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Arcana Evolved Tell It To My Axe
Arcana Evolved Tell It To My Axe
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Table of Contents
CHAPTER 1 - HISTORY .........................................................................3
The Order of the Axe
Written by Michael Trice ‡ Illustrated by Bradley McDevitt
APPENDIX........................................................................................... 94
INDEX .................................................................................................123
chapter 1 - history
The Order of the Axe
Written by Michael Trice - Illustrated by Bradley McDevitt
The young lord rubbed his bruised and turgid palms along the haft of his
greataxe. “We fight to earn our right to rule, to show the giants that men are
strong!” He swung high at the lady knight and his blade hurled forward,
barely contained within his tired grip. Rather than strike true, it was
deflected effortlessly off the rim of her shield, her riposte numbed his wrist
and forced his axe from numb and bloodied fingers.
“No, Harsted.” She replied, and sent him sprawling with a kick. “Men are
weak. But even the weak have the right to defend themselves, and we must
protect that right. We must prove that we can protect our own. Only then
will we be worthy to govern ourselves.”
“Men are not weak!” Harsted growled into the dirt, winded from the fall and
light-headed with pain. “Men are as strong as the giants, or the dramojh--
we will always fight.” He failed to hear the whistling approach of her shield,
and crumpled as her blow fell upon the base of his skull--unconsciousness
would give him time to reflect.
THE KNIGHT ENDURES FOR ALL, LIKE THE LIP OF THE AXE
The Order must protect all innocents. Without the assurance of safety, independence and
self-rule can never happen.
If danger threatens, each Knight must be willing to take the brunt of the attack upon
his own breastplate and bear the burden of suffering and anguish upon his own shoulders.
Self-sacrifice is noble and represents the natural order of the universe.
THE KNIGHT KNOWS PERFECT BALANCE, LIKE THE HAFT OF THE AXE
The Knight must serve the Order with both mind and body. Knights are more than
warriors; many are also teachers, community leaders, and skilled artisans.
A Knight’s axe is both his weapon and a sign of his commitment to the cultural arts.
His martial prowess must neither overshadow nor be overtaken by his intellectual
pursuits.
PLAYER OPPORTUNITIES
∞ The Knights of the Axe are well-armed and
well-trained. Uninformed nobles may
consider the Order to be no more than an
experienced band of mercenaries, but the
Knights must act with honor.
∞ Wealthy nobles may be willing to fund
expeditions in return for a share of the
recovered treasure. Knights must take care
neither to bully nor be bullied by their
patrons.
TELL IT TO MY AXE - 7
Order of the Axe operatives evade a patrol of Diamond Throne giants and sibeccai.
TELL IT TO MY AXE - 9
IMPORTANT FIGURES the rich have made him a villain to some but
his generous gifts to the poor have made him a
This section describes some of the specific
hero to others.
characters affiliated with the Order of the Axe.
Harsted openly defies the Throne, and
Statblocks appear in the Appendix.
loudly decries Sir Aniton and those who would
make peace with the giants. Surprisingly, his
SIR ANITON GOLHIA words and actions have spurred many to seek
Some say that Sir Aniton can trace his lineage out Order chapterhouses to pledge their
not only to Sir Redic Pynchar but also to Queen support. A cynic might suggest that secretly
Adrilashe herself. If true, Sir Aniton may be condoning a firebrand like Harsted actually
the rightful heir to the kingdom of Sennes. benefits the Order--the more the eyes of the
Despite this blood right, Sir Aniton argues Throne focus on Harsted, the less they focus on
louder than most for a peaceful resolution to the the clandestine activities of Order
question of independence from the Diamond chapterhouses.
Throne. He is opposed by Harsted of Six Knights and almost 100 squires have
Ghostwash March and those who would joined with Harsted. Numerous sympathizers
overthrow the giants through more violent shelter him and his men from the forces of the
means. Throne.
Sir Aniton is known for his willingness to
listen to others. He respects the opinions of
lowborn and highborn, faen and giant—Sir
HELIAS BLACKNETTLE
A quickling with a wit as sharp as his axe,
Aniton has even corresponded with a drake
Helias preaches the need for independence
named Unilthiet. It is rumored that Sir Aniton
wherever he goes. He truly believes in the
traffics with slassan and chorrim, though none
Code, but his untamed tongue and short temper
dare accuse him of acting improperly.
makes subtlety and diplomacy difficult. Helias
Though his family operates the Stormhold
currently rides with Harsted, but loves
chapterhouse near the Crystal Fields, Sir
traveling too much to remain in one place for
Aniton is currently attempting to broker peace
long.
between the knight Erdicosh Nord and the
Helias draws fast, drinks deep, and plans to
verrik populace in Xavel. If successful, the
lives life to its inevitable and all-too-brief
Knights may enjoy improved relations with
conclusion. He never fails to aid a faen in need
Zalavat.
(especially if she has thick legs and buttery
One hundred Knights and over 200 squires
mocha skin), and loves nothing more than to
have sworn fealty to Sir Aniton. Three hundred
assist his fellow Knights (no matter how much
auxiliary members report to him, including two
they might protest). Some joke that he rolls
dozen scholars and advisors.
into camp like an avalanche and leaves similar
Note: Those who need stats for Sir Redic
wreckage behind.
Pynchar should feel free to model him after Sir
Few accompany Helias on his travels, and
Aniton Golhia.
even fewer agree to serve him.
HARSTED OF GHOSTWASH MARCH LADY TALIENA ISHOR
“Lord” Harsted may represent one of the
Lady Taliena serves as the speaker to humans
greatest dangers to the Order of the Axe. His
in De-Shamod, and corresponds with scholars
treasonous actions against agents of the
and nobles from across the realm. She is
Diamond Throne have resulted in the seizure
unfailingly patriotic and tenaciously loyal to
of his family lands and the forfeiture of his
the Diamond Throne--in public. Lady Taliena
ancestral titles, but he and his men continue to
takes care to hide her true sympathies from
operate in guerilla fashion all along the
both her fellow speakers and the giant stewards,
Ghostwash. Undeterred by censure from both
and keeps her eyes and ears open for anything
the Order and the Throne, his daring raids on
TELL IT TO MY AXE - 11
that might benefit the Order. None follow the Pale Knight willingly. As
Lady Taliena communicates with Order many as a dozen bodiless spirits trail after him,
chapterhouses through a clever network of go- if second-hand reports can be believed.
betweens, and shares information with all who
live by the Code. Though she stands to lose THE RANK AND FILE
much if her affiliation with the Order is ever
This section describes the general categories of
exposed, her game is hardly the only one being
characters that comprise the Order of the Axe.
played in the capitol of the Diamond Throne--
These include formal members of the Order
and thus her activities go largely unquestioned.
and others upon whom the Order may call from
Lady Taliena maintains communications
time to time.
with almost two hundred advisors, informants,
and scholars.
MILITARY MEMBERS
These are the soldiers, strategists, and leaders of
GRATHOSH THE WHITECLAW the Order
A litorian of the northern reaches, Grathosh
owes a lifedebt to Lady Taliena and has
SQUIRES
embraced her cause as his own. He travels on
The squires of the Order represent the footmen,
her behalf between the Central Plains
scouts, and aspiring younger nobles who serve
chapterhouses, and would rather die than give
the Knights of the Axe. Many may never
up her name to giantish authorities. Though
become true Knights, though all are encouraged
faithful to the Order, his first loyalty is to Lady
to live by the Code of the Axe.
Taliena.
KNIGHTS
THE PALE KNIGHT Through skill, fame, and deed, Knights
There was once a Knight who so dedicated represent those who have reached the pinnacle
himself to the Order that he forsook his own of service to the Code of the Axe. Many are
death. This Knight, whose chapterhouse burned supported by up to a dozen squires or auxiliary
down at the hands of a misguided mob, can members.
occasionally be seen riding from one thorp to
another. Some say that he continues to serve LORDS
the true word of Sir Redic, confronting injustice
Lords lead chapterhouses, and are often wealthy
wherever he may find it. Others say that he
aristocrats. A lord is supported by a dozen or
roams the countryside for no reason known to
more Knights, twice that many squires, and
man. That he has still forestalled the Madness
again as many auxiliary members.
of Undeath is a testament to his iron will.
Madness of Undeath
Transition into undeath comes at a horrific price. One’s immortal soul, when suffused by the Dark,
becomes forever twisted--yet some are able to stave off corruption for a while. The especially strong
of will may resist their descent for years. The following rules are meant to help model the inevitable
plunge into madness for these headstrong but ultimately doomed creatures.
The Madness affects undead like a disease. Once per day, free-willed undead must make a Will
saving throw against DC 20 or take 1d6 points of Wisdom damage. Once the undead’s Wisdom
reaches 0, it falls comatose for 24 hours. It then arises, consumed with hatred for all living creatures.
Henceforth, any time the undead encounters a living creature, it must make a Will saving throw
against DC 20 to resist the urge to kill.
The undead creature can never truly recover from the Madness. The creature simply enters
remission for one week after two consecutive successful saving throws.
TELL IT TO MY AXE - 13
A squire receives the highest honor of her life: becoming a Knight of the Axe.
chapter 2 - The Knights
The Knights of the Order
Written by Derek Kupper - Illustrated by Jeff Ward
Suranel surveyed the battlefield and nodded in satisfaction. Though he couldn’t spot Ao-Nomas
himself, he knew the undead giant commander was out there, somewhere. It was dawn, and the
scum that Ao-Nomas had the gall to call his “militia” had turned out in full force. Suranel turned
to a young lad waiting attentively beside him. “Durat.”
The lad straightened even further to attention, probably straining himself in the process. “Yes,
Lord Protector?”
“Tell Nimse to address the men--she has a way with words that will ready them for the battle to
come. Oh, and have Duck, Ren-Kao, and Suranoth sent to me--I would speak to them about
their spells.”
Durat was already running down the slope, his eyes searching the crowd. “Yes, Lord Protector!”
Suranel surveyed his troops and smiled. His heavy horsemen were in place, armed and armored
by grateful citizens of the realm. Behind them, Tekas stood with a band of savage reavers; the
litorian Master of the Axe was not one that any had expected to serve the Code, but his fury in
battle was an inspiration to all and Suranel expected the litorians to account for as many
victories as his two score horsemen. Bringing up the rear, in the midst of a rag-tag army of
commoners, loomed Arrashi the Boulder: his bulk encased in a mass of armor and spikes, the
sibeccai Stalwart would be all that allowed the local villagers to flee if the undead should
triumph over the Knights.
It was risky, operating in the open, but the villagers have suffered the depredations of Ao-
Nomas long enough. Besides, even the weak have the right to defend themselves. Suranel
checked his armor a final time, secured his helm, and strode to meet his spellcasters as the
undead began shrieking in anticipation.
TOOLS OF THE TRADE villagers. Suranel will soon know the location of the
dragon’s lair, and realizes that he must meet this
dragon and strike what terms he can. If he is slain in
As Knights fight to free others from
the attempt, so be it--his duty is clear, and he would
oppression, they learn from their experiences
die with a clean conscience.
and adopt new tactics. Just as a Strike of Justice
can take many forms, the Order cultivates a
Every knightly order needs leaders, both on the
number of members whose approach to the art
field and in the chapterhouse. The Lord
of war and peace differs from that espoused by
Protector rallies the Knights of the Axe in
more mainstream war colleges or magical
battle and directs their actions at home. Not
academies. These atypical Knights work with
every leader of the Knights is a Lord Protector,
the Order to refine their powers until they feel
but every Lord Protector is a leader. The
confident in their ability to go forth and right
Knights know that those who take up the
wrongs.
mantle of the Lord Protector will be just,
This chapter features prestige classes that
honorable, and wise. While there have been a
have been developed by the Order, feats that
few Lord Protectors who stray from the tenets
take advantage of the qualities of the Knights’
of the Order, their powers inevitably wane as
iconic weapon, and even spells that have been
the land itself condemns their corruption.
recovered through the ages. As proprietary
Becoming a Lord Protector is not an easy
power rituals and magic item crafting
undertaking. There are many rituals that must
techniques find their way into the hands of
be conducted and ceremonial teachings which
others, perhaps those with no interest in or
must be memorized before one may stand
even knowledge of the Order’s goals will come
before the Keepers of the Lore as a candidate for
to appreciate the fruits of the Knights' labor.
Lordship. No one becomes a Lord Protector in
secret--Knights from near and far take pains to
PRESTIGE CLASSES travel to the public investiture. Songs are sung,
The following prestige classes are particularly wine flows freely, and all rejoice that the goals
suited for Knights of the Axe and their ilk. of the Order may one day be accomplished.
However, they can easily be modified to for Some Lord Protectors oversee the day-to-day
other campaigns. Stat blocks for sample activities of an Order chapterhouse, but others
characters appear in the Appendix. stay busy caring for their communities. Some
spend their time seeking out new recruits, while
LORD PROTECTOR others ride the frontiers with trusted Knights.
Suranel had never expected to rise so far among the All Lord Protectors have a cadre of loyal
Knights. He was loyal, for certain, and he cared bodyguards who can be trusted to ride with
deeply about his men. The Code of the Axe was them when they lead their troops into battle.
inscribed on his shield, and he truly believed each Hit Die: d8
and every word. But he was still shocked when his
fellow Knights chose him to replace Lord Dranock Requirements
last summer. Since becoming a Lord Protector, To qualify to become a Lord Protector, a
Suranel has only become stronger in his convictions. character must fulfill all the following criteria.
His informants bring him news of happenings far Base Attack Bonus: +8
and wide which tell him that the Knights are more Diplomacy: 10 ranks
needed than ever before. His people, though they are Knowledge (History): 6 ranks
technically vassals of the Diamond Throne, prosper Knowledge (Nobility and Courtesy): 6 ranks
and grow under his just and caring leadership. Feats: Power of the Name, Title
The recent rumors are worrying, however. A Special: A character with the Born Leader
dragon has been sighted, and livestock has gone feat or The Voice feat may ignore the feat
missing. The beast could mean trouble for the local requirements or two of the skill requirements.
giant rulers, but it definitely means trouble for his
TELL IT TO MY AXE - 16
Loyalty (Ex): The Lord Protector gains a +1 laughed at its theories, made fun of it for spending
bonus per class level to his leadership score for days and nights poring over ancient texts and scrolls.
the purposes of attracting followers. If the Suranoth had undergone the mojh transformation at
campaign does not use Leadership, then the an early age, but finding a place where it could be
Lord Protector attracts followers with a total safe from prejudice took much longer. But then,
number of levels equal to his character level + Suranoth tracked a number of rare and arcane texts
his charisma modifier. No follower may have to a group calling itself the Knights of the Axe. To
more levels than the Lord Protector has prestige be honest, Suranoth cared less about the goals of the
class levels. Knights than about their libraries. Learning was as
Geas (Su): As the Lord protects the land he natural as breathing for Suranoth, so learning the
may require services from those within it. Once history of the Knights was a pleasure. Some day,
per day, he may use Power of the Name on a perhaps, it will move on, but for now it is content to
single person within his domain, even if he stay hidden and protected as it conducts research
does not possess that person’s truename. The Suranoth spends most of its days quietly reading
subject must have lived within his Protectorate books in languages most could not even identify.
for at least a year and a day. From time to time, it will be called on to answer
This ability can be easily abused, and the some point of lore, or speak to the new recruits, and
Lord Protector must be careful not to overuse it begrudges the recruits those lessons. But they are
the Geas. A few well-meaning Lords have the price of having such access, so it does what is
found their subjects on the brink of revolt after needed. When it is called on to do ceremonies, the
making too many unreasonable demands. mojh is more animated, speaking the words with
Largesse (Su): Those within the Lord loving care, and going through the ritual motions
Protector’s lands are his children, and his with incredible precision. Perhaps the only thing
charges, and he wants them to benefit. Once greater than having all that knowledge was being
per month, the Lord’s bond with his domain able to show off to the humans how much it knew—
allows him to influence events. This ability and how much they did not.
may take several forms depending on the Lord’s
desired goal. If he wishes for his land to be Knowledge is one of the Order's greatest
prosperous, he shatters a 1,000 gold piece gem weapons. The Order Lorekeepers are entrusted
every morning for one month, sprinkling the with varying levels of the Order's history,
shards to the winds. If he wishes for crops to secrets, and knowledge. Whether a cloistered
grow, he plants a garden in a runic circle, which monk, hidden away to preserve his knowledge,
he cares for daily. If he wishes for the land to be or a bold adventurer, seeking out sympathetic
well defended, he creates miniature arms and followers to spread the word, the Lorekeeper is
armaments out of gold worth 50,000 gp, which the heart of the Order.
he stores in a rune-covered box. Many chapterhouses boast at least one
The Lord Protector may only influence the Lorekeeper, and some support several, each
land in one particular way, and the change is specialized in one area of knowledge. Every five
gradual, perhaps taking an entire season, or years, all Lorekeepers travel to a remote
even several, but the changes do occur. The meeting place where they spend several weeks
exact effect is left up to the GM to determine. trading stories and sharing information. These
For example, a Lord who seeks to protect his locations are an extremely well-kept secret--
domain and undertakes the necessary rituals they are only made known to the Lorekeepers a
might confer a +1 bonus to the Armor Class of week before the meeting, and are transmitted
all residents of his domain. via a code that is changed for every gathering.
It is the individual Lorekeeper’s responsibility
LOREKEEPER OF THE ORDER to determine how to translate the code and
Suranoth knew what it was to struggle against locate the meeting, though the codes are
oppressors. It had once been counted among those typically based in some way on traditional
short-sighted creatures known as humans; they had stories, rituals, or knowledge. One code may
TELL IT TO MY AXE - 18
Spells: At 2nd, 3rd, and 4th levels, a Lorekeeper Bonds of Knowledge (Su): At this level, the
of the Order gains new spells per day and spells Lorekeeper has become a walking library. There
readied as if he had also gained a level in a is almost nothing about the Knights that he
spellcasting class he belonged to before adding does not know, and this ability, gained via a
the prestige class. He does not, however, gain week long ritual involving at least 12 other
any other benefit a character of that class would Lorekeepers, cements that fact. After he has
have gained (bonus feats, extra manifestations, undergone the ritual, he gains access to the
and so on). minds of all other Lorekeepers of the Order
If a character had more than one spellcasting who have previously participated in the Bonds
class before he became a Lorekeeper, he must of Knowledge ritual. This bond is like the
decide to which class he adds the spellcaster Akashic Memory, but exists entirely
level for purposes of determining spells per day independent of it.
and spells readied. The Lorekeeper may make a check with a
Breadth of Knowledge (Ex): At 1st level, the bonus equal to his class level + Intelligence
Lorekeeper of the Order has begun to modifier to learn any piece of information
accumulate knowledge on many aspects of the known to another Lorekeeper, as well as
Order's history. He may select two skills which communicate basic thoughts and ideas to
may always be considered as class skills. He everyone. The DC to locate a particular piece of
may select two more skills at level 3. At level 5, information is the same as an attempt to delve
all skills are always considered class skills. the collective memory, though knowledge gained
The Lorekeeper also gains an insight bonus from the bonds of knowledge is far more literal
to all knowledge checks which relate in any and consistent than information gained from
way to the Order of the Axe. This bonus is the akashic memory. If the Lorekeeper also has
equal to 1 + his class level. Lorekeeper levels access to the akashic memory, this Bond
also stack with akashic levels when delving into provides a +5 bonus when delving into matters
matters related to the Order. related to the Knights of the Axe.
Encyclopedic Mind (Ex): The Lorekeeper of
the Order becomes resistant to attempts to MAGE KNIGHT
modify his memories, whether magically or via Duck. It was a nickname that he didn’t relish, but
brainwashing. He gains a +5 bonus to any saves one he accepted. His true name, Dcanarmssik, was
made for that purpose. He also gains a +2 far more than a mouthful for most. Besides, he
competency bonus to any knowledge check. appreciated the play on words--he was, as they often
Eidetic Memory (Su): The Lorekeeper of the said, an odd duck. And “duck” was useful advice
Order’s rituals and training cause his mind to when he started hurling spells, as well.
become stronger and stronger. He gains the Duck was different from a lot of verrik--he was
equivalent of the Eidetic Memory talent, almost what you might call likeable. He was
despite the fact that normally one can take a interested in cooperating with others (he often says
talent only at 1st level. If he already possesses that the verrik propensity for insularism was the
this talent, the bonuses stack. cornerstone in their inevitable disintegration; most
Sealed Mind (Su): The Lorekeeper of the people simply nod in response), and was willing to
Order’s dedication and training allow him to spend years away from his homeland and his people.
become further resistant to anyone attempting Duck believed that one can find insight on chaotic
to pry secrets from them by any means. He battlefields, in dank caves, or while fleeing town
gains a +5 bonus to any saves made to resist with giants on one’s heels. As long one structured
revealing information against his will. This one’s mind accordingly, insight would come when one
could include resisting torture, compulsion most needed it.
spells, or anything else that would directly Duck’s job as master of ceremony at the
result in information being revealed. chapterhouse was almost incidental. It was simply
something he did as part of his studies. And he was
well suited for it--his day was a ritual in itself, with
TELL IT TO MY AXE - 20
MAGE KNIGHT
Class Base Attack Fortitude Reflex Will Special Spells per Day
Level Bonus Save Save Save
1 +0 +0 +0 +2 Strength of
Ritual
2 +1 +1 +0 +3 Power of +1 level of existing class
Ritual
3 +1 +1 +1 +3 Obscurity of +1 level of existing class
Ritual
4 +2 +2 +1 +4 War Magus +1 level of existing class
7 +3 +3 +2 +5 Lost
Knowledge
8 +4 +3 +2 +6 Practiced +1 level of existing class
Mentor
9 +4 +4 +3 +6 Directed +1 level of existing class
Study
10 +5 +4 +3 +7 Battle Magus,
Lost
Knowledge
TELL IT TO MY AXE - 21
Class Features
Weapon and Armor
Proficiency: Masters of the Axe
are proficient in the use of all
simple and martial weapons and
all armors and shields.
Dedication (Su): A Master of
the Axe bonds so fully with his
axe that it becomes a part of his
being. Any time a foe attempts
to sunder or otherwise harm his
axe, he may opt to take the
damage himself that would
otherwise have been dealt to the
axe. The axe’s hardness reduces
the damage taken by the Master.
Effects that would destroy the
axe without dealing damage deal
6d6 points of damage to the
Master instead. A successful
Fortitude save (DC 15) halves
the damage.
However, this dedication
comes at a price. Upon taking
the 1st level of Master of the
Axe, the character permanently
loses one hit point per character
A Master of the Axe shows a darval the business end of his blade.
TELL IT TO MY AXE - 24
Penetrating Strike (Ex): The Master of the overworked sibeccai. His cousin is a Keeper of Lore
Axe focuses his dedication to his weapon, at the Eye of the Axe. There was no question in
allowing him to take advantage of its unique Durat’s mind what he would do when he came of
nature. Once per round, as part of an attack age--he would join the Knights and pledge his life to
action, the Master of the Axe may strike so the Order.
forcefully that he blasts through his enemies But Durat was not skilled with the horse, he was
defenses, dealing an additional 2d6 points of only passable with weapons, and his words couldn’t
damage on a successful strike. He may use this free him from an argument with his sister, much less
ability once day per Master level. The use of a a jail cell. So his father sought out a worthy Lord,
Penetrating Strike must be declared before the Suranel, and offered Durat as a squire. The Oath of
attack is resolved. If the attack misses, the use Obedience was long--it took Durat seven days and
is wasted. seven nights of study to be able to recite it without
Awaken the Spirit (Su): The Master of the stumbling, and without referring to the notes he
Axe may sacrifice a portion of his own life- scribbled on his hand. But on the eighth day, as he
essence in order to temporarily empower his stood before a small circle of warriors and swore
axe. Upon using this ability, he takes an himself to Suranel’s service, he knew that he was on
amount of temporary Constitution damage up the path to becoming a true Knight.
to his Master level. For each point of Since then, his life has consisted of equal parts
Constitution damage taken, imbues the weapon combat training, historical research, and what his
with a +1 enhancement bonus or an equivalent master refers to as “privy-work.” Armor needed to
magical ability. This effect lasts for up to one be polished, axes needed to be sharpened, and horses
hour per class level. needed to be shoed. There was little time in Durat’s
Additionally, the Master of the Axe may life for games and fun, but no one could deny that his
perform the awaken the slumbering spirit item skills grew by leaps and bounds. Durat knows that
bond ritual (see Mystic Secrets from Malhavoc some day it will all be worth it, when he finally
Press) to grant his axe new magical abilities or swears his Oath of Knighthood.
even awaken its intellect.
The bond between the Master of the Axe Some work hard to learn the skills and feats
and his weapon is now so strong that his required for a Knight of the Axe, but others are
wounds no longer seem to bleed in combat but recruited by the Order because of their renown.
rather appear as scratches or dents in his flesh. A favored few simply know that the Knights
Master of the Axe (Ex): At this level, true are their destiny, and are guided to the Knights
mastery has been achieved. The Master is never by parents, guardians, or other figures of
seen without his axe in hand. Indeed it seems authority. The path of the Squire allows these
an extension of the Master himself. His hands few to focus on serving the Order to the
seem to merge with the axe’s haft, and his exclusion of all else.
features take on a greater metallic sheen. The Squire’s life is not an easy one--the
As part of a full attack action, the Master of Knights are a hard group, and they expect their
the Axe can make an additional attack at his prospective members to be dedicated, skilled,
full attack bonus as his axe drives him to fight and worthy of the name.
harder and faster. This ability is usable five Hit Die: d8
times per day.
Further, in his hands, his axe penetrates Requirements
damage resistance as a +5 weapon (or as a To qualify to become a Squire of the Axe, a
silver/cold iron/magic weapon). character must fulfill all the following criteria.
Race: Any non-giant
SQUIRE OF THE AXE Feats: Medium Armor Proficiency, Martial
Durat’s father and his father before him were Weapon Proficiency
Knights of the Axe. His uncle fell to the spear of a Special: Must swear an oath of obedience to
giant while attempting to free an indentured band of a current Knight of the Axe.
TELL IT TO MY AXE - 25
The Stalwart is often found surrounded by a character must fulfill all the following criteria.
mass of enemies, holding a strategic pass, or Base Attack Bonus: +8
containing his opponents while refugees flee Feats: Exotic Weapon Proficiency (Heavy),
before an approaching army. He is the rock that Great Fortitude, Sturdy
anchors the Knights in battle against a tyrant, Special: Becoming a Stalwart of Terrakal
or the lone warrior who fends off a band of requires a week long ceremony that involves at
bandits while villagers retreat to safety. least 25 people and costs a minimum of 500
The Stalwart may be a brute who simply gold.
enjoys the rush of power he feels when facing
overwhelming forces, or a noble martyr who Class Skills
puts the safety of others far above his own. The Stalwart of Terrakal’s class skills (and the
Whatever the case, the presence of a Stalwart key ability for each) are: Climb (Str),
can often mean the difference between a Diplomacy (Cha), Handle Animal (Cha), Heal
glorious victory and or a tragic loss. Even in (Wis), Intimidate (Cha), Jump (Str),
defeat, the Stalwart is the last to withdraw, Knowledge (Geography) (Int), Ride (Dex),
staying behind until all others have fled. Survival (Wis), Swim (Str).
Stalwarts usually don’t receive any formal Skill Points at Each Level: 2 + Intelligence
training after performing their induction modifier.
ceremony--their gifts manifest themselves
supernaturally in the pursuit of their duties. Class Features
Most Stalwarts travel the land singly or with a Weapon and Armor Proficiency: Stalwarts of
small band of like minded allies, providing Terrakal are proficient in the use of all simple
succor wherever they are needed. and martial weapons and all armors and shields.
Hit Die: d12 Resolute Will (Ex): The Stalwart may focus
their thoughts as a full round action. At the end
Requirements of the action, they gain 3 temporary hit points
To qualify to become a Stalwart of Terrakal, a per Stalwart level. These hit points last for a
STALWART OF TERRAKAL
Class Level Base Attack Fortitude Reflex Save Will Save Special
Bonus Save
5 +5 +4 +1 +1 People’s Defender
6 +6 +5 +2 +2 Call of Challenge
7 +7 +5 +2 +2 Bonus Feat
9 +9 +6 +3 +3 Tenacious Foe
number of rounds equal to their Constitution with oversized hatchets. She doesn’t even prance
score. about hitting people with blasts of energy. Nisme’s
Bonus Feat: At 3rd level and 7th level, the weapons were her words, her friends, and her
Stalwart of Terrakal gains a bonus feat, as per reputation as “good ol’ Nisme.” No one would ever
the warmain bonus feat list, plus Battle Mage, suggest to the guards that it might be Nisme who set
Warmage, and Hunter Mage. the warehouse on fire, even if they’d seen her near
People’s Defender (Ex): At 5th level, the the well suspiciously covered in soot. She was
Stalwart of Terrakal draws inspiration from Nisme for goodness’ sake. Remember when she let
those he protects. If there is a non-combatant ol’ Scabby sleep in the stables after Missus Scabby
within 30 feet of the Stalwart, who is tossed him out? Remember when she gave away her
endangered by the combat (GM’s discretion) ale, because the tee totaling Steward forbade sales
and who is 4 or more levels/HD below him, he during the day?
gains a morale bonus to attack and damage There are few people in town who don’t owe
equal to half his class levels. Nisme a favor or two. Many feel extremely
Call of Challenge (Sp): As a standard action, protective of this small, charming lady bartender.
the Stalwart may issue a challenge to up to 3 It’s no secret that she pours freely for those who
opponents within 30’. Each of them must make share good information; only the Order knows when
a Will Save (DC 10 + Stalwart’s Cha
mod + ½ his Stalwart levels) or
become compelled to move to him
and attack him. Targets who fail the
saving throw make every reasonable
effort to attack the Stalwart, though
they will not endanger themselves to
do so. Targets must be able to hear
and understand the Stalwart for the
ability to work. This is a mind-
affecting effect.
Tenacious Foe (Ex): For each
round after the first that the Stalwart
attacks the same foe, he gains a +1
competence bonus to hit and damage,
up to a maximum of +5. This bonus is
lost if he takes any action besides
attacking that foe, or if the foe
withdraws and the Stalwart does not
immediately pursue.
Steadfast Defender (Ex): For each
foe beyond the first that threatens the
Stalwart, he gains a +1 morale bonus
to his armor class.
she meets her less public contacts in the darkest a good portion of their time maintaining
hours of the night. friendships and building their reputations.
Hit Die: d8
Not all warriors are those that hew flesh from
bone. Capturing the hearts and minds of a Requirements
people is as important as capturing their To qualify to become a Voice of the People, a
strongholds. The Voice of the People uses character must fulfill all the following criteria.
supernatural abilities to persuade and influence Diplomacy: 8 ranks
those around her, as well as supporting the Perform (Oratory, Storytelling, or a related
Knights when battle comes. Voices are unlikely ability): 9 ranks
to spend much time in chapterhouses and are Feats: Skill Focus -or- Skill Affinity (Any
rarely inducted as Knights themselves. Many two of Bluff, Diplomacy, Gather Information,
simply believe in the Code and pass Perform, or Sense Motive)
information and lend aid when they can. Special: Must be able to speak at least 4
You often find Voices as established different languages. Must spend at least half of
members of a community, whether they are each year in a single city or small region.
shop keepers, bar owners, or other jobs that
bring them in contact with many people. There Class Skills
are others that spend their days as wandering The Voice of the People’s class skills (and the
minstrels, or theatrical performers, poets and key ability for each) are: Appraise (Int), Bluff
street preachers, as their natural fluency with (Cha), Climb (Str), Concentration (Con),
words allows them to make a fine living off Craft (Int), Decipher Script (Int), Diplomacy
their wits and their charm. But even those (Cha), Disguise (Cha), Gather Information
members who wander tend to gravitate to the (Cha), Jump (Str), Knowledge (all skills, taken
same area over time--the Voice’s reliance on individually) (Int), Listen (Wis), Perform
contacts and goodwill requires that they spend (Cha), Sense Motive (Wis), Sleight of Hand
(Dex), Sneak (Dex), and Speak Language
1 +0 +0 +0 +2 Contact (1st)
2 +1 +1 +1 +3 Rally Effort
3 +2 +1 +1 +3 Soothing Oration (1/day)
4 +3 +2 +2 +4 Contact (2nd)
(none). WITCHBLADE
Skill Points at Each Level: 6 + Intelligence “People tend to think they know what to expect when
modifier. they see a witch, least-ways within certain general
descriptions. Sure, one may be an ice witch, and
Class Features another a wood witch. One may not have his blade
Weapon and Armor Proficiency: Voices of the yet, and one may shoot fire out of his eyes, but you
People are proficient in the use of all simple know what to expect. But not with that Ren-Kao
weapons and light armor. fellow. No sirree. You think you know. You see him
Contact (Ex): Each time the Voice gains this with all his tattoos, hear him spout that mystical
ability she gains one contact. The player should nonsense, you think ‘He’s one of them mind witches.’
give input as to the type of contact gained, but Then he pulls out a weird sword, and you think, ah,
the details of the character are ultimately left up I heard a’ them – they cuts right through armor and
to the GM. The contact can be called upon once shields, but they don’t really hurtcha. They knock
a week to perform a task or obtain information. you out for a good long while, maybe, but you’re just
The task should be something typical for a really looking at a guy with a pretend sword. And
person of the contact’s sort. It should entail any then he just kinda smiles, and suddenly, it’s on fire.
sort of physical threat to the contact. In general, Fire! I mean, everybody knows that them witches are
the task should be able to be completed within one type, or the other, but they don’t change. I swear,
one day. Similarly, the information should be I’d beat the truth outta him if I hadn’t had to run
of the sort the contact would normally be aware check up on the missus just then….”
of.
At 1st level, the Voice also gains a number of Some in the Order are studied or mystically
minor contacts in her home city that grant her a inclined, but most of the Knights of the Axe
bonus to Gather Information checks equal to come from a warrior’s background. Even the
half her class level + 1. wind witches in the Order tend to be more
Rally Effort (Ex): The Voice has a knack for martial than mystical, and centuries of study
communicating, smoothing over problems, and and refinement have only served to sharpen the
bringing out the best in people. When focus of the rare few witches who devote
successful aiding another, she confers an themselves to the Code.
additional bonus equal to half her class level There are several who claim that an iron
which stacks with the standard +2 bonus. witch was the first to devote himself to his
Soothing Oration (Sp): The Voice’s words blade, but no one can say for certain. Indeed,
can calm even the most agitated mob, defusing there is even little agreement on how best to
anger and soothing outrage. This ability acts as train a Witchblade. For the Knights, masters
the spell calm emotions (see Spells, PHB). The tutor apprentices one-on-one until the learner
Voice gains an additional use of this ability at forges his blade bond. Unlike the Masters of the
5th, 7th, and 9th levels. Axe, Witchblades accept any witch who is
Golden Tongue (Ex): The Voice gains a willing to devote themselves to the mentor at
competence bonus to all Bluff, Diplomacy, and the expense of their other abilities. Order-
Perform checks equal to half her class level aligned Witchblades frequently manifest their
level. namesakes as large, ornate axes.
Influence Minds (Sp): The Voice can speak Hit Die: d8
with such influence and drive that she can
actually cause people to do as she wishes. This Requirements
ability acts the heightened version of suggestion, To qualify to become a Witchblade, a character
except that the effect can target a number of must fulfill all the following criteria.
creatures within range up to five times her Base Attack Bonus: +6
Charisma bonus. The Voice gains an additional Feats: Craft Magic Arms and Armor,
use of this ability at 8th and 10th levels. Weapon Focus (any sword or axe)
Special: Must have the blade manifestation.
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WITCHBLADE
Class Base Attack Fortitude Reflex Will Special Spells per Day
Level Bonus Save Save Save
1 +1 +2 +0 +2 Blade Affinity +1 level of existing class
2 +2 +3 +0 +3 Weapon
Devotion (+1)
3 +3 +3 +1 +3 Weapon +1 level of existing class
Devotion (+2),
4 +4 +4 +1 +4 Blade Bond,
Weapon
Devotion (+3)
5 +5 +4 +1 +4 Weapon +1 level of existing class
Devotion (+4),
level for purposes of determining spells per day
Class Skills and spells readied.
The Witchblade’s class skills (and the key Blade Affinity (Su): At 1st level, the
ability for each) are: Alchemy (Int), Bluff Witchblade gains the ability to alter the
(Cha), Concentration (Con), Craft (Int), manifestation of his blade. He may cause the
Disguise (Cha), Heal (Wis), Knowledge (All, blade to appear as any simple or martial weapon
taken individually) (Int), Search (Int), Speak of small, medium, or large size that deals either
Language (Int), Spellcraft (Int), Use Magic piercing or slashing damage. As normal, the
Device (Cha). Witchblade is proficient with whatever weapon
Skill Points at Each Level: 2 + Intelligence he chooses, and it operates in all ways like the
modifier. chosen weapon in addition to any additional
benefits attendant to the witch’s manifestation.
Class Features Additionally, a Witchblade's levels stack
Weapon and Armor Proficiency: Withcblades with previous witch levels for the blade
are proficient with all simple and martial manifestation only. Thus, a Mind Witch 6/
weapons, with light and medium armor, and Witchblade 3 deals 1d6+9 damage with a mind
with shields. blade, but is considered 6th level for all other
Spells: A Witchblade continues training in Mind Witch abilities.
magic as well as combat. Thus, at 1st, 3rd, and 5th Weapon Devotion (Sp): At 2nd level, the
levels, the character gains new spells per day Witchblade gains the ability to imbue his blade
and spells readied as if he had also gained a with magic. He may add any special weapon
level in a spellcasting class he belonged to ability with a price of a +1 bonus to his weapon.
before adding the prestige class. He does not, Using this ability requires that the Witchblade
however, gain any other benefit a character of expend one 1st-level spell slot. The effect lasts
that class would have gained (bonus feats, extra for a number of rounds equal to the
manifestations, and so on). Witchblade’s class level + Wisdom bonus.
If a character had more than one spellcasting At each level thereafter, the total bonus he
class before he became a Witchblade, he must may confer increases by +1. The level of the
decide to which class he adds the spellcaster spell slot required to power the ability also
increases by one. So, a 3rd-level Witchblade
may confer a special ability on his weapon that
TELL IT TO MY AXE - 31
SWARM OF AXES
Evocation [Warmage, Force]
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: 1 Magical Axe
Duration: 1 round/level (see below)
Saving Throw: None
Spell Resistance: No
You touch one magical axe and call
forth the essence of its martial spirit. So
long as you hold the target axe, it loses
its enhancement bonus, but one
additional axe made of pure force is
created for every point of the axe's
original enhancement bonus. For
example, a +4 battleaxe would create four
TELL IT TO MY AXE - 33
ghostly battleaxes. For the duration of the spell, as normal. Additionally, for each 5 points of
if the target axe successfully strikes a target, the damage you deal, you reduce your opponent’s
duplicates inflict also inflict damage as they armor bonus to AC by -1 (up to a maximum
swarm the victim. The duplicate axes deal only penalty equal to their armor bonus -1). This
base damage; bonuses for Strength or other reduction is cumulative, but may never exceed
effects are not added. The spell is immediately the maximum penalty. Your opponent may
dispelled if you no longer hold the axe (such as spend a full round to readjust his armor, which
being disarmed or giving the axe to another provokes an attack of opportunity and
person). eliminates the penalty.
Diminished Effects: The spell ends after one Special: When counting damage for the
successful attack. purposes of armor reduction, do not count
Heightened Effects: The target axe does not damage from weapon effects (such as flaming
lose its enhancement bonus, and the duplicate or shocking).
axes gain an enhancement bonus equal to the
target axe’s. INNATE MAGIC [CEREMONIAL]
Magic Item Creation Modifier: Single-Use After a ceremony involving 5 other magi of
x3, Constant: N/A greater ability than your own, you learn to
harness more of your potential, despite a lack of
FEATS training.
A Knight of the Axe is embodied by his Prerequisite: Ability to cast spells
weapon -- more so than many other soldiers. Benefit: Whenever you cast a spell, your
Over the years, their styles of combat have effective caster level is increased by 4, but may
evolved to take advantage of the capabilities of not exceed your total hit dice.
their chosen weapons. The warrior who swings Special: This feat may be taken multiple
a battleaxe has a fury and drive that the sword- times. Each time increases your caster level by
wielder lacks, and the Knights exploit that to 4 more, but you may never exceed your total hit
the fullest extent. dice. For example, if Tygal the Mystic, a
Magister 3/Warmain 6, took this feat once, he
AXE MASTER [CEREMONIAL] would have a caster level of 7. If he took it a
After a ceremony in which you ritually scar second time when he was a Magister 6/
yourself with an axe, you gain increased Warmain 6, his caster level would only be 12.
proficiency with it. However, if he became a warmain 7, his caster
Prerequisites: Martial Weapon Proficiency, level would increase to 13.
Intelligence 13
Benefit: Any other feats you have which affect INNATE POWER [CEREMONIAL]
your ability with a particular type of axe -- such After a ceremony involving 5 others who share
as Weapon Focus (battleaxe) can be applied to one of your special abilities, but are of greater
any type of axe, i.e., handaxes, battleaxes, power than your own, you learn to harness
throwing axes, and greataxes. more of your potential, despite a lack of
training.
BATTERING BLOW [GENERAL] Prerequisite: At least one spell-like ability
Your attacks smash violently into an opponent, Benefit: Choose one of your spell-like
not only injuring him but also knocking his abilities. For the purposes of that ability, your
armor out of place effective level is considered to be 4 higher, but
Prerequisite: Strength 15 may never exceed your total hit dice.
Benefit: You may make a full round attack Special: This feat may be taken multiple
against an opponent wearing at least medium times. You may either select a different special
armor, which provokes an attack of ability, or increase your effective level by 4
opportunity. If the attack hits, you deal damage more, but you may never exceed your total hit
TELL IT TO MY AXE - 34
sculpted from marble mined beneath their eat at, the safest section of town at night, etc),
village. A bowl of water drawn from a local you gain a +5 bonus on a Knowledge (Local)
well. check.
Actions (2 hours): The item must be
thoroughly washed in the well water, along OATH RITUALS
with your hands and face. Spend at least 30 Oaths are an integral part of life in the
minutes studying the crafted item, maintaining Diamond Throne, and the Knights with their
physical contact the entire time. Afterwards, strict sense of honor and justice have embraced
slowly crush the item in to tiny pieces or dust. oaths whole-heartedly. They have developed a
When the item is completely destroyed, pour special type of ritual focusing on these oaths.
the water over the shards or pieces. As the While not as powerful as the oaths of an
water dries, you will gain a sense of the area. oathsworn, these oaths grant special abilities to
Effects: If people are suffering oppression or those who swear them, but they likewise
injustice within one mile per level, you will require dedication and sacrifice.
gain a general understanding of what is Oaths are not taken lightly. Breaking an
happening. A wisdom check, DC 15, will reveal oath will have specific consequences, which are
more details, such as the distance and direction. usually spelled out when the oath is taken.
At least 10 people must be affected to trigger These can range from the physical to the
this sense. This sense lasts until sunrise, or mental to the spiritual--even death.
sunset, whichever occurs first. The rituals involved in the taking of an oath
are easy to learn and vary from group to group
Sense of Place (General) but always require the participants to share
This ritual allows an outsider to blend in with a their truename and sacrifice something in the
populace, giving them an intuitive sense of swearing, whether it be health, treasured items,
their environment. or even more esoteric concepts like a memory
Components: A detailed map of the region or confidence.
(covering no more than 10 square miles) worth A group of people that swear an oath are
at least 50 gold pieces, a mixture of medicinal typically referred to as an Oath Circle. If a
herbs worth at least 100 gp, and a gilded bowl single member of the circle breaks the oath,
worth at least 250 gold. The bowl is not they will suffer the consequences alone. If a
consumed in the ritual. second member does the same, all members of
Actions (15 minutes): Place the map and the circle will suffer. A member who is
herbs in the bowl. Cut yourself (causing 1 point physically unable to complete an oath due to
of damage), and sprinkle the herbs with your injury, death, illness, etc, is not considered to
blood. Light the map and herbs on fire, and let have broken the oath unless they take actions
them burn completely. As the map burns, that are directly counter to the oath’s purpose.
inhale deeply of the smoke until it is
completely burned away. Oath of the Hidden Journey (General)
Effects: After the smoke is inhaled, you can The Oath of the Hidden Journey is rarely
travel throughout the region detailed on the taken, as it requires a great sacrifice and true
map and navigate the area as though you were a dedication. The oath is usually sworn only by
local. If you need a tavern, you intuitively those Knights who have been chosen for the
know where to go. You also gain a clear most clandestine and critical tasks set forth by
understanding of any laws, regulations, and the Knights.
customs practiced in the region. This ritual Actions: At sunset, the participants swear
does not grant any knowledge unavailable to that “By the Veil and the Eye, what we do shall
the average person on the street, such as the be known by no man” while they methodically
location of a magister’s hidden library or the blacken their faces and hands with ash and
hideout of a group of thieves. For knowledge whisper ancient words of ritual to each other
that might be less clear cut (the best tavern to until full dark. They must then sleep without
TELL IT TO MY AXE - 36
opposed attack rolls with your respective the wearer. Rather, commanding armor is
weapons. If you succeed, your weapons are intended to bolster the rank and file that battle
locked. Your opponent must take a standard alongside the Knights. Any ally with line of
action to free the weapon before he can attack, sight to the wearer and within 120 feet of him
which itself provokes an attack of opportunity. gains a +1 morale bonus to attacks and damage
Alternatively, your opponent may release his rolls.
hold on the weapon as a free action; however, Moderate transmutation; caster level 9th;
you may then take possession of it if you have a Craft Magic Arms and Armor, spirit of prowess;
free hand. While using the maneuver, you Price +3 bonus.
cannot use your axe again until you relinquish
the hold or it is ended. You may break your Defender (Armor or Shield)
own weapon lock as a free action. Armor and shields with this property allow
their users to sacrifice their own protection for
MAGIC ITEMS the good of their comrades. Once per round, as
As with other aspects of their lives, the Knights a free action, the user may decrease the armor’s
have specialized equipment and magic items magical enhancement to add the same amount
that they horde jealously, aware that their as a deflection bonus to any one person within
obscurity gives them an advantage. Not every 25 feet.
Knight possesses these magical items. Indeed, Faint enchantment; caster level 5th; Craft
many knights forego the use of magical items Magic Arms and Armor, protective charm; Price
entirely as part of an oath of poverty. However, +2 bonus.
the Order’s Lorekeepers make sure that the
knowledge of creating these items is kept alive Greater Commanding (Armor)
and well, and the armorsmiths, weaponmasters Greater commanding armor functions as
and creator mages among the Knights are as commanding armor, but also confers a -1 morale
familiar with these items as they are with a penalty to the attack and damage rolls to all
flaming sword or a potion of beastskin. enemies within line of sight to the wearer and
Non-Knights may come into possession of within 120 feet of him.
these items in a number of ways--looted from a Strong transmutation; caster level 15th; Craft
defeated Knight, sold by member of the Order Magic Arms and Armor, spirit of prowess; Price
desperate for the resources needed to complete +5 bonus.
his mission, or perhaps even plucked them from
the Akashic Memory. Mobile (Armor or Shield)
Once ritually attuned to a user, armor with the
ARMOR QUALITIES mobile quality can be summoned or dismissed as
A Knight’s armor is his first line of defense. A a standard action. If summoned, the armor
Knight is often called upon to put himself in appears at the end of the round, fully donned
grave danger to protect others, or to challenge and properly readied. If dismissed, the armor
injustice, and the armors they wear help them disappears at the end of the round and appears
accomplish this. But just as often, the Knights in a specifically designated location. The
need to infiltrate a foe’s stronghold, observe designated location or the attuned owner, can
him in action, and remain unnoticed, and their be changed via a simple ritual that takes one
armor allows for that as well. hour.
Moderate transmutation; caster level 9th;
Commanding (Armor) Craft Magic Arms and Armor, teleport; Price +1
Armor with this quality is often exceptionally bonus.
ornate and impressive, usually emblazoned
with one or more symbols and gilded or etched.
Commanding armor bestows no benefit upon
TELL IT TO MY AXE - 38
Knight’s Motto
TELL IT TO MY AXE - 41
A Knight of the Axe and a litorian rear back on their mounts and wait for the perfect moment to charge.
TELL IT TO MY AXE - 43
a chapterhouse. This ability is particularly their mounts onward or fall into a sinkhole as
handy when a myriad of the terrain features the ground starts to rumble and collapse around
described below are employed. them. Ride DC 18 to avoid.
CR 4; location trigger; no reset; multiple targets
TERRAIN FEATURES (all targets in a 40 ft. radius); never miss; onset
The following terrain features can make any delay (1 round); 40 ft. deep (4d6, fall).
mounted encounter more interesting. Employ Marsh Gas: Found in fire swamps, pockets
only one or two of these features in any given of gas can ignite around the unwary. Listen DC
encounter, but be sure to vary them between 14 to avoid.
different encounters to keep things fresh. CR 2; proximity trigger; automatic reset; spell
effect (fireburst, 1st-level caster, 1d6 fire, DC 11
HELPFUL TERRAIN Reflex save half damage).
Fog: Whether in the form of a low-lying cloud Null Magic Burst: Often appearing in mid-
or a mist rising from the ground, fog obscures air, these areas of null magic explode randomly,
all sight, including darkvision, beyond 5 feet. covering a 1d20 x 1000 foot area. They last for
Creatures 5 feet away have concealment 1d6 rounds, temporarily suppressing all magical
(attacks by or against them have a 20% miss effects, including spells, spell-like abilities, and
chance). supernatural abilities.
Gradual Slope: This incline isn’t steep
enough to affect movement, but characters gain AERIAL ENCOUNTER FEATURES
a +1 bonus on melee attacks against foes Just because an encounter takes place in the air
downhill from them. doesn’t mean it must lack obstacles to challenge
Runeburst: Ghostly runes visibly manifest the participants. The skies do not have to be
in the area for 1d4 rounds. Any rune or runic empty, or only filled with clouds. In addition to
templated spell becomes automatically invested appropriate choices from the descriptions
or laden for double duration if it is created or above, flocks of birds, gusting leaves, sudden
cast while the runeburst is active. A typical downpours, and even rains of frogs or fish are
runeburst fills a 1d20 x 5 foot radius. all excellent examples of aerial “terrain.”
Tailwind: A moderate wind in the direction Magic affords a host of other possibilities.
of movement increases speed. Flight speed goes Magic is strong in the Lands of the Diamond
up by +10 feet. Ground speed increases by +5 Throne, though not always common. After a
feet. This wind can last all encounter, or for 1d4 player character hurtles past, perhaps an
rounds. For ease of reference, mark with a unkindness of witchravens decide to plague
colored arrow on your tabletop. him with foul weather. Levitating slassan or
harrids, fleeing enemies on the ground, may
HINDERING TERRAIN surprise (and be surprised by) approaching
Gopher Holes: Found in grasslands and flyers. The player characters may even
battlefields, this terrain features small holes and recognize a wanted criminal passing them on a
dangerous gaps that may seriously injure a travel line.
mount. Spot DC 14 to avoid. Portals to the Plane of Air, watery hands
CR 2; location trigger; automatic reset; DC 20 that suddenly reach for the sky from the ocean
Reflex save avoids; 5 ft. deep (2d6, checked); the below, gigantic runes pressed into fields of
rider must also succeed on a Ride check (DC wheat: all help make flight very interesting.
10+damage dealt) or fall (1d6).
Limestone Collapses: Terrain with heavy NEW FEATS
karst topography underneath often has The following feats will be of particular use to
sinkholes or other indicators. However, an Knights of the Axe in particular and PCs
otherwise innocuous flat stretch of ground can specializing in mounted combat in general.
turn into a collapsed area. Riders must urge
TELL IT TO MY AXE - 45
BONDED MOUNT (CEREMONIAL) out your orders and requests at all times. With
You conduct a ceremony with you and your an intelligent mount, you need no longer make
mount as the central elements. Ride checks relating to movement. You each
Prerequisite: Truename gain a +2 synergy bonus to Aid Another checks
Benefit: While riding your mount, you and made for each other.
the mount gain a +1 luck bonus to act in concert Special: You may take this feat a second
while riding. You gain the bonus toward any time. The mount gains the Sturdy feat (even if
Riding roll, or any roll made in the saddle or on it had it before), a +2 inherent bonus to one
back of your mount. The mount gets the bonus statistic and the link becomes telepathic. If the
as well (example: Aid Another). boon companion dies, the character must wait a
month before they can perform the ceremony
BOON COMPANION [CEREMONIAL] again.
Having gained the trust of a rare or uncommon GM’s Note: The desired mount’s CR + LA
creature, you form a partnership should be less than the character’s level.
Prerequisites: Intelligent (Int 4+) mount;
Bonded Mount DEADLY PASS [GENERAL]
Benefit: The mount accepts you as a friend When you perform a mounted attack, you
and ally, as you do them. You are both always strike a more vulnerable area.
aware of the other’s current condition (blinded, Prerequisites: Ride-by Attack
deafened, shaken, etc) and how badly you are Benefit: When you make an attack from
injured, sharing an empathetic (but not your mount and move at least 10 feet, your
telepathic) bond. You may speak to your melee weapon critical threat range increases by
mount, and it automatically understands you +2. You may use this feat once per round. This
and your commands. It does its best to carry overlaps, and does not stack with a keen
weapon or weapon property.
Bond of the Faithful Steed
EXOTIC MOUNT [GENERAL]
You and your mount have shared the hardship of By luck or design, you locate a trained, unusual
the road, the glory of battle and the dust of the creature to serve as your mount.
aftermath. In a fight, you instinctively aid each Prerequisites: Character level 3+
other. Benefit: You gain the service of an animal,
Components: You must bring goods worth construct, magical beast, or wyvern that has no
2000 gp and an item from when you first rode to more than 8 Hit Dice. Consult your DM as to
victory to the ceremony. an appropriate mount.
Actions (6 hours): You and your mount must Special: If the mount dies, you find a
ride together with one of you blindfolded. Each substitute, but the new mount need not be the
hour, switch the blindfold. same as the old one. Your DM should
Effects: You and your mount gain a +1 insight determine a suitable length of time to find the
bonus to attack rolls while you remain in new mount.
contact, as you coordinate your attacks and take You may take this feat a second time as a
inspiration from the presence of the other. You Ceremonial feat, allowing the mount to
may aid another for each other as a move- advance as per a totem animal companion. The
equivalent action. mount gains a Hit Die with each class level the
Penalties: If either of you ever leaves the character advances, along with all the
other behind, or abandons the other, you suffer a subsequent benefits that entails--better saves,
-2 attack roll penalty for a year and a day. attack bonus, and so on. Further, for every four
Intelligent mounts (Int 3+) become aware of levels it advances, the mount may raise one
someone who has broken a bond and refuse to ability score by 1 point (like a character) and
enter into a new one with the bond breaker.
TELL IT TO MY AXE - 46
increase its Intelligence score by 1 (constructs charge without opening up your defenses.
instead advance their Wisdom by 1). Prerequisites: Ride 5+ ranks
Benefit: Neither you nor your mount suffer
GREATER OVERRUN [CEREMONIAL] a penalty to AC when charging.
Three or more creatures larger than you Normal: You suffer a –2 penalty to AC
undergo a four-hour ceremony during which when charging.
they attack you while wielding every weapon
they are proficient with in turn. NATURAL RIDER [TALENT]
Benefit: Directing your charging mount with You were raised in the saddle almost from the
precision, you may perform an overrun on a moment of birth.
creature up to two sizes larger than you or your Prerequisites: Character level 1st only
mount. Benefit: While mounted, you gain a +1
Normal: You may only perform an overrun competence bonus to all attacks against a foe
on a creature your size or smaller. that is not mounted. Further, you have a +1
dodge bonus to armor class versus any mounted
HEIR TO THE AXE [TALENT] foe who attacks you while you are mounted.
Brought up almost from birth by a member of
the Knights of the Axe, you are destined for QUICK CHARGE [TALENT]
greatness in their ranks. In your upbringing, you learned to maneuver
Prerequisites: Character level 1st only faster than others when rushing down upon an
Benefit: You gain a +2 competence bonus to enemy.
any Charisma-based check when dealing with Prerequisites: Character level 1st only
the Order of the Axe and any who are Benefit: You may make a charge as a
sympathetic to them. You gain the same bonus standard action.
to Handle Animal checks when using a mount
trained by a member of the Order. SPELLRIDER [CEREMONIAL]
Special: When you reach character level 5th Your bond with your mount protects you both
or greater, you may disregard skill and feat from magic.
requirements for any Order-related prestige Prerequisite: Mounted Combat or familiarity
class. with magic class ability
Benefit: When mounted, you and your
IMPROVED MOUNTED COMBAT mount gain a +1 bonus to all saving throws
[GENERAL] against spells and magical effects. Further while
You achieve greater skill when fighting from mounted, you and your mount gain a +1 bonus
atop a mount. to Armor Class against spells requiring attack
Prerequisites: Mounted Combat rolls. Once per day per five character levels,
Benefit: You can negate three hits against you may make a Ride check for you or your
your mount per round. In addition, you may mount in place of a save against a spell or
add your mount's Strength bonus to your Trip magical effect. Standard bonuses that normally
attempts and can make a Ride check to oppose apply to saves (such as a resistance spell) do not
Grapple and Trip attempts against you or your apply, although magic that affects checks (like
mount. canny effort) can apply.
Normal: You can negate only one hit against
your mount per round. SPIRITED CHARGE [GENERAL]
You have mastered the art of striking with a
KNIGHT’S CHARGE [CEREMONIAL] weapon from the back of a mount, dealing
After a daylong ceremony on a riding field greater damage to your enemies.
involving you and four other mounted warriors Prerequisites: Mounted Combat, Ride-By
attacking each other without fail, you learn to Attack.
TELL IT TO MY AXE - 47
Benefit: When mounted and using the A NEW FEAT FOR YOUR MOUNT
charge action, you deal double damage with a The following feat is suitable for most any
melee weapon (or triple damage with a lance). mount.
Special: A warmain may select Spirited
Charge as one of his warmain bonus feats. OVERRUN ATTACK [GENERAL]
You train your mount to stop suddenly and
TERRAIN MASTER [CEREMONIAL]
make use of its natural weapons to attack
Four other riders chase you on a mount through
swiftly and decisively.
an obstacle course beginning in the dead of
Prerequisite: Bonded Mount
night and ending the following morning.
Benefit: At a specific command (designated
Prerequisites: Natural Rider
in advance) from your rider, you may stop
Benefit: Choose a type of terrain (forest,
within your Reach of a creature after making an
swamp, desert, etc). In that terrain, you treat all
overrun attack on it. You gain one extra attack,
terrain movement effects as one category less
such as a hoof attack, against the creature you
severe . Within your mastered terrain, you gain
just overran.
a +2 competence bonus to Ride checks.
Special: You may take this feat multiple
times. Each time you master a new type of RIDING TRICKS
terrain. With intense study and constant practice,
characters with the Mounted Combat feat can
attempt a number of unusual riding maneuvers.
A master of mounted combat bowls over a cyclops with his spirited charge.
TELL IT TO MY AXE - 48
This section describes the “tricks” that have shield bonus on your mount when for one
been drilled into Knights of the Axe by some of round.
the finest riding instructors around. Wheeling Charge: As part of your Charge,
succeed at a DC 25 Ride check to turn your
COMBAT RITES mount by up to 90 degrees from its original
Characters may use combat rites to help them direction.
attempt riding tricks with the Ride skill. Each
use expended grants a bonus as follows: NEW USES FOR EXISTING RULES
Aid Another: If you have 5 or more ranks in
Rank 1 combat rite: +2 to Ride Handle Animal, you can attempt to aid your
Rank 2 combat rite: +5 to Ride mount as a standard action. If you succeed,
Rank 3 combat rite: +10 to Ride your mount gains another +2 bonus on his next
Rank 4 combat rite: +15 to Ride attack roll against his opponent or another +2
bonus to AC against his opponent’s next attack
Acrobatic Leap: As a move-equivalent (your choice).
action, make a Ride check to leap onto your Expertise: If you have 5 or more ranks in
opponent’s mount when it passes within your Ride, you may use Expertise to defend your
Reach. Your opponent may make a Ride check mount as well as yourself, splitting any AC
to oppose you. If he successfully opposes you, bonus between the two of you.
you fall prone. Trip: You may make a trip attack against a
Guarded Charge: As a free action, attempt a mounted opponent. The defender may make a
DC 20 Ride check to take partial cover and Ride check in place of his Dexterity or Strength
Charge without an AC penalty. If you fail, you check. If you succeed, you pull the rider from
must attempt to Seize Control next round. his mount.
Hard Stop: As an immediate action, attempt
a DC 30 Ride check to bring your mount to a NEW MOUNTS
sudden stop, negating one damage die from a
Would you like to ride a truly unusual or
critical attack. If you fail, you must attempt to
powerful beast, like a wyvern, unicorn, or
Seize Control next round.
griffon? This section is for you.
Knockdown Rush: As a full-round action,
Some totem warriors are able to ride their
make a Ride check opposed by your opponent’s
animal companions as mounts. Characters with
Grapple check to Bull Rush him away from his
the Leadership feat can certainly attract
position and Overrun him. If you fail, you are
fantastic mounts as cohorts. However,
considered grappled and must stop moving.
characters with low charisma or characters who
Lance Trip: As a move-equivalent action,
are pessimistic about the life expectancies of
succeed at a DC 15 Ride check to use your lance
their mounts may want to consider the Boon
to make a trip attack. Charging grants you a +2
Companion and Exotic Mount feats detailed
bonus to your Strength check.
later in this chapter.
Parry Set Weapon: As a free action, succeed
What about dragons as mounts? Few
at a DC 20 Ride check to parry a single attack
creatures are more unusual or powerful, and no
from a weapon readied or set against your
one else has mastered the secrets of tenebrian
charge. If successful, the weapon deals only
evolution. However, it is the rare dragon who
single damage against you on a hit.
will allow lesser beings to ride him in any but
Seize Control: As a free action, attempt a
the most extraordinary of circumstances.
DC 25 Ride check to regain control after failing
Befriending a dragon should be the focus of an
certain Riding Tricks or to control an untrained
entire campaign--not used as cohorts or boon
mount while in combat. If you fail, you can do
companions.
nothing else this round.
The following creatures make for interesting
Shield Mount: As a move-equivalent action,
mount options for appropriate characters.
succeed at a DC 15 Ride check to confer your
TELL IT TO MY AXE - 49
CALL BALAM
Conjuration (Calling) [Warmage]
Level: 3 (Exotic)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One balam
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
You call a balam that is predisposed to like you. If you know the balam’s truename, it obeys your every
command for the duration. Otherwise, it acts friendly to you, although not controlled. A friendly balam
will carry riders, will fight on behalf of you or its riders (although it will not sacrifice its life), will carry a
heavy load for you, or will carry a message for you.
Diminished Effects: The spell calls 1d3 leopards (jaguars, panthers, mountain lions).
Heightened Effects: The spell calls 1d3 balams.
STORM STEED
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 40 feet (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural),
touch 11, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Hoof +8 melee (1d8+5)
Full Attack: 2 hooves +8 melee (1d6+5) and
bite +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Lightning Charge
Special Qualities: Electricity resistance 10,
low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 20, Dex 15, Con 18, Int 5, Wis 15,
Cha 6
Skills: Listen +6, Spot +5
Feats: Elemental Resistance (Air), Flyby
Attack, Trample
Environment: Temperate plains
Organization: Single, pair or herd (5-20)
Challenge Rating: 3
Advancement: 5-8 HD (Large)
Level Adjustment: +2
trap the horses in a box canyon. As the wind 3. Escort wagons through the badlands.
blew and thunderheads gathered, the greenbond 4. Catch a gang of warbat-riding darklings.
who accompanied them called upon the spirits 5. Charge the castle as the gates are closing.
to help them capture these horses, so that they 6. Rescue someone from a flying castle.
might rally against the dramojh. In reply, 7. Retrieve a chest bobbing in a raging river.
lightning bolts rained down and scattered the 8. Battle shadow trolls flying along a travel
hunters. Even worse, the lightning struck the line.
herd! Yet, instead of disaster, the horses merely 9. Rout the chorrim who have besieged the
snorted, stamped their hooves fearlessly, and town.
escaped into the sky on wings of blazing blue. 10. Race a band of litorians through a gorge to
Since then, storm steeds have been trained to win a challenge.
serve daring heroes, including flamboyant Sir 11. Recover the radonts stolen by a squad of
Peram of the Central Plains Chapterhouse. chorrim lancers.
Though pegasi fly faster, storm steeds are 12. Bring down an insane dragon on a rampage.
stronger and more aggressive. Dramojh slave 13. Drive an invading infestation of inshon back
troops, rhodin, and churlish miscreants have all into the ocean and slay them.
fallen before the sparkling, crackling hooves of 14. Divert dire boars to harass the local Steward
a storm steed. as cover for another operation.
Storm steeds resemble heavy horses blessed 15. Attack chariot-riding verrik smugglers in the
with sweeping, blue-tinted feathered wings. Dry Wastes.
They never appear dappled or mottled, but 16. Lead a charge to split an invading army
otherwise enjoy the same coloration as other (chorrim, rhodin, blade trolls, goblins, etc.)
horses. Their wingtips tend to lighten in color, 17. Find way back to town after a disastrous
and their manes and tails are always bluish- encounter with a horde of staj (eye hunters).
white. Tiny sparks often trail along their tails 18. Maneuver through a dinosaur stampede to
and hooves. They are never shod. extract a fleeing villain from the middle of
the dust cloud.
Combat 19. Engage an enemy racing through rising
Storm steeds liberally employ their lightning floodwaters.
charge ability. They tend to behave as 20. Ride into a burning town to slay an arathad
chaotically as the weather phenomena for (battle ooze).
which they are named—often attacking from
odd angles or roaring loudly when they charge.
Lightning Charge (Ex): When a storm steed 5 Thoughts on Flying Mounts
charges, it may infuse its natural weapons with
electric energy as part of its movement. A rider 1. Protect the flying mount. If it dies, the rider falls.
must succeed at a Handle Animal check DC 10 Constant items of safe fall can prove invaluable in
to urge the storm steed to use this ability upon the event of incapacitation.
command. Similar to the Infuse Weapon feat, a 2. Flyers with Average maneuverability or worse must
successful attack deals an additional 1d6 points maintain a minimum forward speed or fall.
of electricity damage. If the energy is not Tanglefoot bags halve the movement of most
discharged within 10 rounds, it fades. creatures.
3. Invest in ranged weapons. Aerial jousts are
20 MOUNTED ENCOUNTER SEEDS spectacular to behold but melee rarely occurs when
The following encounter seeds might spark combatants must jockey for position.
some ideas for your campaign: 4. Consider implementing a house rule that lets all
flyers hover in place by taking a move-equivalent
1. Intercept a group of rhodin raiders. action and making a Strength check (DC 15).
2. Stop a herd of runaway cattle before they 5. If you want more dynamic combat in the air, give
trample innocent villagers. everyone perfect maneuverability.
chapter 4 - honor
The Value of a Name
Written by Philippe Daigneault - Illustrated by Cliff Kurowski
“Aiou-Sadatta stood taller than any on the hill crest. The orange light of the dying day reflected
off of her silvered definitive harness. She gazed below at the hodgepodge of sibeccai, humans,
and litorians milling around the makeshift encampment. They were digging trenches and
rearranging rocks into walls and obstacles—the struts of the main citadel were not even
completely built. She sighed deeply.
Her troops were in bad shape, bandaged and battered. The scouts had come to her with the worst
kind of news. She played over the coming day in her mind, and realized that every one of them,
including her, would probably be dead by midnight the next day. Aiou-Sadatta knew all the
steps to the dance of war, but as a Champion of Life there was only one thing she could do.
Her lieutenants blew the horns to summon her troops to attention. The assorted warriors
assembled around their cooking fires. They sat quietly looking to the towering giant paragon.
“The fortifications of the pass are not finished, yet our enemy waits for no one. The Deathride
comes to Stonecleft Pass. They are ten thousand strong.” A wave of murmurs washed over the
camp. “I have ordered the villages around Stonecleft Maw to evacuate, but they need more time.
We must cover their escape.”
“Anyone who can count knows that we are outnumbered ten to one. Our victory will be
measured in the lives of innocents. Every mile we put between the Deathride and the
inhabitants of Stonecleft is a chance for the innocents to reach the woodlands. Once there, they
will scatter and the dramojh will not be able to follow. For this plan to work, we must hold this
pass for a night and a day.”
“Remember how when our supply train was intercepted the inhabitants broke bread with us.
How we shared hunger evenly during those freezing months. During the winter they offered us
shelter from the storms. They defended us against the elements, and now we pay them back in
the only way we can…with blood. We must use every trick and seize every terrain advantage.
Even then, there will be no tomorrow for us. But there will be a tomorrow for them, and there is
much work to be done before sunrise!”
Excerpt from Valor and Warfare: Record of the Battle at Stonecleft Pass
TELL IT TO MY AXE - 53
contract that lets them live and let live. Faen Chi-Julud giants value the codes of
value security and safety, and have traditionally Aggression and Loyalty. Si-Karan giants value
banished or exiled those who endanger others. the codes of Gentility and Justice.
However, some are no longer regarding
violence as a tactic of last resort since HUMANS
banishment simply “exports the problem.” Human empires have never recovered from the
Faen value the codes of Gentility and successive arrivals of dramojh, giants, and now
Justice. dragons in Terrakal. Unlike other races,
humans do not have a common ethical
GIANTS standard. Differing points of view often result
It is no secret that giants possess two distinct in years of bickering and negotiations, but these
natures. They are warlike, territorial, and differences in opinion also make humans very
deadly while in the Wardance (Chi-Julud), but adaptable.
are calm, cautious, and gentle as Caretakers (Si- Humans may adopt any two honor codes.
Karan). These two natures affect how giants Moreso than other races, their honor codes vary
view honor and morality in themselves and by region.
others.
LITORIAN
The nomadic litorian culture is still
very much based on the basic
principles of family. A litorian must
pull his weight and help his family as
his tribe travels the Central Plains.
Not only must individual litorians
behave honorably, they must help
family and friends behave honorably
as well. This attitude of mutual
support requires each litorian to adopt
a specific role in the tribe.
Litorians value the codes of
Aggression and Loyalty.
MOJH
Due to the circumstances behind their
creation, mojh are devout
individualists. Every mojh may have a
different view of what it means to be
honorable. Some who have suffered
may take an aggressive stance toward
others, but others may find
themselves becoming more
sympathetic. When they transform
themselves, mojh change both
physically and mentally--they are
uniquely qualified to reassess their
morality and reconstruct it
independently of societal background
or cultural upbringing.
Mojh cannot advance beyond lowborn
The Queen commends a human for his good deeds.
TELL IT TO MY AXE - 56
ascribed honor, but may choose to follow any man can suddenly perform feats of daring,
twenty honorable behaviors. They may also strength and valor that seem almost miraculous
choose to benefit from any ten aspects of the to awestruck bystanders. Their blows hit harder
Heroic Overdrive. and their aim seems more accurate. They keep
on fighting incredible odds even when
SIBECCAI grievously wounded.
The sibeccai are a young race in search of their Heroic Overdrive allows honorable
identity. Uplifted without the opportunity to characters to unleash their inner potential
naturally develop a moral system of their own, without having access to a Hero Point.
it is only natural that they try to emulate the
society of the giants. It is not unusual to see ENTERING THE HEROIC OVERDRIVE
sibeccai invoking rites that have some passing A character may enter a state of Heroic
resemblance to Shu-Rin as they attempt to Overdrive as a free action once per encounter
attain the essence of being true to themselves. by paying the number of honor points needed
Sibeccai value the codes of Aggression and to access a particular aspect of his honor code.
Veracity. To remain in the Heroic Overdrive, the
character must continue to pay for an aspect of
VERRIK honor each round. If he is unable or unwilling
Ever practical, the verrik approach to honor is to pay the requisite number of honor points, the
at times both simple and complicated. If giants character must exit the Heroic Overdrive and
embrace change, verrik embrace conflict. will be fatigued for the rest of the encounter.
Honorable verrik prevail over adversity with
elegance and obfuscation. Verrik commanders THE BENEFITS OF HEROIC OVERDRIVE
never rout--they strategically redeploy forces to Every code of honor grants ten thematically-
a more defensible area. Where others lose linked special abilities that can be used while in
battles, verrik make valiant sacrifices for the Heroic Overdrive. For example, the code of
good of the people. The verrik do not torture, Aggression features aspects that are useful in
but they have been known to debrief, pacify, combat while the code of Gentility features
and make prisoners cooperative. This aspects that are more useful in a social context.
doubletalk helps other races little. The special abilities for each code are listed
Verrik value the codes of Gentility and below.
Loyalty. Code of Aggression: Bloodlust, Fearless, No
Hesitation, Second Win, Strike of Reckoning,
Strike of Vengeance, Strike to the Quick,
HEROIC OVERDRIVE Terrifying Onslaught, Undaunted, Voice of
Sometimes, truly heroic individuals go above
Authority.
and beyond the call of duty. These include
Code of Gentility: My Life for Yours,
ordinary men who risk life and limb in order to
Object at Hand, Peacemaker, Person of Honor,
rescue a stranger’s child, or a small band of
Second Wind, Soul Casting, The Will to
warriors who engage enemies that far
Power, Untapped Potential, Untouchable,
outnumber them in order to defend a village. In
Voice of Authority.
the lands of Terrakal, honor, courage,
Code of Justice: Armor of Valor, Defender
determination and belief in one’s self and one’s
of the Weak, Fearless, Improved Maneuver,
cause fuel those who selflessly dedicate
Lure, No Hesitation, Peacemaker, Second
themselves. Heroic Overdrive represents this
Wind, The Will to Power, Voice of Authority.
phenomenon.
Code of Loyalty: Bloodlust, Improved
In every recorded situation of heroism,
Manuever, Lure, My Life for Yours, No
somewhere along the way there is a certain
Hesitation, Second Wind, Sharpen the Senses,
“moment of clarity” that occurs when an
Taking the Blow, Undaunted, Voice of
ordinary person becomes something more. A
Authority.
TELL IT TO MY AXE - 57
Code of Veracity: A Promise Made, approximate location in a 100 foot radius. Cost
Bloodlust, Fearless, Lure, Name the Foe, No 12
Hesitation, Second Wind, Skillful Valor, No Hesitation: With his heart free of fear
Untouchable, Voice of Authority. and doubt, the character’s unswerving focus
allows him to gain a +4 bonus to initiative. Cost
HEROIC OVERDRIVE ABILITIES 12
The fol Object at Hand: The character gains
A Promise Made: The character re-rolls a die uncommon insight in the use of common
and chooses the best result when attempting to objects to inflict 1d8 damage (like the objects as
fulfill an oath. Cost 12 weapons oathsworn ability) for one round. If the
Armor of Valor: Courage steels the character can already use objects as weapons, he
character’s heart and grants him Damage gains a +1 bonus to hit and damage with the
Resistance 4/- for one round while defending object at hand for one round. Cost 12
the unarmed and helpless. Cost 6 Peacemaker: Once per day the character may
Bloodlust: Carried aloft by the wings of rage, attempt to improve a creature’s attitude by one
the character gains a +1 morale bonus to damage step (from hostile to merely unfriendly, for
for one round for every 4 honor
points spent (+5 damage maximum)
Defender of the Weak: The
character defends those whose lives
depend on him. He becomes
immune to critical hits and cannot
be flanked for one round. Cost 12
Fearless: With the memory of his
honorable deeds guiding him, the
character becomes immune to fear
and fear effects (such as shaken and
panicked) for one round. Cost 6
Improved Maneuver: In a
moment of clarity, the character
gains a +4 insight bonus to disarm,
feint, sunder, or trip attempts for
one round. Cost 12
Lure: The character attempts to
divert a creature’s attention to
himself. The creature must succeed
at a Will save (DC 10 + character’s
level + character’s Charisma
modifier) or be lured away from its
original target for one round. Cost 12
My Life for Yours: The selfless
spellcaster spontaneously drains 1 hit
point of his own life energy and
channels it into another for every
honor point spent.
Name the Foe: In single-minded
dedication to vanquishing an enemy,
the character can call out his chosen
opponents’ name and know his
A Knight of the Axe saves a fallen comrade behind enemy lines.
TELL IT TO MY AXE - 58
example). The creature must succeed at a Will (DC 10 + character’s level + character’s
save (DC 5 + character’s level + character’s Charisma modifier) or be shaken. Cost 12
Charisma modifier) or be placated. Cost: 16 The Will to Power: With focus and
Person of Honor: With prideful stance and dedication, the character adds +2 to the DC of
noble mien, the character gains a +4 morale one spell or special ability. Cost 12
bonus to all charisma-based checks when Undaunted: Fighting discomfort and
interacting with an individual who knows and focusing with self-discipline, the character
respects him for one round. Cost 2 ignores the following conditions for one round:
Second Wind: With grim determination, the dazed, stunned, nauseated, sickened, and
character ignores his cuts and bruises and gains staggered. Cost 6
1 temporary hit point for every two honor Untapped Potential: Going above and
points spent. beyond expectations, the character gains the use
Sharpen the Senses: The character gains a +1 of a general or ceremonial feat for one round.
insight bonus to Listen and Spot checks for one However, he must still meet all feat
round for every 2 honor points spent (+5 bonus prerequisites, including ability score and base
maximum). attack bonus minimums and prerequisite feats
Skillful Valor: The character perseveres and (but not truenames). Cost 8
gains a +1 insight bonus to any skill check for Untouchable: The character enjoys a +1
one round for every 2 honor points spent (+5 dodge bonus to AC for one round for every 6
bonus maximum). honor points spent.
Soul Casting: The desperate spellcaster Voice of Authority: The character may spur
regains 1 spell level for every 10 honor points those around him to greater heights by
spent. At the end of the Heroic Overdrive, he bellowing a warcry or chanting an inspirational
suffers 2 points of temporary ability damage to slogan. Allies within a 10-foot radius enjoy a +2
his primary spellcasting attribute in addition to morale bonus to their next die roll. Cost 12
fatigue.
Strike of Reckoning: The character channels USING HONOR IN YOUR GAME
his indignation and gains a +1 morale bonus to By adopting a codified system of honor, the
hit and a +2 morale bonus to damage for one door is open to further use honor and honor
round against someone who has shamed him in points in new and exciting ways.
the past. Cost 12 Honor Detection Spells: It should be easy
Strike of Vengeance: The character for PCs or NPCs to devise spells that can
automatically confirms critical threats for one identify ascribed honor levels, quantify
round against enemies who have previously acquired honor totals, or detect adherents of a
wounded him. Cost 2 particular code of honor.
Strike to the Quick: Anticipating his Honorable Awards: By keeping a tally of the
enemy’s every move, the character improves total honor gained, it would be easy to create
his weapons’ critical multiplier by one for one thresholds of honor past which characters may
round. Cost 8 receive awards such as medals, followers, or
Taking the Blow: As an immediate action, even land grants and strongholds.
the character can defend another within reach Honorbound Magical Items: Some truly
by taking the blow upon himself. The attack outstanding items of power could force their
automatically hits and should be considered a users to have a certain amount of honor to
critical threat. Cost 2 activate or even be fueled by the honor of the
Terrifying Onslaught: With wrathful anger, wielder. The more honorable the wielder, the
the character radiates a fear-provoking presence more powerful the item may become.
for one round. Enemies within a 10 foot radius
whose effective character level is less than that
of the character must succeed at a Will save
chapter 5 - chapterhouses
Home and Hideout
Written by Jay Imhoff - Illustrated by Daniel Harris
unverifiable gossip, but more and more of his prison. When questioned, the mute verrik
enforcers can be found at the gaming tables. simply shrug.
Another quiet night at the Eye of the Axe: Good food, good drink, and good friends.
TELL IT TO MY AXE - 63
addition to this priceless akashic artifact, the communicate. Many scenes feature chorrim,
Eye maintains the largest collection of though one memory clearly depicts a Knight’s
historical documents east of the Elder encounter with the Cult of the Fleshrunes.
Mountains--it is absolutely filled with
knowledge that predates the coming of the MAP LEGEND
giants. Hanavere Trinity apocrypha? This section describes the locations on the map
Draconomicons? Genealogical indices for on the following page.
ancient Sennes? All can be found in the Eye of 1a – Entry Hall: Spacious and well-lit, the
the Axe. entry hall is where Sir Fanavir personally greets
Unlike Stormhold, the Eye does not seem his guests to the Eye of the Axe. Tapestries
particularly defensible. For all of its depicting scenes from the Order’s past are hung
importance, the Eye appears to be nothing more purposefully around the room. Stairs lead up to
than a simple manor with stout stone walls and the balcony and its sitting area, while corridors
a fine slate roof. The smithy is well-stocked, lead west to the library, north to the guest
but horseshoes and hedge clippers outnumber quarters, and east to the great hall.
swords and other instruments of war. Visiting 1b – Library: Cozy but not stifling, the
scholars and household staff almost always library can be found west of the entry hall.
outnumber Knights and squires at dinner time. Divided into four reading areas by four massive
Of course, it helps that the Eye is located in the bookcases, hundreds of books and thousands of
heart of Sormere—few cities are safer than this scrolls can be found here. Stairs lead up to a
ancient bastion of humanity. hallway that opens east to the balcony sitting
Sir Fanavir Thistlewick, an accomplished area.
akashic, administers the Eye of the Axe on Some exclaim that the Eye of the Axe holds
behalf of the Order. All are welcome in the more knowledge than the dragons themselves.
Library, but only Knights may view the Wall While certainly an exaggeration, a staggering
of Heroes. Sensitive visitors may hear the hum amount of information is stored here.
of a thousand voices murmuring softly, as if Researchers enjoy a +10 library bonus when
every voice was beckoning the visitor to listen making checks against knowledge (humans), a
more closely. +8 library bonus when making checks against
knowledge (history), and a +6 library bonus
CURIOSITIES AND CHARACTERS when making any other knowledge check.
Sir Fanavir is an affable man who loves a good 1c – Guest Quarters: A corridor leads north
story. Not particularly tall or muscular in from the entry hall to fifteen guest rooms.
stature, the years have been kind and he retains Some rooms contain two single beds, while
much of his hair. His face reflects his good others contain beds that sleep two. Each
humor, and his thick mustache quivers when he features mirrors, wash basins, and
laughs. He treats his men well and is one of the accoutrements that may help noble travelers
more beloved lords in the Order. feel more at home. At the end of the corridor,
Garren Varniran is Sir Fanavir’s laconic stairs lead up to additional guest quarters.
captain of the guard. He is incredibly tall--Sir 1d – Great Hall: Located through a corridor
Fanavir affectionately calls him “Little Giant. directly east of the entry hall, the great hall is
Though he commands only a dozen footmen, quite large, capable of entertaining over 250
Garren takes his job very seriously and trains guests comfortably. Kitchens, a well-stocked
them assiduously. He favors plant armor over larder, and staff quarters adjoin the Great Hall.
leather coats or chain mail, and manifests his 2a – Sitting Area: Stairs lead up from the
witch blade as a long, bamboo rod. entry hall to this balcony sitting area. Hallways
Knights who wish to view the daelren Wall lead north to additional guest quarters and west
of Heroes must touch it with their skin. The past the lord’s quarters. A small wine cabinet
wall has begun displaying images of the past sits next to three comfortable chairs and a low
with no contact at all, as if it was trying to table.
TELL IT TO MY AXE - 64
TELL IT TO MY AXE - 65
2b – Lord’s Quarters: A hallway connects the Not as elaborate as the first floor guest rooms,
sitting area with stairs that lead down to the they are still more than livable. Stairs at the
library. In the middle of the hallway, wooden end of the hallway lead down to the first floor.
double doors open into Sir Fanavir’s personal 3a – Barracks: Located west of the manor
chambers. This is where he keeps the Wall of proper, the barracks and its adjoining buildings
Heroes, a massive pane of daelren crystal that were designed to support up to a hundred
has been attuned to the Knights of the Axe. warriors during times of war. A well, smithy,
This is also where he keeps other items of value and carriage house can be found nearby. The
and importance to the Order. Three chairs, two guardsmen take their meals in the Great Hall
tables, and a four-poster bed round out this but live in the barracks.
room. 3b – Captain’s Quarters: This small room
2c – Guest Quarters: Fifteen more guest sits above the carriage house. Garren Varniran,
rooms can be found north of the sitting area. the captain of the guard, sleeps here.
“Tell it to my axe!”
-- Sir Durat
TELL IT TO MY AXE - 67
litorians, verrik and humans living under the Consider the methods the establishment
dramojh reign. uses to maintain control. These methods can
Planting the seeds of rebellion in a new include: raw, physical power in the form of
campaign affords the GM the opportunity to armed units; behavioral control in the form of
invest the ultimate act with even greater strict religious edicts; overarching fear from a
impact. Perhaps the PCs are themselves campaign of torture and infrequent but brutal
members of the oppressed group, a life under violence; active mind control, using the power
the iron fist being the only one they’ve ever of enchantment; and more subtle tactics in the
known. An early encounter in the campaign form of calculating disinformation and
might find the PCs having a run-in with the propaganda. A particular establishment might
establishment’s minions, bearing witness to employ several of these tactics. Detailing the
their wicked displays of power. Such early establishment’s methods of control provides a
encounters should offer the PCs little in the number of ideas for encounters and adventures
way of redress. The full might of the and, ultimately, an avenue for defeating them.
establishment should be obvious. Simply Who is the head of the establishment? Is it a
surviving and evading capture are the order of figurehead propped up by a council or a few
the day. Then, when the PCs themselves grow advisors, or a hugely charismatic individual? Is
in power, the overthrow of the establishment there a pair of rulers or even a triumvirate? Are
will be that much more rewarding. there many layers to the bureaucracy (allowing
Bringing a rebellion to an existing campaign for many lesser establishment members for PCs
can be trickier, but it offers its own rewards. If to interact with, or only a few due to a flexible
the campaign world already includes an or magical set of controls? Is it loosely
oppressive regime, staging a rebellion is a organized or rigidly structured? Is the head of
simple task. If that is not the case, the the establishment personally powerful, or weak
campaign must deal with the establishment’s and surrounded by guards? Or something in
rise to power. Such a fundamental change to between? Consider whether the establishment,
the present world order should be an exciting especially the leaders, have access to special
event in and of itself. A good and just ruler-- magical powers and resources that will
perhaps even from the home of one of the PCs- challenge the PCs--or that they will avoid
-might suffer a coup d’etat. Alternatively, using.
someone the PCs thought they knew well Equally important are the establishment’s
might prove to be nothing more than a two- middle management and minions. Rebels need
faced opportunist. A respected leader might fall contacts and informants. They try to develop
under the curse or spell of a conniving sympathizers who can hide paperwork, reveal
enchanter (such as the lesser or greater dominate secrets, and even free (or at least reveal the
spells in Arcana Evolved). location) of captured comrades! If a race
Once the DM knows the establishment’s different from the main populace makes up the
identity, what are its motivations? While it is establishment, perhaps they only recruit from
possible in a fantasy world to have someone members of that race. Other races are relegated
who is simply evil, it is much more interesting to minion roles, making some of the “lesser”
for there to be an explanation for that nature. races disgruntled and susceptible to bribery or
What are the establishment’s goals and beliefs? coercion. An establishment built along religious
Some establishments have a thirst for power. or belief lines might only advance the most
Others have an irrational fear of those different zealous--or it might keep them carefully visible
from themselves. Some establishments believe to the populace, but out of the corrupt hands of
they are serving the “greater good.” Others the true rulers. A minion might be no more
might serve the ideals of their deities. than a brief stat block. One who escapes the
Whatever the motivation, it will have a great PCs though can rise through the ranks to
impact on how the establishment deals with the become a nemesis, or at least a recurring
rebellion. obstacle. When the rebels begin play, they
TELL IT TO MY AXE - 69
might encounter a powerful Checklist: Creating the Establishment Verdune. He taxes to poverty,
middle echelon magister, enslaves battle captives, and
warmain or even akashic that □ Identify the establishment. sends his assassins to do away
they begin scheming to defeat. □ Describe the motivation and with any who grumble a
goals of the establishment complaint.
10 SAMPLE OPPRESSORS □ List the methods of control 8. A verrik city suffers under
This section presents some used by the establishment. the tyranny of laws enacted by
ideas for establishment □ Create a stat block for the the corrupt legislature.
figureheads for your establishment figurehead (if Dissidents are jailed under the
campaign. necessary). pretext of obscure edicts and
1. Hylau, an insane verrik □ Create stat blocks for the held without trial indefinitely.
mind witch, lords over an establishment’s minions. 9. In one of the Free Cities of
oasis colony in the □ Generate encounter ideas the South, a cadre of magisters
unforgiving sands of Zalavat. demonstrating the specializing in enchantment
He uses powerful mind establishment’s impact. has surreptitiously seized
control techniques to amass control over key members of
even greater psionic might in his never-ending the government and military. They use this
quest to control all thought within the tent influence to increase their already considerable
poles of his encampment. holdings in hopes of performing an expensive
2. A harrid magister uses his rhodin magical ritual.
henchmen to enslave human artisans, who craft 10. The Diamond Throne feels increasing
a never-ending supply of items for him to pressure from human rebel forces in the form of
enhance. the Order of the Axe and their supporters and
3. Orann Wingpuller is a powerful quickling more frequent attacks in the western lands
faen magister, who rules over an isolated from the harrid and their thralls. In response,
portion of the Harrowdeep. His shock troops the queen institutes a curfew and decrees a ban
pull the gossamer wings from any who turn on martial weapons by all save those who
into sprytes without his permission or who directly serve the throne.
disobey his edicts.
4. Vylus, a venerable, human ceremony RUNNING THE REBELLION
master of the Central Plains, wields his After setting up the players in the rebellion,
knowledge of hundreds of truenames to keep plan out the basic structure of the action. As
the human, litorian, and sibeccai victims under with any adventure or campaign, the GM
his thumb in a secret reign of terror. Born with should not--indeed, cannot--try to plan
the ability to bestow curses, he carries out his everything that will take place. However, that’s
threats quietly, even discretely, bringing misery not an excuse to be unprepared. Several events
and ill fortune to those who defy him. and encounters can be created ahead of time,
5. A mojh greenbond, long succumbed to which can take place at various points during
madness, lords over an army of his brethren. In the campaign. These events serve as
an unending cycle of oppression, he employs opportunities for players to take charge of the
these minions to kidnap humans and force action and possibly change the course of the
them to undergo the transformation. campaign by acting. Beyond that, the best
6. Halfynn, a charismatic runethane, course is to respond to the actions of the players
believes he has discovered the secret to bringing as they mount their rebellion or fend it off.
back the Hanavere Trinity. He rules over an Detailing who the key establishment figures are
army of rune manifests and zealous and the key strongholds provides players with
practitioners, staking claim to lands he believes visible targets and obstacles.
contain key ingredients to his ultimate goal.
7. Naronel is a gruff, litorian warlord,
staking claim to an embattled tract of land in
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rebellion and provides a great resource of opportunity to seize major suspected figures
information and intelligence. This can be and scatter their friends and family.
accomplished by threats of force, blackmail, or Event: Peasants rebel in a stewardship after
bribery. Many establishments employ blatant corruption by a steward. As the Order
spymasters or keen intellects to head up a moves in to fan the flames, the Diamond
“secret service”. (Establishments may fear or Throne removes the steward swiftly and
embrace those with mental or psionic abilities confines the insurgents to house arrest. Certain
for this role--a mindreader may be terrifyingly individuals are targeted however. Adventure
effective at ferreting out those who can be idea: Stop the giant patrols from removing
turned. But they might also dig out popular locals to prison.
establishment secrets!) A spymaster may be a
good mid-level enemy for PCs. REBEL TACTICS
Event: Agents of the Diamond Throne The rebels are not without their own weapons.
threaten to reveal the dark, family curse of a Rebel forces are smaller, more mobile, and
chapterhouse manager unless he agrees to better able to hide. Some specific tactics appear
funnel them information about Order below with examples related to the Diamond
activities. Adventure idea: Locate the traitor Throne.
within and feed him false
information.
Buying Complacency: Ultimately,
a rebellion can only succeed if the
masses join the cause. While rebels
can cause the establishment much
consternation, it will be nearly
impossible to topple a regime by their
own hands. The establishment can
inhibit a rebellion’s effectiveness by
creating inertia among the masses.
Magic, drugs, even simple
satisfaction can make it very difficult
for rebels to bring new members into
the fold.
Event: The Diamond Throne
issues a moratorium on all taxes for
three months. Adventure idea: Find
the last survivor of an event
embarrassing to the establishment
and bring out the truth.
Crackdown: Examples must be
made. Visible opponents must be
eliminated. Sometimes public
executions aren’t enough. At other
times, a spontaneous uprising must
be put down. Cruel establishments
might destroy entire towns, salting
their fields and burning crops. Subtler
establishments try to remove the
cause and defuse the situation
quickly. Both types might use this
The ultimate act of rebellion: Assassinating the Queen!
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Assassinating Key Figures: While a rebel Trick a military establishment into an old
force can’t muster the sheer number of dramojh stronghold, and then spread word of
establishment forces, sometimes a single death their desertion.
can bring great change. Taking out hard-liners Civil Disobedience: History has proven that
or other key members of the establishment is a even small actions can have far-reaching
particularly effective technique. effects. At its core, civil disobedience relies on
Event: A new Steward is appointed who non-violent, symbolic acts. This serves three
orders the arrest of several knights. Adventure functions. First, it brings publicity to the
idea: The Order of the Axe eliminates the revolution. Second, it paints the rebels in a
steward in a midnight raid. favorable, reasonable light. Third, conversely,
Infiltrating the Establishment: It’s far easier efforts by the establishment to confront the
for the rebels to gain information about the behavior often come off as overly harsh.
establishment than it is for the establishment to Example: The Order of the Axe begins
gain information about the rebels. Placing rebel displaying their seal publicly, including the
operative in key positions can aid the flying of the order flag from the windows of
movement in making effective strikes against their homes. Adventure idea: Openly
the establishment and avoiding retaliatory participate in (and try to win) a tournament to
measure. Bribing, corrupting or co-opting build popular support.
officials gains valuable insight and knowledge.
Event: A daughter of one of the knights is A REBELLION ADVENTURE ARC
groomed to take a position in the Queen’s This section presents a series of connected
court. Adventure idea: Gain the favor of a key adventure seeds for a rebellion-based campaign.
member of the Observance who will support These are not fully fleshed adventures; that
the appointment by putting down an inshon work is left to the DM to suit the particular
population surge. needs of the campaign.
Disrupting Supply Lines: Rebels cannot rely
on brute strength to disrupt the establishment. THE SEEDS OF UNREST (LEVELS 1-3)
However, key strikes can yield results of equal Rhodin attack a small village on the outskirts of
importance. A few high-profile thefts can bring the Diamond Throne territories. There are
ordinary operations grinding to a halt. In turn, more and more waves behind them. The Order
this can erode confidence in the establishment must stop them--at a terrible cost--or seek aid
by the citizens. from the giants, who are too busy elsewhere to
Event: The giants establish a healing potion defend their charges. The Knights take to the
repository in the southern lands, allowing field, seeking to win the hearts and minds of
Diamond Throne soldiers to react boldly to the people.
threats. Adventure idea: Destroy or capture the
repository.
THE HOUR OF DISCONTENT (LEVELS 4-6)
Sowing Discontent: While rebels don’t have
A center of trade with a ready-made fortress
the propaganda machinery of the
lies on the edge of the Bitter Peaks: Gahanis.
establishment, they can achieve similar results
The litorians in the vicinity grow restless, as
with forethought. Simple rumormongering, if
requests for giantish aid appear to fall on deaf
done adroitly, can yield powerful results.
ears. The Order must aid the litorians against
However, this must be done carefully lest the
an outbreak of chorrim. If they succeed they
rumors be proven false and the movement loses
have to parlay this into influence in Gahanis
credibility. Players can take real events and spin
for the day rebellion comes. On that day, the
them carefully.
Diamond Throne’s supplies can be cut off!
Event: The Order of the Axe spreads rumors
of corruption and looting among giant military
detachments under the steward of the lands
abutting the Bitter Peaks. Adventure idea:
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BROTHERS-IN-ARMS
[CEREMONIAL]
Following a fidelity ceremony in
which you sign a blood oath to the
cause, you and other rebels know
each other so well that you are able
to benefit from each other's talents.
Prerequisites: Affinity with
Allies.
Benefit: You may “lend” any
general or ceremonial feat that you
are skilled with to an ally for up to
one round/level. To complete the
transfer, you must touch the ally.
While the feat is “on loan,” you
may not use it yourself, and any
feats that have the loaned feat as a
prerequisite cannot be used. Allies
need not meet the prerequisites of
the feat.
TELL IT TO MY AXE - 75
Benefit: When leading a charge against Penalty: Any time you fail to come to the
establishment forces or otherwise visibly aid of a blood brother, this bond is broken for
attacking the establishment, you add your you (and only you). From that time forward,
Wisdom bonus to any Charisma-based check. you suffer a –2 penalty to all Wisdom checks
and Wisdom-based skill checks.
RABID REBEL [GENERAL]
Your disdain for the establishment fuels your NEW ITEMS
opposition to them. This section presents some new equipment and
Prerequisites: Wisdom 11+ magical items that will see great use in a
Benefit: Once per day per five character rebellion-based campaign.
levels, when actively opposing the
establishment, you gain a +4 morale bonus to BROADCAST BRACERS
any skill check, ability check, saving throw, or These magical, iron bands seal fast when placed
damage roll. You must declare your use of this around a character’s wrist, displaying a rune or
benefit prior to making the roll. You may not symbol branding the wearer as under suspicion.
use more than one bonus on a single roll. Up to three specific subjects or events, chosen
when the bracers are sealed, trigger the effect
NEW BOND whenever the character thinks about them.
(See Mystic Secrets by Malhavoc Press) Unless the wearer resists (Will save DC 13), the
bracer creates a small, audible illusion of the
BLOOD BROTHERS (BOND OF FRIENDSHIP) subject that hovers above the character’s head.
This ceremony deepens and strengthens the Typical subjects might include a rebel’s famous
bonds between those who fight side by side. ally, an execution of a famous rebel, or even the
Components: Each character that wishes to location of a destroyed base of operations. The
gain the benefit of this bond must contribute wearer can free himself by breaking the bracers
goods worth 1000 gp. (Strength check DC 25) or escape them (Escape
Actions (12 hours): The participants must Artist DC 25).
journey through a dangerous area and defend Faint illusion; caster level 3rd; Craft
each other for half a day. Each one must take a Constant Item, lesser illusory object, read mind;
turn at the head of the group for at least two Price 16,000 gp.
hours, leading the way into battle.
Effects: When attempting a skill check or DETONATION GLUE
defense, if you are assisted by one of your blood This whitish paste may be applied to a
brothers (such as with Aid Another), you may detonation or other small object. It remains
gain half of any synergy or dodge bonuses sticky for up to a minute after application,
(minimum 1) that they have as a circumstance allowing the detonation to be affixed to a wall,
bonus. You may also aid them, giving them the the underside of a bridge, or similar location.
benefit of any of your synergy or dodge Each pot of glue contains 10 uses and weighs
bonuses. You must be within 60 feet of each one half a pound. Cost: 5 gp. (Alchemy DC 25
other to gain the benefit. Example: Your to craft.)
brother-in-arms Cabius watches the crowd and
feeds you cues when you make a speech to the
DETONATION TRIGGER
locals in Jerad. In addition to any bonus from a
This clear stone is full of a milky, acidic liquid.
successful Aid Another check, you gain a +1
If the stone is shaken vigorously or if
circumstance bonus from the synergy bonus of
detonation glue is applied to it, the acid burns
his 7 ranks in Sense Motive. Later, when
through the shell in ten minutes, triggering the
resisting arrest by the local giant guards, you
detonation to which it is affixed. A hard blow
gain a +2 dodge bonus against their arrows from
(Strength check DC 15) will also break the
his Defensive Move feat.
stone and trigger the detonation. Each trigger
TELL IT TO MY AXE - 76
Magic Item Creation Modifiers: Charged x3, keep everyone poor and ignorant” will work.
constant N/A, single-use x6, spell-completion However, “The Queen must die” will not.
x3 Diminished version: The range is Touch and
the caster must speak the instant fact to the
GARBLE target.
Illusion (Glamer) [Curse] Heightened version: The duration becomes
Level: 2 (Complex) Permanent.
Casting Time: Standard action Magic Item Creation Modifiers: Charged
Range: Close (25 ft. + 5 ft./2 levels) items x2, constant x2, single-use x2
Target: One creature
Duration: 1 hour/level LORESIGHT FEEDBACK
Saving Throw: Will negates Evocation [Psionic, Electricity]
Spell Resistance: Yes Level: 5 (Exotic)
This curse disguises the affected creature’s Casting Time: Standard action
speech. Whatever she says sounds completely Range: Medium (100 feet + 10 feet/level)
normal to her, but is incomprehensible Area: 20-foot-radius spread
gibberish to everyone else who fails to see past Duration: Instantaneous; see below
the illusion. Most language-dependent skills, Saving Throw: None; see below
spells, and abilities are useless, though the Spell Resistance: No
target can cast other spells normally and The area of effect becomes infused with a
communicate with non-verbal methods such as lurking electrical energy. Objects are likewise
touch, writing, sign language, or facial infused, jumping and shimmering briefly after
expressions. you cast this spell. The next time someone casts
Diminished version: You may only target a a loresight spell or uses a loresight ability within
creature of the same race as yourself. the affected area or on an affected object, this
Heightened version: The target suffers a 10% spell discharges. That character takes 1d8
spell failure chance. electrical damage per two caster levels
Magic Item Creation Modifiers: Constant (maximum 10d8). A successful Will saving
N/A throw halves the damage. On a failed save, the
affected character becomes infused with the
INDISPUTABLE FACT energy themselves. Within the next 24 hours
Enchantment (Compulsion) [Mind-Affecting, thereafter, they must make a Will save each
Language-Dependant] time they attempt to cast a loresight spell or use
Level: 3 (Exotic) a loresight ability. If they fail that saving throw,
Casting Time: Standard action the spell or ability use fails and they take
Range: Close (25 ft. + 5 ft./2 levels) additional damage as with the initial effect.
Target: One creature The spell automatically fails if it is cast on an
Duration: 1 day/level (D) area already under the effect of another casting
Saving Throw: Will negates of the spell.
Spell Resistance: Yes Diminished Effects: The spell only affects
This enchantment causes the target creature the location within the area of effect and not
to believe one idea, no matter how ridiculous. any objects located within it. The maximum
The “fact” may not be about the target, it may damage is 6d8.
not suggest a future action or event, and it must Heightened Effects: The affected character
be expressed in a single sentence of 20 words or does not get a Will save to avoid the lingering
less. Statements such as “These papers effect.
authorize us to be here;” “Lord Jarrod performs Magic Item Creation Modifiers: Single-use
unspeakable acts with inshon;” or “the giants x2
TELL IT TO MY AXE - 78
-Fitz-Green Halleck
TELL IT TO MY AXE - 80
modification to the back story. The crypt could THE TOMB AND THE AKASHIC MEMORY
be located in the Central Plains, declaring Because of the time elapsed since the tomb’s
Toman to be a champion of one of the many creation, information about it is difficult to
duchies of pre-dramojh Terrakal, or located obtain from the akashic memory. PC akashics,
farther west--n the Bitter Peaks or even or an akashic hired by the PCs to investigate,
Verdune or Thartholan--by declaring Toman a would need to make a DC 40 delve into collective
champion of one of those sister realms. If memory check to gain information about the
placed in the Harrowdeep, a faen champion tomb at all, and the information is essentially
could occupy the tomb; if placed in the random--the akashic might receive a vision of
Southern Wastes, a litorian or verrik warrior workers carving a passageway into the side of a
could be buried with honors in the crypt. mountain, for example. Because of the
Regardless of the race and nationality of the prevalence of the legends, information about
champion, the Knights the Axe would almost Toman Dragonslayer himself is easier to
certainly remain the most reliable source for obtain, requiring a DC 30 delve into collective
information (save perhaps Yrterot in Zalavat memory check, although again the information
for a verrik champion). gained is essentially random—the akashic
might see fleeting images of armored warriors
SCALING THE ADVENTURE clashing, or Toman bowing before a bejeweled
The adventure is designed for a “standard” queen, or even a knight paying tribute to a
party of four adventurers of levels 8-12. It noble lady. Akashics who exceed the check DC
includes a wide variety of situations designed to by a significant margin should gain more
challenge different aspects of an adventuring pertinent information at the DM’s discretion.
party’s skills--wilderness encounters as well as
dungeon exploration, negotiation and ADVENTURE HOOKS
diplomacy as well as pitched battle. A well- The mere possession of the statuette key is
balanced party should perform well throughout sufficient to involve the PCs in the adventure,
the adventure without varying the difficulty as it makes them a target for both the squamous
level of the encounters; on the other hand, a lir and the Order of the Axe. The statuette
party that is focused entirely on combat or on should be included in a treasure award of some
negotiation may find some challenges to be kind. Anything from a goblin’s rude stash to a
excessively difficult. The encounters in this dragon’s hoard could hold the figurine.
adventure are presented in a three-tiered Alternatively, it could be given to the PCs by a
format, with Easy, Medium, and Hard collector, or by a patron as part of a payment, or
challenges. A typical party of 10th-level even encountered in a market stall selling cheap
adventurers should find the Average listing for trinkets. Regardless, as an item with such
each encounter to be an appropriate challenge. historic importance, it has a certain feel to it
More combat-focused groups or those of higher that makes it stand out to the curious.
levels would be better suited to the Hard As an alternative to using the figurine as the
listing, whereas a more diplomacy-focused key to the adventure, PCs can simply be hired
party or one of a lower level should use the by the Order of the Axe to investigate its
Easy listing (although it is worth noting that legacy. If the party already has had contact
some challenges can be overcome with either with the Order, this would be a simple matter,
diplomacy or combat, depending on the actions with the PCs given the statuette and asked to
of the players). The DM should also feel free to locate the tomb and retrieve the sword as agents
modify the non-combat situations, adjusting of the Order. If the PCs are more mercenary by
the Difficulty Class of skill checks and other nature, the Order may insist that one of their
challenges to better reflect the abilities of the own experts accompany the group both to
adventuring group. provide aid and to keep an eye on them. One
final consideration would be that the PCs are
TELL IT TO MY AXE - 82
contacted by a third party, such as the and potentially other factions, it should be
Dragonkith or an agent of the Diamond made clear to the party that a lack of haste
Throne, and given enough information to could result in a rival faction reaching the crypt
locate the statuette or otherwise be led to the first. Further, as bearers of the statuette, the
Order of the Axe as a source of further party may become a target for relic hunters and
knowledge. dawdling may subject them to confrontations
from any number of groups seeking the figurine
THE STATUETTE KEY (who may wish to eliminate known rivals).
The key to the adventure is a small marble Once the PCs learn that a descendant of the
statuette, six inches in height and ten pounds in Dragonslayer is also necessary to open the
weight. The figurine is finely carved in the tomb, they must race against other factions to
shape of an armored knight with sword held in find and recruit Serra. If they delay too long,
guard position. Despite the centuries which they may need to rescue her from any number
have passed since its carving, the statuette of groups.
retains a perfect sheen and is free from nicks or In any case, a rival faction will find the tomb
cracks (the result of a minor magic placed upon two months after the PCs first realize the
it). significance of the statuette. Without access to
The results of an object loresight spell cast the figurine itself or to a descendant of Toman,
upon the statuette reveals the following: rival factions will take another two weeks to
1. The object is 1732 years old. open the crypt and bypass its guardians. If
2. The name of the last creature to touch the this comes to pass, the DM is encouraged to
object varies (depending on how the PCs enshrine Wyrmbane and the dragon’s heart
acquired it). somewhere exciting -- in the fortress of a
3. See #2, above. fanatical cult, in the vault of the Night King,
4. The name of the object’s creator is Dalyr or in the grasp of a powerful bandit lord.
the Stonecarver.
5. The object’s creator was human. PART I: STRONGHOLD OF THE AXE
6. The purpose of the object is to unlock Wherein, the party discovers the significance of the
the path to a great treasure. figurine they carry and journey to a chapterhouse of
7. The object is composed of marble. the Knights of the Axe to gain information.
8. The object was created in the city
of Reveran. Scene A and Scene B can occur in any order,
9. The name of the last owner of the depending on the needs of the plot and the
object varies (depending on how the current circumstances of the adventurers.
PCs acquired it).
10. The magical ability of the A. AMBUSHED!
object is an enhancement that While the PCs are traveling out-of-doors,
resists mundane damage. read the following text:
The statuette has a weak abjuration
aura if viewed with a detect magic spell. A A group of scaled humanoids steps
successful Spellcraft check (DC 21) forward to block your path. Each bears
identifies the magical effect as that of a spikestick and heavy shield, and
a harden spell. while they don’t appear to be
immediately hostile, they clearly want
ADVENTURE TIMELINE something. One steps forward
Once knowledge of the discovery of and looks you in the eye.
“You will hand over the
the tomb’s key begins to spread
knight’s carving at
among the Knights of the once,” it demands curtly.
Axe, the squamous lir,
TELL IT TO MY AXE - 83
information at the Sormere chapterhouse, Once Nathred has convinced the PCs to assist
which has a library of information on pre- the Knights, he gives his final instructions:
dramojh Terrakal.” “Take the figurine to the Eye of the Axe
∞ What do you want us to do? “On behalf of chapterhouse in Sormere and ask to see Sir
the Knights of the Axe, I ask you to take Fanavir Thistlewick. Show him the figurine,
the figurine to our Sormere chapterhouse and he will know how to proceed.”
for research and from there to the tomb. Tactics: If the PCs decide to attack Nathred,
We are willing to compensate you he retreats instead of confronting the party. At
handsomely for your time and effort. This the DM’s discretion, Nathred returns later to
venture will not be without danger, though. again petition the PCs for assistance, or perhaps
At least one other group is also aware that reports his failure to the Knights, who send a
you possess the figurine and will almost different envoy or even a group of warriors to
certainly attempt to take it from you. “ retrieve the figurine.
∞ What were the scaly creatures that attacked
us? “By your description, the creatures were C. CHAPTERHOUSE
squamous lir. They stole a number of texts The travel time between the PC’s current
relating to the tomb, which is how we location and the Sormere chapterhouse depends
began to suspect they were seeking the on where the PCs began the adventure and
figurine. Fortunately, our lorekeepers were their capabilities. Higher-level parties—
able to piece together the gist of their particularly those with access to the teleport
research in time to find you.” spell, or who have allies with that capability—
will have no difficulty during the journey.
At least one of the PCs should recognize the Those lacking such capability are well advised
name of Toman Dragonslayer. Getting more to take to the sea. Travel from the port of Ka-
information would require a successful Rone to Sormere, a distance of approximately
Knowledge (humans) or Knowledge (history) 600 miles, takes approximately 12 days
check. Human characters or characters with at depending on weather at a cost of 60 gp per
least 5 ranks in both Knowledge skills gain a +2 passenger. Travel from Khorl, a distance of
bonus on the check. The information gained almost 700 miles, takes approximately 15 days at
from a successful check can be found below: a cost of 70 gp per passenger.
Once the PCs have bought, bartered, or
RESULT INFORMATION KNOWN stolen their way to Sormere itself, read the
following description:
Toman Dragonslayer was a human hero
from before the rule of the dramojh. He is Though it lacks the scale and splendors of
DC 10
said to have slain a dragon in single giant-built cities such as De-Shamod or Mi-
combat. Theron, the city of Sormere seems to
cultivate an almost palpable aura of
Toman Dragonslayer was a champion of
antiquity. Ornate and gothic architecture
Queen Adrilashe. His sword Wyrmbane is abounds in the cramped structures, and
DC 15
said to have been a powerful relic from an many buildings show signs of weathering.
earlier age. The people of Sormere bustle through the
Toman was killed while foiling an streets in elaborate—one might say
assassination attempt on Queen Adrilashe. archaic—dress, and many of their
DC 20
He is said to have been entombed with greetings and customs seem not only
unfamiliar but excessively complicated as
Wyrmbane in his hands.
well. There seem to be no more than a
In addition to the sword, Toman is said to handful of verrik, litorians, or sibeccai
have been buried with another artifact – here, and perhaps a quarter of the
DC 25 population seems to be faen or giants. The
the mummified heart of the dragon he
slew and kept as a trophy. rest proudly proclaim their humanity.
TELL IT TO MY AXE - 85
A successful Gather Information check (DC 10) statuette? “The squamous lir came here a
or a small fee to a local guide (5 gp, or 5 sp if the month past posing as legitimate researchers,
entire party is human) shows the location of and perhaps in the beginning they were.
the Eye of the Axe chapterhouse. They began to become more secretive as
When the PCs approach the chapterhouse, their research progressed, though, and one
read the following text: day they suddenly vanished with a number
of our oldest texts. Given what they had
The Sormere chapterhouse—the Eye of the been researching, I attempted a search of
Axe—stands at the top of a small hill in the memory for the figurine and found you.
the city’s heart, a stout stone villa Our agent was dispatched to contact you as
overlooking the streets below. A young soon as possible.”
soldier stands at the gate, looking very ∞ How did the squamous lir learn we have
self-important despite the fact that he can the statuette? “When they first arrived, the
barely hold the long axe in his hands.
squamous lir said something about the
preserved essence of a dragon that they
The party is ushered into the main hall. If the
sought, although they never fully explained
PCs mention the statuette, the guard
why they sought it. We believe they were
immediately leaves his post and returns a
looking to recover the heart of
moment later with Sir Fanavir, head of the
Hirdravstanoth, the dragon Toman slew. It
chapterhouse. Otherwise, they are asked to
is said to be buried with him. You merely
make themselves comfortable for a minute,
happened to possess the key to what they
then Sir Fanavir comes down to greet the
sought at the time they desired it—or
arrivals. Read the following description:
perhaps fortune guided you to it before they
could find it, and thence guided you here.”
Sir Fanavir of the Eye of the Axe is an
∞ Why was the figurine brought here? “We
older man, not particularly muscular or of
tall stature. His white hair is carefully have the best library of information on pre-
trimmed, and his face genial. “Welcome, dramojh Terrakal in the known world. If
my friends. I trust you still have the the knowledge still exists about Sennes, we
statuette? Our scholars have been can find it—and we have akashics that seek
searching through the archives since we out lore that has been lost. Our scholars
learned you carried the figurine, and we have been researching the figurine and the
have both an answer and another tomb since we first learned the figurine had
question…but I am being a poor host. been discovered.”
Come, let me offer you refreshments.” ∞ What must we do now? “Our research
hasn’t narrowed down the exact location of
Once shown the statuette, Sir Fanavir shows the tomb. Now that you have brought the
the PCs inside. If it is at night or late in the statuette, I will personally delve into the
evening, they are taken to the dining hall and memory; with the figurine as a focus, I
offered a meal, then to the sleeping quarters on should be able to find the location and we
the first floor where they can rest. Otherwise, will have two-thirds of the puzzle.
they are shown to the library. Sir Fanavir can Unfortunately, in our research we
answer the following questions: discovered that there is third piece: the
tomb will not open except for a blood
∞ What are the Knights of the Axe? “We are descendant of Toman himself. Not even
an organization that keeps alive the our genealogies are accurate that far into
knowledge and the ideals of old Sennes, of the past. We believe the solution may lie
humanity’s greatest hour, so that one day within our archives, but we don’t have the
the glories of our past will be ours once manpower for an exhaustive search.”
again.” ∞ What is in this for us? “Retrieving the
∞ How did the Knights learn we have the sword Wyrmbane from the tomb would
TELL IT TO MY AXE - 86
qualify as seen in person). A scrying spell EASY (EL 8) – Serra (CR 6) and 1 Nightwalker
requires a caster power check (DC 25) and assassin.
allows the caster to see and hear Serra, but will
not necessarily grant any clues as to her MEDIUM (EL 10) – Serra (CR 8) and 2
location or how to contact her. Nightwalker assassins.
B. HUNTING THE HUNTERS HARD (EL 12) – Serra (CR 10) and 4
If the PCs have successfully contacted the Nightwalker assassins.
Nightwalkers, or after 2d4 days of searching,
the Nightwalkers send a group to meet with the Tactics: Serra never knew her parents and grew
PCs. Read the following information as the up on the streets of Khorl. Since her earliest
PCs move about the streets: memories, she has stolen to survive. Still, she
has never (to her knowledge) stolen from those
The street you are taking seems utterly who could not afford the loss, and she feels
deserted, not even a goblin slinking moral qualms each time she picks a purse or
around in the gutters. Abruptly a young robs a merchant. She is pragmatic enough to
human woman steps out of an alleyway acknowledge that the alternatives (slavery or
ahead of you, cloaked in black with her worse) make her career as a thief necessary. She
red hair mostly concealed under a scarf. gains no pleasure from her work, but sees little
She holds a loaded crossbow in her hand alternative. She joined the Nightwalkers both
and aims it carefully at you as she steps for protection and in the hopes of finding a
into your path. “You have been looking for
more honorable living than as a common street
me,” she says flatly.
thief, a dream that as yet has failed to
materialize
The Nightwalkers have heard of the party’s
If the party engages in combat, Serra retreats
interest and sent Serra to meet with them. One
while the snipers on the roof attack the PCs,
or more assassins are on the roofs above the
using their poisoned bolts, sneak attack, and
party as well (Sneak modifier of +18).
death attack abilities. After firing their
Serra is more than willing to talk and has no
crossbows, each suffers a –20 penalty to their
real desire to drive off or force a confrontation
Sneak checks to avoid being seen. Once Serra
with the PCs. She is, however, highly
has escaped, the snipers withdraw as well. At
distrustful. Her initial attitude is Indifferent. A
the DM’s discretion, Serra could seek out the
successful Diplomacy check will be necessary
crypt on her own based on what the PCs told
to convince her to help. If the PCs improve her
her and be a prisoner of the squamous lir when
attitude to Friendly (DC 15), she will agree to
the PCs arrive. Alternatively, she could
join them in exchange for a full share of the
approach the PCs that night, saying that mojh-
reward. If the PCs are able to improve her
like creatures tried to kidnap her and ask for
attitude to Helpful (DC 30), she will agree to
their help, agreeing to assist in exchange for
join them on the adventure without demanding
protection.
recompense. Players who mention that they are
working for the Knights of the Axe gain a +2
bonus on the check, and players who play up
Once the PCs have recruited Serra and made
the fact that she is a descendant of the famous
their preparations, they can begin their journey
knight gain a total +5 bonus. Do not forget to
toward Toman’s crypt and the conclusion of
subtract Serra’s HD from the Diplomacy check
the adventure.
result.
If the PCs successfully recruit Serra, award
them a full experience award for overcoming an
obstacle of the encounter’s EL.
TELL IT TO MY AXE - 88
PART III: SCION OF A LOST AGE opposite sides of the PCs to force them to split
Wherein, the party brings their young companion to their attention. Once a wyvern is reduced to
the crypt of Toman Dragonslayer and confronts the half hit points, it retreats.
squamous lir, the tomb’s guardians, and the restless
EASY (EL 8) – Two wyverns.
spirit of Toman himself.
MEDIUM (EL 10) – Two Advanced wyverns.
A. ON THE ROAD
The tomb of Toman Dragonslayer is located in HARD (EL 12) – Two Elder wyverns.
the Elder Mountains above the present-day city
of Ka-Rone. The distance between Khorl and B. THE TOMB OF TOMAN DRAGONSLAYER
the giantish city by land is approximately 450
miles, requiring about 20 days by foot or 9 days 1. Confrontation on the Doorstep
by horse. A sailing ship can reach Ka-Rone in Once the players find the tomb with a
only 10 days, but at a cost of 50 gp for each successful Survival check, read the following
passenger. text:
Once the party has reached Ka-Rone, the
At the base of a 40-foot sheer rock wall is
tomb itself is another half day’s journey into
a great stone door, hidden by the
the mountains, the path used by the builders surrounding cliffs and virtually impossible
long gone. The footing is too treacherous for to stumble upon by accident. A group of
horses. Finding the tomb itself requires a scaled humanoids stands on guard in a
successful Survival check (DC 20), which may clearing just below the door as if waiting
be retried once per hour of searching. for someone, while another stands before
Characters who are flying gain a +2 the door itself and appears to be casting
circumstance bonus to their check. some sort of magic.
1. Wyvern Strike
Each hour the PCs search, they have a 40%
chance of gaining the attention of a pair of
wyverns that live in the area. Have each
member of the party make a Spot check (DC
17), and each wyvern make a Spot check
(modifier of +16) to see the party. The wyverns
first appear at a distance of 4d10 x 10 feet.
Remember that there is a -1 penalty to Spot
checks per 10 feet between the spotter and the
subject. The wyverns and party automatically
see each other once they have closed to half the
original distance. Once one of the party
members has seen the wyverns, read the
following text:
The squamous lir have arrived at the entrance EASY (EL 10) – Vsren (mage blade 5) and two
to the tomb, but have thus far failed in their Squamous Lir Guards
attempts to open it. They are not automatically
hostile to the PCs if the party approaches, MEDIUM (EL 12) – Vsren (mage blade 7), one
although they will defend themselves if Squamous Lir Seeker, and two Squamous Lir
attacked. If the PCs refuse to negotiate, the Guards
squamous lir will not permit them to enter the
tomb, thus potentially provoking a HARD (EL 14) – Vsren (mage blade 9), one
confrontation. Squamous Lir Seeker, and six Squamous Lir
The lir will use the terrain to their advantage Guards
when possible, using the gentle slope before the
cliff to gain a +1 bonus on attack rolls against Tactics: Vsren begins battle by using his
disadvantaged creatures. If Vsren falls or half shimmering shield ability, then holds back and
of the other lir are slain, the survivors will uses ranged spells such as sorcerous blast and
retreat and attempt to heal while the party is earth burst to wear down the party. Both Vsren
inside the tomb, but will attack from ambush and the Seeker make liberal use of detonations,
when the party exits. while the Guards each use their earth burst
If the PCs successfully negotiate with the spell-like abilities at range if possible.
squamous lir, award them full experience for
overcoming an obstacle of the encounter’s EL The Entry Doors: The doors themselves are
(if at a later point the PCs renege on the made of solid stone and magically reinforced.
bargain or otherwise provoke the squamous lir As mentioned in Part I, the doors can be
into attacking, do not award the experience a opened only by a descendant of Toman
second time for defeating them in combat). Dragonslayer. If Serra touches the doors, they
swing outward and present the entrance to the
crypt. The doors are protected by a heightened
The Squamous Lir: Building An Uneasy Truce greater sealed door spell (caster level 20) and can
be bypassed with brute strength (break DC 43),
The squamous lir have been following the progress by a dispel magic spell (caster power check DC
of the party with great interest. After the first 35; note that the door has SR 30), or with the
confrontation, they respect the strength of the party Brandish Magical Might spell (caster power
and have no desire to force a confrontation unless check DC 35). Even if the magical protection is
deemed absolutely necessary. Even if the PCs dispelled, the door is extremely heavy and
initiate hostilities, the leader Vsren calls out for a requires a Strength check (DC 23) to force
parley, saying he wishes to make an offer beneficial open.
to both parties.
Vsren’s offer is simple: the squamous lir will Entrance Door (magically protected):
allow the party to enter the tomb and retrieve the 360 hp, hardness 28, force open DC 43,
sword without interference, as well as any gold or SR 30. Immune to open lock spell.
other treasure they wish to take. In exchange, the
PCs will give up any claim to the dragon’s heart and Entrance Door: 180 hp, hardness 8, force
give it to the squamous lir upon exiting the tomb. open DC 23.
Vsren refuses to directly answer questions about
why the lir want the mummified heart, instead Development: Once Serra has opened the doors
giving vague hints about “ancient prophesies” or to the tomb, her presence with the party is no
“dragon magic.” longer necessary to the adventure. However, if
Should the PCs accede, Vsren gives them all of the PCs have established a rapport with her, she
the information the squamous lir have gathered so may accompany them into the crypt at the
far about the tomb and its defenses, placing an DM’s discretion. This is recommended if none
emphasis on the ward against teleportation magic. of the PCs have high Search or Disable Device
TELL IT TO MY AXE - 90
Crypt Features
The doors of the crypt (except for the exterior doors) are solid stone 4 inches thick. Each door has
hardness 8, 60 hp, and a Break DC of 23.
The walls of the crypt are superior masonry, carefully fitted stone blocks. Each 10 ft. by 10 ft.
section has hardness 8, 90 hp, a Climb DC of 20, and requires a Strength result of 35 or greater to
break.
In addition to the traps and guardians (as noted in the appropriate area entries), the crypt has an
ambient magical effect that blocks any magic with the [teleportation] descriptor from taking effect
in the crypt itself or for a 100-foot radius beyond. Treat this effect as a constant magic item with a
caster level of 20. It radiates a moderate aura of abjuration magic, and requires a Spellcraft check
(DC 30) to correctly identify.
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Deciphering the writing on the walls requires a The clay golem was set here as a final guardian
knowledge of the court language of ancient to the knight’s body. The magic controlling it
Sennes. A successful Decipher Script check has long since failed, and it mindlessly attacks
(DC 25) reveals that the writing is narrating the any creatures that enter the room. Due to its
scenes depicted on the stone tablets, and a result size, the golem cannot leave Area 3, although
of 30 or more gives the actual text. with its reach it can still threaten ten feet into
The door at the end is trapped. When either Area 2 or Area 4.
someone approaches within 5 feet without
hitting the bypass switch, it triggers an EASY (EL 10) – One clay golem.
electrified lair effect that deals damage to all
creatures in Area 2 and in the section of Area 1 MEDIUM (EL 12) – One runecarved clay
marked “gentle slope.” If the entrance door is golem.
closed, the effect is limited to Area 2. Once the
trap has been triggered, or once the bypass HARD (EL 14) – One runecarved advanced
switch has been hit, the trap is disabled for 20 clay golem.
rounds, then it is rearmed. Finding the bypass
switch (located at the base of one of the pillars) 4. Hall of Glory
requires a successful Search check (DC 25).
The walls of this chamber are lined with
EASY – Electrified Lair trap: CR 6; magic riven shields, broken swords, and sundered
device; proximity trigger; automatic reset; spell armor, displayed like trophies of battle.
effect (diminished electrified lair, 6th-level Directly in front of you lies a simple stone
exotic, 1d6 electricity/round for 13 rounds, SR bier, ten feet to a side, atop which lies in
Yes [caster level 13]); Search DC 31, Disable state a body garbed in ceremonial dress
Device DC 31. and clutching tightly a two-handed sword.
But for his pallor and lack of movement,
the dead man may as well be taken for
MEDIUM – Electrified Lair trap: CR 8; magic one asleep. In one far corner of the room is
device; proximity trigger; automatic reset; spell a wooden dummy garbed in battered but
effect (electrified lair, 7th-level exotic, 2d6 serviceable-looking armor; in the other a
electricity/round for 13 rounds, SR Yes [caster table which holds a cloth-wrapped object
level 13]); Search DC 32, Disable Device DC 32. some three feet across. The entire chamber
smells strongly of herbs and of the rose
HARD – Electrified Lair trap: CR 10; magic petals that litter the bier.
device; proximity trigger; automatic reset; spell
effect (electricity-templated heightened Read the following text when the PCs approach
electrified lair, 8th-level exotic, 3d6 electricity/ the bier:
round for 15 rounds and initially stunned for 2
rounds, DC 22 Fortitude to resist stun, SR Yes The body seems to shimmer for a moment,
[caster level 15]); Search DC 33, Disable Device then a spectral figure forms in front of you,
DC 33. blocking your path. The ghostly figure
clearly resembles the man lying on the
3. Guardian Chamber bier, down to the ceremonial robes and the
runic greatsword held tightly in hand. The
In contrast to the previous corridor, this spirit’s mouth opens and it appears to be
large square chamber seems bare and speaking, but none of the words sound
unfinished. There is another stone door even vaguely familiar. The intention,
twenty feet away, on the far side of the however, is clear—the spirit will not let you
room. Between you and that door stands a near his body or the items buried with him.
ten-foot clay behemoth in the rough shape
of a man. Glowing runes adorn the figure’s Despite the language barrier, it is entirely
arms, legs, and torso. possible to parley with the spirit. If the party
TELL IT TO MY AXE - 92
was forced to fight the squamous lir in Area 1, it Hostile (at the DM’s discretion). He will not
is recommended that a diplomatic solution be permit anyone to remove his armor or the heart
reached here because the party will be unless his attitude is changed to Helpful. The
dangerously weakened by the successive battles, sword is another matter entirely. He makes it
and the DM should encourage the players to clear that he will not relinquish his sword
consider a non-combat solution. Bypassing the unless he believes it is to be in the service of
obstacle of language can be accomplished with humanity. To that end, he requires a binding
the 4th-level simple spell tongues (stumped Oath that the party will give the sword into the
players might be offered a Knowledge [magic] care of a champion or champions of the human
check to come up with that solution). race unless they can convince him that the PCs
Encourage enterprising players that attempt to fill the role of champions of humankind (note
pantomime or otherwise communicate with the that the Knights of the Axe would be a valid
spirit without words. Players without these subject, but that the PCs would first have to
options could attempt an Innuendo check (the explain the role and history of the Knights in
Difficulty Class is variable, but should be order to convince Toman’s spirit).
within the range of possibility). If the PCs successfully negotiate with
If the PCs are able to communicate with the Toman’s spirit, award them full experience for
spirit, it asks the year and what became of overcoming an obstacle of the encounter’s EL.
Sennes and Queen Adrilashe. Although
Toman’s spirit has an initial attitude of EASY (EL 10) – Toman Dragonslayer, undead
unfriendly, it is genuinely curious and willing champion 7 of justice
to listen as long as the PCs remain away from
his body and from his trophies. Assuming that MEDIUM (EL 12) – Toman Dragonslayer,
the PCs explain the gist of the previous 1700 undead champion 9 of justice
years of history, Toman is horrified that
Adrilashe and Sennes lasted only a few years HARD (EL 14) – Toman Dragonslayer, undead
past his own death. He is surprisingly champion 11 of justice and Sennes
indifferent about the dramojh but hostile to the
story of the giants and their invasion. Tactics: Toman begins combat by employing
Once communications have been his Call Upon the Power ability, then striding
established, the PCs can attempt a Diplomacy into melee with his ghostly Wyrmbane. He
check to convince the spirit to relinquish the fights as he did in life, eschewing tactics such as
sword. Apply a -5 circumstance penalty if the hiding in the walls or walking through
two sides are communicating through opponents. If the duration of Call Upon the
pantomime or some other nonverbal means, Power expires, he uses a Heartening Cry (if he
and apply a +5 bonus if the PCs have Serra with does not yet have the Heartening Cry ability,
them and explain her ancestry. Mentioning an he uses the special ability of Wyrmbane; see
alliance with the squamous lir imposes a -2 Appendix).
penalty, while an explanation of the Knights of
the Axe grants a +2 bonus. Do not forget to CONCLUDING THE ADVENTURE
subtract Toman’s hit dice from the Diplomacy Once Toman has been mollified or defeated in
check. combat, the three items are open for the PCs to
If the PCs answer his questions, his base take. The suit of armor is a suit of +2 damage-
attitude changes to Indifferent, making absorbing plate armor. Details on Wyrmbane and
Diplomacy attempts much easier. Toman will the dragon’s heart can be found in the
not permit anyone to approach his body, his Appendix. If the PCs negotiated with the
armor, or the heart unless his attitude is squamous lir, they must now uphold their end
improved to Friendly. Any attempts to touch or of the bargain and give away the heart. If they
remove any of these without his permission refuse to do so, the squamous lir will not
change his attitude back to Unfriendly or
TELL IT TO MY AXE - 93
hesitate to attack the treacherous PCs, and will difficulty of the encounters varied through the
track them down if the PCs attempt to escape adventure, the DM should use his judgment in
(possibly becoming recurring adversaries). determining how much treasure to award using
With the PCs now in possession of the the above figures as guidelines.
sword Wyrmbane, they must then take it to the
Knights of the Axe in Sormere. When it is FURTHER ADVENTURING
handed over, the PCs are rewarded with gold, The PCs’ new connections with the Knights of
art objects and magic items of the DM’s the Axe could lead to any number of new
choosing with a total value of 54,000 gp adventures and possibly encourage the PCs to
(approximately 13,500 gp per member for a join the organization.
classic 4-person party). If mostly Easy Depending on how the PCs resolved the
encounters were used, the treasure award conflict with the squamous lir, they could have
should total 32,000 gp (approximately 8,000 gp a powerful new enemy or a resourceful new
per member), and if Hard encounters were the ally. If the PCs battled the squamous lir outside
norm the award should total 94,000 gp the crypt, or failed to produce the heart as
(approximately 23,500 gp per member). If the agreed, future adventures or whole campaign
arcs could be designed around
the squamous lir as enemies.
Alternatively, through the
squamous lir the PCs could
become involved in the affairs
of the dragons. PCs intending
to take evolution levels could
find the lir to be useful
contacts. The squamous lir
themselves might seek out the
PCs for assistance, thus
beginning further adventures.
If the PCs established a
rapport with the thief Serra,
she may join them on future
adventures, or perhaps she
could become a valuable
contact within the
Nightwalker organization.
Alternatively, the PCs could
inspire her to leave her
criminal past and the
Nightwalkers behind. The
Nightwalkers might be
unwilling to simply let her go,
and Serra might approach the
PCs for assistance in
protecting her from their
wrath, or perhaps to help her
fulfill a bargain she made with
them.
appendix
NPCs and Monsters
Edited by Alex Yang - Illustration by Daniel Harris
Hero of the People (Ex): At 4th level and CHAPTER 1 - THE ORDER
higher, the Knight of the Axe is recognized as a
defender of justice and doer of good deeds. The Sage of Verdune (CR 20)
Against anyone but giants, those directly in the Human Runechild Expert 20
hierarchy of the Diamond Throne, or anyone Medium humanoid
else the DM believes would not be impressed Init +1; Senses darkvision 120’, see invisible or
by the knight’s deeds and status (like a group of ethereal; Listen +3, Spot +18
rhodin warriors, or a Nightwalker thief), the Languages Common, Draconic, Faen, Giant,
knight gains a +4 competence bonus to Bluff, Litorian, Verrik
Diplomacy, and Gather Information checks. AC 11, touch 11, flat-footed 10
hp 112 (20 HD); dying/dead -3/-14
This ability does not work if the knight is in
Fort +9, Ref +8, Will +16; slippery mind
disguise. Spd 30 ft.; dimensional door 1/day, levitate 1/day,
Luck of Heroes (Su): At 5th level, Knights of teleport 1/day
the Axe are blessed with a supernatural luck Melee dagger +17/+12/+7 (1d4+2/19-20) or
bonus of +1 to all attack rolls, saving throws, Ranged dagger +16/+11/+6 (1d4+2/19-20)
skill checks, and ability checks. Base Atk +15; Grp +17
Mighty Strike of Justice (Ex): The 5th-level Atk Options Power of the Name
Knight of the Axe, in addition to his three Special Atk fire sheath 1/day, psychic blast 1/
strikes of justice each day, can choose to give a day
Abilities Str 14, Dex 12, Con 14, Int 20, Wis 17,
fourth attack two of the modifications listed for
Cha 14
the strike of justice. SQ immortal, runechild qualities
Hero Points 2
Feats, prestige classes, and other features in this Feats Affinity with Skill (Craft [bookbinding]),
Appendix with the notation “T” indicate Power of the Name, Scholar, Skill Application
mechanics presented elsewhere in this book. (Craft [bookbinding] and Knowledge [magic]),
Bonus feats are indicated with a “B”. Stat blocks Skill Focus (Appraise), Skill Focus (Sense
are intentionally formatted to fit on a single Motive), Skill Focus (Craft [bookbinding]), Title
page and/or column where possible. Skills Appraise +18, Concentration +21, Craft
(bookbinding) +34, Craft (jewlery) +24,
Diplomacy +19, Knowledge (dragons, history,
New Feats humans, magic, runes, science) +27, Sense
Motive +20
Some of the NPCs appearing in this Appendix
Possessions cloak of charisma +6, lens of
have the following new feats: analysis, loresight lenses, ring of fire and heat,
robe of eyes, 2 potions of diminished greater
POLYGLOT [TALENT] ability boost
You are born with a special gift for languages. Expert Skills Appraise, Concentration, Craft,
Prerequisite: Intelligence 15 Diplomacy, Knowledge (dragons, history,
Benefit: You double the number of bonus magic, runes, science), Sense Motive
languages you know at the start of the game.
Additionally, you may always treat Speak
Language as a class skill.
SCHOLAR [GENERAL]
Your research skills grant you a keen
understanding into how to best apply your
Intelligence.
Prerequisite: Intelligence 17
Benefit: You may use your Intelligence
bonus in lieu of any other ability score modifier
when you take 20 on a skill check.
TELL IT TO MY AXE - 97
Unilthiet, Very Old Dragon (CR 23) 3rd (6) – (DC 21) arrow reflection, attack from
Gargantuan dragon (acid) within, dispel magic, flight, hand of battle,
Init +0; Senses blindsense 60’, darkvision 120’, invisibility, scales of energy, slow, whisper of
keen senses, see power; Listen +38, Spot +38; madness
Languages Auran, Common, Draconic, Faen, 2nd (7) – (DC 20) bypass ward, cloak of
Giant, Goblin, Litorian, Rhodin, Sylvan, Verrik darkness, eldritch web, greenspy, lesser battle
AC 37, touch 6, flat-footed 37 healing, lesser beastskin, muddy ground,
hp 464 (32 HD); dying/dead -9/-27; DR 15/Magic protective charm, silent sheath, subtle steps
(15/+2) 1st (7) – (DC 19) acrobatics, charm, creature
Immune acid, paralysis, sleep; SR 33 loresight, distraction, obscuring mist, object
Fort +26, Ref +18, Will +26 loresight, precise vision, predict weather, safe
Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; fall, scent tracker, touch of fear
dimensional door 1/day 0 (8) – appropriate size, bash, canny effort,
Space/Reach 20 feet/15 feet [bite 20 feet] contact, ghost sound, hygiene, minor illusion,
Melee Bite +43 (4d8+15), 2 claws +41 (2d10+7), repair, scent bane, seeker, sense thoughts
2 wings +41 (2d8+7), tail slap +41 (2d8+22) Abilities Str 41, Dex 10, Con 27, Int 26, Wis 27,
Base Atk +32; Grp +59 Cha 26
Atk Options Brandish Magical Might, Cleave, SQ lesser ability boost 1/day, security 1/day,
Dragon MageB, Flyby Attack, Opportunist, water breathing
Power Attack, Power of the Name Feats Brandish Magical Might, Cleave, Dragon
Special Attacks (DC 34) acid breath (120’ line, MageB, Flyby Attack, Multiattack, Opportunist,
18d10 Ref half), crush (4d8+22 Ref pinned), Power Attack, Power of the Name, Skill
frightful presence (270’ radius, Will negates), Application (Knowledge: history, nobility and
tail sweep (30’ radius half-circle, 2d8+22 Ref courtesy), Skill Focus (Bluff, Gather
half) Information, Sense Motive)
Spells per Day (CL 14) Skills Bluff +26, Concentration +38, Diplomacy
7th (3) – (DC 25) caustic burst, phase door, +23, Gather Information +26, Innuendo +23,
rock’s hand, song of paralysis Intimidate +23, Knowledge (history, nobility and
6th (4) – (DC 24) coma, discorporate, greater courtesy) +25, Knowledge (all others) +22,
ability boost, learn truename, shaped strike Listen +38, Sense Motive +26, Spot +38
5th (4) – (DC 23) defensive field, greater battle Possessions Too many to be named and 235 gp
healing, greater drain away speed, scrying,
teleport, wall of stone
4th (6) – (DC 22) curse of vengeance, greater
enhance magical flow, fly like an arrow, lesser
resilient sphere, modify memory, neutralize
poison, stone arm, tongues
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Orlen (CR 27) Abilities Str -, Dex -, Con -, Int 24, Wis 14, Cha
Artifactbound Magister 25 14
Medium Construct SQ bound, construct traits, discard staff, distinct
Init +7; Senses Listen +2, Spot +2 voice, familiarity with magic, greater mind over
Languages Celestial, Common, Draconic, Faen, matter, lesser mind over matter, magical
Giant, Infernal, Litorian, Undercommon, Verrik helper, mind’s eye
AC 9, touch 5, flat-footed 9; +2 against magic Feats Battle Mage, Brandish Magical Might, Craft
hp 162 (25 HD); DR 10/adamantine (20/+3); fast Charged ItemB, Craft Constant ItemB, Craft
healing 5 Magic Arms and ArmorB, Craft Single-Use
SR 35 ItemB, Creator MageB, Edlritch Training, Exotic
Fort +15, Ref –, Will +16; +2 against magic; Spell, Improved InitiativeB, PolyglotT, Power of
Slippery Mind the Name (Improved), PsionB, Quicken Spell,
Ranged spell +19 Title, Unraveling Mage
Base Atk +12; Grp – Skills Concentration +27, Diplomacy +11,
Atk Options Battle Mage, Brandish Magical Knowledge (all) +14, Spellcraft +16
Might, Creator MageB, Eldritch Training, Power Possessions None
of the Name (Improved), PsionB, Quicken Spell,
Unraveling Mage
Spells per Day (CL 25)
10th (4) – (DC 28) bolt of power, rouse ghostly
army, summon elemental horde, true
telekinesis
9th (4) – (DC 27) greater call guardian, greater
immunity, greater raise the dead, greater
summon major elemental, purge akashic
memory, trap soul
8th (5) – (DC 26) call outsider, greater
dominate, mass devastation, psychic blast,
wave of death, wave of life, whirlwind
7th (6) – (DC 25) call undead, caustic burst,
conjure energy creature VII, control weather,
finger of destruction, rock’s hand, song of
paralysis, spellmaster, wall of thorns
6th (6) – (DC 24) coma, cursed locale,
discorporate, greater ability boost, greater
resilient sphere, learn truename, lesser call
guardian, rouse undead spirit, security, shaped
strike
5th (7) – (DC 23) conjure energy creature V,
defensive field, eldritch wall, greater battle
healing, greater drain away speed, lesser
dominate, massive sword, scrying, touch of dire
doom, wall of stone
4th (7) – all (DC 22)
3rd (8) – all (DC 21)
2nd (U) – all (DC 20)
1st (U) – all (DC 19
0 (U) – all (DC 18)
TELL IT TO MY AXE - 99
Artifactbound Template
Magicians, sages, and akashics who cannot otherwise achieve immortality sometimes bind themselves into
fantastic works of art. These mirrors, paintings, and statues help preserve legacies that the artifactbound
cherish above all else. Those who treat the artifactbound as loot or spoils of war had best beware!
Artifactbound is an applied template that can be placed on any creature with an Intelligence of 3 or higher
(referred to hereafter as the base creature). The creature’s type changes to Construct. The artifactbound
creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s size becomes the size of the work of art into which it is bound. The creature’s
type becomes construct.
Hit Dice: Change Hit Die to d10. It gains bonus hit points based on size.
Speed: None. Artifactbound are incapable of movement.
Armor Class: Artifactbound gain a natural armor bonus based on the artifactbound creature’s size (i.e., the
size of the object):
SIZE BONUS
Tiny or smaller +0
Small +2
Medium +4
Large +6
Huge +8
Gargantuan +10
Colossal +12
Attack: None. The base creature’s base attack bonus does not change, but artifactbound are incapable of
movement.
Damage: None.
Special Attacks: An artifactbound retains all the special attacks of the base creature, though any ability
requiring the artifactbound to touch another creature may only be used if the target touches the artifactbound.
Mind’s Eye (Ex): An artifactbound may apply its Intelligence modifier in place of the typical Dexterity
modifier when making any form of ranged attack with spells or spell-like abilities.
Special Qualities: An artifactbound retains all the special qualities of the base creature and gains those
described below.
Bound (Su): An artifactbound may never affect itself with any spell or spell-like ability with a target of
personal or touch. The artifactbound may still cast touch spells on others so long as the target is touching the
bound creature.
Damage Reduction (Su): Artifactbound have damage reduction 10/adamantine (20/+3).
Fast Healing (Su): Artifactbound heal 5 points of damage each round so long as it has at least 1 hit point.
Spell Resistance (Su): An artifactbound has spell resistance equal to 10 + the base creature’s character level or
hit dice.
Abilities: Modify the base creature as follows: Str —, Dex —, Con —, Int +4, Wis +2, Cha +2.
Skills: Same as the base creature.
Feats: Artifactbound gain the Improved Initiative, Psion, and Skill Application (Listen and Spot) feat,
assuming the base creature meets the prerequisites.
Challenge Rating: Same as the base creature +2.
Advancement: By character class.
Level Adjustment: Same as the base creature +5.
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Sir Aniton Golhia (CR 16) Harsted of Ghostwash March (CR 10)
Middle-Aged Human Aristocrat 1 / Champion of Unbound Human Akashic 5 / Knight of the Axe 5
Justice 10 / Knight of the Axe 5 Medium humanoid
Medium humanoid Init +2; Senses Listen +3, Spot +16; sense
Init +1; Senses Listen +3, Spot +21; sense trouble
trouble, touch of justice 10/day (Will DC 23; +1 Languages Common, Faen, Giant, Litorian
damage) AC 21, touch 12, flat-footed 19
Languages Common, Draconic, Giant, Verrik hp 65 (10 HD); dying/dead -3/-14
AC 26, touch 11, flat-footed 25; call or imbue Fort +5, Ref +2, Will +6
shield 1/day (+1 AC; 10 mins) Spd 30 ft.
hp 122 (16 HD); dying/dead -3/-14 Melee +1 greataxe +13 (1d12+5/x3) or
Fort +17, Ref +10, Will +16; Slippery Mind Ranged +1 composite longbow +12 (1d8+4/x3)
Spd 20 ft. Base Atk +8; Grp +11
Melee +3 battleaxe +22/+17/+12 (1d8+5/x3) or Atk Options Defensive Move, Mobility, Modify
Ranged +2 composite longbow +19/+14/+9 Combat Style, Mounted Combat, sneak attack
(1d8+4/x3) (+1d6)
Base Atk +15; Grp +17 Special Atk mighty strike of justice 1/day, minor
Atk Options Defensive Move, Mobility, Mounted battle memory 1/day (+3 attack, damage, AC; 5
Combat, reap the whirlwind (+4 attack, rnds), Speed Burst 5/day, strike of justice 3/day
damage) Combat Gear oil of cloak of darkness, detonation
Special Atk blast of castigation 3/day (CL 10), of dispel magic, potion of greater transfer
call or imbue weapon 1/day (+1 attack, wounds
damage; 10 mins), call upon the power 3/day Abilities Str 16, Dex 14, Con 14, Int 15, Wis 12,
(+2 Str, Con; 10 rnds), mighty strike of justice 1/ Cha 10
day, heartening cry 1/day (+1 attack, saves, SQ akashic skill focus (Sneak), delve into
checks; 10 rnds), strike of justice 3/day collective memory 5/day (+7), heroes are
Combat Gear detonation of dispel magic, 2 made, hero of the people, hide from the law,
potions of greater transfer wounds luck of heroes perfect recall, skill memory 2/day
Abilities Str 14, Dex 13, Con 14, Int 16, Wis 12, (+2)
Cha 16 Hero Points 2
SQ heroes are made, hero of the people, hide Feats Defensive Move, Leadership, Mobility,
from the law, luck of heroes Modify Combat Style, Mounted Combat
Hero Points 2 Skills Bluff +14, Diplomacy +14, Disguise +24,
Feats Bonded Item (battleaxe), Born Leader, Gather Information +14, Knowledge (faen,
Defensive Move, Leadership, Mobility, Mounted geography, giants, history, humans, nobility
Combat, Title and courtesy) +9, Ride +16, Sense Motive +19,
Skills Bluff +26, Diplomacy +34, Handle Animal Sneak +16
+12, Heal +7, Knowledge (geography) +9, Possessions combat gear plus +1 greataxe, +1
Knowledge (humans, nobility and courtesy) composite longbow (+3 Str bonus), 40 arrows,
+16, Ride +23, Sense Motive +25 +2 chain and plates, hat of disguise, explorer’s
Possessions combat gear plus +3 battleaxe, +2 outfit, potion of glamour, heavy warhorse
composite longbow (+2 Str bonus), 20 arrows,
+3 chain and plates, +3 heavy shield, circlet of
persuasion, cloak of resistance +3, helm of
telepathy, noble’s outfit
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THE RANK AND FILE Abilities Str 14, Dex 13, Con 14, Int 10, Wis 10,
The following are generic NPC stat blocks for Cha 12
the rank and file of the Order. Feats Bonded Item (battleaxe), Defensive Move,
Mobility, Mounted CombatB, SturdyB, Wealthy
Skills Bluff +5, Gather Information +5, Handle
Squire: Footman (CR 1) Animal +3, Knowledge (geography) +2,
Human Warrior 1 / Warmain 1 Knowledge (humans, nobility and courtesy) +3,
Medium humanoid Ride +7
Init +1; Senses Listen +1, Spot +1 Possessions combat gear plus masterwork
Languages Common battleaxe, heavy lance, masterwork composite
AC 20, touch 11, flat-footed 19 longbow (+2 Str bonus), 20 arrows, chain and
hp 22 (2 HD); dying/dead -3/-14 plates, heavy shield, courtier’s outfit with jewelry
Fort +5, Ref +1, Will +1 (50 gp), explorer’s outfit, heavy warhorse
Spd 20 ft.
Melee mwk battleaxe +6 (1d8+2/x3) or
Ranged mwk composite longbow +4 (1d8+2/x3) Squire: Scout (CR 3)
Base Atk +2; Grp +4 Human Wolf Totem Warrior 3
Atk Options Defensive Move, Mobility Medium humanoid
Combat Gear 2 potions of lesser transfer Init +1; Senses Listen +2, Spot +8
wounds Languages Common
Abilities Str 14, Dex 13, Con 14, Int 10, Wis 12, AC 20, touch 11, flat-footed 19
Cha 10 hp 27 (3 HD); dying/dead -3/-14
Feats Bonded Item (battleaxe), Defensive Move, Fort +5, Ref +2, Will +4
Mobility, SturdyB Spd 40 ft.
Skills Handle Animal +4, Intimidate +4, Melee mwk battleaxe +6 (1d8+2/x3) or
Knowledge (humans, nobility and courtesy) +3, Ranged mwk composite longbow +5 (1d8+2/x3)
Ride +4 Base Atk +3; Grp +5
Possessions combat gear plus masterwork Atk Options Defensive MoveB, Point Blank Shot,
battleaxe, masterwork composite longbow (+2 Precise Shot
Str bonus), 20 arrows, chain and plates, heavy Combat Gear 2 potions of lesser transfer
shield, courtier’s outfit with jewelry (50 gp), wounds
explorer’s outfit Abilities Str 14, Dex 13, Con 14, Int 10, Wis 14,
Cha 8
Feats Defensive MoveB, Fleet of Foot, Point
Squire: Horseman (CR 2) Blank Shot, Precise Shot, Track
Human Aristocrat 1 / Warmain 2 Skills Handle Animal +2, Heal +5, Knowledge
Medium humanoid (geography, nature) +3, Sneak +3, Survival +8
Init +1; Senses Listen +0, Spot +4 Possessions combat gear plus masterwork
Languages Common battleaxe, masterwork composite longbow (+2
AC 20, touch 11, flat-footed 19 Str bonus), 40 arrows, masterwork chain and
hp 31 (3 HD); dying/dead -3/-14 plates, masterwork heavy shield, explorer’s
Fort +3, Ref +2, Will +3 outfit, wolf companion (2 HD)
Spd 20 ft.
Melee mwk battleaxe +6 (1d8+2/x3) or
Melee heavy lance +4 (1d8+2/x3) or
Ranged mwk composite longbow +4 (1d8+2/x3)
Base Atk +2; Grp +4
Atk Options Defensive Move, Mobility, Mounted
CombatB
Combat Gear 2 potions of lesser transfer
wounds
TELL IT TO MY AXE - 104
Lord, Highborn (CR 10) Skills Bluff +2, Decipher Script +10, Diplomacy
Middle-Aged Human Aristocrat 3 / Warmain 4 / +8, Forgery +10, Knowledge (any one) +11,
Knight of the Axe 3 Knowledge (any three) +8, Sense Motive +6
Medium humanoid Possessions masterwork dagger, courtier’s outfit
Init +2; Senses Listen +2, Spot +15 with jewelry (50 gp), books (400 gp)
Languages Common Expert Skills: Bluff, Decipher Script, Diplomacy,
AC 23, touch 12, flat-footed 21 Forgery, Knowledge (any four), Listen, Sense
hp 51 (6 HD); dying/dead -3/-15 Motive
Fort +6, Ref +4, Will +5
Spd 20 ft. Advisor: Diplomat (CR 3)
Melee +1 battleaxe +14/+9 (1d8+5/x3) or Middle-Aged Human Aristocrat 4
Ranged +1 composite longbow +11/+6 (1d8+3/ Medium humanoid
x3) Init -1; Senses Listen +1, Spot +1
Base Atk +9; Grp +11 Languages Common, Draconic, Giant
Atk Options Defensive Move, Mobility, Mounted AC 9, touch 9, flat-footed 9
CombatB hp 21 (4 HD); dying/dead -1/-11
Special Atk strike of justice 1/day Fort +1, Ref +0, Will +5
Combat Gear detonation of dispel magic, 4 Spd 30 ft.
potions of lesser transfer wounds Melee +1 rapier +4 (1d6+1/18-20) or
Abilities Str 14, Dex 13, Con 15, Int 11, Wis 11, Ranged dagger +2 (1d4/19-20)
Cha 13 Base Atk +3; Grp +3
SQ heroes are made, hide from the law, sense Abilities Str 11, Dex 9, Con 11, Int 16, Wis 13,
trouble Cha 14
Hero Points 2 Feats Skill Application (Knowledge: history,
Feats Bonded Item (battleaxe), Defensive Move, nobility and courtesy), Skill Focus (Bluff,
Mobility, Mounted CombatB, SturdyB, Wealthy, Diplomacy, Sense Motive)
Weapon Focus (battleaxe), Weapon Skills Bluff +12, Diplomacy +16, Knowledge
Specialization (battleaxe)B (history) +12, Knowledge (nobility/courtesy) +12,
Skills Bluff +9, Diplomacy +10, Gather Knowledge (any three) +10, Sense Motive +11
Information +8, Handle Animal +9, Knowledge Possessions +1 rapier, dagger, noble’s outfit
(geography, humans, nobility and courtesy) +4, with jewelry (100 gp), books (800 gp)
Ride +16, Sense Motive +9
Possessions combat gear plus +1 battleaxe, +1 Advisor: Sage (CR 4)
composite longbow (+2 Str bonus), 20 arrows, Old Human Expert 6
+1 chain and plates, +1 heavy shield, amulet of Medium humanoid
health +2, circlet of persuasion, noble’s outfit Init -1; Senses Listen +1, Spot +1
with jewelry (100 gp), heavy warhorse Languages Common, Faen, Giant
AC 9, touch 9, flat-footed 9
Advisor: Linguist (CR 1) hp 23 (6 HD); dying/dead -1/-10
Human Expert 2 Fort +2, Ref +1, Will +6
Medium humanoid Spd 30 ft.
Init +0; Senses Listen +6, Spot +1 Melee mwk staff +3 (1d6-2)
Languages Common and 10 other languages Base Atk +4; Grp +2
AC 10, touch 10, flat-footed 10 Abilities Str 6, Dex 8, Con 10, Int 18, Wis 12,
hp 9 (2 HD); dying/dead -1/-10 Cha 16
Fort +0, Ref +0, Will +4 Feats Eidetic Memory, Skill Application (any six
Spd 30 ft. Knowledge), Skill Focus (any one Knowledge)
Melee mwk dagger +2 (1d4/19-20) or Skills Bluff +12, Diplomacy +16, Knowledge
Ranged mwk dagger +2 (1d4/19-20) (humans) +16, Knowledge (any one) +17,
Base Atk +1; Grp +1 Knowledge (any six) +16, Sense Motive +10
Abilities Str 10, Dex 10, Con 10, Int 16, Wis 12, Possessions masterwork staff, scholar’s outfit,
Cha 13 courtier’s outfit with jewelry (50 gp), handy
Feats PolyglotT, Skill Application (Decipher haversack, books (1200 gp), simple house
Script, Forgery), Skill Focus (any one Expert Skills: Bluff, Diplomacy, Knowledge (any
Knowledge) seven), Sense Motive
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Artisan: Journeyman (CR 2) Skills Appraise +9, Bluff +11, Concentration +7,
Human Expert 3 Craft (any one) +23, Craft (any one) +16,
Medium humanoid Diplomacy +15, Knowledge (engineering) +12,
Init +1; Senses Listen +0, Spot +6 Knowledge (science) +12, Search +12, Sense
Languages Common, Faen, Giant Motive +9
AC 11, touch 11, flat-footed 10 Possessions masterwork staff, masterwork
hp 16 (3 HD); dying/dead -2/-13 dagger, artisan’s outfit, courtier’s outfit with
Fort +2, Ref +2, Will +3 jewelry (50 gp), masterwork artisan’s tools,
Spd 30 ft. grand house
Melee mwk dagger +5 (1d4+2/19-20) or Expert Skills Appraise, Bluff, Concentration,
Ranged mwk dagger +4 (1d4+2/19-20) Craft, Diplomacy, Knowledge (engineering),
Base Atk +2; Grp +4 Knowledge (science), Search, Sense Motive,
Abilities Str 14, Dex 12, Con 13, Int 14, Wis 10, Spot
Cha 10
Feats Affinity with Skill (any one Craft), Skill Artisan: Grandmaster (CR 10)
Application (any two Craft), Skill Focus (any Middle-Aged Human Expert 11
one craft) Medium humanoid
Skills Appraise +5, Bluff +3, Concentration +4, Init +1; Senses Listen +1, Spot +15
Craft (any one) +19, Craft (any one) +12, Languages Common, Faen, Giant
Diplomacy +8, Knowledge (engineering) +8, AC 10, touch 10, flat-footed 10
Knowledge (science) +8, Search +5, Sense hp 63 (11 HD); dying/dead -1/-12
Motive +6 Fort +4, Ref +3, Will +8
Possessions masterwork dagger, artisan’s outfit, Spd 30 ft.
masterwork artisan’s tools, oil of greater repair, Melee mwk staff +10/+5 (1d6+1) or
simple house Ranged dagger +8 (1d4+1/19-20)
Expert Skills Appraise, Bluff, Concentration, Base Atk +8; Grp +9
Craft, Diplomacy, Knowledge (engineering), Abilities Str 13, Dex 11, Con 12, Int 16, Wis 12,
Knowledge (science), Search, Sense Motive, Cha 11
Spot Feats Affinity with Skill (any one Craft),
Leadership, Skill Application (any two Craft),
Artisan: Master (CR 5) Skill Application (Bluff, Diplomacy), Skill Focus
Middle-Aged Human Expert 6 (any one craft)
Medium humanoid Skills Appraise +12, Bluff +16, Concentration +9,
Init +1; Senses Listen +0, Spot +9 Craft (any one) +28, Craft (any one) +21,
Languages Common, Faen, Giant Diplomacy +20, Knowledge (engineering) +17,
AC 10, touch 10, flat-footed 10 Knowledge (science) +17, Search +17, Sense
hp 29 (6 HD); dying/dead -2/-12 Motive +15
Fort +3, Ref +2, Will +5 Possessions masterwork staff, masterwork
Spd 30 ft. dagger, artisan’s outfit, noble’s outfit with
Melee mwk staff +6 (1d6+1) or jewelry (100 gp), masterwork artisan’s tools,
Ranged mwk dagger +5 (1d4+1/19-20) grand house, radont and carriage, sailing ship
Base Atk +4; Grp +5 Expert Skills Appraise, Bluff, Concentration,
Abilities Str 13, Dex 11, Con 12, Int 16, Wis 11, Craft, Diplomacy, Knowledge (engineering),
Cha 11 Knowledge (science), Search, Sense Motive,
Feats Affinity with Skill (any one Craft), Skill Spot
Application (any two Craft), Skill Application
(Bluff, Diplomacy), Skill Focus (any one craft)
TELL IT TO MY AXE - 108
Tekas Battlereaver (CR 9) Skills Bluff +3, Handle Animal +3, Knowledge
Litorian Unfettered 6 / Master of the AxeT 3 (geography, humans, nobility and courtesy) +3,
Medium humanoid Ride +4, Sense Motive +1, Survival +1
Init +3; Senses low-light vision; Listen +1, Spot Possessions combat gear plus masterwork
+10 battleaxe, masterwork composite longbow (+2
Languages Common, Giant, Litorian, Rhodin Str bonus), 20 arrows, chain and plates, heavy
AC 21, touch 16, flat-footed 15; parry (+2 AC) shield, courtier’s outfit with jewelry (50 gp),
hp 53 (9 HD); dying/dead -3/-14 explorer’s outfit, heavy warhorse
Fort +7, Ref +9, Will +2
Spd 30 ft. Arrashi the Boulder (CR 21)
Melee Ripper +19/+14 (1d8+9/x3), rapid strike Sibeccai Warmain 9 / Knight of the Axe 2 /
+14 (1d8+9/x3) or Stalwart of TerrakalT 10
Ranged Ripper +18 (1d8+7/x3) Medium humanoid
Base Atk +9; Grp +13 Init +2; Senses low-light vision; Listen +0, Spot
Atk Options Battering Blow, Cleave, Power +0; sense trouble
Attack, sneak attack (1d6) Languages Common, Giant
Special Atk penetrating strike 3/day (2d6), Rapid AC 27, touch 12, flat-footed 21; steadfast
Strike 9/day B defender (up to +8 AC)
Abilities Str 18, Dex 16, Con 14, Int 14, Wis 8, hp 305 (21 HD); dying/dead -8/-24
Cha 10 Fort +25, Ref +8, Will +8
SQ dedication (-9 hp), practiced warrior (+3 Spd 20 ft.
attack) Melee +3 keen shocking dire greataxe +30/+25/
Feats Battering Blow, Bonded Item (battleaxe), +20/+15/+10 (1d12+14/17-20 x3 plus 1d6
Cleave, Power Attack, Weapon Focus electricity)
(battleaxe)B, Weapon Specialization (battleaxe) Base Atk +21; Grp +26
Skills Balance +12, Bluff +9, Climb +16, Atk Options call of challenge (Will DC 14
Knowledge (nobility and courtesy) +11, negates; 10 rnds), Defensive Move, Improved
Intimidate +11, Tumble +12 Sunder, Mobility, Mounted Combat, Power
Possessions Ripper (+1 returning throwing Attack, Power Charge, resolute will (30 hp; 7
battleaxe), +1 Devanian chain shirt, history rnds)
books (100 gp) Special Atk crushing blow 1/day, people’s
defender (up to +5 attack, damage), strike of
Durat (CR 1) justice 1/day, tenacious foe (up to +5 attack,
Human Aristocrat 1 / Squire of the AxeT 1 damage)
Medium humanoid Abilities Str 21, Dex 14, Con 24, Int 8, Wis 10,
Init +1; Senses Listen +1, Spot +4 Cha 9
Languages Common SQ heroes are made
AC 21, touch 16, flat-footed 15 Hero Points 3
hp 14 (2 HD); dying/dead -2/-12 Feats Defensive Move, Exotic Armor
Fort +1, Ref +1, Will +1 ProficiencyB, Exotic Weapon Proficiency
Spd 30 ft. (Heavy)B, Fast Healer, Great FortitudeB,
Melee mwk battleaxe +5 (1d8+2/x3) or Improved Critical (greataxe)B, Improved
Ranged mwk composite longbow +3 (1d8+2/x3) Sunder, Mobility, Mounted Combat, Power
Base Atk +1; Grp +3 Attack, Power Charge, SturdyB, Title, Weapon
Atk Options Mounted CombatB Focus (greataxe), Weapon Specialization
Combat Gear 2 potions of lesser transfer (greataxe)B
wounds Skills Knowledge (geography, nobility and
Abilities Str 15, Dex 13, Con 12, Int 11, Wis 8, courtesy) +9, Ride +4
Cha 13 Possessions +3 keen shocking dire greataxe, +3
Feats Fleet of Foot, Mounted CombatB, Wealthy, damage-absorbing definitive harness, amulet of
Weapon Focus (battleaxe) health +6
TELL IT TO MY AXE - 113
CHAPTER 7 - “LEGACY OF HEROES” Abilities Str 10, Dex 14, Con 11, Int 18, Wis 12,
Cha 19
SQ delve into collective memory 5/day (+9),
Squamous Lir Guard (CR 6) perfect recall, skill memory 2/day (+2)
Squamous Lir Warmain 3 Feats Bonded Item (spikestick), Eidetic Memory,
Medium humanoid Iron Will, Sense the Unseen, Weapon Finesse
Init +2; Senses low-light vision; Listen +8, Spot Skills Concentration +9, Diplomacy +15, Disable
+1 Device +15, Knowledge (ceremony, dragons)
Languages Common, Draconic, Terran +23, Knowledge (history, magic) +14, Search
AC 28, touch 12, flat-footed 26 +15, Sneak +5, Spellcraft +7
hp 56 (9 HD); dying/dead -1/-11 Possessions combat gear plus +2 spikestick, +1
Fort +5, Ref +8, Will +6 chain and plates, +1 heavy shield, headband of
Spd 20 ft. intellect +2
Melee +2 spikestick +13 (1d8+2/x3) or
Melee bite +6 (1d4)
Base Atk +7; Grp +7
Squamous Lir Elder Seeker (CR 12)
Atk Options earth template Squamous Lir Akashic 9
Spell-like Abilities (CL 5) Medium humanoid
3/day earth burst (DC 16), read mind (DC 16), Init +2; Senses low-light vision; Listen +12, Spot
stone blast, stone shield +1; creature loresight 4/day, location loresight
1/day dispel magic, levitate, magic armor, 4/day, object loresight 4/day
magic weapon, sorcerous guise (DC 16) Languages Common, Draconic, Terran; tongues
Combat Gear 2 detonations of lesser drain away 1/day
speed AC 29, touch 12, flat-footed 27
Abilities Str 10, Dex 14, Con 11, Int 15, Wis 12, hp 61 (15 HD); dying/dead -1/-11
Cha 19 Fort +5, Ref +10, Will +11
Feats Bonded Item (spikestick), Iron Will, Sense Spd 20 ft.
the Unseen, Sturdy B, Weapon Finesse, Melee +2 spikestick +12 (1d8+2/x3) or
Weapon Focus (spikestick)B Melee bite +6 (1d4) or
Skills Climb +8, Concentration +9, Knowledge Base Atk +10; Grp +10
(history, magic) +7, Sneak +5, Spellcraft +5 Atk Options earth template
Possessions combat gear plus +2 spikestick, +1 Special Atk minor battle memory 1/day (+3
chain and plates, +1 heavy shield attack, damage, AC; 5 rnds)
Spell-like Abilities (CL 5)
3/day earth burst (DC 17), read mind (DC 17),
Squamous Lir Seeker (CR 8) stone blast, stone shield
Squamous Lir Akashic 5 1/day dispel magic, levitate, magic armor,
Medium humanoid magic weapon, sorcerous guise (DC 17)
Init +2; Senses low-light vision; Listen +8, Spot Combat Gear 2 detonations of lesser resilient
+1; object loresight 4/day sphere, 2 detonations of vitrification
Languages Common, Draconic, Terran; tongues Abilities Str 10, Dex 14, Con 11, Int 19, Wis 12,
1/day Cha 20
AC 28, touch 12, flat-footed 26 SQ delve into collective memory 9/day (+13),
hp 47 (11 HD); dying/dead -1/-11 perfect recall, skill memory 4/day (+4)
Fort +3, Ref +8, Will +9 Feats Bonded Item (spikestick), Eidetic Memory,
Spd 20 ft. Iron Will, Leadership, Sense the Unseen, Title,
Melee +2 spikestick +12 (1d8+2/x3) or Weapon Finesse
Melee bite +6 (1d4) or Skills Concentration +13, Diplomacy +20,
Base Atk +7; Grp +7 Disable Device +19, Knowledge (ceremony,
Atk Options earth template dragons) +27, Knowledge (history, magic) +18,
Spell-like Abilities (CL 5) Search +19, Sneak +9, Spellcraft +11
3/day earth burst (DC 16), read mind (DC 16), Possessions combat gear plus +2 spikestick, +2
stone blast, stone shield chain and plates, +1 heavy shield, headband of
1/day dispel magic, levitate, magic armor, intellect +2, lens of analysis
magic weapon, sorcerous guise (DC 16)
Combat Gear 2 detonations of earth sorcerous
blast
TELL IT TO MY AXE - 116
Serra of the Nightwalkers (CR 6) Other Feats Defensive Roll, Improved Initiative,
Human Akashic 1 / Unfettered 4 / Nightwalker 1 Light Sleeper, Quick Draw, Rapid Reload,
Medium humanoid Weapon Focus (hand crossbow)B
Init +7; Senses Listen +6, Spot +6 Skills Appraise +7, Bluff +11, Disguise +15,
Languages Common, Faen, Thieves’ Cant Escape Artist +14, Innuendo +12, Knowledge
AC 19, touch 15, flat-footed 14; parry (+2 AC) (local) +13, Open Lock +16, Sense Motive +8,
hp 33 (6 HD); dying/dead -2/-12 Sneak +14
Fort +2, Ref +9, Will +4 Possessions combat gear plus 2 masterwork
Spd 30 ft. daggers, +1 hand crossbow, 20 bolts, +2
Melee mwk dagger +3 (1d4-1/19-20) or studded leather jack, 2 disguise kits,
Ranged +1 hand crossbow +9 (1d4+1/19-20) masterwork thieves’ tools, adventurer’s outfit,
Base Atk +4; Grp +3 400 gp
Atk Options Defensive Roll, Rapid Reload,
sneak attack (2d6) Serra of the Nightwalkers (CR 10)
Combat Gear 2 potions of acrobatics, detonation Human Akashic 1 / Unfettered 4 / Nightwalker 5
of dazzlesphere, oil of sorcerous guise Medium humanoid
Abilities Str 8, Dex 16, Con 12, Int 14, Wis 13, Init +7; Senses Listen +10, Spot +10
Cha 10 Languages Common, Faen, Thieves’ Cant
SQ member identification, skill memory 1/day AC 19, touch 15, flat-footed 14; parry (+2 AC)
(+2) hp 55 (10 HD); dying/dead -2/-12
Feats Defensive Roll, Improved Initiative, Light Fort +3, Ref +10, Will +7
Sleeper, Quick Draw, Rapid Reload, Weapon Spd 30 ft.
Focus (hand crossbow)B Melee mwk dagger +12/+7 (1d4-1/19-20) or
Skills Appraise +7, Bluff +9, Disguise +13, Ranged +1 hand crossbow +13/+8 (1d4+1/19-
Escape Artist +12, Innuendo +10, Knowledge 20)
(local) +11, Open Lock +14, Sense Motive +6, Base Atk +7; Grp +6
Sneak +12 Atk Options Defensive Roll, Rapid Reload, size
Possessions combat gear plus 2 masterwork up a foe (+2 attack, damage, AC, Bluff,
daggers, +1 hand crossbow, 20 bolts, +1 Diplomacy, Sense Motive), sneak attack (4d6)
studded leather jack, 2 disguise kits, Combat Gear 2 potions of acrobatics, 2
masterwork thieves’ tools, adventurer’s outfit, detonations of dazzlesphere, 2 potions of flight,
200 gp 2 potions of invisibility, 2 oils of sorcerous guise
Abilities Str 8, Dex 18, Con 12, Int 14, Wis 14,
Serra of the Nightwalkers (CR 8) Cha 10
Human Akashic 1 / Unfettered 4 / Nightwalker 3 SQ member identification, skill memory 1/day
Medium humanoid (+2)
Init +7; Senses Listen +8, Spot +8; size up a foe Other Feats Defensive Roll, Improved Initiative,
Languages Common, Faen, Thieves’ Cant Light Sleeper, Quick Draw, Rapid Reload,
AC 20, touch 15, flat-footed 15; parry (+2 AC) Weapon Finesse, Weapon Focus (hand
hp 42 (8 HD); dying/dead -2/-12 crossbow)B
Fort +3, Ref +10, Will +6 Skills Appraise +7, Bluff +13, Disguise +17,
Spd 30 ft. Escape Artist +17, Innuendo +13, Knowledge
Melee mwk dagger +5/+0 (1d4-1/19-20) or (local) +15, Open Lock +19, Sense Motive +9,
Ranged +1 hand crossbow +11/+6 (1d4+1/19- Sneak +17
20) Possessions combat gear plus 2 masterwork
Base Atk +6; Grp +5 daggers, +1 hand crossbow, 20 bolts, +2
Atk Options Defensive Roll, Rapid Reload, studded leather jack, gloves of dexterity +2, 2
sneak attack (3d6) disguise kits, masterwork thieves’ tools,
Combat Gear 2 potions of acrobatics, 2 adventurer’s outfit, 800 gp
detonations of dazzlesphere, 2 oils of
sorcerous guise
Abilities Str 8, Dex 16, Con 12, Int 14, Wis 14,
Cha 10
SQ member identification, skill memory 1/day
(+2)
TELL IT TO MY AXE - 118
Wyvern (CR 6) Abilities Str 27, Dex 10, Con 19, Int 6, Wis 12,
Large Dragon Cha 9
Init +1; Senses darkvision 60’, low-light vision, Feats Ability Focus, Flyby Attack, MultiattackB,
scent; Listen +13, Spot +16 Skill Application (Listen, Spot), Tough Hide
Languages Draconic Skills Sneak +4, Survival +13
AC 19, touch 10, flat-footed 18 Improved Grab (Ex): To use this ability, a
hp 59 (7 HD); dying/dead -3/-15 wyvern must hit with its talons. It can then
Immune sleep, paralysis attempt to start a grapple as a free action
Fort +7, Ref +6, Will +6 without provoking an attack of opportunity. If it
Spd 20 ft., fly 60 ft. (poor) wins the grapple check, it establishes a hold
Space/Reach 10 feet/5 feet and stings.
Melee sting +10 melee (1d6+4 plus poison), bite
+8 melee (2d8+4), 2 wings +8 melee (1d8+2), 2 Wyvern (CR 10)
talons +8 melee (2d6+4) Gargantuan Dragon
Base Atk +7; Grp +15 Init +0; Senses darkvision 60’, low-light vision,
Atk Options Flyby Attack, improved grab, poison scent; Listen +17, Spot +20
(injury DC 17, 2d6 Con/ 2d6 Con) Languages Draconic
Abilities Str 19, Dex 12, Con 15, Int 6, Wis 12, AC 22, touch 6, flat-footed 22
Cha 9 hp 162 (11 HD); dying/dead -8/-24
Other Feats Ability Focus, Flyby Attack, Immune sleep, paralysis
MultiattackB, Skill Application (Listen, Spot), Fort +14, Ref +7, Will +8
Tough Hide Spd 20 ft., fly 60 ft. (poor)
Skills Sneak +7, Survival +11 Space/Reach 20 feet/15 feet
Improved Grab (Ex): To use this ability, a Melee sting +19 melee (2d6+12 plus poison), bite
wyvern must hit with its talons. It can then +17 melee (4d8+12), 2 wings +17 melee
attempt to start a grapple as a free action (2d8+6), 2 talons +17 melee (4d6+12)
without provoking an attack of opportunity. If it Base Atk +11; Grp +35
wins the grapple check, it establishes a hold Atk Options Flyby Attack, improved grab, poison
and stings. (injury DC 22, 2d6 Con/ 2d6 Con)
Abilities Str 35, Dex 10, Con 24, Int 6, Wis 12,
Wyvern (CR 8) Cha 9
Huge Dragon Feats Ability Focus, Flyby Attack, Multiattack B,
Init +0; Senses darkvision 60’, low-light vision, Skill Application (Listen, Spot), Sturdy, Tough
scent; Listen +15, Spot +18 Hide
Languages Draconic Skills Sneak +2, Survival +15
AC 19, touch 8, flat-footed 19 Improved Grab (Ex): To use this ability, a
hp 94 (9 HD); dying/dead -5/-19 wyvern must hit with its talons. It can then
Immune sleep, paralysis attempt to start a grapple as a free action
Fort +10, Ref +6, Will +7 without provoking an attack of opportunity. If it
Spd 20 ft., fly 60 ft. (poor) wins the grapple check, it establishes a hold
Space/Reach 15 feet/10 feet and stings.
Melee sting +15 melee (1d8+8 plus poison), bite
+13 melee (4d6+8), 2 wings +13 melee
(2d6+4), 2 talons +13 melee (2d8+8)
Base Atk +9; Grp +25
Atk Options Flyby Attack, improved grab, poison
(injury DC 18, 2d6 Con/ 2d6 Con)
TELL IT TO MY AXE - 119
“Runecarved golem” is an applied template you can add to any golem. The runecarved golem uses all the base
creature’s statistics and special abilities except as noted here.
Armor Class: The golem gains a +2 deflection bonus to AC.
Speed: The golem’s base land speed increases by +10 feet.
Runic Strike (Su): The golem’s slam attack is considered to be a magic weapon for the purposes of bypassing
damage reduction and hitting incorporeal creatures. In addition, the golem’s slam attack deals an extra +2d6 points of
force damage on a successful hit.
Runic Spell (Sp): The golem gains one simple spell of up to half its HD (maximum 4th) as a spell-like ability usable
once per day, using half its HD as the caster level. The spell is considered to have the runic template applied, which
requires the spell’s target to modify the saving throw with its Intelligence ability score modifier rather than the
standard ability score. The save DC, if applicable, is equal to 10 + half the golem’s HD.
Saving Throws: The golem gains a +2 resistance bonus to saving throws.
Challenge Rating: As the base golem +2.
TELL IT TO MY AXE - 122
Toman Dragonslayer (CR 10) Abilities Str –, Dex 17, Con –, Int 10, Wis 11,
Undead Champion of Justice 7 Cha 17
Medium undead (incorporeal) SQ sunlight powerlessness, undead type,
Init +3; Senses darkvision 60’; Listen +0, Spot unnatural aura
+10; touch of justice 7/day (Will DC 20; +1 Feats Bonded Item (greatsword), Natural
damage) Swordsman, Power Attack, Weapon Focus
Languages High Sennes (greatsword), Weapon Specialization
AC 18, touch 16, flat-footed 15; +1 against (greatsword)
swords Skills Diplomacy +15, Knowledge (history) +12
hp 61 (7 HD) Possessions Wyrmbane (+2 ghostly dragonbane
Fort +5, Ref +6, Will +5 greatsword), +2 ghostly damage-absorbing
Spd fly 20 ft. (perfect) plate armor
Melee Wyrmbane +12/+7 touch (2d6+8/19-20);
call or imbue weapon 1/day (+1 attack, Toman Dragonslayer (CR 14)
damage; 7 mins) Undead Champion of Justice and Sennes 11
Base Atk +7; Grp – Medium undead (incorporeal)
Atk Options energy drain (DC 16) Init +3; Senses darkvision 60’; Listen +0, Spot
Special Atk blast of castigation 2/day (CL 7) +14; touch of justice 11/day (Will DC 24; +1
Abilities Str –, Dex 17, Con –, Int 10, Wis 11, damage)
Cha 16 Languages High Sennes
SQ sunlight powerlessness, undead type, AC 18, touch 16, flat-footed 15; +1 against
unnatural aura swords
Feats Bonded Item (greatsword), Natural hp 87 (11 HD)
Swordsman, Power Attack, Weapon Focus Fort +7, Ref +8, Will +7
(greatsword), Weapon Specialization Spd fly 20 ft. (perfect)
(greatsword) Melee Wyrmbane +20/+15/+10 touch
Skills Diplomacy +13, Knowledge (history) +10 (2d6+11/17-20); call or imbue weapon 1/day
Possessions Wyrmbane (+1 ghostly dragonbane (+1 attack, damage; 11 mins)
greatsword), +2 ghostly damage-absorbing Base Atk +11; Grp –
plate armor Atk Options energy drain (DC 18), Modify
Combat Style
Toman Dragonslayer (CR 12) Special Atk blast of castigation 3/day (CL 11),
Undead Champion of Justice 9 heartening cry 1/day (+1 attack, saves, checks;
Medium undead (incorporeal) 11 rnds)
Init +3; Senses darkvision 60’; Listen +0, Spot Abilities Str –, Dex 17, Con –, Int 10, Wis 11,
+12; touch of justice 9/day (Will DC 22; +1 Cha 17
damage) SQ strength of place, sunlight powerlessness,
Languages High Sennes undead type, unnatural aura
AC 18, touch 16, flat-footed 15; +1 against Feats Bonded Item (greatsword), Natural
swords Swordsman, Power Attack, Weapon Focus
hp 74 (9 HD) (greatsword), Weapon Specialization
Fort +6, Ref +7, Will +6 (greatsword)
Spd fly 20 ft. (perfect) Skills Diplomacy +17, Knowledge (history) +14
Melee Wyrmbane +16/+11 touch (2d6+9/19-20); Possessions Wyrmbane (+2 ghostly dragonbane
call or imbue weapon 1/day (+1 attack, keen greatsword), +2 ghostly damage-
damage; 9 mins) absorbing plate armor
Base Atk +9; Grp –
Atk Options energy drain (DC 17), Modify
Combat Style
Special Atk blast of castigation 3/day (CL 9),
heartening cry 1/day (+1 attack, saves, checks;
9 rnds)
10-Foot Scale 42
Index
Giant-Killer (magical quality) 38
20-Foot Scale 42 Glamoured (magical quality) 38 Pale Knight, The (NPC) 12, 102
Grathosh The Whiteclaw (NPC) 12, Parry Set Weapon (combat rite) 48
Acquired Honor 53 102 Polyglot (feat) 96
Acrobatic Leap (combat rite) 48 Greater Commanding (magical Power Rituals 34-35
Advisors 106 quality) 37 Price of Transgression, The 36
Affinity with Allies (feat) 74 Greater Overrun (feat) 46
Aid Another 48 Gridless 43 Quick Charge (feat) 46
Amulet of Zeal (magic item) 38 Guarded Charge (combat rite) 48
Arrashi the Boulder (NPC) 25, 112 Guerilla Tactician (feat) 74 Rabid Rebel (feat) 75
Artifactbound (template) 99 Racial Codes (of Honor) 54
Artisans 107 Hand of Justice (spell) 32 Rebel Tactics 71
Ascribed Honor 53 Hard Stop (combat rite) 48 Redmist Keep (chapterhouse) 61
Axe Master (feat) 33 Harsted of Ghostwash March (NPC) Ren-Kao (NPC) 29, 113
Axe of Destruction (spell) 31 10, 100 Riding Tricks 47-48
Axe of the First Knight (artifact) 39 Headband of Right Thinking (magic Rituals 34-36, 75
item) 76 Runecarved (template) 121
Balam (creature) 49 Heir to the Axe (feat) 46 Rusty Skull, The (chapterhouse) 60
Battering Blow (feat) 33 Helias Blacknettle (NPC) 10, 101
Blood Brothers (ritual) 75 Heroic Overdrive 56 Sacrificing (magical quality) 38
Bond with the Land (ritual) 34 Sage of Verdune (NPC) 7, 96
Bonded Mount (feat) 45 Improved Mounted Combat (feat) 46 Scholar (feat) 96
Bond of the Faithful Steed (ritual) 45 Indisputable Fact (spell) 77 Scholars 109-110
Boon Companion (feat) 45 Informants 108 Seize Control (combat rite) 48
Bracelet of Truename Masking Innate Magic (feat) 33 Sense of Place (ritual) 35
(artifact) 39 Innate Power (feat) 33 Shield Mount (combat rite) 48
Broadcast Bracers (magic item) 75 Insurgent (feat) 74 Sir Aniton Golhia (NPC) 10, 100
Brothers-in-Arms (feat) 74 Sir Fanavir Thistlewick (NPC) 63, 114
Knights 104 Sir Redic Pynchar 4, 6, 10
Call Balam (spell) 50 Knight’s Charge (feat) 46 Smashing Blow (feat) 34
Changes to the Tabletop 41-43 Knockdown Rush (combat rite) 48 Spellrider (feat) 46
Clinging Axe 36 Spells 31-33, 50, 76-78
Code of the Axe 5 Lady Taliena Ishor (NPC) 10, 101 Spirited Charge (feat) 46
Codes of Honor 54 Lance Trip (combat rite) 48 Squires 103
Combat Rites 36-37, 48 Lord Protector (prestige class) 15 Squire of the Axe (prestige class) 24
Combat Underground 43 Lords 105-106 Stalwart of Terrakal (prestige class) 25
Commanding (magical quality) 37 Lorekeeper of the Order (prestige class) Stormhold (chapterhouse) 61
17 Storm Steed (creature) 50
Dcanarmssik / “Duck” (NPC) 19, 111 Loresight Feedback (spell) 77 Storm the Gates (spell) 78
Deadly Pass (feat) 45 Sundering (magical quality) 38
Defender (magical quality) 37 Madness of Undeath 12 Suranel (NPC) 15, 110
Demoralize the Masses (spell) 76 Mage Knight (prestige class) 19 Suranoth (NPC) 17, 111
Detonation Glue (item) 75 Magic Items 37-39, 75-76 Surging Attack (feat) 34
Detonation Trigger (item) 75 Mass Combat Scale 42 Swarm of Axes (spell) 32
Durat (NPC) 24, 112 Master of the Axe (prestige class) 22 Sweeping Blow (feat) 34
Might of the Axe (spell) 32
Establishment 67, 69 Mobile (magical quality) 37 Tekas Battlereaver (NPC) 22, 112
Establishment Tactics 70 Terrain Features 44
Exotic Mount (feat) 45 Natural Rider (feat) 46 Terrain Master (feat) 47
Expertise 48 Nisme Winepour (NPC) 27, 113 Trip 48
Eye of the Axe, The (chapterhouse) 61, Non-Detection (magical quality) 38
64 Unilthiet (NPC) 9, 97
Eyes of the Warder (magic item) 76 Oath of Obedience (ritual) 36
Oath of Purpose (ritual) 36 Voice of the People (prestige class) 27
Feats 33-34, 44-47, 74-75, 96 Oath of the Hidden Journey (ritual) 35
Flight 43 Oath Rituals 35-36 Warmage (feat) 34
Oppressors 69 Wheeling Charge (combat rite) 48
Garble (spell) 77 Orlen (NPC) 9, 98 Whisper Geas (spell) 78
Garren Varniran (NPC) 63, 114 Overrun Attack (feat) 47 Witchblade (prestige class) 29
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photographic and other visual or audio in Open Game Content shall retain all rights, title
representations; names and descriptions of and interest in and to that Product Identity.
characters, spells, enchantments, personalities, Designation of Product Identity: The following
teams, personas, likenesses and special abilities; 8. Identification: If you distribute Open Game items are hereby designated as Product Identity in
places, locations, environments, creatures, Content You must clearly indicate which portions accordance with the Open Game License: All
equipment, magical or supernatural abilities or of the work that you are distributing are Open logos, identifying marks, and trade dress,
effects, logos, symbols, or graphic designs; and Game Content. including but not limited to the Blue Devil Games
any other trademark or registered trademark logo, the AEvolutions logo, and the Tell It To My
clearly identified as Product identity by the owner 9. Updating the License: Wizards or its designated Axe logo; all art, maps, and other graphical
of the Product Identity, and which specifically Agents may publish updated versions of this elements not already open content by virtue of
excludes the Open Game Content; (f) License. You may use any authorized version of appearing as Open Game Content previously in
"Trademark" means the logos, names, mark, sign, this License to copy, modify and distribute any other products; all Product Identity of Malhavoc
motto, designs that are used by a Contributor to Open Game Content originally distributed under Press, used with permission (see Notice below).
identify itself or its products or the associated any version of this License.
products contributed to the Open Game License Designation of Open Game Content: All game
by the Contributor (g) "Use", "Used" or "Using" 10 Copy of this License: You MUST include a mechanics, including but not limited to all
means to use, Distribute, copy, edit, format, copy of this License with every copy of the Open prestige classes, spells, feats, combat rites,
modify, translate and otherwise create Derivative Game Content You Distribute. ceremonies, rituals, and creatures.
Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this 11. Use of Contributor Credits: You may not Notice: This work contains the following Product
agreement. market or advertise the Open Game Content using Identity from Monte Cook’s Arcana Evolved: All
the name of any Contributor unless You have place names and geographical locations; the
2. The License: This License applies to any Open written permission from the Contributor to do so. names of all races and classes; all other items
Game Content that contains a notice indicating appearing in Monte Cook’s Arcana Evolved that
that the Open Game Content may only be Used 12 Inability to Comply: If it is impossible for You do not appear in the System Reference Document.
under and in terms of this License. You must affix to comply with any of the terms of this License Permission to use this Product identity has been
such a notice to any Open Game Content that you with respect to some or all of the Open Game granted by independent agreement with the owner
Use. No terms may be added to or subtracted from Content due to statute, judicial order, or of the Product Identity. The use of this Product
this License except as described by the License governmental regulation then You may not Use Identity in Open Game Content does not
itself. No other terms or conditions may be any Open Game Material so affected. constitute a challenge to the ownership of that
applied to any Open Game Content distributed Product Identity. Monte J. Cook retains all rights,
using this License. 13 Termination: This License will terminate title, and interest in and to that Product identity.
automatically if You fail to comply with all terms Any failure in this designation does not cause
3.Offer and Acceptance: By Using the Open herein and fail to cure such breach within 30 days such content to become Open Game Content.
Game Content You indicate Your acceptance of of becoming aware of the breach. All sublicenses
the terms of this License. shall survive the termination of this License.
4. Grant and Consideration: In consideration for 14 Reformation: If any provision of this License
agreeing to use this License, the Contributors is held to be unenforceable, such provision shall
grant You a perpetual, worldwide, royalty-free, be reformed only to the extent necessary to make