (AWR/Rest) When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Your Resist ability from Bravery increases by 1 and applies to Demoralized.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage II'''&lt;br /&gt;
|Bravery II&lt;br /&gt;
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight''' &lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Freeze&lt;br /&gt;
|Gain the Fight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fight&amp;lt;/u&amp;gt;: When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Fight, Freeze&lt;br /&gt;
|Gain the Flight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flight&amp;lt;/u&amp;gt;: When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Flight&lt;br /&gt;
|Gain the Freeze ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Freeze&amp;lt;/u&amp;gt;: When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery III'''&lt;br /&gt;
|Bravery 5&lt;br /&gt;
|Your Resist ability from Bravery increases by 1, and applies to Broken.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive'''&lt;br /&gt;
|Bravery III&lt;br /&gt;
|Gain the Drive to Survive ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drive to Survive&amp;lt;/u&amp;gt;: (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery IV'''&lt;br /&gt;
|Drive to Survive&lt;br /&gt;
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage III'''&lt;br /&gt;
|Bravery IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight II'''&lt;br /&gt;
|Courage III, Fight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight II'''&lt;br /&gt;
|Courage III, Flight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze II'''&lt;br /&gt;
|Courage III, Freeze&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive II'''&lt;br /&gt;
|Bravery 10&lt;br /&gt;
|Drive to Survive becomes AWR/Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage IV'''&lt;br /&gt;
|Drive to Survive II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight III'''&lt;br /&gt;
|Courage IV, Fight II&lt;br /&gt;
|The additional damage from the Fight ability becomes 1d12.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight III'''&lt;br /&gt;
|Courage IV, Flight II&lt;br /&gt;
|Your speed from the Flight ability becomes +10 ft.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze III'''&lt;br /&gt;
|Courage IV, Freeze II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undaunted'''&lt;br /&gt;
|Bravery 13&lt;br /&gt;
|The Shaken condition only reduces your d20 rolls by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fear Itself''' &lt;br /&gt;
|Undaunted&lt;br /&gt;
|It is said that in the face of fear, you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fear Itself&amp;lt;/u&amp;gt;:  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain [[Tactical Advantages|TA]] against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.&lt;br /&gt;
|''Ranger, Bravery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Hunter Track''' ==&lt;br /&gt;
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start [[Initiative]] in [[combat]] against it, you deal +2 damage against it for the first minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered&lt;br /&gt;
|When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry II'''&lt;br /&gt;
|Corner Quarry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered II&lt;br /&gt;
|Gain the Corner Quarry ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner Quarry&amp;lt;/u&amp;gt;: (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry&lt;br /&gt;
|When you are Flanked, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered II'''&lt;br /&gt;
|Outnumbered&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry II&lt;br /&gt;
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Volley&lt;br /&gt;
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain  [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye II'''&lt;br /&gt;
|Deadeye&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Rain of Arrows&lt;br /&gt;
|Gain the Takedown Shot ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Takedown Shot&amp;lt;/u&amp;gt;: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye&lt;br /&gt;
|Gain the Volley ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Volley&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows'''&lt;br /&gt;
|Volley&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye II&lt;br /&gt;
|Gain the Rain of Arrows ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rain of Arrows&amp;lt;/u&amp;gt;: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter's Quarry'''&lt;br /&gt;
|Hunter 3&lt;br /&gt;
|(2/Rest) Learn the [[Hunter's Quarry]] spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter II'''&lt;br /&gt;
|Hunter’s Quarry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. Pick a creature with one of the following creature tags: [[Arcane]], Avadri, Celestial, [[Divine]], Eldritch, [[Elemental]], Fae, Fiend, [[Giant]], Monstrosity, [[Occult]], Primal, [[Psionic]], or [[Undead]]. Gain the Target Prey ability against creatures with the tag that you chose. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Target Prey&amp;lt;/u&amp;gt;: Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew'''&lt;br /&gt;
|Hunter II, Corner Quarry II&lt;br /&gt;
|Gain the Hew ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hew&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew II'''&lt;br /&gt;
|Hew&lt;br /&gt;
|Your crit range increases by 1 against creatures that have no adjacent allies.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane'''&lt;br /&gt;
|Hunter II, Outnumbered II&lt;br /&gt;
|Gain the Hordesbane ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hordesbane&amp;lt;/u&amp;gt;: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane II'''&lt;br /&gt;
|Hordesbane&lt;br /&gt;
|Gain the Whirling Blades ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Whirling Blades&amp;lt;/u&amp;gt;: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye'''&lt;br /&gt;
|Hunter II, Deadeye II&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye II'''&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in [[Darkness]], provided that you know the enemy’s location.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley II'''&lt;br /&gt;
|Hunter II, Rain of Arrows&lt;br /&gt;
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows II'''&lt;br /&gt;
|Volley II&lt;br /&gt;
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter III'''&lt;br /&gt;
|Hunter 7&lt;br /&gt;
|Choose two additional creature types to gain Favored Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter IV'''&lt;br /&gt;
|Hunter III&lt;br /&gt;
|Gain the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mark&amp;lt;/u&amp;gt;: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''One with the Land'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Speed'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain +5 ft speed when you can see your Target Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fletcher'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|When you are Concealed, creatures that attack you gain 1 additional [[Tactical Advantages|TD]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickdraw'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can draw/stow [[weapons]] without spending AP once on your turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Calculating'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain the Calculating ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Calculating&amp;lt;/u&amp;gt;: (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruthless Hunter'''&lt;br /&gt;
|Hunter 11&lt;br /&gt;
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Quarry III'''&lt;br /&gt;
|Ruthless Hunter, Hew II&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew III'''&lt;br /&gt;
|Cornered Quarry III&lt;br /&gt;
|When you use Hew against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane III'''&lt;br /&gt;
|Ruthless Hunter, Hordesbane II&lt;br /&gt;
|Whirling Blades becomes END/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Breaker'''&lt;br /&gt;
|Hordesbane III&lt;br /&gt;
|Gain the Horde Breaker ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horde Breaker&amp;lt;/u&amp;gt;: (1/Recoup) Gain +1 [[Tactical Advantages|TA]] and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye III'''&lt;br /&gt;
|Ruthless Hunter, Eagle Eye II&lt;br /&gt;
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rapid Takedown'''&lt;br /&gt;
|Deadeye III&lt;br /&gt;
|When you use Takedown Shot against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley III'''&lt;br /&gt;
|Ruthless Hunter, Rain of Arrows II&lt;br /&gt;
|Volley works on creatures within 30 ft of each other. When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arrow Storm'''&lt;br /&gt;
|Volley III&lt;br /&gt;
|Gain the Arrow Storm ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arrow Storm&amp;lt;/u&amp;gt;: (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Peerless Hunter'''&lt;br /&gt;
|Hunter 14&lt;br /&gt;
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. &lt;br /&gt;
Gain the Peerless Hunter ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Peerless Hunter&amp;lt;/u&amp;gt;: (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: (1/Rest) You can reselect the creature types that Target Prey features work on.&lt;br /&gt;
|''Ranger, Hunter, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Instinct Track''' ==&lt;br /&gt;
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Preternatural Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preternatural Dodge&amp;lt;/u&amp;gt;: (AWR/Rest) When a creature attacks one of your physical or mental defenses, you can use ANT in place of whatever was targeted. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct II'''&lt;br /&gt;
|Survival Instinct&lt;br /&gt;
|Fighting Instinct lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct II'''&lt;br /&gt;
|Fighting Instinct II&lt;br /&gt;
|Gain the Size Up ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Size Up&amp;lt;/u&amp;gt;: You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct III'''&lt;br /&gt;
|Survival Instinct II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant'''&lt;br /&gt;
|Fighting Instinct III&lt;br /&gt;
|Gain the Vigilant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;: (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct III'''&lt;br /&gt;
|Vigilant&lt;br /&gt;
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant II'''&lt;br /&gt;
|Survival Instinct III&lt;br /&gt;
|Vigilant becomes &amp;quot;If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.&amp;quot;&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct IV'''&lt;br /&gt;
|Survival Instinct IV&lt;br /&gt;
|Gain the Pounce ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Pounce&amp;lt;/u&amp;gt;: On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant III'''&lt;br /&gt;
|Fighting Instinct IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant III&lt;br /&gt;
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant IV'''&lt;br /&gt;
|Survival Instinct V&lt;br /&gt;
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct V'''&lt;br /&gt;
|Vigilant IV&lt;br /&gt;
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant V'''&lt;br /&gt;
|Fighting Instinct V&lt;br /&gt;
|Vigilant is always active.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Animal'''&lt;br /&gt;
|Vigilant V&lt;br /&gt;
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.&lt;br /&gt;
Gain the Cornered Animal Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cornered Animal&amp;lt;/u&amp;gt;: (1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain [[Tactical Advantages|TA]] on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.&lt;br /&gt;
|''Ranger, Instinct, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Survivor Track''' ==&lt;br /&gt;
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses'''&lt;br /&gt;
|Natural Habitat&lt;br /&gt;
|Gain the Primeval Sense ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Senses&amp;lt;/u&amp;gt;: (AWR/Rest) By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat II'''&lt;br /&gt;
|Primeval Senses&lt;br /&gt;
|Gain the Wilderness Mastery ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wilderness Mastery&amp;lt;/u&amp;gt;: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Seneses II'''&lt;br /&gt;
|Natural Habitat II&lt;br /&gt;
|When you use Primeval Senses, you can use Primal Identification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Identification&amp;lt;/u&amp;gt;: Learn the identity of one creature that you sense.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride'''&lt;br /&gt;
|Primeval Senses II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|Nature Stride&lt;br /&gt;
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table. &lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses III'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat III'''&lt;br /&gt;
|Primeval Senses III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor II'''&lt;br /&gt;
|Natural Habitat III&lt;br /&gt;
|You become Immune to common poisons and diseases.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride II'''&lt;br /&gt;
|Survivor II&lt;br /&gt;
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses IV'''&lt;br /&gt;
|Nature Stride II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat IV'''&lt;br /&gt;
|Primeval Senses IV&lt;br /&gt;
|Pick a third environment to be your Natural Habitat and Wilderness Mastery is AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride III'''&lt;br /&gt;
|Prerequisites: Natural Habitat IV&lt;br /&gt;
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Sense V'''&lt;br /&gt;
|Nature Stride III&lt;br /&gt;
|You have unlimited uses of your Primeval Senses ability.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unrivaled Explorer'''&lt;br /&gt;
|Primeval Sense V&lt;br /&gt;
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a [[guide]] for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. &lt;br /&gt;
You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.&lt;br /&gt;
&lt;br /&gt;
Gain the Unrivaled Explorer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unrivaled Explorer&amp;lt;/u&amp;gt;: (1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Ranger, Survivor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Wilderness Warden Track''' ==&lt;br /&gt;
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Invocation'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Chant'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick one Chant that does not deal damage. While more than 1 mile from a settled area, you can cast that Chant as if it were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increase by +1.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Spells'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden II'''&lt;br /&gt;
|Empower Chant or Ranger’s Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist II'''&lt;br /&gt;
|Primal Warden II, Environmentalist&lt;br /&gt;
|The environment you picked now restores 2 SP per Recoup.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Invocation'''&lt;br /&gt;
|Environmentalist II or Planar Protector II&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Chant'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector II'''&lt;br /&gt;
|Primal Warden II, Planar Protector&lt;br /&gt;
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon II'''&lt;br /&gt;
|Environmentalist II or Planar Protector II; Intrinsic Boon&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Spells'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick two spells with the Nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden III'''&lt;br /&gt;
|Furious Chant or Wanderer’s Spells&lt;br /&gt;
|You cannot become lost except through the use of magic. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden IV'''&lt;br /&gt;
|Primal Warden III&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist III'''&lt;br /&gt;
|Primal Warden IV, Environmentalist II&lt;br /&gt;
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Invocation'''&lt;br /&gt;
|Environmentalist III or Planar Protector III&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chant of the Wild Heart'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.&lt;br /&gt;
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest.  &lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector III'''&lt;br /&gt;
|Primal Warden IV, Planar Protector II&lt;br /&gt;
|Choose a creature type you’ve already [[chosen]] with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon III'''&lt;br /&gt;
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Spells'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|Pick three Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden V'''&lt;br /&gt;
|Chant of the Wild Heart or Primeval Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Exemplar'''&lt;br /&gt;
|Primal Warden V&lt;br /&gt;
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. &lt;br /&gt;
You can never become lost, even by magical means. &lt;br /&gt;
&lt;br /&gt;
When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.&lt;br /&gt;
|''Ranger, Wilderness Warden, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Resting&amp;diff=4139</id>
		<title>Resting</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Resting&amp;diff=4139"/>
		<updated>2024-02-09T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;Magellus: You may not, you have to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resting ==&lt;br /&gt;
In [[order]] to recover from the rigors of [[combat]] and [[exploration]], you will need to rest. There are three levels of recuperating in MythCraft, each explained below.&lt;br /&gt;
&lt;br /&gt;
=== Catch your Breath ===&lt;br /&gt;
When you Catch your Breath, you take 5 minutes of no or very light physical activity. &lt;br /&gt;
&lt;br /&gt;
If you are at 0 HP when you begin Catch your Breath, you do not gain Death Points during that time, and you regain 1 HP at the end of the 5 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Recoup ===&lt;br /&gt;
When you Recoup, you spend 1 hour of no or very light physical activity. &lt;br /&gt;
&lt;br /&gt;
If you are Bloodied [[Conditions]] when you Recoup, then you regain up to 1⁄4 of your maximum HP. However, when you regain HP in this way, you do not regain HP that would cause you to remove the Bloodied Condition.&lt;br /&gt;
&lt;br /&gt;
For example, at level 2, Marcus and Avery both have 16 HP, meaning that they are Bloodied if they have 8 or fewer HP. When they Recoup, they would each regain 4 HP. Marcus has 3 HP, and Avery has 6. When they Recoup, Marcus regains 4 HP, bringing him up to 7 total HP; however, Avery only regains 2 HP instead of 4, bringing them up to 8 total HP, because they cannot remove the Bloodied condition as a result of Recouping.&lt;br /&gt;
&lt;br /&gt;
Recouping assumes that you have time to Catch your Breath, allowing you to regain any abilities that would necessitate Catching your Breath.&lt;br /&gt;
&lt;br /&gt;
Each time you Recoup you remove 1 death point.&lt;br /&gt;
&lt;br /&gt;
=== Take a Rest ===&lt;br /&gt;
When you Take a Rest, spend 8 hours of no or very light physical activity. At least 6 hours of this time must be spent sleeping.&lt;br /&gt;
&lt;br /&gt;
You regain all of your HP after you Take a Rest, and remove all of your Death Points. If you have Fatigue, you remove the Fatigue condition instead of removing your Death Points. &lt;br /&gt;
&lt;br /&gt;
Taking a Rest assumes that you both Catch your Breath and Recoup, gaining those benefits as well when you Take a Rest.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Druid&amp;diff=4099</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Druid&amp;diff=4099"/>
		<updated>2024-02-08T01:24:24Z</updated>

		<summary type="html">&lt;p&gt;Magellus: added Druid Stat Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Druid ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid Shapechanger ([[Primal]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Elemental]] 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leafy armor) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind, Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 36&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-light Vision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +3; (AWR) Animal Handling +7, Foraging +7, Sheltering +7, Tracking +7; (INT) Nature +7 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Nature Warden.''' The Druid’s WILL equals its ANT.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Primal Chants.''' Using AWR, the Druid can cast the following chants: [[Bloom]], [[Briar Whip]], [[Charm Creature]], Foreboding Menace, and [[Poison]] Spores.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Primal Spellcaster.''' Using AWR, the Druid can cast the following spells. It has 20 SP/Rest. [[Animal Bond]], [[Billowing Fog]], [[Calming Presence]], [[Crawling Vine]], Nature’s Bounty, [[Piscism]], and [[Wall of Briars]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Druid can take '''TWO''' of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Druid can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Primal Chant.''' The Druid can use one of its chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Druid can '''MOVE''' and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Primal Spellcaster.''' The Druid can use one of its spells.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shapechange (2/Recoup).''' The Druid can transform itself into a beast of ML 5 or lower. While transformed in this way, it retains its own INT and CHA, but otherwise uses the beast’s stats. When it runs out of HP as a beast, uses this feature again, or when 1 hour has passed, it reverts to its original form.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
'''Nature Warden.''' The Druid’s WILL equals its ANT.&lt;br /&gt;
&lt;br /&gt;
'''Primal Chants.''' Using AWR, the Druid can cast the following chants: Bloom, Briar Whip, Charm Creature, Foreboding Menace, and [[Poison Spores]].&lt;br /&gt;
&lt;br /&gt;
'''Primal Spellcaster..''' Using AWR, the Druid can cast the following spells. It has 20 SP/Rest. Animal Bond, Billowing Fog, Calming Presence, Crawling Vine, Nature’s Bounty, Piscism, and Wall of Briars&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
''The Druid can take '''TWO''' of the following actions, or take the same action twice.''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Druid can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Primal Chant.''' The Druid can use one of its chants.&lt;br /&gt;
&lt;br /&gt;
'''''OR''' the Druid can '''MOVE''' and take '''ONE''' of the following actions.'' &lt;br /&gt;
&lt;br /&gt;
'''Primal Spellcaster.''' The Druid can use one of its spells.&lt;br /&gt;
&lt;br /&gt;
'''Shapechange (2/Recoup).''' The Druid can transform itself into a beast of ML 5 or lower. While transformed in this way, it retains its own INT and CHA, but otherwise uses the beast’s stats. When it runs out of HP as a beast, uses this feature again, or when 1 hour has passed, it reverts to its original form.&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_3:_The_Underbridge_Cult&amp;diff=3981</id>
		<title>Chapter 3: The Underbridge Cult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_3:_The_Underbridge_Cult&amp;diff=3981"/>
		<updated>2024-02-05T15:59:04Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Remove Order link from The Order of the Darkscourge text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]&lt;br /&gt;
&lt;br /&gt;
Whether they came from [[the Bridgemoor Mines]], the [[Nalatheshi Merchants|Nalatheshi Caravan]], or the [[Kendarian Diplomats]] prologue, all of the heroes should now be in Bridgemoor and should be level 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Assumed Knowledge'''&lt;br /&gt;
It is assumed that every hero in Bridgemoor has at least a basic understanding of the current state of affairs in the city-state. Give this information to your players freely.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor is governed by a group called the Meritocrats. They are generally perceived as a snotty group of elites that don’t usually give anyone the time of day unless paid an exorbitant fee for the privilege of meeting them.&lt;br /&gt;
&lt;br /&gt;
The Bridge Knights, who keep the peace in Bridgemoor, are fairly unpopular right now. Wealthy merchants appreciate their heavy-handed tactics, but poorer merchants, trades workers, and innkeepers feel crushed by overregulation.&lt;br /&gt;
&lt;br /&gt;
Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor has several temples to different deities and religious orders. The Order of the Darkscourge, the Fixers, and Vigil each have facilities in the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between Kendaria and Nalathesh. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''&lt;br /&gt;
&lt;br /&gt;
''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''&lt;br /&gt;
&lt;br /&gt;
If a hero lives in Bridgemoor, they obviously have a vested interest in keeping the city stable. If they are simply an adventurer looking for work, a hero can easily sense that there is money to be made here: Bridgemoor will pay well for a quick resolution to the cultist problem.&lt;br /&gt;
&lt;br /&gt;
== Adventure Overview ==&lt;br /&gt;
This adventure can quickly become a tangle of multiple plot threads, so it can be helpful to think of it in a few individual steps.&lt;br /&gt;
&lt;br /&gt;
=== 1: Assembling the Party ===&lt;br /&gt;
The adventuring party can come together in one of three ways detailed in this section.&lt;br /&gt;
&lt;br /&gt;
=== 2: Following Leads ===&lt;br /&gt;
This adventure begins with the heroes coming together and then working on an investigation together. Or, depending on how you structure and MC the story, it begins with the heroes working on the same investigation from multiple angles, and gradually coming together as a result.&lt;br /&gt;
&lt;br /&gt;
By talking with different factions throughout the city, the heroes try to determine where the cultists lurk and whom they might target next.&lt;br /&gt;
&lt;br /&gt;
=== 3: First Blood ===&lt;br /&gt;
After the heroes have made some headway with the investigation, there will be a combat encounter with the cultists. The exact nature of the encounter depends on their method of investigation. The cultists might attack an NPC [[merchant]] named Lauby, drawing the heroes in to defend their new friend. Alternatively, the cultists might single out one or two heroes as suitable humanoid sacrifices and attempt to abduct them in a darkened alley.&lt;br /&gt;
&lt;br /&gt;
The heroes level up, becoming level 3.&lt;br /&gt;
&lt;br /&gt;
=== 4: Attack on the Temple ===&lt;br /&gt;
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbridge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
The heroes can [[intervene]] in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.&lt;br /&gt;
&lt;br /&gt;
=== 5: The Underbridge Cult ===&lt;br /&gt;
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness [[Aradin the Witchblade]], the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.&lt;br /&gt;
&lt;br /&gt;
=== 6: Fallout ===&lt;br /&gt;
The conclusion of this adventure might be a complete success for the heroes: they stop the cultists for the time being and vanquish the fiend. It might be a partial success, with them achieving only one of the goals. It is possible that if the heroes end up retreating in the lair confrontation, their mission is considered a failure. Regardless, take note of the outcome of this adventure, as it will have ramifications later in the campaign. Even if the heroes completely succeed for the time being, they know that this problem is likely not over, as Aradin the Witchblade escaped.&lt;br /&gt;
&lt;br /&gt;
== Posing as Cultists ==&lt;br /&gt;
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with [[Magellus Black]] or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.&lt;br /&gt;
&lt;br /&gt;
If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.&lt;br /&gt;
&lt;br /&gt;
An adventurer learns the following information based on how well they roll. This information is cumulative, so if they roll a 12, they learn the information from both the 8+ and the 12+ DCs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|8+&lt;br /&gt;
|You learn that the cultists communicate using secret keywords and nonverbal gestures. You can conduct further investigation if you wish to attempt learning this dialect.&lt;br /&gt;
|-&lt;br /&gt;
|12+&lt;br /&gt;
|You learn one randomly determined fact about the cultists.&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|Learn one additional fact about the cultists (rolling twice on the table and rerolling [[duplicate]] results).&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|Learn one additional fact about the cultists (rolling three times on the table and rerolling duplicate results).&lt;br /&gt;
|-&lt;br /&gt;
|24+&lt;br /&gt;
|Learn all four facts about the cultists from the table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that if a hero rolls at least a 12, then they learn one random fact about the cultists as determined by the table below. If multiple heroes investigate the cult’s practices, this means that on a roll of 12 or higher, there is a chance that the heroes will learn different facts about the cultists, increasing their odds of successfully infiltrating the group.&lt;br /&gt;
&lt;br /&gt;
Roll on this table to determine the rumors that heroes pick up about the cultists. If a hero gets to know more than one clue, reroll duplicate rolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!d4&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their [[criminal]] activities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The cultists do not allow anyone into their ranks who have Divine Power 1 or higher before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing [[poison]] that render their enemies ineffective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Dialect ====&lt;br /&gt;
The cult communicates using their own coded dialect of keywords and nonverbal communication such as body language and trash arranged in specific patterns in the alleys. Any hero that got an 8 or higher on their previous attribute check can make the following attribute check to conduct further research and/or reconnaissance. Varying levels of success will enable the heroes to portray themselves as cultists more convincingly.&lt;br /&gt;
&lt;br /&gt;
Any hero may spend a day observing areas in Bridgemoor that have been known to have high amounts of cult activity. After doing so, they can make an INT, AWR, or CHA check, adding a skill if relevant. They learn the following information accordingly. The information in this check is also cumulative, meaning if a hero rolls a 13, they learn the information from both the 8+ and the 13+ DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|8+&lt;br /&gt;
|If the hero did not know all of the rumors on the table above, they randomly learn one new rumor (reroll if it is one that they already know).&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|The hero picks up on a key phrase that the cultists use when discreetly identifying one another in plain view. One will construct a situation where they need a small blade in order to cut binding on a package or some similar scenario. The second cultist will ask “Which blade?”&lt;br /&gt;
|-&lt;br /&gt;
|18+&lt;br /&gt;
|The hero observes a greeting where the phrase “Which blade” is used, and sees that the inquiring person holds out two small knives and the medallion when saying the phrase.&lt;br /&gt;
|-&lt;br /&gt;
|23+&lt;br /&gt;
|Having identified the two cultists, the hero can overhear a bit of their conversation. The hero will learn that their lair is somewhere in the Underbridge - a maze of warehouses and sewage tunnels in the bridge’s foundations - and learns that their leader is named Aradin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cult Medallions ===&lt;br /&gt;
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into [[possession]] of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.&lt;br /&gt;
&lt;br /&gt;
Heroes that both possess medallions and learn of their significance will have a much easier time infiltrating the cultists.&lt;br /&gt;
&lt;br /&gt;
==== Finding a Medallion ====&lt;br /&gt;
If the heroes do not have any medallions but know of their significance, they might find medallions in a variety of ways. You may allow each hero to make a LUCK/Fortuity check and find a discarded medallion on a roll of 20 or higher.&lt;br /&gt;
&lt;br /&gt;
At any point when the heroes fight, incapacitate, and loot a cultist, the cultist has a medallion on their person. The cultist might also be wearing their uniform dark robes, but they might be in more innocuous clothing depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
==== False Affiliation ====&lt;br /&gt;
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, bartender, or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.&lt;br /&gt;
&lt;br /&gt;
If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.&lt;br /&gt;
&lt;br /&gt;
Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to panic and flee.&lt;br /&gt;
&lt;br /&gt;
=== Infiltrating the Cult ===&lt;br /&gt;
If a hero shows the medallion to Brent Brentson or another NPC who they have identified as a member of the Underbridge Cult ''and'' works “Which blade” into the conversation, the NPC accepts them as cult initiates and will allow them into the Underbridge Cult’s lair, though never without supervision.&lt;br /&gt;
&lt;br /&gt;
Heroes that have successfully infiltrated the cult in this fashion may see the cultists’ lair as described in section 5: The Underbridge Cult. This can provide valuable intelligence, but the heroes must periodically make INT or CHA checks, adding a skill as relevant, to maintain their cover. These checks should start at DC 12 and be increased or decreased based on whether the hero succeeds the initial check. The checks get harder if the hero fails, as the other cultists become suspicious. Once the hero fails three checks, their ruse is exposed.&lt;br /&gt;
&lt;br /&gt;
If a hero initiates combat while their cover is still intact, their enemies are Partially Surprised.&lt;br /&gt;
&lt;br /&gt;
== 1: Assembling the Party ==&lt;br /&gt;
You can choose to have the party come together in a few different ways, each detailed here.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Adding a New Player'''&lt;br /&gt;
Often, once you begin a TTRPG campaign, the word gets out and you may get a hopeful friend, or friend of a friend, wanting to get in on the action. In such an event, remember first and foremost that you can say no if you feel that adding additional people would be too difficult for you. But if you ''do'' want to add someone new, this chapter is a great opportunity to do so. Ask the new player to make a level 2 character and to include justification for why their hero is in Bridgemoor. Then, in the following approaches to assembling the party, treat them like any other player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Individual Lives ===&lt;br /&gt;
This approach is the slowest and most organic way to get the adventure started. It also works best if you have heroes that came from different prologues, rather than all coming from the same starting point. It can be a little tedious as the heroes do not have any external force guiding them together, so it is only recommended to use this method if you are confident in your players’ ability to drive the story forward even if their heroes do not come together for the first session or two.&lt;br /&gt;
&lt;br /&gt;
In turn, have each player narrate a day or two in the life of their hero now that their hero has reached Bridgemoor. (If the hero did the Bridgemoor Mines prologue, then they might just keep working their mining job and have little to no deviation from their typical routine. This is fine.) It doesn’t matter what order the players narrate their lives, but if you wish, you may have them roll initiative to determine the narration order.&lt;br /&gt;
&lt;br /&gt;
As the players narrate their individual lives, look for moments where they might run into one another. If two heroes frequent the same tavern or are staying in the same overnight inn, prompt them to strike up a conversation over a drink. If two heroes end up in the same marketplace looking for gossip, one may overhear the other speaking with a merchant about the rumors of cultists.&lt;br /&gt;
&lt;br /&gt;
Using this approach, look for ways to introduce plot hooks to each hero individually. A hero that arrived from the Nalatheshi caravan would likely interact with a merchant. Someone from Kendaria might schedule an appointment with the Meritocrats. Residents of Bridgemoor already have connections in the city and might lean on any of these to try to learn more about the cult.&lt;br /&gt;
&lt;br /&gt;
Allow the heroes to follow their leads on their own. Eventually, these leads will cause them to intersect with one another, whereupon they can team up and attempt stopping the cultists together.&lt;br /&gt;
&lt;br /&gt;
=== Seek Each Other Out ===&lt;br /&gt;
If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.&lt;br /&gt;
&lt;br /&gt;
Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three NPCs that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.&lt;br /&gt;
&lt;br /&gt;
As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”&lt;br /&gt;
&lt;br /&gt;
This way, the heroes come together before they risk any combat with the cultists directly, but the process of coming together still feels natural.&lt;br /&gt;
&lt;br /&gt;
==== Rumor Cards ====&lt;br /&gt;
When using this approach, copy the following table onto individual slips of paper and give one to each player. These are rumors that their heroes have picked up regarding the cultists. Some of this information is redundant with information that merchants, Bridge Knights, and the like might tell the heroes, but it can be a fun way to get your heroes interacting with each other directly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Player&lt;br /&gt;
!Rumor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Temple of Vigil has been targeted repeatedly by the cultists. Perhaps this has to do with the Temple’s high standing in the community, or perhaps it’s a religious matter.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Many miners have expressed discontent at the current state of affairs. They receive little compensation for the vast riches they bring to Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The cultists might be targeting the Bridge Knights because of the Bridge Knights’ draconian enforcement of the law. Perhaps the cultists are just disgruntled merchants?&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A merchant named Lauby has had their door carved with a skull and scythe twice now. Lauby fears for their safety.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One Bridgemoor miner named Brent Brentson is especially vocal about his dissatisfaction with the miners’ current compensation.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The phrase “Witchblade” has circulated in hushed tones. This is believed to be in reference to the leader of the Underbridge Cult.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Questgiver ===&lt;br /&gt;
Finally, if you want to use a tried-and-true start to a campaign, implement a questgiver that brings the heroes together with the explicit goal of having them investigate the cultist problem.&lt;br /&gt;
&lt;br /&gt;
Magellus Black is a great NPC to fill this role if you choose to use a questgiver. Full information on Magellus is in Appendix A, but basic information about his personality and his request to the heroes is below.&lt;br /&gt;
&lt;br /&gt;
==== Magellus Black ====&lt;br /&gt;
'''''Read Aloud:''''' ''Magellus Black is a tall, middle-aged human man with brown skin and broad features. His dark eyes twinkle with wisdom and humor. His hair is long, kept in a ponytail, and he has a long beard bound in a leather cord to match; all his hair is dark, but is beginning to frost with gray. He wears a deep green robe trimmed with blue threaded filigree, and walks with a cane of polished mahogany.''&lt;br /&gt;
&lt;br /&gt;
''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''&lt;br /&gt;
&lt;br /&gt;
Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossipping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.&lt;br /&gt;
&lt;br /&gt;
'''The Meritocrats.''' Magellus is a &amp;lt;nowiki&amp;gt;[[MID-RANKING]]&amp;lt;/nowiki&amp;gt; member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.&lt;br /&gt;
&lt;br /&gt;
'''Bridgemoor University.''' Magellus is a senior professor at Bridgemoor University, teaching courses on both history and introductory [[arcane]] magic. Out of his students of magic, he occasionally takes on promising apprentices and trains them more intensely in arcane abilities.&lt;br /&gt;
&lt;br /&gt;
==== The Quest ====&lt;br /&gt;
Once Magellus has brought the heroes together, he sits them down and explains the situation to them.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Magellus steeples his fingers. “I have been watching you each for some time, and I brought you together because I think that you have potential to be great heroes. You are, no doubt, aware of the problem festering in our city. Cultists scratching frightening glyphs on people’s doorways, not to mention the occasional disappearance. People are scared. The cultists need to be run out of town. I think that you all possess the shared expertise needed to do it.”''&lt;br /&gt;
&lt;br /&gt;
Magellus is willing to offer each hero 100 sc for stopping the cultists. They will receive one quarter of their payment upon accepting the quest, and the rest after there have been no cult-related kidnappings or instances of vandalism for at least two weeks.&lt;br /&gt;
&lt;br /&gt;
If the heroes ask Magellus why he doesn’t go to the Bridge Knights or the Meritocrats to deal with the problem, he politely dodges the question. He might say “My reasons are my own,” or appeal to the heroes’ sense of adventure by saying “If you don’t feel up to the task, just say so.” In truth, Magellus suspects that the Meritocrats and Bridge Knights will be trying to capitalize on the chaos for their own political ends.  By approaching heroes with little to no reputation, Magellus hopes to undermine any effort for Bridgemoor’s political factions to muscle their way into more power.&lt;br /&gt;
&lt;br /&gt;
== 2: Following Leads ==&lt;br /&gt;
Whether the heroes have come together already or have not yet formed a party and are following leads individually, they might approach any of the following factions in an effort to learn more:&lt;br /&gt;
&lt;br /&gt;
* Barkeeps&lt;br /&gt;
* The Bridge Knights&lt;br /&gt;
* The Fixers&lt;br /&gt;
* Merchants&lt;br /&gt;
* Order of the Darkscourge&lt;br /&gt;
* The Meritocrats&lt;br /&gt;
* The Temple of Vigil&lt;br /&gt;
* Trades Workers&lt;br /&gt;
* University Academics&lt;br /&gt;
Each of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Seeking Each Other Out'''&lt;br /&gt;
If you are using the second method of bringing your party together, remember that as the heroes explore Bridgemoor and look for leads on the cultists, they should gradually be directed to one another, whereupon they can exchange intelligence.&lt;br /&gt;
&lt;br /&gt;
Make sure that you prioritize the heroes finding each other, rather than learning new intelligence that none of them had access to, when using this approach.&lt;br /&gt;
&lt;br /&gt;
For example if one hero speaks with a barkeep and rolls an 11-15 on their CHA, the barkeep might recommend that they go talk to another hero with whom the barkeep is familiar. That hero, rather than the barkeep themself, has information about the cultists targeting the Order of the Darkscourge, Temple of Vigil, and of course the Bridge Knights.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Even if the party has already formed officially, the heroes may feel the need to split up in order to gain more information more quickly. This is fine (but could be dangerous); consider having them roll [[initiative]] to determine what order you focus on players if they split up.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Goodwill'''&lt;br /&gt;
Having a good reputation comes in handy when trying to gather information. In this part of the adventure, secretly add a hero’s Goodwill score to their die rolls made to gather information when they are interacting with people of the appropriate occupation. For example, heroes with 2 Goodwill in Bridgemoor’s Mercantile occupation gain a +2 bonus to CHA checks made to speak with merchants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heroes from the Mines ====&lt;br /&gt;
If one or more of the heroes began their journey with the Bridgemoor Mines prologue, then they do not need to make LUCK checks that could result in them learning about Brent Brentson. As they already know Brent, then when they would be prompted to make a LUCK check to see if they learn of Brent, they automatically succeed such checks.&lt;br /&gt;
&lt;br /&gt;
=== Barkeeps ===&lt;br /&gt;
Local barkeeps are a great source of information as they often have their ear to the ground and hear rumors from folk that represent many strata of Bridgemoor’s economy.&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with barkeeps is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== CHA 10 or lower ====&lt;br /&gt;
The barkeep is not particularly talkative. An AWR check of DC 13 reveals that the barkeep is keeping quiet out of fear of drawing the cultists’ ire. If any hero succeeds this AWR check, they may make one additional CHA check to try to tease more information out of the barkeep. &lt;br /&gt;
&lt;br /&gt;
==== CHA 11-15 ====&lt;br /&gt;
The barkeep doesn’t want to say much, but suggests that the adventurers speak with one of the organizations that the cultists have targeted directly: the Bridge Knights, the Order of the Darkscourge, and the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
==== CHA 16-19 ====&lt;br /&gt;
In addition to the above information, the barkeep suspects that the cultists might be targeting the Bridge Knights because of their harsh regulatory edicts. If this is true, then perhaps the cultists aren’t ''really'' a cult, but just a bunch of disgruntled merchants that want to remain anonymous.&lt;br /&gt;
Have the heroes make a LUCK/Fortuity roll; if any roll above a 11, then the barkeep they speak with also happens to know of a grumpy dwarven miner named Brent. He usually hangs out at the Oakbarrel Tavern after his shift.&lt;br /&gt;
The heroes may now approach and speak with Brent.&lt;br /&gt;
&lt;br /&gt;
==== CHA 20+ ====&lt;br /&gt;
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser [[Kellion Blacksky]], Commander of the Bridge Knights.&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Keep ===&lt;br /&gt;
The Bridge Keep sits near the center of the bridge, south of the Meritocrats’ Palace and slightly west, marginally closer to the Nalatheshi border. It looms several stories tall and is built from the same brown and yellow stones that compose the bridge itself. It serves as a more austere and militaristic mirror to the ornamented spires of the Bridgemoor University on the opposite side of the Meritocrats’ Palace.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Bridge Commander Ser Kellion Blacksky'''&lt;br /&gt;
If the heroes travel to the Bridge Keep, this would be the perfect opportunity to introduce Bridge Commander Ser Kellion Blacksky, who is the top military official in Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
Ser Blacksky is a [[human]] in his early thirties. He has dark hair, facial scruff that isn’t properly thick enough to call a full beard, and chiseled features. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite whether the heroes are there of their own volition or are there because they were arrested. Ser Blacksky will not get bogged down in a conversation with them, directing them to speak with one of his lieutenants if they want to have a lengthy talk.&lt;br /&gt;
&lt;br /&gt;
Kellion Blacksky is the main villain of the campaign. He becomes more directly involved in the events of the campaign starting in Part Two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The adventurers might go to the Bridge Keep to speak with the Bridge Knights (use the section below in this instance). They might also come to the Bridge Keep to see if any cultists have been arrested. They might ask if they can interrogate the cultists or if they can look through the cultists’ personal belongings.&lt;br /&gt;
&lt;br /&gt;
If the heroes wish to interact with the cultists or their belongings, they must make a CHA check.&lt;br /&gt;
&lt;br /&gt;
==== The Cultists’ Belongings ====&lt;br /&gt;
If any hero rolls a 14 or higher, the Bridge Knights will allow them to observe the cultists’ belongings, but only while supervised.&lt;br /&gt;
&lt;br /&gt;
The heroes will find three sets of dark robes and three cult medallions (as described above in the Posing as Cultists section). No matter how convincing the heroes are, the Bridge Knights will not allow them to borrow the robes or medallions unless they are magically compelled to do so.&lt;br /&gt;
&lt;br /&gt;
If asked, the Bridge Knights will explain that some of their members have been working on infiltrating the ranks of the cultists, and some of the knights have made reasonable headway identifying key members of the cult. Such identities are confidential and the Bridge Knights will not disclose the names of their suspects unless they are magically compelled to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''What Really Happened'''&lt;br /&gt;
The Bridge Knights that speak with the heroes are unaware of this information and therefore cannot tell the heroes even if they are getting along well. Some of the Bridge Knights have, indeed, infiltrated the cult. Unfortunately, these knights were magically radicalized by Aradin the Witchblade and now are double agents, undermining the Bridge Knights’ efforts to bring the cult to an end.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Heroes that use magic to force the Bridge Knights’ hands will make enemies of the Knights provided that the Bridge Knights learn later on that they were magically influenced. If this happens, then the heroes that directly used magic on them lose 4 Goodwill in the Bridgemoor Militant occupation, and the other heroes that were present lose 2 Goodwill by association. Furthermore, the heroes must now move furtively throughout the city as described in the Bridge Knights section below, as the Knights will arrest them on sight.&lt;br /&gt;
&lt;br /&gt;
==== Interrogating the Cultists ====&lt;br /&gt;
If any heroes at the Bridge Keep roll an 18 or higher on their CHA check, then the Bridge Knights will allow them to interrogate the cultists in a supervised environment.&lt;br /&gt;
&lt;br /&gt;
The cultists are all wearing burlap prison tunics, have no shoes, and look like they aren’t being fed enough. They do not otherwise look physically harmed.&lt;br /&gt;
&lt;br /&gt;
The heroes may interrogate the cultists using CHA. They may not use STR/Menacing in this environment as the Bridge Knights will intervene if the heroes attempt to get physical with the inmates.&lt;br /&gt;
&lt;br /&gt;
The heroes learn the following information based on their CHA roll. This information is cumulative, so if a hero rolls a 17, they learn the information for both the 13+ and 17+ entries.&lt;br /&gt;
&lt;br /&gt;
If the heroes do not learn anything new from this roll, allow them to make one additional CHA check with a +5 bonus from getting the inmates to cooperate with them up to this point. This may or may not yield any additional intelligence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information Learned&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their criminal activities.&lt;br /&gt;
|-&lt;br /&gt;
|17+&lt;br /&gt;
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
|-&lt;br /&gt;
|21+&lt;br /&gt;
|The cultists do not allow anyone into their ranks who have Divine Power before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.&lt;br /&gt;
|-&lt;br /&gt;
|25+&lt;br /&gt;
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
It is not difficult for the adventurers to find soldiers of the Bridge Knights, given that they wear distinctive silver [[armor]] with black pauldrons and short blue capes. Bridge Knights treat the adventurers with brusque indifference, and getting them to open up beyond very basic information is difficult.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Bridge Knights is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== CHA 12 or lower ====&lt;br /&gt;
The Bridge Knights begin interrogating the adventurers, suspicious about why the adventurers are poking their noses around in city business. The knights accuse the heroes of being cultists and trying to figure out what the knights know.&lt;br /&gt;
&lt;br /&gt;
One of the heroes can attempt to talk their way out of the situation, making another CHA roll. On a roll of less than 15, the knights will have none of it and they drag the adventurers to the Bridge Keep for further questioning.&lt;br /&gt;
&lt;br /&gt;
If the adventurers resist this, then the knights will engage in [[combat]]. The knights each have a set of manacles, which they can attempt to put onto a creature that they have Grappled. They attack using STR vs REF, and if they hit then the target is Restrained (escape 25).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Fighting the Knights'''&lt;br /&gt;
Fighting the Bridge Knights is a bad idea and is supposed to be an unwinnable fight for these level 2 adventurers. If it seems that the adventurers are actually gaining the upper hand, then one of the knights shouts for backup, and more arrive.&lt;br /&gt;
&lt;br /&gt;
If the adventurers run away, then they become fugitives. Each time they attempt to travel to a new location, the adventurers must make a DC 12 DEX or INT check to remain discreet. If any adventurer fails, then 1d4+1 knights spot that adventurer and attempt to drag them in for questioning.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.&lt;br /&gt;
&lt;br /&gt;
These are all '''[[Bridge Knight|Bridge Knights]]''' (TCL p. ##).&lt;br /&gt;
&lt;br /&gt;
If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.&lt;br /&gt;
&lt;br /&gt;
==== CHA 13-18 ====&lt;br /&gt;
Bridge Commander Kellion Blacksky is the commander in charge of the Bridge Knights. He is an upstanding citizen and a devout attendee of the Temple of Vigil. He believes that good people must be strong and decisive in order to stop evil from spreading. Many merchants that try to cut financial corners dislike him because of how incorruptible he is.&lt;br /&gt;
&lt;br /&gt;
The Bridge Knights are competent and will handle the cultist problem; the adventurers have no need to concern themselves with it further.&lt;br /&gt;
&lt;br /&gt;
==== CHA 19+ ====&lt;br /&gt;
The Temple of Vigil has been targeted repeatedly by the cultists. The cultists have drawn skulls and scythes on the doorways of congregants at night, which has many people - especially those who frequent the Temple - very worried.&lt;br /&gt;
&lt;br /&gt;
=== The Fixers ===&lt;br /&gt;
The Fixers are a group of psions that sell their services as adventurers to fight monsters and help bring justice when it would otherwise be neglected.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an INT check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Fixers is listed based on their INT rolls, reflecting logical arguments and deductive reasoning that they present to the Fixers.&lt;br /&gt;
&lt;br /&gt;
==== INT 11 or lower ====&lt;br /&gt;
The Fixers are allowed a base of operations in Bridgemoor, but because of their contract with the Bridge Knights, they are not allowed to directly take any jobs or involve themselves with investigations within Bridgemoor’s sovereign territory. As such they are unable to help.&lt;br /&gt;
&lt;br /&gt;
==== INT 12-17 ====&lt;br /&gt;
While the Fixers cannot get directly involved in the investigation, they indirectly help the heroes by reviewing the suspicions so far. If the adventurers have already been informed of the Temple of Vigil, the Fixers will confirm that this seems to be the cultists’ primary target, likely because of the Temple’s harsh stance against any form of criminality.&lt;br /&gt;
&lt;br /&gt;
==== INT 18+ ====&lt;br /&gt;
While the Fixers cannot get directly involved in the investigation, they reason that using divining magic to help the heroes is not technically getting directly involved.&lt;br /&gt;
&lt;br /&gt;
The Fixers magically identify a poor merchant who has been threatened by the cultists: Lauby.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
By chatting up the merchants in the multitudinous bazaars throughout Bridgemoor, the heroes might uncover some information.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with merchants is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
==== AWR 10 or lower ====&lt;br /&gt;
The adventurers discover nothing noteworthy.&lt;br /&gt;
&lt;br /&gt;
==== AWR 11-18 ====&lt;br /&gt;
There is certainly an air of tension about Bridgemoor. By chatting with various merchants and observing customers, the PCs can glean that the cultists have been leaving markings on certain people’s doorways. A little inquiry reveals that each of these people who have been targeted are members of the Temple of Vigil.&lt;br /&gt;
&lt;br /&gt;
The miners in particular have been discontented lately, and the cult isn’t helping anyone sleep better at night. Ask the heroes to make a LUCK/Fortuity check. A roll of 12 or higher results in one of the merchants overhearing the heroes and mentioning that they might want to talk with a [[dwarf]] named Brent Brentson, one of the most vocal miners. He usually hangs out at the Oakbarrel Tavern after his shift.&lt;br /&gt;
&lt;br /&gt;
Having learned of Brent, the heroes may now approach him.&lt;br /&gt;
&lt;br /&gt;
==== AWR 19+ ====&lt;br /&gt;
One victim from the Temple of Vigil is named Lauby, and Lauby has been quite intimidated by the cultists’ threats.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Order of the Darkscourge ===&lt;br /&gt;
The Order of the Darkscourge has no information beyond that of the Fixers (see above). Speaking with the Order necessitates CHA checks rather than INT checks, revealing the same information as the Fixers at the same DCs.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Order does not have the ability to [[divine]] for the PCs; however, if the PCs roll a 18 or higher on their CHA check, then the Darkscourge equips them with 3 healing potions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Potions of Healing'''&lt;br /&gt;
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5ft of you.&lt;br /&gt;
&lt;br /&gt;
Drinking a Potion of Healing restores 1d4+1 HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Order Membership ====&lt;br /&gt;
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the [[Legends of MythCraft]], [[Chauncey]], is from this order.&lt;br /&gt;
&lt;br /&gt;
=== The Meritocrats ===&lt;br /&gt;
If the adventurers attempt to contact the Meritocrats, then they must choose one hero to be their spokesperson. That hero makes a CHA check; if they roll 16 or higher, then they are able to secure an audience with a low-ranking Meritocrat 4 hours later. A hero with the [[Honorable]] profession automatically succeeds this roll.&lt;br /&gt;
&lt;br /&gt;
If the spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.&lt;br /&gt;
&lt;br /&gt;
If the adventurers do meet with a Meritocrat, then each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with this official is listed based on their CHA rolls.&lt;br /&gt;
&lt;br /&gt;
The Meritocrat that the adventurers meet with is an overweight [[satyr]] named Hengory, who seems a little inebriated when they speak with him. He has the stats of a '''[[Noble]]''' (CC p. 231).&lt;br /&gt;
&lt;br /&gt;
==== CHA 12 or less ====&lt;br /&gt;
The cultists are unlikely to become powerful enough to pose any kind of threat or legitimate concern to Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make an AWR check. If any rolls above a 16, they know that Hengory is quite worried but trying to save face. In this case, one adventurer may make this CHA check again.&lt;br /&gt;
&lt;br /&gt;
==== CHA 13-16 ====&lt;br /&gt;
The cultists are certainly a concern. If the heroes are able to root them out and handle the situation, then they will each be paid 100 sc and given a citywide 25% discount on all goods.&lt;br /&gt;
&lt;br /&gt;
==== CHA 17+ ====&lt;br /&gt;
The heroes’ reward for finding and stopping the cultists will be doubled from 100 sc each to 200 sc each. Their citywide discount on goods is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Vigil ===&lt;br /&gt;
If the PCs head to the Temple of Vigil, they can speak with a dwarven priestess named Ezmerelda. Ezmerelda expresses grave concern about the cultists and confirms that many of her congregants have been threatened.&lt;br /&gt;
&lt;br /&gt;
Each adventurer may make a CHA check; use the highest out of these rolls.&lt;br /&gt;
&lt;br /&gt;
Ezmerelda offers no particularly useful information that might yield leads on the cultists, but if any of the heroes roll a 16 or higher, then she mentions one congregant in particular: Lauby. She says that she hasn’t heard from Lauby or their family in a few days and wants the adventurers to check in on them. If the adventurers will do this for her, then she will pay them each 10 sc for their trouble.&lt;br /&gt;
&lt;br /&gt;
Having learned of them, the heroes can now approach Lauby and speak with them directly.&lt;br /&gt;
&lt;br /&gt;
=== Trades Workers ===&lt;br /&gt;
Trades workers have the same information as merchants (see above) Speaking with Trades workers necessitates AWR checks rather than CHA checks, revealing the same information as the merchants at the same DCs.&lt;br /&gt;
&lt;br /&gt;
=== University Academics ===&lt;br /&gt;
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during [[daylight]] hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.&lt;br /&gt;
&lt;br /&gt;
If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.&lt;br /&gt;
&lt;br /&gt;
If the heroes look for information in the library, ask for INT checks. If they speak with Magellus or Thina, ask for either INT or CHA checks (each hero may choose). Regardless, they learn the same set of information based on their rolls, gaining knowledge by reading books in the library or by having conversations on anthropology with one or both scholars.&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 10 or less ====&lt;br /&gt;
Whether true cults or groups of disgruntled folk, countercultural movements have occurred throughout history. Sometimes this has resulted in violence or even civil war, but usually it fizzles into nothingness and people quickly move on. A little social unrest in Bridgemoor today is no reason to get distraught.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Silver [[Weapons]]'''&lt;br /&gt;
If the heroes think to research demonology, fiends, or similar subjects, they can learn that many fiends resist the cut of common iron, but are defenseless against silver. They can commission a silver weapon from the marketplace for 4 times its normal price, which will be ready 24 hours after they request it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 11-17 ====&lt;br /&gt;
Periods of social unrest historically have occurred when a large enough minority of society has felt discontented with the status quo. If the heroes spend more time poking around some specific industries that have a larger quantity of unhappy workers, they may find leads. The heroes can determine without much difficulty that speaking with the miners and a small subset of struggling merchants and artisans could prove fruitful in this regard.&lt;br /&gt;
&lt;br /&gt;
==== INT or CHA 18+ ====&lt;br /&gt;
After gathering the above information, the heroes can also check through recent records of public discourse and determine that a miner named Brent Brentson has been vocally displeased with the miners’ current state of affairs.&lt;br /&gt;
&lt;br /&gt;
== Lead 1: Protecting Lauby ==&lt;br /&gt;
The heroes likely do not know about Lauby at the beginning of the adventure. By talking to certain merchants or by meeting with Ezmerelda at the Temple of Vigil, they will become aware of Lauby and might seek them out. Lauby lives in a small townhome on the outskirts of the West Bazaar. If the heroes approach them, describe the state of Lauby’s home.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The townhome in question, like most in Bridgemoor, is built up rather than out. It’s a narrow three-story affair, and its wooden walls with stonework frames would look quaint if not for the obvious air of fear emanating from the house. The windows are boarded up, the window garden on the ground floor has wilted and become overgrown with weeds, and the front door has two sets of skulls and scythes carved into its wood.''&lt;br /&gt;
&lt;br /&gt;
If the heroes make any threatening gestures, Lauby will not open the door and they will either have to leave or break in if they wish to speak with Lauby that badly.&lt;br /&gt;
&lt;br /&gt;
If the heroes approach calmly and explain that Ezmerelda or one of the other merchants sent the heroes to check in on Lauby, then Lauby might be willing to open up.&lt;br /&gt;
&lt;br /&gt;
Peeking out through a peephole in the doorway, Lauby will assess the heroes. The heroes must each roll a CHA check and may not add Intimidating. Heroes holding Unwieldy weapons have a -3 penalty.&lt;br /&gt;
If the group average is 12 or higher, Lauby will let them in. If it is lower than 12, Lauby will conduct the entire muffled conversation through the locked door. If, at the end of the conversation, the heroes have convinced Lauby that they intend to help, then Lauby might let them in, at the MC’s discretion.&lt;br /&gt;
If Lauby opens the door, convey the following information to your party.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''From behind the door, you hear a series of clicks and rattles as Lauby unlocks at least six metal bolts and chains securing the entry. When the door finally swings open, you see a short [[kleppin]] with the features of a raccoon. Lauby’s beady eyes appear watery with fright and sleep deprivation. Their fur is matted and their fuzzy red robes are disheveled, though you might note that the robes are of a fine, comfortable make.''&lt;br /&gt;
&lt;br /&gt;
''The ground floor is poorly lit, stripes of light from the boarded up windows and the open door itself providing the majority of the illumination. You see wooden crates arranged to serve as a kind of barricade partitioning off the floor into two rooms of sorts. In the forefront, you see several metal rods that have various colorful, ornamented clothes hanging from them. The back of the ground floor, which you have surmised to be some kind of clothing store, is a small workspace covered in fabrics, threads, and yarns. Behind the workspace, an open doorway leads into a small kitchenette.''&lt;br /&gt;
&lt;br /&gt;
''A shadowed staircase behind the work area leads up to the higher floors in the townhome. Peeking down from the stairs, you see two more huddled shadows. As your eyes adjust, you see that they are also kleppin with raccoon features.''&lt;br /&gt;
&lt;br /&gt;
''“My wife Sheila,” Lauby says. “And our daughter, Kitty.”''&lt;br /&gt;
&lt;br /&gt;
==== Lauby’s Costume Shop ====&lt;br /&gt;
Whether the conversation takes place inside Lauby’s house or through the locked doorway, talking with Lauby for any amount of time reveals that they are simply a kind-hearted merchant trying to make a living for themself, their wife, and their daughter. Lauby has always loved costuming and was in a juvenile theatre near Bridgemoor University when they were a child, so as an adult they saved and borrowed money until they could open a costume shop. Lauby’s costumes are primarily commissioned by the handful of professional theatres throughout Bridgemoor, but the Festival of Masks in early autumn is usually a lucrative time for Lauby as many folk enjoy participating in the festival by donning colorful costumes.&lt;br /&gt;
&lt;br /&gt;
The Festival of Masks is coming up in three weeks, and Lauby worries that their family will be in for very tight times if they can’t reopen their store soon so that people can prepare for the festival. If the heroes are able to stop the cult threat before the festival, then Lauby will pay them each a percentage of their revenue from the festival after it is over. Lauby can’t promise how much money that might make them, but it will be at least 20 sc each. Alternatively, Lauby is happy to make the heroes each a free costume if they do not mind waiting until after paying customers have brought in a little more funding.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Revenue from Lauby'''&lt;br /&gt;
If the heroes take Lauby up on gaining a little revenue from the Festival of Masks, then the heroes gain 15% of Lauby’s revenue from customers preparing for the holiday. This revenue pans out to pay each hero 8d10+20 sc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cultist Costumes ====&lt;br /&gt;
The heroes might inquire as to whether Lauby has any costumes resembling those the cultists use: either the skull masks, the dark robes, or both. If Lauby has been thoroughly convinced that the heroes mean them no harm, they will admit that they do have dark robes similar to the cultists’ attire. These are not identical to the robes that the cultists wear, and Lauby put the robes into storage as soon as the trouble started.&lt;br /&gt;
&lt;br /&gt;
If the heroes decide to attempt infiltrating the cultists’ ranks, Lauby would be willing to make alterations to the robes for the heroes. Lauby has seen the cultists’ robes before and is able to produce convincing replicas given 90 minutes per robe.&lt;br /&gt;
&lt;br /&gt;
==== Defending Lauby ====&lt;br /&gt;
The heroes know that Lauby is a target of the cultists, and Lauby will request - even to the point of begging - that the heroes stay in Lauby’s townhome and protect them and their family from the cultists.&lt;br /&gt;
When you feel that the time is right, whether the heroes have just met Lauby or are returning to speak with them again, initiate the Defending Lauby encounter in Section 3: First Blood.&lt;br /&gt;
&lt;br /&gt;
== Lead 2: The Disaffected ==&lt;br /&gt;
The heroes can pursue this lead once they are directed to speak with Brent Brentson. It is possible that a hero who did the Bridgemoor Mines prologue will think to do this even if they are not directed to by another NPC. If this happens, allow the heroes to pursue this lead even though they were not told to by another character.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The Oakbarrel Tavern is your typical low-end watering hole for common laborers and working merchants. The Oakbarrel’s tables are rough and poorly sanded. Old, empty barrels double as standing tables, and the walls are bare of decoration aside from a few varnished branches of oak trees. Wooden chandeliers hold wax candles that offer dingy illumination, augmented by a flickering fire in the hearth.''&lt;br /&gt;
&lt;br /&gt;
''The tavern itself may be a bit run down, but its occupants are lively enough. In the center of one long, low table, surrounded by his buddies from the mine, is Brent Brentson. He seems to be the life of the party, although upon listening to his tirades, you sense that his magnetism comes more from always being pissed off about something rather than having any good-natured charm. The dwarf has a face and hands as rough as coal, and his hair and beard are a tangled mess of black, ropy knots. When he grins, it rarely reaches his eyes, and you note that he’s missing a lower front tooth.''&lt;br /&gt;
&lt;br /&gt;
=== Talking with Brent ===&lt;br /&gt;
The heroes can attempt to talk with Brent and try to get his take on the events of the past few weeks. Getting him to talk about anything substantial first requires the heroes to endure ridicule, as Brent goes out of his way to take cheap shots at strangers’ appearance, accents, or questions in order to look tough in front of his friends. As dislikeable as he may be, Brent is unoffended if a hero responds in kind. In fact, responding to Brent’s insults in kind actually makes Brent respect the hero more; after such an exchange, he invites the heroes to take a seat at the miners’ table.&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Perspective ====&lt;br /&gt;
Brent has no shortage of opinions on anything that has happened in Bridgemoor recently. If the heroes make it past his insults, he will explain to them how there was recently a cave in, and thanks to his heroics (and the help of the other miners, of course) they were able to clear out the cave in quickly enough that they prevented an attempted robbery.&lt;br /&gt;
&lt;br /&gt;
Heroes that were part of the Bridgemoor Mines prologue may dispute this, of course. Brent will wave away any minor disparities in their narration as remembering the same event slightly differently, but the basic story remains the same no matter how you tell it. If heroes press him on this, he becomes verbally combative and may stop talking with them altogether.&lt;br /&gt;
&lt;br /&gt;
Assuming that they manage to keep Brent talking, he will move from the matter of the cave in to the overall systemic problems with Bridgemoor’s mines.&lt;br /&gt;
&lt;br /&gt;
The miners themselves make the smallest income after working the most labor-intensive jobs. The Meritocrats take a huge share of the gold and gems, and they take the entirety of magical artifacts unearthed. The supervisors and administrators that oversee the mines directly aren’t much better and are paid more than the miners to simply watch and complain when the miners don’t work hard enough.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Truth of the Mining Situation'''&lt;br /&gt;
Brent raises some legitimate complaints about [[conditions]] in the mines, but it should be noted that miners who find magic artifacts for the Meritocrats are given a year’s wages in compensation. Supervisors are not given a cut of this payment, so they would argue that their higher baseline wages are completely fair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Brent then rambles on from the problems with mine wages to the current social unrest in light of the cultists. It seems that the cultists are targeting the wealthy and the elite of society, especially those of prominence at the Temple of Vigil. Brent seems to admire the cultists’ brazen attacks, and while he denounces them, any hero that makes a DC 8 AWR check can sense that he doesn’t actually disapprove of their behavior.&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Cult Affiliation ====&lt;br /&gt;
Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions.&lt;br /&gt;
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted.&lt;br /&gt;
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''[[Bandit Marauder]]'''. His buddies, if they are still around, have the stats of '''[[Thug (NPC)|Thugs]]''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell.&lt;br /&gt;
&lt;br /&gt;
The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple).&lt;br /&gt;
&lt;br /&gt;
==== Brent’s Suspicion ====&lt;br /&gt;
If the party raises suspicion and is unable to get Brent to genuinely open up to them, then he will take mental note of the heroes and will alert the cultists. The cultists will then attack the heroes as described in section 3: First Blood below.&lt;br /&gt;
&lt;br /&gt;
== 3: First Blood ==&lt;br /&gt;
The first violent confrontation with the cultists will come in one of two circumstances: either the heroes are defending Lauby, or the cultists target one or two heroes as potential sacrifices.&lt;br /&gt;
Regardless of which encounter you run, or if you run both with different heroes, each adventurer should level up to level 3 after these encounters.&lt;br /&gt;
&lt;br /&gt;
=== Defending Lauby ===&lt;br /&gt;
If the heroes decide to defend Lauby from the cultists, then allow the heroes to know the full schematics of Lauby’s house. They may wish to fortify it further or to use the windows as archery slits.&lt;br /&gt;
Lauby’s ground floor includes the front showroom, back workshop, and small kitchenette attached to the workshop. A backdoor leads from the kitchenette out to the alleyway. The showroom and workshop are part of the same room, separated by wooden crates.&lt;br /&gt;
The workshop has a narrow staircase that leads up to the second floor. This is a two-room floor with a wall partitioning off a family living area and a bedroom. The living area has another staircase leading up to the third floor, which is intended for additional storage space. Lauby’s daughter Kitty has turned the space into her play fort, having dragged boxes around and draped blankets over them to make a sort of tent.&lt;br /&gt;
The windows on every floor are boarded up. Heroes that peel off a wooden board from any of Lauby’s windows can use the window as a defensible vantage point. They have Partial Cover (+3) while behind such a window, and their own attacks are unimpeded.&lt;br /&gt;
Adjust the following read aloud text as needed based on your party’s size.&lt;br /&gt;
'''''Read Aloud:''''' ''As twilight deepens and dusky shadows stretch along the square, a conspiracy of dark-robed figures stalk towards the house. They make no pretense to hide the knives and clubs they wield, and as they approach and fan out, you see that a couple of them are holding vials of flame as well. Things just got very real, very quickly.''&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
In this combat, nobody is Surprised.&lt;br /&gt;
&lt;br /&gt;
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Underbridge Initiate and 1 [[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Underbridge Initiate and 3 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Underbridge Cultist]], 1 Underbridge Initiate, and 3 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Underbridge Cultists, 3 Underbridge Initiates, and 3 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Tactics ====&lt;br /&gt;
While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.&lt;br /&gt;
The cultists will make no effort to use their Summoning Circle feature.&lt;br /&gt;
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5ft in a random direction once every 20 seconds. Putting out a 5ft area of fire requires dirt or a soaked cloth and takes 3 AP.&lt;br /&gt;
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
==== End of Combat ====&lt;br /&gt;
At the end of this combat, if the heroes were not already level 3, they advance to level 3.&lt;br /&gt;
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Goodwill'''&lt;br /&gt;
Heroes that cooperate with and protect Lauby gain a favorable reputation in Bridgemoor. The Goodwill of a hero that helps Lauby increases by +2 in Bridgemoor’s Mercantile occupation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target for Sacrifice ===&lt;br /&gt;
If the heroes have not met Lauby, or if they have gotten on the wrong side of Brent, then cultists will ambush them and try to nonlethally subdue them to use as sacrifices for their occult activity. The cultists will try to attack when only one or two heroes are together, but will set up an ambush for the entire party if they see no alternative.&lt;br /&gt;
&lt;br /&gt;
As the heroes describe how they go about their activities, look for an opportunity for the cultists to spring their ambush. Such an opportunity would likely be when the heroes are in a less populated part of town or cut through an alley to save time. It might also be in a sparsely populated tavern where the cultists can easily cajole the few bystanders into conveniently forgetting that they saw anything.&lt;br /&gt;
&lt;br /&gt;
When this circumstance arises, make one INT/Evading roll to represent the cultists’ efforts to remain covert. If this would hit the ANT of each hero, then the heroes are Partially Surprised when the fight starts. Otherwise, nobody is surprised.&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Underbridge Initiate and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Underbridge Initiates and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Underbridge Initiates and 4 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 1 Underbridge Initiate, and 4 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 4 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cult Tactics ====&lt;br /&gt;
At least 2 cultists will approach the heroes on the ground. Up to 3 additional cultists will approach from an elevated vantage point if possible, such as a rooftop or a tavern’s indoor balcony. Any additional cultists beyond this number will approach on the ground.&lt;br /&gt;
The cultists are fighting nonlethally. If they knock out a hero, they will bind the hero in thick ropes and drag them into the Underbridge, where the hero will be sacrificed as part of the ritual to summon the Bonewraith. Heroes that are captured in this way may attempt to escape, first by succeeding on a DC 14 check to escape their ropes, then by fighting or sneaking out of the Underbridge. The check to escape ropes could be STR, DEX, or INT.&lt;br /&gt;
The cultists will make no effort to use their Summoning Circle feature. If more than ½ of the cultists are incapacitated, the rest will attempt to flee.&lt;br /&gt;
&lt;br /&gt;
==== End of Combat ====&lt;br /&gt;
At the end of this combat, if the heroes were not already level 3, they advance to level 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Interrogating the Cultists'''&lt;br /&gt;
In the aftermath of the attack on Lauby or the attempted abduction, the heroes might interrogate a captured cultist. If any of the heroes succeed on a DC 14 CHA check or STR/Menacing check, they can gain the following information.&lt;br /&gt;
&lt;br /&gt;
If they do not already know that the cultists are planning an attack on the temple, then they learn this now. The attack is planned for sundown the following night.&lt;br /&gt;
&lt;br /&gt;
If the heroes are already aware of this, then their suspicions are confirmed. Furthermore, the captured cultist will inform them that the cult is planning a terrible ritual in the Underbridge.&lt;br /&gt;
&lt;br /&gt;
If the heroes follow up and succeed on another DC 18 CHA check or STR/Menacing check, the cultist will explain how to find the entrances into the cultists’ lair. In the sewers beneath Bridgemoor, some stones in the walls have small divots where a cultist can press their medallion, touching the glyph side to the stone. This opens up a narrow passage in the wall, allowing them to enter their hideout.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 4: Attack on the Temple ==&lt;br /&gt;
After the heroes defend Lauby or fight off the cultists, allow them a little time to recover (including Taking a Rest if they wish) and to debrief.&lt;br /&gt;
&lt;br /&gt;
The next day, the town is abuzz with a new development: the Temple of Vigil had a skull and scythe scrawled on its doors. If the heroes talk with Lauby, Ezmerelda, or other congregants, the general consensus is that the members of the Temple fear that the cultists plan on vandalizing it.&lt;br /&gt;
&lt;br /&gt;
Indeed, later that same night, the cultists do attack the temple with the intent of property destruction. The heroes should almost certainly see this coming, so they might set up an ambush and confront the cultists directly, or they might watch the cultists without engaging and follow them back to their lair.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Combating the cultists at the temple should be difficult, and if the party takes time to set up an ambush it will give them a notable edge that evens the odds a bit. Scale the exact number of cultists based on the size of your party. Note that it is assumed that your party has more or less assembled at this point, so it is assumed that there are at least three level 3 heroes in this confrontation.&lt;br /&gt;
&lt;br /&gt;
To determine if the heroes can successfully set up an ambush, ask them each to make DEX or INT checks to hide themselves well enough to stay undetected. The DC is 14. If any hero rolls above this DC, then the cultists are Partially Surprised when combat begins. If any hero rolls above this DC and other heroes roll below this DC, then the heroes that roll below this DC are also Partially Surprised, representing how they are flat-footed when it comes time to act.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
The battle takes place several hours after sundown. The Temple of Vigil faces a large public square that is empty of merchant carts by nightfall, although foot traffic is still common in the area. The alleyways on either side of the Temple are relatively clean and spacious. The alleys are completely unlit, while the town square has lanterns offering dim lighting to the area.&lt;br /&gt;
&lt;br /&gt;
==== The Cultists ====&lt;br /&gt;
Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.&lt;br /&gt;
&lt;br /&gt;
The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.&lt;br /&gt;
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).&lt;br /&gt;
&lt;br /&gt;
==== Encounter Difficulty ====&lt;br /&gt;
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. 277, and stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Cultists&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Underbridge Cultist, 3 Underbridge Initiates, 1 [[Knight]], and 2 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Underbridge Cultists, 3 Underbridge Initiates, 1 Knight, and 4 Thugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pursuit ===&lt;br /&gt;
If the cultists are in full retreat, or if the party does not engage them in combat but instead follows them back to their lair, then there is a pursuit.&lt;br /&gt;
&lt;br /&gt;
If the adventurers have not made themselves known to the cultists, each adventurer must make a DEX check against the cultists’ AWR check (roll one check for the cultists, and separate checks for the adventurers). If the cultists do not detect the adventurers, then they are able to follow the cultists back to their lair (see section 5).&lt;br /&gt;
&lt;br /&gt;
If the cultists are aware of the adventurers, then each cultist and each adventurer must make a STR check as the cultists attempt to run away. Any cultist that rolls higher than all of the adventurers is able to escape. Any adventurer that rolls higher than a cultist is able to catch up with the cultist and have one turn of combat against it (and the cultist can take one turn as well) before repeating the process.&lt;br /&gt;
&lt;br /&gt;
If the cultists are aware of being pursued, they will not return directly to their lair, but instead will lead the heroes as far away from the lair as possible.&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
If the adventurers capture a cultist, either during the attack on the Temple or in a pursuit thereafter, then they can each make CHA checks to learn details about the cult’s lair.&lt;br /&gt;
&lt;br /&gt;
Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Increase the Showdown encounter’s difficulty by 2 steps.&lt;br /&gt;
|-&lt;br /&gt;
|11-14&lt;br /&gt;
|Increase the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|Do not adjust the Showdown encounter’s difficulty.&lt;br /&gt;
|-&lt;br /&gt;
|19+&lt;br /&gt;
|Decrease the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.&lt;br /&gt;
&lt;br /&gt;
== 5: The Underbridge Cult ==&lt;br /&gt;
Once the adventurers have a fix on the cultists’ lair, they can enter the Underbridge (although they should probably Take a Rest first). They may be stealthily tailing cultists and following them into their lair, or they may have acquired the information they need through interrogating a captured cultist. Heroes that are captured by the cultists will also reach the heart of their lair, albeit in much more compromising circumstances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''The Coming Confrontation'''&lt;br /&gt;
The approaching confrontation with the cultists in their lair will range in difficulty from easy to extremely difficult. The challenge posed to the heroes depends on how quickly they overcome the sewer rats encounter and how quickly they can locate the entrance into the cult’s lair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #d0e0e3;&amp;quot;&lt;br /&gt;
|'''Entering the Sewers Prematurely'''&lt;br /&gt;
If the heroes enter the sewers in the Underbridge during their preliminary investigation into the cultists, allow them to make INT or AWR checks to look for signs of cult activity.&lt;br /&gt;
&lt;br /&gt;
Any roll of DC 11 or higher reveals subtle markings that confirm that the cultists are using the sewers as their hideout, but does not reveal specific information about where they are hiding. As large as the sewers are, combing through the entire system would be impractical.&lt;br /&gt;
&lt;br /&gt;
Any roll of DC 20 or higher allows an investigating hero to notice the circular notch where the cultists place their medallions. Do not specify that this is for the medallions unless the hero rolled a crit. If it was not a crit, heroes should figure this out for themselves or learn this from interrogating or spying on cultists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Venturing into the Sewers ====&lt;br /&gt;
When the heroes are ready to enter the sewers, set the scene for them.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the stench. Rotting crap is not a pleasant odor even in isolation, and when overlaid with rancid urine, molding meat, and rotten eggs, the foul smell is something you almost feel on your skin. Breathing through your nose is enough to make your eyes water, and breathing through your mouth conjures up images of the [[plague]].''&lt;br /&gt;
&lt;br /&gt;
''The second thing that hits you is the enormity of the sewers. In your scant illumination, you see slimy stone walls. The pathway is shaped like a trough, allowing you to walk on either raised side while streams of sludge and refuse ooze through the middle of the tunnel. The tunnel branches and forks, each new offshoot looking identical to the one before it. One could easily become lost down here, and judging by the humanoid-looking bones you see on occasion… some people have.''&lt;br /&gt;
&lt;br /&gt;
''The sewers are neither particularly hot nor cold. Just… moist.''&lt;br /&gt;
&lt;br /&gt;
Ask them to establish a marching order and to determine if they have any sources of light. When establishing a marching order, ask the heroes to arrange themselves in single file and in double file. The sewers generally accommodate two adventurers walking abreast, but it’s helpful to know specifically what order they walk in when single file marching is necessary.&lt;br /&gt;
&lt;br /&gt;
Each hero should make an INT or AWR check to navigate the sewers. They can use any skill that they make a good case for, but AWR/Navigating, AWR/Tracking, and INT/Dungeoneering are the most relevant. To benefit from AWR/Navigating, a hero must procure city records of the sewers, which are available to copy from the public records of the Meritocrats’ Palace.&lt;br /&gt;
&lt;br /&gt;
Out of all the heroes’ rolls, use the highest. If it beats DC 15, then the heroes suffer no penalty. If it does not beat DC 15, increase the Showdown encounter difficulty by 1 step.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Rats ===&lt;br /&gt;
'''''Read Aloud:''''' ''Skittering noises are ubiquitous in the sewers, but they still make you [[jump]] and flinch when you hear them. It’s hard to identify what is a new noise and what is an echo, and determining where the noises come from is a difficult task.''&lt;br /&gt;
&lt;br /&gt;
Heroes may make AWR/Perceiving checks relying on their hearing. Anyone who meets a DC 14 is aware of the approaching rats; anyone who fails this check is Partially Surprised.&lt;br /&gt;
&lt;br /&gt;
One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Rats&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Dire Rat]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Dire Spider]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Dire Spider, 1 Dire Rat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Dire Spider, 2 Dire Rats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recoup ====&lt;br /&gt;
If the party has time to spare after the battle, they can choose to Catch their Breath or Recoup. If they Recoup, increase the Showdown encounter’s difficulty by 1 step.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Entrance ===&lt;br /&gt;
If they discovered the secret entrance to the cultists’ lair through interrogation or by stealthily following cultists back to the sewers, then they may skip this section as they can find the entrance to the cult lair without too much difficulty.&lt;br /&gt;
&lt;br /&gt;
If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Bad&lt;br /&gt;
!Good&lt;br /&gt;
!Great&lt;br /&gt;
!Superb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0-39&lt;br /&gt;
|40-48&lt;br /&gt;
|49-57&lt;br /&gt;
|58+&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0-52&lt;br /&gt;
|53-64&lt;br /&gt;
|65-76&lt;br /&gt;
|77+&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0-65&lt;br /&gt;
|66-80&lt;br /&gt;
|81-95&lt;br /&gt;
|96+&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0-78&lt;br /&gt;
|79-90&lt;br /&gt;
|91-114&lt;br /&gt;
|155+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bad Result ====&lt;br /&gt;
By the time the party finally finds the way into the lair, the cultists have had ample time to prepare. Increase the Showdown encounter’s difficulty by 2 steps.&lt;br /&gt;
&lt;br /&gt;
==== Good Result ====&lt;br /&gt;
The party is able to find the doorway with only a little trouble. The Showdown encounter’s difficulty increases by 1 step.&lt;br /&gt;
&lt;br /&gt;
==== Great Result ====&lt;br /&gt;
The party quickly finds the doorway. The Showdown encounter’s difficulty is unaltered.&lt;br /&gt;
&lt;br /&gt;
==== Superb Result ====&lt;br /&gt;
The party almost instantly finds the doorway. The Showdown encounter’s difficulty decreases by 1 step.&lt;br /&gt;
&lt;br /&gt;
==== Using the Medallion ====&lt;br /&gt;
Once the heroes find the doorway, they must still use a medallion to open the door. Doing so has no bearing on the final Showdown encounter. However, if they do not have a medallion at this point, they may manually break into the hidden entrance, but doing so is loud and automatically increases the Showdown encounter difficulty by 4 steps.&lt;br /&gt;
&lt;br /&gt;
=== Cultist Showdown ===&lt;br /&gt;
When the adventurers finally arrive in the maintenance chamber to confront the cultists, they see a deeply disturbing sight.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A dark gathering of hooded figures fill the converted warehouse. Clusters of wax candles and wrought iron lanterns are scattered about the room in loose concentric circles, providing dim illumination that casts nightmarish shadows across the scene before you. A wide pentagram of blood is painted on the floor, and it seems that there are some humanoid viscera in the painted star as well. A mass of bones and shadows radiates with flickering red light that it draws from the blood. The fiend’s empty sockets seem to drink in the light, and its jaw and hands are unnaturally, impossibly long.''&lt;br /&gt;
&lt;br /&gt;
''A quick glance around the room allows you to assess the terrain. Old boxes and barrels offer potential cover, as do old columns of the same redstone that makes up most of Bridgemoor. On the far side of the room, a collection of crates have been pushed together to form a makeshift podium.''&lt;br /&gt;
&lt;br /&gt;
''On the podium of crates, overlooking the grizzly ritual, a dark figure looms. A [[fiendblood]] with dark purple skin that resembles onyx in the dim light, this figure has long black hair and a series of short, protruding horns that resemble an unholy crown. His irises catch and absorb the light, glowing a luminous, malicious green, his irises surrounded by inky black rather than typical whites.''&lt;br /&gt;
&lt;br /&gt;
''He is tall and powerfully built. Broad shoulders and a muscular frame easily carry his dark steel armor and his midnight black cape. Dark batlike wings sprout from his back between his shoulders.''&lt;br /&gt;
&lt;br /&gt;
''“Ah, we have guests,” he says when he sees you. His voice is a creamy baritone. “And just in time. Our new friend Druvesk is hungry.”''&lt;br /&gt;
&lt;br /&gt;
If necessary, remind the heroes that retreat is always an option. Depending on how well they did in tasks leading up to this confrontation, the heroes may face a somewhat easy fight or an incredibly dangerous one.&lt;br /&gt;
&lt;br /&gt;
==== Surprise ====&lt;br /&gt;
It is unlikely that anyone in the battle is Partially Surprised (except Druvesk the Bonewraith, if the heroes arrive while he is still weak from being summoned), but you may decide otherwise based on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Aradin the Witchblade ====&lt;br /&gt;
The fiendblood, whose name is Aradin the Witchblade, does not participate in this combat. Instead, on Initiative count 20 during the first turn, he makes a declaration to the heroes and then takes his leave.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The fiendblood smiles down on the [[carnage]]. “Know that you were slain by disciples of Aradin the Witchblade!” he bellows. Then, almost nonchalantly, he turns and strides through a shadowed hallway at the back of the podium.''&lt;br /&gt;
&lt;br /&gt;
Heroes that get to go before Aradin and attempt to attack him will not be able to deal sufficient damage to seriously endanger him. If they attack him, describe how he shrugs it off without a second thought.&lt;br /&gt;
&lt;br /&gt;
==== Cult Forces ====&lt;br /&gt;
The number and strength of the cult forces that confront the heroes in this final showdown depend upon how successful the heroes were in the events leading up to this showdown. The battle starts at Medium difficulty, but is adjusted up or down by the events starting after the battle at the temple.&lt;br /&gt;
&lt;br /&gt;
This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3.&lt;br /&gt;
&lt;br /&gt;
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' are in TCL p. ##. Stats for the '''[[Bonewraith]]''' are in CC p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. ##. Stats for '''[[Skeleton|Skeletons]]''' are in CC p. ##. Stats for '''[[Zombie|Zombies]]''' are in CC p. ##.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!Easiest&lt;br /&gt;
!Easier&lt;br /&gt;
!Normal&lt;br /&gt;
!Harder&lt;br /&gt;
!Difficult&lt;br /&gt;
!Extreme&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 2 Thugs&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 2 Thugs&lt;br /&gt;
|'''Bonewraith, 2 Thugs'''&lt;br /&gt;
|Bonewraith, 2 Initiates&lt;br /&gt;
|Bonewraith, 1 Cultist, 1 Initiate&lt;br /&gt;
|Bonewraith, 2 Cultists&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Thug, 2 Initiates&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Thug, 2 Initiates&lt;br /&gt;
|'''Bonewraith, 1 Thug, 2 Initiates'''&lt;br /&gt;
|Bonewraith, 1 Cultist, 1 Initiate, 1  Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 1  Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 1  Initiate, 1 Thug&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Cultist, 2 Initiates&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Cultist, 2 Initiates&lt;br /&gt;
|'''Bonewraith, 1 Cultist, 2 Initiates'''&lt;br /&gt;
|Bonewraith, 1 Cultist, 2 Initiates, 2 Thugs&lt;br /&gt;
|Bonewraith, 2 Cultists, 2 Initiates&lt;br /&gt;
|Bonewraith, 2 Cultists, 3 Initiates&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, 1 Cultist, 3 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 1 Cultist, 3 Initiates, 1 Thug&lt;br /&gt;
|'''Bonewraith, 1 Cultist, 3 Initiates, 1 Thug'''&lt;br /&gt;
|Bonewraith, 2 Cultists, 2 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith, 2 Cultists, 3 Initiates, 1 Thug&lt;br /&gt;
|Bonewraith, 3 Cultists, 2 Initiates, 1 Thug&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druvesk the Bonewraith ====&lt;br /&gt;
The bonewraith that the cultists summoned is named Druvesk. Druvesk uses the tactics typical of any Bonewraith, snuffing out sources of light so that his attacks are stronger. If he is Bloodied, Druvesk will attempt to flee via the same exit that Aradin took. If he gets away, he will appear later in the campaign.&lt;br /&gt;
&lt;br /&gt;
If the battle is easier than normal for the heroes, then adjust Druvesk’s abilities as denoted in the appropriate superscript number.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Druvesk cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Druvesk is Partially Surprised on the first round. Furthermore, he cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.&lt;br /&gt;
&lt;br /&gt;
==== Resolving the Battle ====&lt;br /&gt;
The battle is over once the heroes have fled or have defeated the cultists. The cultists will fight until dead or incapacitated. Take note of whether the Bonewraith fled or not. This has no bearing on whether the heroes are considered the winners of the fight; if Druvesk fled and the heroes defeated the cultists, they won.&lt;br /&gt;
&lt;br /&gt;
If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.&lt;br /&gt;
&lt;br /&gt;
If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''[[Bonewraith]]''' (CC p. ##), several '''[[Skeleton|Skeletons]]''' (CC p. ##), and 2 '''[[Thug (NPC)|Thugs]]''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes.&lt;br /&gt;
&lt;br /&gt;
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.&lt;br /&gt;
&lt;br /&gt;
==== Interrogating the Cultists ====&lt;br /&gt;
If the heroes leave one or more cultists alive to interrogate later, they learn that the dark cult leader who left at the beginning of the fight is named Aradin the Witchblade. They learn that Aradin and the Underbridge Cult wanted to destabilize Bridgemoor; their chief goal in the city was to cause chaos. They have grander plans - the cultists can only assume that Aradin has his eye set on conquest - but Aradin has not actually divulged his schemes to his subordinates, so this is speculation. All that the cultists know for certain is that they were supposed to summon fiends to join Aradin’s cause, and they would be rewarded for standing with him when it came time to enact Aradin’s greater plans.&lt;br /&gt;
&lt;br /&gt;
=== The Lair and Treasure ===&lt;br /&gt;
The cultists’ lair consists of several more rooms than the initial chamber where the battle takes place. If the heroes are victorious, they may explore the lair.&lt;br /&gt;
&lt;br /&gt;
==== The Crates ====&lt;br /&gt;
The crates are mostly empty. Those that have contents are usually filled with moldy food, frayed textiles, and other goods that would be useless to sell. A hero may make a LUCK/Fortuity check, finding sc equal to their roll. On a roll of 10 or higher, they find one randomly determined trinket. On a roll of 18 or higher, they also find one intact tool or kit of their choice (see CRB p. 312-14).&lt;br /&gt;
&lt;br /&gt;
==== Living Quarters ====&lt;br /&gt;
To the left of the ritual chamber, there are a series of smaller rooms that have hostel-style sleeping arrangements. Straw mattresses are arranged on crates or on wire bed frames, usually four or five to a room. At the end of this hallway, there is a latrine that obviously empties directly into one of the streams of sewer sludge.&lt;br /&gt;
&lt;br /&gt;
==== Aradin’s Office ====&lt;br /&gt;
In the back left corner of the ritual chamber, behind the hallway leading to the living quarters, there is another hallway blocked by boxes. Heroes that move these boxes and head down the short hall find a small but well-stocked administrative office that they can surmise was used by the cult leader that fled. It is unlit when the heroes enter, but a single wall sconce holds an iron torch that provides adequate illumination to the room once lit.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The torch on the wall provides dim light to a small office. A single narrow bookshelf in one corner has dusty-looking books, and a polished wooden desk with a matching chair seems to be the only other object of note in the room.''&lt;br /&gt;
&lt;br /&gt;
A narrow bookshelf holds basic economic information. With a successful DC 14 INT check, heroes that read these records will be able to deduce that the cultists were siphoning revenue from virtually every economic sector in Bridgemoor: merchants, barkeeps, performers, and even governmental officials have all lost coin to the cultists. It is unclear whether these were bribes, thefts, or dues. If a hero makes a successful DC 30 INT check, they can decipher a code within these books; Aradin uses them as a way to keep track of high profile people that are affiliated with his cult, including one of the Bridge Knights who is a captain in the force. The captain in question is named Brendan Sterling.&lt;br /&gt;
&lt;br /&gt;
The heroes find a locked chest under Aradin’s desk, and with a successful DC 13 INT check, they can open it. It contains 6,000 sc worth of coins and gems.&lt;br /&gt;
&lt;br /&gt;
In the drawers in Aradin’s desk, the heroes can find more paperwork covering matters similar to the books on the shelves. They also find an envelope with a broken wax seal. The seal is simply a circle of inky black wax. There is no letter inside.&lt;br /&gt;
&lt;br /&gt;
Heroes that started their adventure with the Kendarian Diplomats prologue might have seen a similar letter if they went to Dustdale and found the cultist there.&lt;br /&gt;
&lt;br /&gt;
If the heroes investigate the drawers to see if there are any false bottoms, they find a hidden compartment that has a map of the Great Chasm and the nations around it. Red ink X’s are drawn over Bridgemoor, a small town on the border of Bridgemoor and Kendaria (this is Dustdale), and in the foothills to the northwest of Bridgemoor in Nalatheshi territory (this is where Mort Ironheart lurks with his gang). Aridala and Dalewright, the capitals of Nalathesh and Kendaria respectively, are circled in the same red ink.&lt;br /&gt;
&lt;br /&gt;
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an Amulet of Thirst (MCG p. ##) and Crane Paper (MCG p. ##).&lt;br /&gt;
&lt;br /&gt;
==== The Bolt Hole ====&lt;br /&gt;
The last area of interest that the heroes might explore is the tunnel that Aradin retreated through. If Druvesk escaped, he also fled down this [[passage]].&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You climb over the podium and follow the tunnel, which remains flat for a time before becoming a steep, downward-spiraling staircase. It descends for a considerable time before simply opening up into empty air. Far below, you can see the faint, diffuse glint of the Chasm River. In the warm night, a thin [[mist]] blankets the river, twinkling in the light of the stars and the five moons. You are literally under the bridge. It seems that the cult leader - who you recall had wings - simply dropped out of this bolt hole and flew away.''&lt;br /&gt;
&lt;br /&gt;
== 6: Conclusion ==&lt;br /&gt;
After the heroes reach level 4 by defeating the cultists in a showdown (even if the [[Bonewraith]] escapes), they are recognized and thanked for their efforts. They will need to offer proof that the cultists will not be causing problems again in the immediate future; escorting the Bridge Knights into the cult’s lair is sufficient proof, and Commander Blacksky would lead such a contingent of Bridge Knights personally.&lt;br /&gt;
&lt;br /&gt;
Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC&lt;br /&gt;
!What they do with the Cult Books&lt;br /&gt;
|-&lt;br /&gt;
|'''Adelaide and Reza Luxxor''' ([[Nalatheshi Merchants|Nalatheshi merchants]])&lt;br /&gt;
|The Luxxors use the information in the map to find and destroy Mort Ironheart’s hideout. You may decide whether Mort escapes or whether this is the end of the Ironheart Gang. The Luxxors may also ask the heroes to do this themselves in Part Two.&lt;br /&gt;
&lt;br /&gt;
They also warn their family and other politicians in Aridala to be on the lookout for cultists with the skull and scythe medallions.&lt;br /&gt;
&lt;br /&gt;
After 4d6 days, the Luxxors determine that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elarion Sutian''' (Kendarian Noble)&lt;br /&gt;
|If the heroes did not already confront the cultist in Dustdale, Elarion sends a contingent of mercenaries (or the heroes themselves, preior to Elarion’s death in Part Two) to find and arrest or kill the cultist.&lt;br /&gt;
&lt;br /&gt;
Elarion also sends word to warn his family and the nobles in Dalewright to be on the lookout for cultists with the skull and scythe medallions.&lt;br /&gt;
&lt;br /&gt;
After 4d6+4 days, Elarion determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ezmerelda''' (Priestess at the Temple of Vigil)&lt;br /&gt;
|Ezmerelda will safeguard these books in her office in the Temple of Vigil. She does not do anything proactive with her intelligence.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hengory Bridgemoor''' (Meritocrat)&lt;br /&gt;
|Hengory Bridgemoor, seeing the two X’s close to the city-state, will recruit the heroes or other mercenaries to deal with the Ironheart Gang and the cultist in Dustdale.&lt;br /&gt;
&lt;br /&gt;
He does not read the ledgers closely enough to determine that Captain Brendan Sterling is affiliated with the cult. Instead, he begins blaming innocent people whose businesses are in the ledgers. This dramatically escalates tensions in Bridgemoor in Part Two.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kellion Blacksky''' (Commander of the Bridge Knights)&lt;br /&gt;
|Kellion Blacksky misconstrues the evidence if he receives it. In order to win the trust of the heroes and the Meritocrats, he arrests Captain Brendan Sterling as a scapegoat, and then he uses the books and “ongoing investigations” as means to accuse and interrogate anyone who stands in his way. He is careful and does not play this card very frequently.&lt;br /&gt;
|-&lt;br /&gt;
|'''Magellus Black''' (Academic and Meritocrat)&lt;br /&gt;
|Magellus Black immediately determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest. He then safeguards the books and maps, but is willing to share them with the heroes at their request.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Receiving Payment ===&lt;br /&gt;
The heroes may at this point receive payment for their efforts if they negotiated a reward in advance. This might come in the form of profit sharing with Lauby, being paid by the Meritocrats for ending the nuisance, or receiving a reward from Magellus Black for a job well done. It is possible that the heroes managed to secure all three forms of payment.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Goodwill ===&lt;br /&gt;
When the heroes defeat the immediate threat of cult activity in Bridgemoor, they gain [[Goodwill]]. Each hero gains 2 Social Goodwill in Bridgemoor. They also gain 2 Goodwill in the same category or another category of their choice, provided that they can justify it. Helping Lauby is grounds for assigning their additional Goodwill to the Mercantile occupation, for example, while speaking with Hengory in a constructive fashion is reasonable justification for gaining Goodwill in the Aristocratic or Political occupations.&lt;br /&gt;
&lt;br /&gt;
== Proceed to Part Two ==&lt;br /&gt;
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion).&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dragonfolk_Scholar&amp;diff=3979</id>
		<title>Dragonfolk Scholar</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dragonfolk_Scholar&amp;diff=3979"/>
		<updated>2024-02-05T01:15:22Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Added the Dragonfolk Scholar stats Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dragonfolk Scholar ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Expert.''' The Scholar has +10 in one skill of the MC's choice with the knowledge tag, and +4 in all other [[skills]] with the knowledge tag.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hobbyist.''' The Scholar has +4 in one skill of the MC’s choice with the Crafting or Survival tags.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mental Shields.''' The [[Clergy]] has +2 mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Scholar can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Scholar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Improvised Bludgeon.''' ''Melee One-Handed Weapon.'' +0 vs AR. '''Hit:''' 2 (1d4) blunt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Fire Breath (1/Recoup).''' ''15 ft Cone Natural Weapon.'' +1 vs FORT of each creature in the cone. '''Hit:''' 7 (2d6) fire. '''Miss:''' ½ [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Demonologist&amp;diff=3978</id>
		<title>Demonologist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Demonologist&amp;diff=3978"/>
		<updated>2024-02-05T00:59:25Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Demonologist ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Charmed 5, Frightened 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Intuiting +4; (INT) Arcana +2, Astrology +2, Investigating +2, Religion [Inferno] +6; (CHA) Empathy +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Gooseflesh.''' The Demonologist is instinctively and nonmagically aware when within 30 ft of a fiend. The Demonologist is similarly aware when on land desecrated by a fiend within the past 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Resercher.''' Given 8 hours in a library or well-resourced religious center, the Demonologist can uncover any commonly known information about any fiend or celestial.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exorcist in Training.''' Given 1 hour in a settled area, the Demonologist can retrieve all of the materials needed to cast the [[Exorcism]] ritual. It can cast the Exorcism ritual 1/year, but must roll at least 2 dice on the exorcism table even if the casting would not typically warrant a roll.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Demonologist can take MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Demonologist can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mace.''' ''Melee Hand-and-a-Half Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) blunt, or 4 (1d8) if two-handed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Demonologist&amp;diff=3977</id>
		<title>Demonologist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Demonologist&amp;diff=3977"/>
		<updated>2024-02-05T00:58:48Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Added the Demonologist stats Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Demonologist ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Charmed 5, Frightened 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Intuiting +4; (INT) Arcana +2, Astrology +2, Investigating +2, Religion [Inferno] +6; (CHA) [[Empathy]] +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Gooseflesh.''' The Demonologist is instinctively and nonmagically aware when within 30 ft of a fiend. The Demonologist is similarly aware when on land desecrated by a fiend within the past 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Resercher.''' Given 8 hours in a library or well-resourced religious center, the Demonologist can uncover any commonly known information about any fiend or celestial.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exorcist in Training.''' Given 1 hour in a settled area, the Demonologist can retrieve all of the materials needed to cast the [[Exorcism]] ritual. It can cast the Exorcism ritual 1/year, but must roll at least 2 dice on the exorcism table even if the casting would not typically warrant a roll.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Demonologist can take MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Demonologist can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mace.''' ''Melee Hand-and-a-Half Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) blunt, or 4 (1d8) if two-handed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3976</id>
		<title>Clergy NPC</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3976"/>
		<updated>2024-02-05T00:42:03Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Clergy ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Frightened +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) History +3; (CHA) Empathy +4, Leadership +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Acolyte.''' The Clergy has +6 in religion (the MC chooses  which specific pantheon or religious system).&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mental Shields.''' The Clergy has +2 mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Community Leader.''' When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 [[Goodwill]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clergy can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clergy can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Improvised Bludgeon.''' ''Reach 5 ft One-Handed Weapon.'' +0 vs AR. '''HIT:''' 2 (1d4) blunt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3975</id>
		<title>Clergy NPC</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3975"/>
		<updated>2024-02-05T00:32:59Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Clergy ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Frightened +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) History +3; (CHA) [[Empathy]] +4, Leadership +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Acolyte.''' The Clergy has +6 in religion (the MC chooses  which specific pantheon or religious system).&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mental Shields.''' The Clergy has +2 mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Community Leader.''' When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 [[Goodwill]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clergy can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clergy can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Improvised Bludgeon.''' ''Reach 5 ft One-Handed Weapon.'' +0 vs AR. '''HIT:''' 2 (1d4) blunt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3974</id>
		<title>Clergy NPC</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clergy_NPC&amp;diff=3974"/>
		<updated>2024-02-05T00:32:28Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Created the Clergy NPC stats Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Clergy ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Frightened +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) History +3; (CHA) [[Empathy]] +4, Leadership +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Acolyte.''' The [[Clergy]] has +6 in religion (the MC chooses  which specific pantheon or religious system).&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mental Shields.''' The Clergy has +2 mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Community Leader.''' When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 [[Goodwill]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clergy can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clergy can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Improvised Bludgeon.''' ''Reach 5 ft One-Handed Weapon.'' +0 vs AR. '''HIT:''' 2 (1d4) blunt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creature_List&amp;diff=3973</id>
		<title>Creature List</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creature_List&amp;diff=3973"/>
		<updated>2024-02-05T00:11:59Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of [[creatures in MythCraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation Key:'''&lt;br /&gt;
&lt;br /&gt;
CC = ''Creature Compendium''&lt;br /&gt;
&lt;br /&gt;
TCL = ''The Cloven Lands''&lt;br /&gt;
&lt;br /&gt;
== Monsters and Creatures ==&lt;br /&gt;
A list of creatures excluding common beasts and NPCs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Acheri]]&lt;br /&gt;
|12&lt;br /&gt;
|Small&lt;br /&gt;
|[[Undead]] Eldritch&lt;br /&gt;
|CC p. 22&lt;br /&gt;
|-&lt;br /&gt;
|[[Agavan]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Fae&lt;br /&gt;
|CC p. 23&lt;br /&gt;
|-&lt;br /&gt;
|[[Akateko]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Plant ([[Occult]])&lt;br /&gt;
|CC p. 24&lt;br /&gt;
|-&lt;br /&gt;
|[[Anzu]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Arboreans]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch Arborean]]&lt;br /&gt;
|12&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Plant Fae ([[Primal]])&lt;br /&gt;
|CC p. 26&lt;br /&gt;
|-&lt;br /&gt;
|[[Hollow Arborean]]&lt;br /&gt;
|13&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Undead Plant&lt;br /&gt;
|CC p. 27&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak Arborean]]&lt;br /&gt;
|15&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Plant (Primal&lt;br /&gt;
|CC p. 28&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine Arborean]]&lt;br /&gt;
|13&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Plant (Primal)&lt;br /&gt;
|CC p. 29&lt;br /&gt;
|-&lt;br /&gt;
|[[Willow Arborean]]&lt;br /&gt;
|14&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant (Primal)&lt;br /&gt;
|CC p. 29&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Asagi]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Axehandle Hound]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Basilisk]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 31&lt;br /&gt;
|-&lt;br /&gt;
|[[Bekael]]&lt;br /&gt;
|23&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial ([[Divine]])&lt;br /&gt;
|CC p. 32&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bendelexes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex]]&lt;br /&gt;
|1&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast&lt;br /&gt;
|CC p. 33&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex Psion]]&lt;br /&gt;
|4&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast (Psion)&lt;br /&gt;
|CC p. 33&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex Swarm]]&lt;br /&gt;
|8&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast (Swarm)&lt;br /&gt;
|CC p. 34&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Blightweed]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Plant (Occult)&lt;br /&gt;
|CC p. 34&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Effigy]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend (Occult)&lt;br /&gt;
|CC p. 35&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bloodoaks]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Arborean]]&lt;br /&gt;
|18&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Plant (Occult)&lt;br /&gt;
|CC p. 36&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Brambles]]&lt;br /&gt;
|2&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Abominable Plant (Occult)&lt;br /&gt;
|CC p. 36&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Host]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Humanoid Plant (Occult)&lt;br /&gt;
|CC p. 37&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Scarecrow]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Humanoid Plant (Occult)&lt;br /&gt;
|CC p. 37&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Boggart]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Small&lt;br /&gt;
|Fae&lt;br /&gt;
|CC p. 38&lt;br /&gt;
|-&lt;br /&gt;
|[[Bogwallower]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Plant [[Elemental]]&lt;br /&gt;
|CC p. 38&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Hut]]&lt;br /&gt;
|24&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Constructed Undead Monstrosity&lt;br /&gt;
|CC p. 39&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Spider]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Undead Monstrosity&lt;br /&gt;
|CC p. 39&lt;br /&gt;
|-&lt;br /&gt;
|[[Buttercap]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Plant Beast&lt;br /&gt;
|CC p. 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Calleoch]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity (Occult)&lt;br /&gt;
|CC p. 41&lt;br /&gt;
|-&lt;br /&gt;
|[[Cannon Crab]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 42&lt;br /&gt;
|-&lt;br /&gt;
|[[Carbunclo]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 43&lt;br /&gt;
|-&lt;br /&gt;
|[[Carrion Worm]]&lt;br /&gt;
|14&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 44&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Centaurs]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Astrologer]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Cavalier]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Ranger]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 46&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Cetus]]&lt;br /&gt;
|20&lt;br /&gt;
|Gargantuan (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 46&lt;br /&gt;
|-&lt;br /&gt;
|[[Chamrosh]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 47&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Chosen]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Boatswain]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 48&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Captain]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 49&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Crewmate]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 49&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Chudra]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity ([[Psionic]])&lt;br /&gt;
|CC p. 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Clikkiri]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Behemoth]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 51&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Builder]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 51&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Buzzer]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Larva]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Oracle]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Scorpion]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 53&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Soldier]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 53&lt;br /&gt;
|-&lt;br /&gt;
|[[Skitterer]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 54&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Cockatrice]]&lt;br /&gt;
|9&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 54&lt;br /&gt;
|-&lt;br /&gt;
|[[Column Crawler]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 55&lt;br /&gt;
|-&lt;br /&gt;
|[[Concubus]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend (Occult)&lt;br /&gt;
|CC p. 56&lt;br /&gt;
|-&lt;br /&gt;
|[[Crepit]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Undead&lt;br /&gt;
|CC p. 57&lt;br /&gt;
|-&lt;br /&gt;
|[[Daeva]]&lt;br /&gt;
|11&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 58&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Knight]]&lt;br /&gt;
|20&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 59&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Deepshrooms]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Deepshroom Shambler]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Plant&lt;br /&gt;
|CC p. 60&lt;br /&gt;
|-&lt;br /&gt;
|[[Deepshroom Hive]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Undead Plant&lt;br /&gt;
|CC p. 60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergue]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid Fae&lt;br /&gt;
|CC p. 61&lt;br /&gt;
|-&lt;br /&gt;
|[[Dracanis]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 62&lt;br /&gt;
|-&lt;br /&gt;
|[[Draugr]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 63&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Skull]]&lt;br /&gt;
|18&lt;br /&gt;
|Small&lt;br /&gt;
|Undead Eldritch (Occult)&lt;br /&gt;
|CC p. 64&lt;br /&gt;
|-&lt;br /&gt;
|[[Dredger]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 65&lt;br /&gt;
|-&lt;br /&gt;
|[[Drudge Slug]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 65&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Dryads]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dryad]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Plant&lt;br /&gt;
|CC p. 66&lt;br /&gt;
|-&lt;br /&gt;
|[[Fungal Dryad]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Fae Plant&lt;br /&gt;
|CC p. 67&lt;br /&gt;
|-&lt;br /&gt;
|[[Naiad]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Elemental&lt;br /&gt;
|CC p. 67&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dust Devil]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium &lt;br /&gt;
|Elemental Fiend (Primal)&lt;br /&gt;
|CC p. 68&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Elementals]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Elemental]]&lt;br /&gt;
|15&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 69&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth Elemental]]&lt;br /&gt;
|17&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 69&lt;br /&gt;
|-&lt;br /&gt;
|[[Fireblight]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental (Occult)&lt;br /&gt;
|CC p. 70&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire Elemental]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 70&lt;br /&gt;
|-&lt;br /&gt;
|[[Galepiercer]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental (Occult)&lt;br /&gt;
|CC p. 71&lt;br /&gt;
|-&lt;br /&gt;
|[[Water Elemental]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Emissaries]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Emissary of the Celestial Council]]&lt;br /&gt;
|22&lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid Celestial (Divine)&lt;br /&gt;
|CC p. 72&lt;br /&gt;
|-&lt;br /&gt;
|[[Emissary of the Exiles]]&lt;br /&gt;
|24 &lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid Celestial Fiend (Divine)&lt;br /&gt;
|CC p. 73&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Enchanted Items]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Armor]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed ([[Arcane]])&lt;br /&gt;
|CC p. 74&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Cloak]]&lt;br /&gt;
|4 &lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 74&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Rug]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Weapon]]&lt;br /&gt;
|7&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Eyesquitos'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Eyesquito]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
|[[Eyesore of Eyesquitos]]&lt;br /&gt;
|16&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Monstrosity (Swarm)&lt;br /&gt;
|CC p. 76&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Fae Stalker]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Beast&lt;br /&gt;
|CC p. 77&lt;br /&gt;
|-&lt;br /&gt;
|[[Fetid Lurker]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity (Primal)&lt;br /&gt;
|CC p. 78&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Cholereth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Raider]]&lt;br /&gt;
|16&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 79&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Warlord]]&lt;br /&gt;
|36&lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 79&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Warrior]]&lt;br /&gt;
|20&lt;br /&gt;
|Large &lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 80&lt;br /&gt;
|-&lt;br /&gt;
|[[Raksasha]]&lt;br /&gt;
|24&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Human]] Fiend (Arcane)&lt;br /&gt;
|CC p. 81&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge Steed]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity Fiend&lt;br /&gt;
|CC p. 82&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Melaneth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Barhest|Barghest]]&lt;br /&gt;
|9&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Fiend&lt;br /&gt;
|CC p. 83&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonewraith]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend (Occult)&lt;br /&gt;
|CC p. 83&lt;br /&gt;
|-&lt;br /&gt;
|[[Churlock]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend (Occult)&lt;br /&gt;
|CC p. 84&lt;br /&gt;
|-&lt;br /&gt;
|[[Night Devil]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity Fiend&lt;br /&gt;
|CC p. 84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Phlegmereth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Catharsuli]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fiend&lt;br /&gt;
|CC p. 85&lt;br /&gt;
|-&lt;br /&gt;
|[[Morbunegm]]&lt;br /&gt;
|22&lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 86&lt;br /&gt;
|-&lt;br /&gt;
|[[Ogumo]]&lt;br /&gt;
|23 &lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 87&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Sanguineth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Amanojaku]]&lt;br /&gt;
|6&lt;br /&gt;
|Tiny&lt;br /&gt;
|Fiend Humanoid&lt;br /&gt;
|CC p. 88&lt;br /&gt;
|-&lt;br /&gt;
|[[Baalthezar]]&lt;br /&gt;
|30&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 89&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Beast]]&lt;br /&gt;
|27&lt;br /&gt;
|Large &lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Gurax]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Kab'Thurox]]&lt;br /&gt;
|34&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Fiend&lt;br /&gt;
|CC p. 91&lt;br /&gt;
|-&lt;br /&gt;
|[[Nathosh]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 91&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Florens]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elder Floren]]&lt;br /&gt;
|4&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Plant Humanoid&lt;br /&gt;
|CC p. 92&lt;br /&gt;
|-&lt;br /&gt;
|[[Leafling Floren]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Plant Humanoid&lt;br /&gt;
|CC p. 92&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Ghosts]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost]]&lt;br /&gt;
|12 &lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 93&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 93&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Golems]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Golem]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Divine)&lt;br /&gt;
|CC p. 94&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay Golem]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Arcane)&lt;br /&gt;
|CC p. 95&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Golem]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Psionic)&lt;br /&gt;
|CC p. 95&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble Golem]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Arcane)&lt;br /&gt;
|CC p. 96&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant Golem]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Primal)&lt;br /&gt;
|CC p. 96&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver Golem]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Divine)&lt;br /&gt;
|CC p. 97&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone Golem]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Occult)&lt;br /&gt;
|CC p. 97&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorgon]]&lt;br /&gt;
|26&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 98&lt;br /&gt;
|-&lt;br /&gt;
|[[Grash]]&lt;br /&gt;
|7 &lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 99&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gretchlings]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gratchen]]&lt;br /&gt;
|6&lt;br /&gt;
|Small&lt;br /&gt;
|Fiend Humanoid&lt;br /&gt;
|CC p. 100&lt;br /&gt;
|-&lt;br /&gt;
|[[Gretchling]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Humanoid&lt;br /&gt;
|CC p. 101&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gromishes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gromish]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Elemental (Primal)&lt;br /&gt;
|CC p. 102&lt;br /&gt;
|-&lt;br /&gt;
|[[Gromish Elder]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental (Primal)&lt;br /&gt;
|CC p. 102&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gryphons]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gryphon]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 103&lt;br /&gt;
|-&lt;br /&gt;
|[[Gryphon Mount]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 103&lt;br /&gt;
|-&lt;br /&gt;
|[[Splendor Gryphon]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 104&lt;br /&gt;
|-&lt;br /&gt;
|[[Trash Gryphon]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 104&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Gyo-Gura]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 105&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Hags]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bog Hag]]&lt;br /&gt;
|26&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Primal)&lt;br /&gt;
|CC p. 106&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Hag]]&lt;br /&gt;
|28&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Occult)&lt;br /&gt;
|CC p. 107&lt;br /&gt;
|-&lt;br /&gt;
|[[Night Hag]]&lt;br /&gt;
|30&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Arcane)&lt;br /&gt;
|CC p. 108&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 109&lt;br /&gt;
|-&lt;br /&gt;
|[[Hiderigami]]&lt;br /&gt;
|21 &lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Elemental&lt;br /&gt;
|CC p. 109&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Hungering Shades]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Hungering Shade]]&lt;br /&gt;
|18&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Eldritch (Occult)&lt;br /&gt;
|CC p. 110&lt;br /&gt;
|-&lt;br /&gt;
|[[Shambling Grim]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Human (Occult)&lt;br /&gt;
|CC p. 111&lt;br /&gt;
|-&lt;br /&gt;
|[[Weeping Hollow]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Human (Occult)&lt;br /&gt;
|CC p. 111&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydra]]&lt;br /&gt;
|20&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 112&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibong Adarna]]&lt;br /&gt;
|9&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Beast&lt;br /&gt;
|CC p. 113&lt;br /&gt;
|-&lt;br /&gt;
|[[Itsumade]]&lt;br /&gt;
|15&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 113&lt;br /&gt;
|-&lt;br /&gt;
|[[Kappa]]&lt;br /&gt;
|8&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid Fae&lt;br /&gt;
|CC p. 114&lt;br /&gt;
|-&lt;br /&gt;
|[[Kriflock]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 114&lt;br /&gt;
|-&lt;br /&gt;
|[[Lamassu]]&lt;br /&gt;
|32&lt;br /&gt;
|Huge&lt;br /&gt;
|Celestial Monstrosity (Divine)&lt;br /&gt;
|CC p. 115&lt;br /&gt;
|-&lt;br /&gt;
|[[Leatherback]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 115&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Lepidloths]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Arthidloth]]&lt;br /&gt;
|5&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Fae Monstrosity&lt;br /&gt;
|CC p. 116&lt;br /&gt;
|-&lt;br /&gt;
|[[Lepidloth]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium &lt;br /&gt;
|Fae Monstrosity&lt;br /&gt;
|CC p. 116&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Levael]]&lt;br /&gt;
|16&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Celestial (Divine)&lt;br /&gt;
|CC p. 117&lt;br /&gt;
|-&lt;br /&gt;
|[[Martor]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae Beast&lt;br /&gt;
|CC p. 118&lt;br /&gt;
|-&lt;br /&gt;
|[[Mawgawth]]&lt;br /&gt;
|4&lt;br /&gt;
|Small &lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 119&lt;br /&gt;
|-&lt;br /&gt;
|[[Michipeshu]]&lt;br /&gt;
|7&lt;br /&gt;
|Large &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 119&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mimics]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Micromimic]]&lt;br /&gt;
|2&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 120&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 120&lt;br /&gt;
|-&lt;br /&gt;
|[[Thwarbler]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 121&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mindlings]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindling]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 122&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindlurk]]&lt;br /&gt;
|14&lt;br /&gt;
|Large &lt;br /&gt;
|Abominable Humanoid&lt;br /&gt;
|CC p. 122&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Minotaurs]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 123&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur Berzerker]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium &lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 123&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur Sailor]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 124&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[M'l'ykkri]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri]]&lt;br /&gt;
|22&lt;br /&gt;
|Titan&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 124&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Fleshling]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium &lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 125&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Flesh Swarm]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Eldritch (Swarm)&lt;br /&gt;
|CC p. 125&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Flesh Worm]]&lt;br /&gt;
|1 &lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 126&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Mimic]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 126&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortanimus]]&lt;br /&gt;
|40&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Undead Humanoid (Primal)&lt;br /&gt;
|CC p. 127&lt;br /&gt;
|-&lt;br /&gt;
|[[Mossy Cobbler]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Plant&lt;br /&gt;
|CC p. 128&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mummies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mummy]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 128&lt;br /&gt;
|-&lt;br /&gt;
|[[Mummy Ashlord]]&lt;br /&gt;
|18&lt;br /&gt;
|Medium &lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 129&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mycosians]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Humanoid (Primal, Psionic)&lt;br /&gt;
|CC p. 130&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian Regent]]&lt;br /&gt;
|20&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Plant Humanoid (Primal, Psionic)&lt;br /&gt;
|CC p. 131&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian Starsage]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Humanoid (Divine, Primal, Psionic)&lt;br /&gt;
|CC p. 132&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Nachtkrapp]]&lt;br /&gt;
|12&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 133&lt;br /&gt;
|-&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Fae Celestial Monstrosity (Divine, Primal)&lt;br /&gt;
|CC p. 134&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Narai]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Narai Ancient]]&lt;br /&gt;
|25&lt;br /&gt;
|Titan&lt;br /&gt;
|Eldritch Beast (Psionic)&lt;br /&gt;
|CC p. 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Narai]]&lt;br /&gt;
|1 &lt;br /&gt;
|Medium &lt;br /&gt;
|Eldritch Beast (Psionic)&lt;br /&gt;
|CC p. 135&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Needlebeak]]&lt;br /&gt;
|1&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Monstrosity (Occult)&lt;br /&gt;
|CC p. 136&lt;br /&gt;
|-&lt;br /&gt;
|[[Nue]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 136&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Nythixes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Nythix Glider]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 137&lt;br /&gt;
|-&lt;br /&gt;
|[[Nythix Walljumper]]&lt;br /&gt;
|5&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 137&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Oni]]&lt;br /&gt;
|5&lt;br /&gt;
|Large &lt;br /&gt;
|Humanoid Fiend (Psionic)&lt;br /&gt;
|CC p. 138&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsor]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Fae Humanoid (Primal)&lt;br /&gt;
|CC p. 139&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|6&lt;br /&gt;
|Large &lt;br /&gt;
|Beast Celestial&lt;br /&gt;
|CC p. 139&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoenix]]&lt;br /&gt;
|14&lt;br /&gt;
|Small&lt;br /&gt;
|Elemental Beast&lt;br /&gt;
|CC p. 140&lt;br /&gt;
|-&lt;br /&gt;
|[[Pilfer]]&lt;br /&gt;
|3 &lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 141&lt;br /&gt;
|-&lt;br /&gt;
|[[Ponycorn]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Beast&lt;br /&gt;
|CC p. 142&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal Spark]]&lt;br /&gt;
|7&lt;br /&gt;
|Small&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 142&lt;br /&gt;
|-&lt;br /&gt;
|[[Quasimare]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Monstrosity (Occult Psionic)&lt;br /&gt;
|CC p. 143&lt;br /&gt;
|-&lt;br /&gt;
|[[Revenant]]&lt;br /&gt;
|8 &lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 145&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|30&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 145&lt;br /&gt;
|-&lt;br /&gt;
|[[Romarael]]&lt;br /&gt;
|16&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Celestial (Divine)&lt;br /&gt;
|CC p. 146&lt;br /&gt;
|-&lt;br /&gt;
|[[Rot Bees]]&lt;br /&gt;
|4&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 146&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Eldritch Shapechanger (Occult)&lt;br /&gt;
|CC p. 147&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaitan]]&lt;br /&gt;
|24&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend&lt;br /&gt;
|CC p. 148&lt;br /&gt;
|-&lt;br /&gt;
|[[Shimmerling]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium &lt;br /&gt;
|Abominable Eldritch (Psionic)&lt;br /&gt;
|CC p. 148&lt;br /&gt;
|-&lt;br /&gt;
|[[Shoulf]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Shapechanger&lt;br /&gt;
|CC p. 149&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickening Statue]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 150&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Skeletons]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Soldier]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 150&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 151&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Slag Toad]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental Beast&lt;br /&gt;
|CC p. 152&lt;br /&gt;
|-&lt;br /&gt;
|[[Slaugh]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Abominable Fae&lt;br /&gt;
|CC p. 152&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Slimes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chromatic Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Small &lt;br /&gt;
|Abominable Elemental Monstrosity&lt;br /&gt;
|CC p. 153&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydra Slime]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 153&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma Slime]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Elemental Monstrosity&lt;br /&gt;
|CC p. 154&lt;br /&gt;
|-&lt;br /&gt;
|[[Metallic Slime]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 154&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Slime]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 155&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Sphinxes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx]]&lt;br /&gt;
|16&lt;br /&gt;
|Large &lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 156&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx Arcanist]]&lt;br /&gt;
|22&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity (Arcane)&lt;br /&gt;
|CC p. 157&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx Guardian]]&lt;br /&gt;
|20&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 157&lt;br /&gt;
|-&lt;br /&gt;
|[[Young Sphinx]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 158&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Spore Bat]]&lt;br /&gt;
|1&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 158&lt;br /&gt;
|-&lt;br /&gt;
|[[Stitched]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Undead Humanoid Beast&lt;br /&gt;
|CC p. 159&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolling]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 160&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneshark]]&lt;br /&gt;
|7&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 160&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Stravon Incarnations]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Despairfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 161&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 162&lt;br /&gt;
|-&lt;br /&gt;
|[[Glibfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 163&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Tengu]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 163&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher Moss]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Plant&lt;br /&gt;
|CC p. 164&lt;br /&gt;
|-&lt;br /&gt;
|[[Tothlalug]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Monstrosity&lt;br /&gt;
|CC p. 165&lt;br /&gt;
|-&lt;br /&gt;
|[[Tooth Tyrant]]&lt;br /&gt;
|40&lt;br /&gt;
|Colossal&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 166&lt;br /&gt;
|-&lt;br /&gt;
|[[Transcendent]]&lt;br /&gt;
|7&lt;br /&gt;
|Large &lt;br /&gt;
|Abominable Eldritch (Occult)&lt;br /&gt;
|CC p. 167&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Trench Technologies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Trench Abomination]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Avadri Monstrosity (Psionic)&lt;br /&gt;
|CC p. 168&lt;br /&gt;
|-&lt;br /&gt;
|[[Trench Wyrdling]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Avadri Monstrosity (Psionic)&lt;br /&gt;
|CC p. 169&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Tzel]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid (Divine)&lt;br /&gt;
|CC p. 169&lt;br /&gt;
|-&lt;br /&gt;
|[[Tzerasi]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Undead Monstrosity&lt;br /&gt;
|CC p. 170&lt;br /&gt;
|-&lt;br /&gt;
|[[Umibozu]]&lt;br /&gt;
|30&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Monstrosity (Primal)&lt;br /&gt;
|CC p. 170&lt;br /&gt;
|-&lt;br /&gt;
|[[Unicorn]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Fae&lt;br /&gt;
|CC p. 171&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vampires]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
|21&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 174&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire Ancient]]&lt;br /&gt;
|50&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 175&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire Spawn]]&lt;br /&gt;
|13&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 176&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampiric Mist]]&lt;br /&gt;
|13&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Eldritch&lt;br /&gt;
|CC p. 177&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vertumna Spirits]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Autumn Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 177&lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium &lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 178&lt;br /&gt;
|-&lt;br /&gt;
|[[Summer Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 178&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 179&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Vetala]]&lt;br /&gt;
|20&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 179&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vodyanoy]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium &lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Hunter]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Shaman]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 181&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Warrior]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 181&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wardens]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave Warden]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 182&lt;br /&gt;
|-&lt;br /&gt;
|[[Coastal Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge &lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 182&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Warden]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 183&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 183&lt;br /&gt;
|-&lt;br /&gt;
|[[Grassland Warden]]&lt;br /&gt;
|7&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 184&lt;br /&gt;
|-&lt;br /&gt;
|[[Jungle Warden]]&lt;br /&gt;
|10&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 184&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Warden]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 185&lt;br /&gt;
|-&lt;br /&gt;
|[[Tundra Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 185&lt;br /&gt;
|-&lt;br /&gt;
|[[Wilting Warden]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Plant Monstrosity (Occult)&lt;br /&gt;
|CC p. 186&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Weleshyr]]&lt;br /&gt;
|17 &lt;br /&gt;
|Large&lt;br /&gt;
|Undead Monstrosity&lt;br /&gt;
|CC p. 187&lt;br /&gt;
|-&lt;br /&gt;
|[[Wicker Man]]&lt;br /&gt;
|19&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 188&lt;br /&gt;
|-&lt;br /&gt;
|[[Wilderguard]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Fae&lt;br /&gt;
|CC p. 189&lt;br /&gt;
|-&lt;br /&gt;
|[[Will o' the Wisp]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Fae Plant&lt;br /&gt;
|CC p. 189&lt;br /&gt;
|-&lt;br /&gt;
|[[Wisp Gremlin]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Elemental Fae&lt;br /&gt;
|CC p. 190&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wyrms]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Wyrm]]&lt;br /&gt;
|18&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Psionic)&lt;br /&gt;
|CC p. 191&lt;br /&gt;
|-&lt;br /&gt;
|[[Sage Wyrm]]&lt;br /&gt;
|20&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Arcane)&lt;br /&gt;
|CC p. 191&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrd Wyrm]]&lt;br /&gt;
|23&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Psionic)&lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrm]]&lt;br /&gt;
|14&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity &lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrmling]]&lt;br /&gt;
|8&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wyverns]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern]]&lt;br /&gt;
|22&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 193&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern Ancient]]&lt;br /&gt;
|36&lt;br /&gt;
|Colossal&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 194&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern Wyrmling]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 194&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarrow Sparrow]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Fine&lt;br /&gt;
|Plant Fae&lt;br /&gt;
|CC p. 195&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Zombies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghul]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 195&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 196&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Hulk]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 196&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
A list of common beasts.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Amphibians'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Frog]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 197&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Anteaters'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Anteater]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 197&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bears]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Bear]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 198&lt;br /&gt;
|-&lt;br /&gt;
|[[Brown Bear]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 198&lt;br /&gt;
|-&lt;br /&gt;
|[[Cocaine Bear]]&lt;br /&gt;
|32&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 199&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Bear]]&lt;br /&gt;
|10&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 199&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly Bear]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar Bear]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Birds'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Chicken]]&lt;br /&gt;
|8&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Eagle]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Vulture]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Peregrine Falcon]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Screech Owl]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Camels'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Camel]]&lt;br /&gt;
|2&lt;br /&gt;
|Large &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Cephalopods'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Octopus]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Cervids'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elk]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Moose]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Crocodilians'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Crocodile]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltwater Crocodile]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 204&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Elephants'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 204&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Felines'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
|[[Tabby Cat]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Fish'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Shark]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Horses'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Draft Horse]]&lt;br /&gt;
|1&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
|[[Riding Horse]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
|[[War Horse]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 207&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Hyenas'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Hyena]]&lt;br /&gt;
|7&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 207&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Invertibrates'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Queen]]&lt;br /&gt;
|4&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 208&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Warrior]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 208&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Worker]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Centipede]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Mantis]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Spider]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Giant]] Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Rodents'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Rat]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Rhinoceros'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Snakes'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor Snake]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
|[[Venomous Snake]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
|[[Winged Snake]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Thumper'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Thumper]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 212&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Turtles'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast (Psionic)&lt;br /&gt;
|CC p. 212&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Wolves'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha Wolf]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolf]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Swarms'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Bats]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Chickens]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Crustaceans]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Insects]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Rats]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Ravens]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Scarabs]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Snakes]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
A list of NPCs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]&lt;br /&gt;
|14&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 217&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit Captain]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit Marauder]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bridge Knight]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Charlatan (NPC)|Charlatan]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[Clergy NPC|Clergy]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Divine)&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[Courtier]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[Demonologist]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfolk Scholar]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Shapechanger (Primal)&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Druid (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Shapechanger (Primal)&lt;br /&gt;
|CC p. 221&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf Navigator]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 221&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf Archer]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 222&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Witch]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Primal)&lt;br /&gt;
|CC p. 223&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Witch (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Primal)&lt;br /&gt;
|CC p. 224&lt;br /&gt;
|-&lt;br /&gt;
|[[Guard (NPC)|Guard]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 222&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Witch]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Occult)&lt;br /&gt;
|CC p. 225&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Witch (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Occult)&lt;br /&gt;
|CC p. 226&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 227&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight Errant]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 227&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight in Training: Page]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight in Training: Squire]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Arcane, Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Arcane, Humanoid&lt;br /&gt;
|CC p. 229&lt;br /&gt;
|-&lt;br /&gt;
|[[Merchant]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 229&lt;br /&gt;
|-&lt;br /&gt;
|[[Mob Boss]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 230&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Arcane, Occult)&lt;br /&gt;
|CC p. 230&lt;br /&gt;
|-&lt;br /&gt;
|[[Noble]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 231&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult Maniac]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Humanoid (Arcane, Occult)&lt;br /&gt;
|CC p. 231&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 232&lt;br /&gt;
|-&lt;br /&gt;
|[[Physician]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 232&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 233&lt;br /&gt;
|-&lt;br /&gt;
|[[Remnant Expunger]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed Human Avadri (Psionic)&lt;br /&gt;
|CC p. 233&lt;br /&gt;
|-&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Sailor]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldier (NPC)|Soldier]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Thug (NPC)|Thug]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomb Raider]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin Bridge Guard]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin Lorist]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[Underbridge Cultist]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Underbridge Initiate]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Veteran Soldier]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[War Priest]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 237&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creature_List&amp;diff=3972</id>
		<title>Creature List</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creature_List&amp;diff=3972"/>
		<updated>2024-02-05T00:09:00Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Change the link of Clergy npc to not be in conflict with Clergy professions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of [[creatures in MythCraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation Key:'''&lt;br /&gt;
&lt;br /&gt;
CC = ''Creature Compendium''&lt;br /&gt;
&lt;br /&gt;
TCL = ''The Cloven Lands''&lt;br /&gt;
&lt;br /&gt;
== Monsters and Creatures ==&lt;br /&gt;
A list of creatures excluding common beasts and NPCs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Acheri]]&lt;br /&gt;
|12&lt;br /&gt;
|Small&lt;br /&gt;
|[[Undead]] Eldritch&lt;br /&gt;
|CC p. 22&lt;br /&gt;
|-&lt;br /&gt;
|[[Agavan]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Fae&lt;br /&gt;
|CC p. 23&lt;br /&gt;
|-&lt;br /&gt;
|[[Akateko]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Plant ([[Occult]])&lt;br /&gt;
|CC p. 24&lt;br /&gt;
|-&lt;br /&gt;
|[[Anzu]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Arboreans]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch Arborean]]&lt;br /&gt;
|12&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Plant Fae ([[Primal]])&lt;br /&gt;
|CC p. 26&lt;br /&gt;
|-&lt;br /&gt;
|[[Hollow Arborean]]&lt;br /&gt;
|13&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Undead Plant&lt;br /&gt;
|CC p. 27&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak Arborean]]&lt;br /&gt;
|15&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Plant (Primal&lt;br /&gt;
|CC p. 28&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine Arborean]]&lt;br /&gt;
|13&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Plant (Primal)&lt;br /&gt;
|CC p. 29&lt;br /&gt;
|-&lt;br /&gt;
|[[Willow Arborean]]&lt;br /&gt;
|14&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant (Primal)&lt;br /&gt;
|CC p. 29&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Asagi]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Axehandle Hound]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Basilisk]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 31&lt;br /&gt;
|-&lt;br /&gt;
|[[Bekael]]&lt;br /&gt;
|23&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial ([[Divine]])&lt;br /&gt;
|CC p. 32&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bendelexes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex]]&lt;br /&gt;
|1&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast&lt;br /&gt;
|CC p. 33&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex Psion]]&lt;br /&gt;
|4&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast (Psion)&lt;br /&gt;
|CC p. 33&lt;br /&gt;
|-&lt;br /&gt;
|[[Bendelex Swarm]]&lt;br /&gt;
|8&lt;br /&gt;
|Fine&lt;br /&gt;
|Abominable Eldritch Beast (Swarm)&lt;br /&gt;
|CC p. 34&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Blightweed]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Plant (Occult)&lt;br /&gt;
|CC p. 34&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Effigy]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend (Occult)&lt;br /&gt;
|CC p. 35&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bloodoaks]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Arborean]]&lt;br /&gt;
|18&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Plant (Occult)&lt;br /&gt;
|CC p. 36&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Brambles]]&lt;br /&gt;
|2&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Abominable Plant (Occult)&lt;br /&gt;
|CC p. 36&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Host]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Humanoid Plant (Occult)&lt;br /&gt;
|CC p. 37&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodoak Scarecrow]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Humanoid Plant (Occult)&lt;br /&gt;
|CC p. 37&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Boggart]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Small&lt;br /&gt;
|Fae&lt;br /&gt;
|CC p. 38&lt;br /&gt;
|-&lt;br /&gt;
|[[Bogwallower]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Plant [[Elemental]]&lt;br /&gt;
|CC p. 38&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Hut]]&lt;br /&gt;
|24&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Constructed Undead Monstrosity&lt;br /&gt;
|CC p. 39&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Spider]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Undead Monstrosity&lt;br /&gt;
|CC p. 39&lt;br /&gt;
|-&lt;br /&gt;
|[[Buttercap]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Plant Beast&lt;br /&gt;
|CC p. 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Calleoch]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity (Occult)&lt;br /&gt;
|CC p. 41&lt;br /&gt;
|-&lt;br /&gt;
|[[Cannon Crab]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 42&lt;br /&gt;
|-&lt;br /&gt;
|[[Carbunclo]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 43&lt;br /&gt;
|-&lt;br /&gt;
|[[Carrion Worm]]&lt;br /&gt;
|14&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 44&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Centaurs]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Astrologer]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Cavalier]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur Ranger]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Humanoid&lt;br /&gt;
|CC p. 46&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Cetus]]&lt;br /&gt;
|20&lt;br /&gt;
|Gargantuan (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 46&lt;br /&gt;
|-&lt;br /&gt;
|[[Chamrosh]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 47&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Chosen]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Boatswain]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 48&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Captain]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 49&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen Crewmate]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch Humanoid&lt;br /&gt;
|CC p. 49&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Chudra]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity ([[Psionic]])&lt;br /&gt;
|CC p. 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Clikkiri]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Behemoth]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 51&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Builder]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 51&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Buzzer]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Larva]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Oracle]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 52&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Scorpion]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 53&lt;br /&gt;
|-&lt;br /&gt;
|[[Clikkiri Soldier]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 53&lt;br /&gt;
|-&lt;br /&gt;
|[[Skitterer]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 54&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Cockatrice]]&lt;br /&gt;
|9&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 54&lt;br /&gt;
|-&lt;br /&gt;
|[[Column Crawler]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 55&lt;br /&gt;
|-&lt;br /&gt;
|[[Concubus]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend (Occult)&lt;br /&gt;
|CC p. 56&lt;br /&gt;
|-&lt;br /&gt;
|[[Crepit]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Undead&lt;br /&gt;
|CC p. 57&lt;br /&gt;
|-&lt;br /&gt;
|[[Daeva]]&lt;br /&gt;
|11&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 58&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Knight]]&lt;br /&gt;
|20&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 59&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Deepshrooms]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Deepshroom Shambler]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Plant&lt;br /&gt;
|CC p. 60&lt;br /&gt;
|-&lt;br /&gt;
|[[Deepshroom Hive]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Undead Plant&lt;br /&gt;
|CC p. 60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergue]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid Fae&lt;br /&gt;
|CC p. 61&lt;br /&gt;
|-&lt;br /&gt;
|[[Dracanis]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 62&lt;br /&gt;
|-&lt;br /&gt;
|[[Draugr]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 63&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Skull]]&lt;br /&gt;
|18&lt;br /&gt;
|Small&lt;br /&gt;
|Undead Eldritch (Occult)&lt;br /&gt;
|CC p. 64&lt;br /&gt;
|-&lt;br /&gt;
|[[Dredger]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 65&lt;br /&gt;
|-&lt;br /&gt;
|[[Drudge Slug]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 65&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Dryads]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dryad]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Plant&lt;br /&gt;
|CC p. 66&lt;br /&gt;
|-&lt;br /&gt;
|[[Fungal Dryad]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Fae Plant&lt;br /&gt;
|CC p. 67&lt;br /&gt;
|-&lt;br /&gt;
|[[Naiad]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Elemental&lt;br /&gt;
|CC p. 67&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dust Devil]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium &lt;br /&gt;
|Elemental Fiend (Primal)&lt;br /&gt;
|CC p. 68&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Elementals]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Elemental]]&lt;br /&gt;
|15&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 69&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth Elemental]]&lt;br /&gt;
|17&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 69&lt;br /&gt;
|-&lt;br /&gt;
|[[Fireblight]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental (Occult)&lt;br /&gt;
|CC p. 70&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire Elemental]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 70&lt;br /&gt;
|-&lt;br /&gt;
|[[Galepiercer]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental (Occult)&lt;br /&gt;
|CC p. 71&lt;br /&gt;
|-&lt;br /&gt;
|[[Water Elemental]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental&lt;br /&gt;
|CC p. 71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Emissaries]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Emissary of the Celestial Council]]&lt;br /&gt;
|22&lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid Celestial (Divine)&lt;br /&gt;
|CC p. 72&lt;br /&gt;
|-&lt;br /&gt;
|[[Emissary of the Exiles]]&lt;br /&gt;
|24 &lt;br /&gt;
|Large&lt;br /&gt;
|Humanoid Celestial Fiend (Divine)&lt;br /&gt;
|CC p. 73&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Enchanted Items]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Armor]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed ([[Arcane]])&lt;br /&gt;
|CC p. 74&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Cloak]]&lt;br /&gt;
|4 &lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 74&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Rug]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanted Weapon]]&lt;br /&gt;
|7&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed (Arcane)&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Eyesquitos'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Eyesquito]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 75&lt;br /&gt;
|-&lt;br /&gt;
|[[Eyesore of Eyesquitos]]&lt;br /&gt;
|16&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Monstrosity (Swarm)&lt;br /&gt;
|CC p. 76&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Fae Stalker]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Beast&lt;br /&gt;
|CC p. 77&lt;br /&gt;
|-&lt;br /&gt;
|[[Fetid Lurker]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity (Primal)&lt;br /&gt;
|CC p. 78&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Cholereth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Raider]]&lt;br /&gt;
|16&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 79&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Warlord]]&lt;br /&gt;
|36&lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 79&lt;br /&gt;
|-&lt;br /&gt;
|[[Cholereth Warrior]]&lt;br /&gt;
|20&lt;br /&gt;
|Large &lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 80&lt;br /&gt;
|-&lt;br /&gt;
|[[Raksasha]]&lt;br /&gt;
|24&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Human]] Fiend (Arcane)&lt;br /&gt;
|CC p. 81&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge Steed]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity Fiend&lt;br /&gt;
|CC p. 82&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Melaneth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Barhest|Barghest]]&lt;br /&gt;
|9&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Fiend&lt;br /&gt;
|CC p. 83&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonewraith]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend (Occult)&lt;br /&gt;
|CC p. 83&lt;br /&gt;
|-&lt;br /&gt;
|[[Churlock]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend (Occult)&lt;br /&gt;
|CC p. 84&lt;br /&gt;
|-&lt;br /&gt;
|[[Night Devil]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity Fiend&lt;br /&gt;
|CC p. 84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Phlegmereth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Catharsuli]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fiend&lt;br /&gt;
|CC p. 85&lt;br /&gt;
|-&lt;br /&gt;
|[[Morbunegm]]&lt;br /&gt;
|22&lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 86&lt;br /&gt;
|-&lt;br /&gt;
|[[Ogumo]]&lt;br /&gt;
|23 &lt;br /&gt;
|Huge&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 87&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Fiends of Sanguineth]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Amanojaku]]&lt;br /&gt;
|6&lt;br /&gt;
|Tiny&lt;br /&gt;
|Fiend Humanoid&lt;br /&gt;
|CC p. 88&lt;br /&gt;
|-&lt;br /&gt;
|[[Baalthezar]]&lt;br /&gt;
|30&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 89&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Beast]]&lt;br /&gt;
|27&lt;br /&gt;
|Large &lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Gurax]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Kab'Thurox]]&lt;br /&gt;
|34&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Fiend&lt;br /&gt;
|CC p. 91&lt;br /&gt;
|-&lt;br /&gt;
|[[Nathosh]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Fiend Monstrosity&lt;br /&gt;
|CC p. 91&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Florens]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elder Floren]]&lt;br /&gt;
|4&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Plant Humanoid&lt;br /&gt;
|CC p. 92&lt;br /&gt;
|-&lt;br /&gt;
|[[Leafling Floren]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Plant Humanoid&lt;br /&gt;
|CC p. 92&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Ghosts]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost]]&lt;br /&gt;
|12 &lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 93&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 93&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Golems]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Golem]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Divine)&lt;br /&gt;
|CC p. 94&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay Golem]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Arcane)&lt;br /&gt;
|CC p. 95&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Golem]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Psionic)&lt;br /&gt;
|CC p. 95&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble Golem]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Arcane)&lt;br /&gt;
|CC p. 96&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant Golem]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Primal)&lt;br /&gt;
|CC p. 96&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver Golem]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Divine)&lt;br /&gt;
|CC p. 97&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone Golem]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Constructed Humanoid (Occult)&lt;br /&gt;
|CC p. 97&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorgon]]&lt;br /&gt;
|26&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 98&lt;br /&gt;
|-&lt;br /&gt;
|[[Grash]]&lt;br /&gt;
|7 &lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 99&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gretchlings]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gratchen]]&lt;br /&gt;
|6&lt;br /&gt;
|Small&lt;br /&gt;
|Fiend Humanoid&lt;br /&gt;
|CC p. 100&lt;br /&gt;
|-&lt;br /&gt;
|[[Gretchling]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Fae Humanoid&lt;br /&gt;
|CC p. 101&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gromishes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gromish]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Elemental (Primal)&lt;br /&gt;
|CC p. 102&lt;br /&gt;
|-&lt;br /&gt;
|[[Gromish Elder]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Elemental (Primal)&lt;br /&gt;
|CC p. 102&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Gryphons]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Gryphon]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 103&lt;br /&gt;
|-&lt;br /&gt;
|[[Gryphon Mount]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 103&lt;br /&gt;
|-&lt;br /&gt;
|[[Splendor Gryphon]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 104&lt;br /&gt;
|-&lt;br /&gt;
|[[Trash Gryphon]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 104&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Gyo-Gura]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 105&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Hags]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bog Hag]]&lt;br /&gt;
|26&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Primal)&lt;br /&gt;
|CC p. 106&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone Hag]]&lt;br /&gt;
|28&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Occult)&lt;br /&gt;
|CC p. 107&lt;br /&gt;
|-&lt;br /&gt;
|[[Night Hag]]&lt;br /&gt;
|30&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Fae (Arcane)&lt;br /&gt;
|CC p. 108&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 109&lt;br /&gt;
|-&lt;br /&gt;
|[[Hiderigami]]&lt;br /&gt;
|21 &lt;br /&gt;
|Medium&lt;br /&gt;
|Fae Elemental&lt;br /&gt;
|CC p. 109&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Hungering Shades]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Hungering Shade]]&lt;br /&gt;
|18&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Eldritch (Occult)&lt;br /&gt;
|CC p. 110&lt;br /&gt;
|-&lt;br /&gt;
|[[Shambling Grim]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Human (Occult)&lt;br /&gt;
|CC p. 111&lt;br /&gt;
|-&lt;br /&gt;
|[[Weeping Hollow]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Undead Human (Occult)&lt;br /&gt;
|CC p. 111&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydra]]&lt;br /&gt;
|20&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 112&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibong Adarna]]&lt;br /&gt;
|9&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Beast&lt;br /&gt;
|CC p. 113&lt;br /&gt;
|-&lt;br /&gt;
|[[Itsumade]]&lt;br /&gt;
|15&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 113&lt;br /&gt;
|-&lt;br /&gt;
|[[Kappa]]&lt;br /&gt;
|8&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid Fae&lt;br /&gt;
|CC p. 114&lt;br /&gt;
|-&lt;br /&gt;
|[[Kriflock]]&lt;br /&gt;
|6&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 114&lt;br /&gt;
|-&lt;br /&gt;
|[[Lamassu]]&lt;br /&gt;
|32&lt;br /&gt;
|Huge&lt;br /&gt;
|Celestial Monstrosity (Divine)&lt;br /&gt;
|CC p. 115&lt;br /&gt;
|-&lt;br /&gt;
|[[Leatherback]]&lt;br /&gt;
|10&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 115&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Lepidloths]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Arthidloth]]&lt;br /&gt;
|5&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Fae Monstrosity&lt;br /&gt;
|CC p. 116&lt;br /&gt;
|-&lt;br /&gt;
|[[Lepidloth]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium &lt;br /&gt;
|Fae Monstrosity&lt;br /&gt;
|CC p. 116&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Levael]]&lt;br /&gt;
|16&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Celestial (Divine)&lt;br /&gt;
|CC p. 117&lt;br /&gt;
|-&lt;br /&gt;
|[[Martor]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae Beast&lt;br /&gt;
|CC p. 118&lt;br /&gt;
|-&lt;br /&gt;
|[[Mawgawth]]&lt;br /&gt;
|4&lt;br /&gt;
|Small &lt;br /&gt;
|Beast Monstrosity&lt;br /&gt;
|CC p. 119&lt;br /&gt;
|-&lt;br /&gt;
|[[Michipeshu]]&lt;br /&gt;
|7&lt;br /&gt;
|Large &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 119&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mimics]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Micromimic]]&lt;br /&gt;
|2&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 120&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 120&lt;br /&gt;
|-&lt;br /&gt;
|[[Thwarbler]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Constructed Monstrosity&lt;br /&gt;
|CC p. 121&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mindlings]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindling]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 122&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindlurk]]&lt;br /&gt;
|14&lt;br /&gt;
|Large &lt;br /&gt;
|Abominable Humanoid&lt;br /&gt;
|CC p. 122&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Minotaurs]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 123&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur Berzerker]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium &lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 123&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur Sailor]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Monstrosity&lt;br /&gt;
|CC p. 124&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[M'l'ykkri]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri]]&lt;br /&gt;
|22&lt;br /&gt;
|Titan&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 124&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Fleshling]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium &lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 125&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Flesh Swarm]]&lt;br /&gt;
|12&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Eldritch (Swarm)&lt;br /&gt;
|CC p. 125&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Flesh Worm]]&lt;br /&gt;
|1 &lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 126&lt;br /&gt;
|-&lt;br /&gt;
|[[M'l'ykkri Mimic]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Eldritch&lt;br /&gt;
|CC p. 126&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortanimus]]&lt;br /&gt;
|40&lt;br /&gt;
|Huge (Tall)&lt;br /&gt;
|Undead Humanoid (Primal)&lt;br /&gt;
|CC p. 127&lt;br /&gt;
|-&lt;br /&gt;
|[[Mossy Cobbler]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Plant&lt;br /&gt;
|CC p. 128&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mummies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mummy]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 128&lt;br /&gt;
|-&lt;br /&gt;
|[[Mummy Ashlord]]&lt;br /&gt;
|18&lt;br /&gt;
|Medium &lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 129&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Mycosians]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Humanoid (Primal, Psionic)&lt;br /&gt;
|CC p. 130&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian Regent]]&lt;br /&gt;
|20&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Plant Humanoid (Primal, Psionic)&lt;br /&gt;
|CC p. 131&lt;br /&gt;
|-&lt;br /&gt;
|[[Mycosian Starsage]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Plant Humanoid (Divine, Primal, Psionic)&lt;br /&gt;
|CC p. 132&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Nachtkrapp]]&lt;br /&gt;
|12&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 133&lt;br /&gt;
|-&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Fae Celestial Monstrosity (Divine, Primal)&lt;br /&gt;
|CC p. 134&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Narai]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Narai Ancient]]&lt;br /&gt;
|25&lt;br /&gt;
|Titan&lt;br /&gt;
|Eldritch Beast (Psionic)&lt;br /&gt;
|CC p. 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Narai]]&lt;br /&gt;
|1 &lt;br /&gt;
|Medium &lt;br /&gt;
|Eldritch Beast (Psionic)&lt;br /&gt;
|CC p. 135&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Needlebeak]]&lt;br /&gt;
|1&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Monstrosity (Occult)&lt;br /&gt;
|CC p. 136&lt;br /&gt;
|-&lt;br /&gt;
|[[Nue]]&lt;br /&gt;
|16&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 136&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Nythixes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Nythix Glider]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 137&lt;br /&gt;
|-&lt;br /&gt;
|[[Nythix Walljumper]]&lt;br /&gt;
|5&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 137&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Oni]]&lt;br /&gt;
|5&lt;br /&gt;
|Large &lt;br /&gt;
|Humanoid Fiend (Psionic)&lt;br /&gt;
|CC p. 138&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsor]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Fae Humanoid (Primal)&lt;br /&gt;
|CC p. 139&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|6&lt;br /&gt;
|Large &lt;br /&gt;
|Beast Celestial&lt;br /&gt;
|CC p. 139&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoenix]]&lt;br /&gt;
|14&lt;br /&gt;
|Small&lt;br /&gt;
|Elemental Beast&lt;br /&gt;
|CC p. 140&lt;br /&gt;
|-&lt;br /&gt;
|[[Pilfer]]&lt;br /&gt;
|3 &lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 141&lt;br /&gt;
|-&lt;br /&gt;
|[[Ponycorn]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Celestial Beast&lt;br /&gt;
|CC p. 142&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal Spark]]&lt;br /&gt;
|7&lt;br /&gt;
|Small&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 142&lt;br /&gt;
|-&lt;br /&gt;
|[[Quasimare]]&lt;br /&gt;
|12&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Monstrosity (Occult Psionic)&lt;br /&gt;
|CC p. 143&lt;br /&gt;
|-&lt;br /&gt;
|[[Revenant]]&lt;br /&gt;
|8 &lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 145&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|30&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 145&lt;br /&gt;
|-&lt;br /&gt;
|[[Romarael]]&lt;br /&gt;
|16&lt;br /&gt;
|Large (Tall)&lt;br /&gt;
|Celestial (Divine)&lt;br /&gt;
|CC p. 146&lt;br /&gt;
|-&lt;br /&gt;
|[[Rot Bees]]&lt;br /&gt;
|4&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 146&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Eldritch Shapechanger (Occult)&lt;br /&gt;
|CC p. 147&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaitan]]&lt;br /&gt;
|24&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Fiend&lt;br /&gt;
|CC p. 148&lt;br /&gt;
|-&lt;br /&gt;
|[[Shimmerling]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium &lt;br /&gt;
|Abominable Eldritch (Psionic)&lt;br /&gt;
|CC p. 148&lt;br /&gt;
|-&lt;br /&gt;
|[[Shoulf]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Shapechanger&lt;br /&gt;
|CC p. 149&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickening Statue]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 150&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Skeletons]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Soldier]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 150&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 151&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Slag Toad]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Elemental Beast&lt;br /&gt;
|CC p. 152&lt;br /&gt;
|-&lt;br /&gt;
|[[Slaugh]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Abominable Fae&lt;br /&gt;
|CC p. 152&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Slimes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chromatic Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Small &lt;br /&gt;
|Abominable Elemental Monstrosity&lt;br /&gt;
|CC p. 153&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydra Slime]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 153&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma Slime]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Elemental Monstrosity&lt;br /&gt;
|CC p. 154&lt;br /&gt;
|-&lt;br /&gt;
|[[Metallic Slime]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 154&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Slime]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Monstrosity&lt;br /&gt;
|CC p. 155&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Sphinxes]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx]]&lt;br /&gt;
|16&lt;br /&gt;
|Large &lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 156&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx Arcanist]]&lt;br /&gt;
|22&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity (Arcane)&lt;br /&gt;
|CC p. 157&lt;br /&gt;
|-&lt;br /&gt;
|[[Sphinx Guardian]]&lt;br /&gt;
|20&lt;br /&gt;
|Large&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 157&lt;br /&gt;
|-&lt;br /&gt;
|[[Young Sphinx]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 158&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Spore Bat]]&lt;br /&gt;
|1&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 158&lt;br /&gt;
|-&lt;br /&gt;
|[[Stitched]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Undead Humanoid Beast&lt;br /&gt;
|CC p. 159&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolling]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 160&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneshark]]&lt;br /&gt;
|7&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 160&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Stravon Incarnations]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Despairfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 161&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 162&lt;br /&gt;
|-&lt;br /&gt;
|[[Glibfae]]&lt;br /&gt;
|14&lt;br /&gt;
|Large&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 163&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Tengu]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Celestial Monstrosity&lt;br /&gt;
|CC p. 163&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher Moss]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Plant&lt;br /&gt;
|CC p. 164&lt;br /&gt;
|-&lt;br /&gt;
|[[Tothlalug]]&lt;br /&gt;
|9&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Monstrosity&lt;br /&gt;
|CC p. 165&lt;br /&gt;
|-&lt;br /&gt;
|[[Tooth Tyrant]]&lt;br /&gt;
|40&lt;br /&gt;
|Colossal&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 166&lt;br /&gt;
|-&lt;br /&gt;
|[[Transcendent]]&lt;br /&gt;
|7&lt;br /&gt;
|Large &lt;br /&gt;
|Abominable Eldritch (Occult)&lt;br /&gt;
|CC p. 167&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Trench Technologies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Trench Abomination]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Avadri Monstrosity (Psionic)&lt;br /&gt;
|CC p. 168&lt;br /&gt;
|-&lt;br /&gt;
|[[Trench Wyrdling]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Avadri Monstrosity (Psionic)&lt;br /&gt;
|CC p. 169&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Tzel]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid (Divine)&lt;br /&gt;
|CC p. 169&lt;br /&gt;
|-&lt;br /&gt;
|[[Tzerasi]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Undead Monstrosity&lt;br /&gt;
|CC p. 170&lt;br /&gt;
|-&lt;br /&gt;
|[[Umibozu]]&lt;br /&gt;
|30&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Monstrosity (Primal)&lt;br /&gt;
|CC p. 170&lt;br /&gt;
|-&lt;br /&gt;
|[[Unicorn]]&lt;br /&gt;
|18&lt;br /&gt;
|Large&lt;br /&gt;
|Eldritch Fae&lt;br /&gt;
|CC p. 171&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vampires]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
|21&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 174&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire Ancient]]&lt;br /&gt;
|50&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 175&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire Spawn]]&lt;br /&gt;
|13&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 176&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampiric Mist]]&lt;br /&gt;
|13&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Eldritch&lt;br /&gt;
|CC p. 177&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vertumna Spirits]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Autumn Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 177&lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium &lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 178&lt;br /&gt;
|-&lt;br /&gt;
|[[Summer Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 178&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter Spirit]]&lt;br /&gt;
|12&lt;br /&gt;
|Medium&lt;br /&gt;
|Fae (Primal)&lt;br /&gt;
|CC p. 179&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Vetala]]&lt;br /&gt;
|20&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 179&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Vodyanoy]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium &lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Hunter]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Shaman]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 181&lt;br /&gt;
|-&lt;br /&gt;
|[[Vodyanoy Warrior]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 181&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wardens]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave Warden]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 182&lt;br /&gt;
|-&lt;br /&gt;
|[[Coastal Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge &lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 182&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Warden]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 183&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 183&lt;br /&gt;
|-&lt;br /&gt;
|[[Grassland Warden]]&lt;br /&gt;
|7&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 184&lt;br /&gt;
|-&lt;br /&gt;
|[[Jungle Warden]]&lt;br /&gt;
|10&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 184&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Warden]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 185&lt;br /&gt;
|-&lt;br /&gt;
|[[Tundra Warden]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge&lt;br /&gt;
|Plant Monstrosity&lt;br /&gt;
|CC p. 185&lt;br /&gt;
|-&lt;br /&gt;
|[[Wilting Warden]]&lt;br /&gt;
|4&lt;br /&gt;
|Huge&lt;br /&gt;
|Abominable Plant Monstrosity (Occult)&lt;br /&gt;
|CC p. 186&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Weleshyr]]&lt;br /&gt;
|17 &lt;br /&gt;
|Large&lt;br /&gt;
|Undead Monstrosity&lt;br /&gt;
|CC p. 187&lt;br /&gt;
|-&lt;br /&gt;
|[[Wicker Man]]&lt;br /&gt;
|19&lt;br /&gt;
|Large&lt;br /&gt;
|Fiend&lt;br /&gt;
|CC p. 188&lt;br /&gt;
|-&lt;br /&gt;
|[[Wilderguard]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Fae&lt;br /&gt;
|CC p. 189&lt;br /&gt;
|-&lt;br /&gt;
|[[Will o' the Wisp]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Diminutive&lt;br /&gt;
|Fae Plant&lt;br /&gt;
|CC p. 189&lt;br /&gt;
|-&lt;br /&gt;
|[[Wisp Gremlin]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Elemental Fae&lt;br /&gt;
|CC p. 190&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wyrms]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Wyrm]]&lt;br /&gt;
|18&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Psionic)&lt;br /&gt;
|CC p. 191&lt;br /&gt;
|-&lt;br /&gt;
|[[Sage Wyrm]]&lt;br /&gt;
|20&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Arcane)&lt;br /&gt;
|CC p. 191&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrd Wyrm]]&lt;br /&gt;
|23&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Monstrosity (Psionic)&lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrm]]&lt;br /&gt;
|14&lt;br /&gt;
|Large (Long)&lt;br /&gt;
|Monstrosity &lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyrmling]]&lt;br /&gt;
|8&lt;br /&gt;
|Small&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 192&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Wyverns]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern]]&lt;br /&gt;
|22&lt;br /&gt;
|Huge&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 193&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern Ancient]]&lt;br /&gt;
|36&lt;br /&gt;
|Colossal&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 194&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern Wyrmling]]&lt;br /&gt;
|8&lt;br /&gt;
|Medium&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|CC p. 194&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarrow Sparrow]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Fine&lt;br /&gt;
|Plant Fae&lt;br /&gt;
|CC p. 195&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Zombies]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghul]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 195&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 196&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Hulk]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Undead Humanoid&lt;br /&gt;
|CC p. 196&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
A list of common beasts.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Amphibians'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Frog]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 197&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Anteaters'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Anteater]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 197&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''[[Bears]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Bear]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 198&lt;br /&gt;
|-&lt;br /&gt;
|[[Brown Bear]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 198&lt;br /&gt;
|-&lt;br /&gt;
|[[Cocaine Bear]]&lt;br /&gt;
|32&lt;br /&gt;
|Large&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 199&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Bear]]&lt;br /&gt;
|10&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 199&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly Bear]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar Bear]]&lt;br /&gt;
|5&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Birds'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Chicken]]&lt;br /&gt;
|8&lt;br /&gt;
|Tiny&lt;br /&gt;
|Abominable Beast&lt;br /&gt;
|CC p. 200&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Eagle]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Vulture]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Peregrine Falcon]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 201&lt;br /&gt;
|-&lt;br /&gt;
|[[Screech Owl]]&lt;br /&gt;
|1&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Camels'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Camel]]&lt;br /&gt;
|2&lt;br /&gt;
|Large &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Cephalopods'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Octopus]]&lt;br /&gt;
|8&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 202&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Cervids'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elk]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Moose]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Crocodilians'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Crocodile]]&lt;br /&gt;
|4&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 203&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltwater Crocodile]]&lt;br /&gt;
|8&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 204&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Elephants'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5&lt;br /&gt;
|Huge&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 204&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Felines'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
|[[Tabby Cat]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 205&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Fish'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Shark]]&lt;br /&gt;
|6&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Horses'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Draft Horse]]&lt;br /&gt;
|1&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
|[[Riding Horse]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 206&lt;br /&gt;
|-&lt;br /&gt;
|[[War Horse]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 207&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Hyenas'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Hyena]]&lt;br /&gt;
|7&lt;br /&gt;
|Large&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 207&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Invertibrates'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Queen]]&lt;br /&gt;
|4&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 208&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Warrior]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 208&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Ant, Worker]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Centipede]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Mantis]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 209&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Spider]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Giant]] Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Rodents'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Rat]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Rhinoceros'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|6&lt;br /&gt;
|Huge &lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 210&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Snakes'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor Snake]]&lt;br /&gt;
|7&lt;br /&gt;
|Huge (Long)&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
|[[Venomous Snake]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
|[[Winged Snake]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 211&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Thumper'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Thumper]]&lt;br /&gt;
|2&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 212&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Turtles'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]&lt;br /&gt;
|2&lt;br /&gt;
|Tiny&lt;br /&gt;
|Beast (Psionic)&lt;br /&gt;
|CC p. 212&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Wolves'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha Wolf]]&lt;br /&gt;
|3&lt;br /&gt;
|Large&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Giant Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolf]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast&lt;br /&gt;
|CC p. 213&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |'''Swarms'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Bats]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Chickens]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Crustaceans]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 214&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Insects]]&lt;br /&gt;
|1&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Rats]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Ravens]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Scarabs]]&lt;br /&gt;
|3&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 215&lt;br /&gt;
|-&lt;br /&gt;
|[[Swarm of Snakes]]&lt;br /&gt;
|2&lt;br /&gt;
|Small&lt;br /&gt;
|Beast Swarm&lt;br /&gt;
|CC p. 216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
A list of NPCs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Creature&lt;br /&gt;
!ML&lt;br /&gt;
!Size&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]&lt;br /&gt;
|14&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 217&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit Captain]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit Marauder]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 218&lt;br /&gt;
|-&lt;br /&gt;
|[[Bridge Knight]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Charlatan (NPC)|Charlatan]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[ClergyNPC|Clergy]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Divine)&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[Courtier]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 219&lt;br /&gt;
|-&lt;br /&gt;
|[[Demonologist]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfolk Scholar]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Shapechanger (Primal)&lt;br /&gt;
|CC p. 220&lt;br /&gt;
|-&lt;br /&gt;
|[[Druid (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid Shapechanger (Primal)&lt;br /&gt;
|CC p. 221&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf Navigator]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 221&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf Archer]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 222&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Witch]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Primal)&lt;br /&gt;
|CC p. 223&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Witch (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Primal)&lt;br /&gt;
|CC p. 224&lt;br /&gt;
|-&lt;br /&gt;
|[[Guard (NPC)|Guard]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 222&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Witch]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Occult)&lt;br /&gt;
|CC p. 225&lt;br /&gt;
|-&lt;br /&gt;
|[[Hex Witch (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Occult)&lt;br /&gt;
|CC p. 226&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 227&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight Errant]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 227&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight in Training: Page]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight in Training: Squire]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]&lt;br /&gt;
|5&lt;br /&gt;
|Medium&lt;br /&gt;
|Arcane, Humanoid&lt;br /&gt;
|CC p. 228&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage (Greater)]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Arcane, Humanoid&lt;br /&gt;
|CC p. 229&lt;br /&gt;
|-&lt;br /&gt;
|[[Merchant]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 229&lt;br /&gt;
|-&lt;br /&gt;
|[[Mob Boss]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 230&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid (Arcane, Occult)&lt;br /&gt;
|CC p. 230&lt;br /&gt;
|-&lt;br /&gt;
|[[Noble]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 231&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult Maniac]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Abominable Humanoid (Arcane, Occult)&lt;br /&gt;
|CC p. 231&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]&lt;br /&gt;
|10&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 232&lt;br /&gt;
|-&lt;br /&gt;
|[[Physician]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 232&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|7&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 233&lt;br /&gt;
|-&lt;br /&gt;
|[[Remnant Expunger]]&lt;br /&gt;
|15&lt;br /&gt;
|Medium&lt;br /&gt;
|Constructed Human Avadri (Psionic)&lt;br /&gt;
|CC p. 233&lt;br /&gt;
|-&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Sailor]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldier (NPC)|Soldier]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 234&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Thug (NPC)|Thug]]&lt;br /&gt;
|0.5&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomb Raider]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 235&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin Bridge Guard]]&lt;br /&gt;
|6&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin Lorist]]&lt;br /&gt;
|4&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[Underbridge Cultist]]&lt;br /&gt;
|2&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Underbridge Initiate]]&lt;br /&gt;
|1&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|TCL p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Veteran Soldier]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 236&lt;br /&gt;
|-&lt;br /&gt;
|[[War Priest]]&lt;br /&gt;
|3&lt;br /&gt;
|Medium&lt;br /&gt;
|Humanoid&lt;br /&gt;
|CC p. 237&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Courtier&amp;diff=3971</id>
		<title>Courtier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Courtier&amp;diff=3971"/>
		<updated>2024-02-05T00:06:25Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Added Courtier NPC Stats Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Courtier ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 18&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +4, Intuiting +4; (INT) Economics +4, History +2, Law +4, Military +2; (CHA) Deceiving +4, Intimidating +4, Leadership +4, Persuading +6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Political Skill.''' The Courtier has +6 in politics of the relevant region.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Arrangement (1/Week).''' The Courtier can secure an audiance with any NPC that has 4 or fewer professionnal ranks in the aristocrat, mercantile or military occupations. There may be up to a 4 hour delay between the arrangements being made and the meeting being held.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Courtier can MOVE and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Courtier can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Rapier.''' ''Reach 5 ft One-Handed Weapon.'' +2 vs AR. '''Hit:''' 6 (1d8+2) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Order]].''' The courtier casts the [[Commandment]] [[divine]] spell using CHA. This does not count as magical.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Riposte.''' The courtier assumes a stance that allows it to Exploit if circumstances permit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the Courtier used Riposte on its last turn, then it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3970</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3970"/>
		<updated>2024-02-04T23:29:28Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (Breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the [[Bandit]] has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can take '''TWO''' of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Battle Axe.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+1) sharp, or 8 (1d10+3) with two hands.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Command.''' One humanoid creature allied to the bandit makes a reactive weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Bandit can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3969</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3969"/>
		<updated>2024-02-04T23:28:43Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Add Bandit Captain block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (Breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the [[Bandit]] has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can take '''TWO''' of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Battle Axe.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+1) sharp, or 8 (1d10+3) with two hands.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Command.''' One humanoid creature allied to the bandit makes a reactive weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Bandit can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3968</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3968"/>
		<updated>2024-02-04T23:19:39Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +2; (AWR) Appraising +2, Perceiving +2; (INT) Sleight of Hand +2; (CHA) Intimidating +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the Bandit has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can MOVE and take '''ONE''' of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Falchion.''' ''Reach 5 ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shortbow.''' ''Ranged (200 ft) One-Handed Weapon.'' +1 vs AR. '''Hit:''' 3 (1d4+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Bandit assumes a stance that allows it to Exploit if circumstances permit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the Bandit used Duel on its last turn, then it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3967</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3967"/>
		<updated>2024-02-04T23:19:10Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +2; (AWR) Appraising +2, Perceiving +2; (INT) Sleight of Hand +2; (CHA) Intimidating +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the Bandit has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can MOVE and take '''ONE''' of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Falchion.''' ''Reach 5 ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shortbow.''' ''Ranged (200 ft) One-Handed Weapon.'' +1 vs AR. '''Hit:''' 3 (1d4+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Bandit assumes a stance that allows it to Exploit if circumstances permit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the Bandit used Duel on its last turn, then it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3966</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=3966"/>
		<updated>2024-02-04T23:17:13Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (Breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the [[Bandit]] has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== 'The Bandit can take '''TWO''' of the following actions, or take the same action twice.' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Falchion.''' ''Reach 5ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shortbow.''' ''Ranged (200ft) One-Handed Weapon.'' +1 vs AR. '''Hit:''' 3 (1d4+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Bandit assumes a stance that allows it to Exploit if circumstances permit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the Bandit used Duel on its last turn, then it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3965</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit&amp;diff=3965"/>
		<updated>2024-02-04T22:40:37Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Skills''' (DEX) Sneaking +2; (AWR) Appraising +2, Perceiving +2; (INT) Sleight of Hand +2; (CHA) Intimidating +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the Bandit has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can MOVE and take '''ONE''' of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Falchion.''' ''Reach 5ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shortbow.''' ''Ranged (200ft) One-Handed Weapon.'' +1 vs AR. '''Hit:''' 3 (1d4+1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Bandit assumes a stance that allows it to Exploit if circumstances permit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the Bandit used Duel on its last turn, then it can Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3964</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3964"/>
		<updated>2024-02-04T22:06:35Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Name ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 14''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 (Evasive) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 55&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Sprinting +4; (DEX) Balancing +6, Contorting +4, Sneaking +8; (AWR) Eavesdropping +4, Investigating +2, Perceiving +6, Tracking +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Sneak Attack.''' When the Assassin has TA against a target, it deal 14 (4d6) additional [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ambusher.''' The Assassin has +8 [[Initiative]] rolls. When it hits a creature that has not yet acted in Initiative, it counts as a crit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Assassin can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' ''Thrown (20 ft) One-handed Weapon.'' +6 vs AR. '''Hit''': 8 (1d4+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin give itself TA against a target it can see within 60 ft of it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Assassin can take '''ONE''' of the following actions...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' The Assassin makes a Dagger attack&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin uses its Aim ability&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' ''Ranged (500 ft) Two-handed Weapon.'' +6 vs AR. '''Hit''': 11 (1d10+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Poison]].''' The Assassin coats a dagger or crossbow bolt with poison. The next time it hits with an attack, it deals an additional 7 (2d6) toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Assassin can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' The Assassin makes a Heavy Crossbow attack.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Poison.''' The Assassin uses its Poison ability.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Retreat (1/Round).''' When a creature misses the Assassin with an attack, the Assassin can move up to its speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3963</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3963"/>
		<updated>2024-02-04T22:06:19Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Name ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level:14''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 (Evasive) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 55&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Sprinting +4; (DEX) Balancing +6, Contorting +4, Sneaking +8; (AWR) Eavesdropping +4, Investigating +2, Perceiving +6, Tracking +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Sneak Attack.''' When the Assassin has TA against a target, it deal 14 (4d6) additional [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ambusher.''' The Assassin has +8 [[Initiative]] rolls. When it hits a creature that has not yet acted in Initiative, it counts as a crit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Assassin can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' ''Thrown (20 ft) One-handed Weapon.'' +6 vs AR. '''Hit''': 8 (1d4+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin give itself TA against a target it can see within 60 ft of it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Assassin can take '''ONE''' of the following actions...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' The Assassin makes a Dagger attack&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin uses its Aim ability&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' ''Ranged (500 ft) Two-handed Weapon.'' +6 vs AR. '''Hit''': 11 (1d10+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Poison]].''' The Assassin coats a dagger or crossbow bolt with poison. The next time it hits with an attack, it deals an additional 7 (2d6) toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Assassin can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' The Assassin makes a Heavy Crossbow attack.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Poison.''' The Assassin uses its Poison ability.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Retreat (1/Round).''' When a creature misses the Assassin with an attack, the Assassin can move up to its speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3962</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3962"/>
		<updated>2024-02-04T21:50:11Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Add Assassin block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Name ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level:''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Size. Type''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 (Evasive) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 55&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Sprinting +4; (DEX) Balancing +6, Contorting +4, Sneaking +8; (AWR) Eavesdropping +4, Investigating +2, Perceiving +6, Tracking +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Sneak Attack.''' When the Assassin has TA against a target, it deal 14 (4d6) additional [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ambusher.''' The Assassin has +8 [[Initiative]] rolls. When it hits a creature that has not yet acted in Initiative, it counts as a crit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Assassin can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' ''Thrown (20 ft) One-handed Weapon.'' +6 vs AR. '''Hit''': 8 (1d4+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin give itself TA against a target it can see within 60 ft of it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Assassin can take '''ONE''' of the following actions...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Assassin can move up to its speed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dagger.''' The Assassin makes a Dagger attack&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aim.''' The Assassin uses its Aim ability&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' ''Ranged (500 ft) Two-handed Weapon.'' +6 vs AR. '''Hit''': 11 (1d10+6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Poison]].''' The Assassin coats a dagger or crossbow bolt with poison. The next time it hits with an attack, it deals an additional 7 (2d6) toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Assassin can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Heavy Crossbow.''' The Assassin makes a Heavy Crossbow attack.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Poison.''' The Assassin uses its Poison ability.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Retreat (1/Round).''' When a creature misses the Assassin with an attack, the Assassin can move up to its speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3961</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Assassin&amp;diff=3961"/>
		<updated>2024-02-04T21:19:07Z</updated>

		<summary type="html">&lt;p&gt;Magellus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Name ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level:''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Size. Type''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' Info&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Info&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feature.''' Info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
'''Features.''' Info&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
'''Features.''' Info&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
'''Features.''' Info&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Veteran_Soldier&amp;diff=3955</id>
		<title>Veteran Soldier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Veteran_Soldier&amp;diff=3955"/>
		<updated>2024-02-01T16:26:17Z</updated>

		<summary type="html">&lt;p&gt;Magellus: format and remove duplicate information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Veteran Soldier ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 9&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Armor]] Rating''' 15 (field plate armor)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hit Points''' 32&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +2, Menace +2; (END) Forced March +4; (AWR) Perceiving +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grizzled.''' When Bloodied, the Veteran has TA on all attacks.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Kite [[Shield]].''' The Veteran can equip a kite shield, which gives it +2 AR and +1 REF, FORT and ANT.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grit.''' When the Veteran Catches their Breath or Recoup and is Bloodied, they regain 5 (1d10) HP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Veteran can MOVE and take ONE of the following actions. ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Veteran can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Claymore.''' ''Reach 5 ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 9 (1d12 + 3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Longsword.''' ''Reach 5 ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8 + 3) sharp, or 8 (1d10 + 3) sharp if two-handed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Recurve Bow.''' ''Ranged (200 ft) Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Veteran assumes a stance that allows it to Exploit before the start of its next turn if provoked.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit.''' If the Veteran used Duel on its last turn, then it can Exploit&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Veteran_Soldier&amp;diff=3951</id>
		<title>Veteran Soldier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Veteran_Soldier&amp;diff=3951"/>
		<updated>2024-01-31T17:03:08Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Add all the info for Veteran soldier. reason: I needed the info for the Inquisitor Retinue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Veteran Soldier ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 9&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Armor]] Rating''' 15 (field plate armor)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hit Points''' 32&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Speed''' 25ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +2, Menace +2; (END) Forced March +4; (AWR) Perceiving +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grizzled.''' When Bloodied, the Veteran has TA on all attacks.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Kite [[Shield]].''' The Veteran can equip a kite shield, which gives it +2 AR and +1 REF, FORT and ANT.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grit.''' When the Veteran Catches their Breath or Recoup and is Bloodied, they regain 5 (1d10) HP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Veteran can MOVE and take ONE of the following actions. ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Veteran can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Claymore.''' ''Reach 5ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 9 (1d12 + 3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Longsword.''' ''Reach 5ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8 + 3) sharp, or 8 (1d10 + 3) sharp if two-handed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Recurve Bow.''' ''Ranged (200ft) Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Duel.''' The Veteran assumes a stance that allows it to Exploit before the start of its next turn if provoked.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
'''Grizzled.''' When Bloodied, the Veteran has TA on all attacks.&lt;br /&gt;
&lt;br /&gt;
'''Kite Shield.''' The Veteran can equip a kite shield, which gives it +2 AR and +1 REF, FORT and ANT.&lt;br /&gt;
&lt;br /&gt;
'''Grit.''' When the Veteran Catches their Breath or Recoup and is Bloodied, they regain 5 (1d10) HP.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
'''Move.''' The Veteran can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Claymore.''' ''Reach 5ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 9 (1d12 + 3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Longsword.''' ''Reach 5ft Hand-and-a-half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8 + 3) sharp, or 8 (1d10 + 3) sharp if two-handed.&lt;br /&gt;
&lt;br /&gt;
'''Recurve Bow.''' ''Ranged (200ft) Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Duel.''' The Veteran assumes a stance that allows it to Exploit before the start of its next turn if provoked.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
'''Exploit.''' If the Veteran used Duel on its last turn, then it can ([[Actions|Exploit]])&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3949</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3949"/>
		<updated>2024-01-30T20:56:54Z</updated>

		<summary type="html">&lt;p&gt;Magellus: Blood rage 3 name correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand. From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a [[darkness]] about you. Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a [[blind]] fury or enter an almost [[transcendent]] state of awareness amid the [[carnage]], your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average [[soldier]] and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more [[damage]] but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== '''Berzerker Entry Talent''' ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Exile Track''' ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than [[dying]] and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== '''Fearless Track'''  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow III'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Juggernaut Track''' ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch [[Resistance]]&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to [[kill]]. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Rage Track''' ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage III'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magellus</name></author>
	</entry>
</feed>