By Greg A. Vaughan
Guarding an day trip into the private recesses of a perilous jungle is not any walk in the park. whilst that jungle occurs to be the house of the Gorilla King, the activity is downright lethal! River into Darkness is a desert experience for low-level characters, suitable with the world's preferred myth roleplaying online game, and a part of the GameMastery Module line. GameMastery Modules additionally comprise 4 pre-made characters so avid gamers can bounce correct into the motion and full-color maps and handouts to reinforce play.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
In return, a modest monthly fee is paid to the admiralty by all businesses and permanent residents of the cove. About half of the population of Bloodcove is comprised of the dusky Mwangi peoples—corsairs and traders who have made the western coast of the jungle their home for centuries. The rest of the population is a mix of races and human ethnicities from northern realms that have come in as traders and speculators to grab a share of the riches that the jungles have to offer. 0a The following text is the property of Wizards of the Coast, Inc.
Poison, spells) SQ animal companion (badger), wild empathy Combat Gear antitoxin, potion of cure moderate wounds, potion of pass without trace (2), smokestick, tanglefoot bag; Other Gear backpack, bedroll, cloak of resistance +1, +1 heavy crossbow with 30 bolts, +1 leather armor, mwk greataxe, ration (5), signal whistle, tea pot, 41 gp. Ezren male human Wizard 4 align NG abilities 11 str 9 dex 12 con 17 int 15 wis 9 cha Init +3 speed 30 ft. defense HP 15 AC 11 touch 10, flat-footed 11 offense Melee club +2 (1d6) Ranged light crossbow +1 (1d8/19–20) Spells Prepared (CL 4th, +1 ranged touch): 2nd—bull’s strength, scorching ray, web (DC 15) 1st—alarm, magic missile (2), shield 0—daze (DC 13), detect magic (2), light skills Appraise Concentration Knowledge (arcana) Knowledge (geography) Knowledge (history) Knowledge (the planes) Spellcraft feats +6 +8 +10 +10 +10 +4 +10 Combat Casting, Great Fortitude, Improved Initiative, Scribe Scroll Fort +4, Ref +0, Will +6 Combat Gear alchemist’s fire (2), potion of cure moderate wounds, wand of magic missile (CL 1st, 50 chrgs); Other Gear backpack, bracers of armor +1, cane, dagger, l.