Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction

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1 Table øf Contents INTRODUCTION Sacred Sites 4 CHAPTER ONE Gabriel s Aerie 7 BY CHRIS JONES CHAPTER TWO Summer s Barrow 36 BY RICK NEAL CHAPTER THREE The Necropolis 61 BY JAMES MALISZEWSKI CHAPTER FOUR Retreat of the Warrior Saint 87 BY RICK NEAL APPENDIX Index of D20 Material 111 3

2 Introduction Sacred Sites Not with slow, funereal sound Come we to this sacred ground; But with the trumpets blare And shot-torn battle-banners flung to air, As for a victory! Thomas Bailey Aldrich Whether you re looking for a powerful temple to provide magical healing after a long dungeon crawl, an isolated holy site in which to set your next adventure, a magically fortified lair for your players newest arch-nemesis, or just something to put over top of your lovingly crafted dungeon, Sacred Ground is for you. Sacred Ground is a D20 System sourcebook that details four sacred sites for your fantasy roleplaying game. Described in full are holy locations dedicated to gods of combat, the winds, summer, and the undead. Each site includes complete maps and illustrations of the location, along with magical and mundane protections that will make any would-be intruder quake. But Sacred Ground goes beyond the walls of these unique places; the personalities behind the sites are vividly depicted for each location. Dangerous intrigues, elaborate plays for power, and inscrutable secrets are sure to enthrall your players even after they ve explored the site s hidden recesses. Like all Penumbra D20 products, Sacred Ground gives you material that s adaptable to any fantasy campaign, whether it s a published setting or a world that you ve created. You can use these locations straight out of the book at a moment s notice, or make them a foundation for holy places of your own design. Either way, Sacred Ground promises to enhance your next game session with mystical sites designed to captivate every player s imagination! The Sites The four sites included in this book cover a variety of designs and types. Each was created by a distinct group with its own goals and motivations and harbors secrets and dangers unique to itself. Gabriel s Aerie Floating high above the earth, the Aerie is, to all appearances, an airborne island of tranquility and peace held aloft by unfathomable magic. The island is covered in wild growth and inhabited by all manner of strange and exotic winged creatures, including priests who spend their time soaring like birds on cunningly crafted wings. This paradise isn t as serene as it seems, however. The frequent raids of rocrider warriors threaten everyone s safety, and Melodious Whisper, the elemental lord who lives inside the wind farm dangling from the Aerie s lowest groundside peak, plots to depose Gabriel. Summer s Barrow The myths of the death of the Summer God in autumn and his resurrection in spring are true. The location of the tomb is kept secret from the general populace for the god s safety, but the religion s clergy and the most devout of the god s faithful travel to Summer s Barrow on pilgrimage during the winter months. And when necessary, a Sacrifice is sent into the Underworld at midwinter to find the god and guide him back to the world of the living. 4

3 The Necropolis On an island that was the site of a necromantic disaster, a five-story ziggurat rises from the barren ground. Known to outsiders simply as the Necropolis, this temple is dedicated to the Judge of the Dead, who claims dominion over all souls and sees them to their final resting places. This god s monks simultaneously oppose the unlawful reanimation or resurrection of the dead and assist in bringing back those whose time has not yet come, while eliminating the undead that still arise on the island. Retreat of the Warrior Saint The followers of the Warrior Saint once led the common people against their oppressor and now run a renowned martial arts school, training any who will learn in unarmed combat and the use of peasant tools as weapons. They view themselves as the protectors of the commoners in the realm, and maintain a widespread information network that allows them keep close tabs on the various nobles and rulers of the domain, watching for the signs that they are needed to step in and remove another tyrant. For now, they re content to wait, watching for signs that it is time to once again fulfill their holy mission. Section Layout Each holy site is described using the headers below for easy reference. The index in the back of the book also lists all of the NPCs given in this book, as well as the new D20 System material, for quick referral. At A Glance This section provides a summary of the site s history, purpose, and inner conflicts. It discusses the group that built it, and describes a few of the characters inhabiting it, as well as their basic goals and motivations. Placement The Placement section discusses the locations where the site is best located in your campaign world. This section usually gives choices designed to adapt the site into your campaign with minimal effort, and talks about changes that might help the site fit in realistically. Characters Here you can find statistics and descriptions for the site s most influential characters, and for typical inhabitants. This section describes their personality traits, motivations, goals, and their potential interactions with other NPCs and the player characters. The larger politics Open Game Content This book, like the rest of the Penumbra line of D20 System supplements, is published under the Open Game License. We hereby identify as Open Game Content any text that is preceded by the dragon icon, as shown here. Artwork and text not designated by a dragon icon is not Open Game Content, and may not be reproduced without the publisher s or artist s express permission. If you re not a publisher, don t worry about this; you may still find it handy to note that the dragon icon usually points to rules details. If you are curious about Open Gaming, which allows publishers to reproduce and modify each others Open Game Content, we encourage you to visit on the web. 5

4 and tensions involved in the situation are many times outlined in this section, as well. The Site This is the bulk of the entry, where the physical description of the site is given room by room. Detailed accounts are included here of the site s layout, traps, hazards, magical protections, design features, magic items, treasure, and all the crunchy bits that make the site what it is. Scenes This adventure seed section contains ideas for ways PCs can become involved with the site. This includes hooks for getting the characters to the site and suggestions for involving them in the internal machinations of its inhabitants, as well as larger plotlines that can involve your players. Alternate Versions Finally, we give some ideas for modifying the site so that it can play a different role in your campaign. The personalities and goals of the site s inhabitants might change drastically, or the site itself might be transformed. What if the residents are really the evil minions of some dark god, for instance, and not the kindly caretakers they would have the PCs think them? Maybe they re hiding a deeper agenda that only the player characters can discover. These are the kinds of variations that are suggested in this last section. In the actual book, this map is just one half of a two-page spread! 6

5 Sacred Grøund Now Available The popular series of campaign sites sourcebooks that began with Seven Strongholds and Seven Cities continues! Expand your campaign with four new religious locations complete with NPCs, deities, maps, magic and more! To get your copy of Sacred Ground, visit your local retailer. Print out this sheet and take it with you for ordering purposes. Stock Number: AG3221 : ISBN: pages : Laminated Softcover Price: $19.95 This free preview is published under the terms of the Open Game License (below). Open text is that identified in the parchmment-colored box on page 5, plus the Open Game License itself. Other text, illustrations and design elements in this book may not be reproduced without the publisher s express permission. d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Trademark License. A copy of this license can be found at Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, used with permission. Atlas Games PO Box Roseville, MN info@atlas-games.com Penumbra is a trademark of Trident, Inc. d/b/a Atlas Games. Atlas Games and Charting New Realms of Imagionation are trademarks of John Nephew, used under license. The Atlas Games logo is a trademark of John Nephew and Trident, Inc. d/b/a Atlas Games. Copyright 2003 Trident, Inc. d/b/a Atlas Games. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must Open Game License Version 1.0a affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPY- RIGHT 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. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2001, Wizards of the Coast, Inc. D20 System Rules & Content Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by Dave Arneson and E. Gary Gygax. Introduction to Sacred Ground, an excerpt from Sacred Ground, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Michelle Nephew. Requires the use of the Dungeons & Dragons Player s Handbook, Third Edition, published by Wizards of the Coast.

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