TEXT: Part Six
  Part Six
  Yugman’s Guide to Ghelspad
  Yugman’s Guide to Ghelspad
  
  Yugman’s Guide to Ghelspad
  2
  Credits
  Developer: Travis Legge 
  Authors: Chris Bissette, Oliver Clegg, Celeste Conowitch, Beatriz 
  T. Dias, Lewis Harris, Jeremy Hochhalter, Megan Mackie, Jessica 
  Ross, Christopher Walz 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Shen Fei
  Interior Art: Brian Leblanc, Bryan Syme, Michele Giorgi, 
  Aaron Riley, Claudio Pozas
  Creative Director: Richard Thomas
  Special Thanks
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Scott Holden for indispensable wisdom, insight, and math.
   
  Yugman’s Guide to Ghelspad is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way 
  constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are 
  trademarks of Onyx Path.
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Yugman’s Guide to Ghelspad is done under Version 1.0a of the Open Gaming License, and the System Reference 
  Document, by permission from Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
  of the Open Game License, version 1.0: Scarred Lands, Spiragos, all proper nouns, capitalized terms, artwork, maps, symbols, lore, 
  depictions, and illustrations, except such elements that already appear in the System Reference Document or have been released as Open Content.
  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  and organizations, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission. 
  Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 2000 Wizards 
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  COPYRIGHT NOTICE “YUGMAN’S GUIDE TO GHELSPAD” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
  www.theonyxpath.com
  
  Table of Contents
  3
  Table of ConTenTs
  Note One: Classes  
   
   
  4
  Ranger 
   
   
   
   
  4
  Hornsaw Sentinel 
   
   
  4
  Hornsaw Magic  
   
   
  4
  Hornsaw Blade 
   
   
   
  5
  Hornsaw Companion 
   
   
  5
  Exceptional Training 
   
   
  5
  Blood of the Hornsaw 
   
   
  5
  Wounded Fury 
   
   
   
  5
  Horn 
   
   
   
   
  5
  Charge 
   
   
   
   
  5
   
  Juvenile Hornsaw 
   
   
  5
  Bounty Hunter  
   
   
  6
  Hunter’s Craft 
   
   
   
  6
  Hunt Quarry 
   
   
   
  6
  Pulse of the Relentless 
   
   
  6
  Ambush Master 
   
   
   
  6
  Nemesis  
   
   
   
  6
  Note Two: New Spells 
   
  7
  Armor of Brambles 
   
   
  7
  Clear Sight 
   
   
   
  7
  Sethris’ Potency 
   
   
   
  7
  Sunspear  
   
   
   
  7
  Weapon of Nature 
   
   
  7
  New Spell List 
   
   
   
  8
  True Rituals 
   
   
   
  9
  Awaken the Forest  
   
   
  9
  Ban of Mesos 
   
   
   
  10
  Marriage  
   
   
   
  10
  Perfect Plague 
   
   
   
  11
  Rites of the Seasons 
   
   
  12
  Topsy-Turvy  
   
   
   
  13
  Village of the Damned 
   
   
  13
  Note Three: Magic Items 
   
  14
  Castaway’s Jacket  
   
   
  14
  Cloak of the Sondra 
   
   
  14
  Forging Shard 
   
   
   
  14
  Hidden Compartment 
   
   
  14
  Intelligent Rope 
   
   
   
  14
  Portable Window  
   
   
  14
  Predator Staff 
   
   
   
  15
  Sail of the Explorer 
   
   
  15
  
  Yugman’s Guide to Ghelspad
  4
  noTe one: Classes 
  noTe one: Classes 
  T
  his list of class archetypes expands on those presented in chapter three of the Scarred Lands Player’s Guide (SLPG). 
  RangeR
  I
  n the wake of the Divine War, much of Ghelspad is wild 
  and untamed. Rangers excel at navigating these wilds and 
  the unique threats that reside therein.
  HoRnsaw senTinel
  The Hornsaw sentinels are wicked rangers who guard the 
  Hornsaw as fervently as their previous incarnation guarded 
  the Broadreach. They will gladly give their lives to prevent 
  anyone from changing the Hornsaw; they believe that the 
  “taint” was actually the vast forest’s true destiny, unlocked 
  by the touch of Mormo. Though they rarely worship Mormo 
  per se, many certainly do ally themselves with her servants.
  HoRnsaw MagiC
  Beginning at 3rd level, you learn an additional spell when 
  you reach certain levels in this class, as shown on the table 
  below. The spell counts as a ranger spell for you but does 
  not count against the number of ranger spells you know.
  LEVEL
  SPELL
  3
  expeditious retreat
  5
  enhance ability
  9
  Sethris’ potency*
  13
  hallucinatory terrain
  17
  cloudkill
  *see Note Two: New Spells
  
  Classes
  5
  HoRnsaw blade
  At 3rd level, you are led to a site where Hornsaw unicorns 
  have fallen and guided through the sacred process of har-
  vesting two of their curved, serrated horns for the purpose 
  of crafting Hornsaw blade scimitars. This process makes the 
  horn as hard as the finest steel. Your blade is considered a 
  natural weapon regarding the magic fang spell. After you 
  gain your companion at 7th level, when you cast magic fang 
  targeting yourself you can also affect your beast companion 
  with the spell if the beast is within 60 feet of you.
  HoRnsaw CoMpanion
  At 7th level, you gain a particularly intelligent but willful 
  juvenile hornsaw as a companion. Though it will occasionally 
  permit you to ride it, the beast is not a mount. The hornsaw 
  accompanies you on your adventures and is trained to fight 
  alongside you. Like any creature, it can spend Hit Dice during 
  a short rest to regain hit points.
  The hornsaw obeys your commands as best it can and takes 
  its turn on your initiative. On your turn, you can verbally 
  command the beast where to move (no action required by 
  you). You can use your action to verbally command it to 
  take the Attack, Dash, Disengage, or Help action. If you 
  don’t issue a command, the beast takes the Dodge action. 
  Once you have the Extra Attack feature, you can make one 
  weapon attack yourself when you command the hornsaw 
  to take the Attack action.
  If you are incapacitated or absent, the hornsaw acts on its 
  own, focusing on protecting you and itself. The beast never 
  requires your command to use its reaction, such as when 
  making an opportunity attack.
  While traveling through your favored terrain with only the 
  hornsaw, you can move stealthily at a normal pace.
  If the hornsaw dies, you can obtain a new companion by 
  spending 8 hours magically bonding with a juvenile hornsaw 
  that isn’t hostile to you and that meets the requirements.
  exCepTional TRaining
  Beginning at 11th level, when you command your hornsaw 
  companion to take the Attack action, the hornsaw can make 
  two attacks, or it can take the Multiattack action. On any of 
  your turns when your hornsaw companion doesn’t attack, 
  you can use a bonus action to command the hornsaw to take 
  the Dash, Disengage, or Help action on its turn.
  blood of THe HoRnsaw
  When you reach 15th level, your juvenile hornsaw matures 
  to an adult and begins using the hornsaw statistics (see 
  Creature Collection p. 107). As this occurs, you gain the 
  ability to call upon the power of Mormo’s dark forest and 
  gain some of the characteristics of a hornsaw. The effect lasts 
  for one hour. Once you use this feature in this way, you may 
  not do so again until you complete a long rest.
  wounded fuRy
  When you have 35 hit points or fewer, you have advantage 
  on attack rolls. In addition, you deal an extra 2d6 damage 
  with your melee attacks.
  HoRn
  You grow a large, serrated magic horn from the center 
  of your forehead. You are proficient with the horn, which 
  deals 2d8 slashing damage.
  CHaRge
  If you move at least 20 feet straight toward a target and 
  hit it with a horn attack on the same turn, you deal an extra 
  2d8 slashing damage. The target must succeed on a DC 16 
  Strength saving throw or be knocked prone.
  Juvenile HoRnsaw
  Medium beast (titanspawn), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  17 (+3)
  9 (-1)
  17 (+3)
  12 (+1)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan, Titan Speech (can’t speak)
  Challenge 4 (1,100 XP)
  Charge. If the juvenile hornsaw moves at least 20 feet 
  straight toward a target and then hits it with a horn attack 
  on the same turn, the target takes an extra 5 (1d8) slash-
  ing damage. If the target is a creature, it must succeed on 
  a DC 12 Strength saving throw or be knocked prone.
  Magic Resistance. The juvenile hornsaw has advan-
  tage on saving throws against spells and other magical 
  effects.
  Magic Weapons. The juvenile hornsaw’s weapon 
  attacks are magical.
  Wounded Fury. When it has 35 hit points or fewer, the 
  juvenile hornsaw has advantage on attack rolls. In addi-
  tion, it deals an extra 7 (2d6) damage to any target it hits 
  with a melee attack.
  Actions
  Multiattack. The juvenile hornsaw makes three attacks: 
  one with its hooves, one with its bite, and one with its 
  horn.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 3) piercing damage.
  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage.
  
  Yugman’s Guide to Ghelspad
  6
  bounTy HunTeR
  B
  ounty hunters are known to the agents of law nearly 
  everywhere, from Hedrad to the tribes of Albadia, and 
  even among the disciplined military of Vesh. Every nation — 
  civilized or uncivilized, free or despotic — possesses some of 
  these resourceful individuals. The vast tracts of wilderness 
  that often separate a fugitive from their justice often require 
  a skilled ranger in order to navigate. 
  HunTeR’s CRafT
  At 3rd level you gain proficiency with thieves’ tools.
  HunT QuaRRy
  At 3rd level, if you spend at least one hour studying 
  any history of your quarry (such as legal records, or 
  eyewitness reports) or simply observing the indi-
  vidual in question, you gain advantage on attack 
  rolls made against the target. In addition, you may 
  treat the target as a favored enemy with regard 
  to Ability checks you make related to tracking 
  or recalling information related to your target.
  You may only use this ability on one target at 
  a time.
  pulse of 
  THe RelenTless
  At 7th level, you develop an almost 
  supernatural ability to sense and track your 
  prey. You may use this ability to cast locate 
  creature without the need for components 
  and without expending a spell slot. Once 
  you have used this ability you may not do 
  so again until you complete a long rest.
  When you reach 11th level you may 
  use this ability twice between long rests. 
  At 15th level, you may use this ability 
  three times between long rests.
  aMbusH MasTeR
  Starting at 11th level, you excel 
  at leading ambushes and acting first 
  in a fight.
  You have advantage on initiative 
  rolls. In addition, the first creature you 
  hit during the first round of a combat 
  becomes easier for you and others to strike; 
  attack rolls against that target have advantage 
  until you hit another creature, the creature is reduced 
  to 0 hp, or you are reduced to 0 hp.
  neMesis
  You emanate an aura of fear for the mark you have studied 
  with Hunt Quarry. When within 30 feet of you, 
  the mark must make a Wisdom saving throw 
  against your ranger spell save DC.
  On a failed save, the creature is fright-
  ened of you until the start of its next 
  turn.
  This saving throw occurs every 
  turn the mark is within 30 feet of 
  you. If the mark does enough 
  damage to you to reduce you 
  to half your maximum hit 
  points, the aura’s effect ends.
  
  Spells
  7
  noTe Two: new spells
  noTe Two: new spells
  The following expand on those presented in chapter six 
  of the Scarred Lands Player’s Guide (SLPG).
  aRMoR of bRaMbles
  3rd-level conjuration
  The target becomes encased in thick twisting armor that 
  deals damage to attackers.
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a handful of thorns)
  Duration: Concentration, up to 1 hour
  You touch a willing creature. Until the spell ends, the 
  target’s skin has a spiked, bark-like appearance, and the 
  target’s AC can’t be less than 16, regardless of what kind 
  of armor it is wearing. If a creature hits the target with a 
  melee attack while they have this armor, the attacker takes 
  2d6 piercing damage.
  CleaR sigHT
  3rd-level divination
  Archer units in the Ledean Empire used to always require 
  one of their casters to prepare this spell. This made the 
  units deadly no matter the weather. Now it’s popular across 
  Ghelspad, used mostly by hunters wishing to not miss their 
  mark while remaining hidden from sight.
  Casting time: 1 action
  Range: Touch
  Components: V, S, M (a dried eagle’s or squid’s eye)
  Duration: Concentration, up to 1 hour
  The target can see through fog, foliage and similar ob-
  structions. It eliminates penalties due to areas being lightly 
  or heavily obscured. It does not help against all forms of 
  concealment — blur, blindness, and darkness still provide con-
  cealment. It has no effect on obstacles — cover penalties 
  apply normally.
  seTHRis’ poTenCy
  3rd-level transmutation
  Use to ensure your poison really gets the job done.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 hour 
  This spell increases the save DC for a poison by 1d4 + 
  your proficiency bonus.
  After one hour, the poison’s save DC returns to its nor-
  mal value.
  sunspeaR
  2nd-level evocation
  Summon a spear of light that heals allies or inflicts blinding 
  damage upon your foes.
  Casting time: 1 action
  Range: 60 feet 
  Components: V, S
  Duration: 1 minute
  This spell creates a glowing spear of white positive energy 
  in your hand, which sheds bright light for 10 feet and dim 
  light for an additional 10 feet. While you hold the spear, 
  you have disadvantage on Dexterity (Stealth) checks. As a 
  bonus action on your turn, you may make a ranged spell 
  attack using the spear which targets an ally or enemy. 
  On a successful ranged spell attack against an enemy, the 
  target takes radiant damage equal to 2d4 + your spellcasting 
  ability modifier and must succeed on a Constitution saving 
  throw or become blinded until the end of their next turn.
  On a successful ranged spell attack against an ally, the 
  target regains hit points equal to 2d4 + your spellcasting 
  ability modifier. If the target is healed beyond its hit point 
  total, those points remain as temporary hit points.
  Once the spear is used to inflict damage or to heal, it 
  disappears. 
  At Higher Levels. When this spell is cast using a spell 
  slot of 3rd level or higher the healing or damage increases 
  by 2d4 for each slot level above 2nd.
  weapon of naTuRe
  4th-level transmutation
  Those devoted to Denev have learned to harness the 
  power of nature itself, channeling it and empowering their 
  weapons for devastating effects.
  Casting time: 1 action
  Range: Touch
  Components: V, S, M (a melee weapon you touch)
  Duration: Concentration, up to 1 minute
  Touching a weapon, you bless it with Denev’s power. The 
  weapon gains a +1 bonus to attack and damage rolls, and 
  gains one of the following elemental boons:
  • Landslide: Empowered by the energies of Scarn’s 
  mountains and canyons, the weapon deals an extra 
  1d6 thunder damage on a hit. The target must succeed 
  on a Constitution saving throw or be stunned until 
  the end of its next turn.
  
  Yugman’s Guide to Ghelspad
  8
  • Might of Oaks: The deep forests of Scarn imbue 
  the weapon, causing it to inflict an additional 1d6 
  damage (type determined by the weapon) on a hit. 
  The target must succeed on a Dexterity saving throw 
  or become entangled by plants that sprout from its 
  wound, restraining it until the end of its next turn.
  • Putrefaction: Drawing power from Scarn’s many 
  swamps, the weapon deals an extra 1d6 acid damage 
  on a hit. The target must succeed on a Constitution 
  saving throw or be poisoned until the end of its next 
  turn.
  • Sirocco: Imbued with the power of Scarn’s deserts, 
  the weapon deals an extra 1d6 fire damage on a hit. 
  The target must succeed on a Constitution saving 
  throw or gain a level of exhaustion.
  • Storm of Rage: The weapon draws upon fierce storms 
  that rage and thunder across the plains of Scarn, 
  causing it to deal an extra 1d6 lightning damage on a 
  hit. The target must succeed on a Constitution saving 
  throw or be knocked prone and become deafened 
  for 1 minute.
  • Wasteland: The corrupted wastelands of Scarn send 
  their rage to imbue the weapon, which deals an extra 
  1d6 necrotic damage. The target must succeed on a 
  Constitution saving throw or have its maximum hit 
  points reduced by the amount of damage taken. The 
  creature’s maximum hit points return to normal after 
  a Long rest.
  • Wintry Blast: The frozen mountains and the ice fields 
  of the north empower the weapon, which deals an 
  extra 1d6 cold damage. The target must succeed on 
  a Constitution saving throw or be paralyzed from the 
  cold until the end of their next turn.
  You may choose the weapon’s effect. If you choose an 
  effect for an environment other than the one you are in, 
  you must make a DC 10 Constitution saving throw each 
  turn you maintain the effect, or your concentration breaks, 
  ending the spell.
  NEW SPELL LIST
  BARD SPELLS
  CANTRIPS
  Chameleon Skin‡
  Dowsing‡
  1ST LEVEL
  Dead Man’s Eyes‡
  Ever Scent*
  Gloom
  2ND LEVEL
  Serpent’s Stare†*
  4TH LEVEL
  Inquisition†
  6TH LEVEL
  Declaration of Death‡
  CLERIC SPELLS
  1ST LEVEL
  Constrictor Staff†
  Enkili’s Luck‡
  Gloom
  2ND LEVEL
  Enkili’s Prank‡
  Sunspear
  3RD LEVEL
  Commander of Death‡
  Corpse Bomb‡
  Fountain of Blood‡
  Tattoo Item*
  4TH LEVEL
  Escape the Bonds of Flesh‡
  DRUID SPELLS
  1ST LEVEL
  Buoyancy Net‡
  Constrictor Staff†
  Magic Fang†
  2ND LEVEL
  Bite of the Habu†
  Serpents’ Stare†*
  3RD LEVEL
  Armor of Brambles
  Bite of the Krait†
  Call Aquatic Beast*
  Clear Sight
  Sethris’ Potency
  4TH LEVEL
  Bite of the Mamba†
  Bone Spikes‡
  Weapon of Nature
  5TH LEVEL
  Bite of the Cobra†
  Mormo’s Serpent Hands†
  PALADIN SPELLS
  2ND LEVEL
  Sunspear
  RANGER SPELLS
  1ST LEVEL
  Magic Fang†
  2ND LEVEL
  Sethris’ Potency†
  3RD LEVEL
  Armor of Brambles
  Call Aquatic Beast*
  Clear Sight
  4TH LEVEL
  Weapon of Nature
  
  Spells
  9
  TRue RiTuals
  S
  ome of the greatest and most awful magic in the Scarred 
  Lands, the following True Rituals are some of the rarer 
  and more closely guarded secrets of the current times. (For 
  more information on True Rituals and how they work, see 
  Scarred Lands Player’s Guide, p. 145)
  awaken THe foResT 
  9th-level enchantment (druidic, true ritual)
  Awaken the forest, also known as ‘Denev’s cleansing,’ is 
  a call to bring forth the spirits of the forest to defend itself. 
  Those who walk through the forest unwelcome first sense the 
  unnatural quiet as the forest animals and birds scurry away, 
  followed by the tiny whispers of the trees. Branches seem 
  to grab, roots rise up to trip feet, and a feeling of menacing 
  intent drills into the trespassers. And then the forest attacks. 
  Casting Time: 6 hours per square mile of forest 
  Range: Touch (up to 5 square miles of forest)
  Components: V, S, M (offering of a magical object or 
  scroll, a seed from the forest, and a druidic altar to the forest)
  Duration: 1 day
  In order to summon the spirits of the forest, the threat 
  must have done harm to the forest or the natural order 
  within. That includes but is not limited to cutting down 
  a living tree without replanting, damaging the ground in a 
  forest, killing an animal or forest person for sport, casting 
  necromancy spells or being undead, starting a forest fire, 
  polluting, etc. If these conditions are not met, the spell fails 
  and all components are lost. This ritual requires at least six 
  casters or two proxies per caster, unless the primary caster 
  is a druid, in which case it can be performed with half as 
  many casters or proxies. 
  SORCERER SPELLS
  CANTRIPS
  Chameleon Skin‡
  Cold Snap‡
  Dowsing‡
  1ST LEVEL
  Buoyancy Net‡
  Dead Man’s Eyes‡
  Enkili’s Luck‡
  2ND LEVEL
  Armor of Undeath‡
  Bloodstorm‡
  Enkili’s Prank‡
  3RD LEVEL
  Commander of Death‡
  Clear Sight
  Fountain of Blood‡
  4TH LEVEL
  Bone Spikes‡
  Burning Sails‡
  Escape the Bonds of Flesh‡
  5TH LEVEL
  Affliction‡
  Feren’s Essential Exclusion‡
  Feren’s Zone of Purity‡
  Mormo’s Serpent Hands†
  6TH LEVEL
  Declaration of Death‡
  WARLOCK SPELLS
  CANTRIPS
  Chameleon Skin‡
  1ST LEVEL
  Gloom
  2ND LEVEL
  Bloodstorm‡
  4TH LEVEL
  Escape the Bonds of Flesh‡
  6TH LEVEL
  Declaration of Death‡
  WIZARD SPELLS
  CANTRIPS
  Cobwebs‡
  Cold Snap‡
  Dowsing‡
  1ST LEVEL
  Buoyancy Net‡
  Dead Man’s Eyes‡
  Enkili’s Luck‡
  Ever Scent*
  Gloom
  2ND LEVEL
  Armor of Undeath‡
  Bloodstorm‡
  Enkili’s Prank‡
  3RD LEVEL
  Clear Sight
  Commander of Death‡
  Corpse Bomb‡
  Fountain of Blood‡
  Ghostdweomer*
  Steal Sleep‡
  Tattoo Item*
  4TH LEVEL
  Bone Spikes‡
  Burning Sails‡
  Escape the Bonds of Flesh‡
  Inquisition†
  5TH LEVEL
  Affliction‡
  Feren’s Essential Exclusion‡
  Feren’s Zone of Purity‡
  Mormo’s Serpent Hands†
  6TH LEVEL
  Declaration of Death‡
  †see Yugman’s Guide to 
  Ghelspad pt. 1
  *see Yugman’s Guide to 
  Ghelspad pt. 2
  ‡see Yugman’s Guide to 
  Ghelspad pt. 3
  
  Yugman’s Guide to Ghelspad
  10
  Once performed, this ritual creates the effects of an en-
  tangle spell throughout the forest undergrowth. Those who 
  walk through the undergrowth who are not the primary 
  caster, secondary casters or proxies who performed the ritual 
  make saving throws to resist this effect at disadvantage. The 
  ritual also creates an insect plague effect in an attempt to 
  drive the intruders out. Every minute that intruders remain 
  in the forest, 1 treant and 2 shambling mounds (SRD p. 
  351 and 345, respectively) animate, immediately attacking 
  the violators. These plant creatures are not affected by the 
  entangle or insect plague effects. When all intruders are 
  neutralized, the spell ends even if the duration has not yet 
  expired. Those who participate in this true ritual are one 
  with the forest and gain a 10 foot increase to Speed, advan-
  tage on Dexterity (Acrobatics) checks, and are immune to 
  the effects of the associated entangle and insect plague for 
  the duration.
  ban of Mesos
  8th-level transmutation (arcane, true ritual)
  This ritual was created by Mesos, the titan of magic, who 
  used it to strip Enkili of their divine powers, denying them 
  access to their followers. Such a heinous act precipitated the 
  Divine War. That act became the inspiration for this True 
  Ritual, refined by the Cult of Mesos. It was primarily used 
  to strip sorcerers and other magic users of their magic to 
  get revenge on those who betrayed their master by joining 
  the divine races against the Titans. Because of its potency, 
  this ritual is a closely guarded secret held by only a few 
  upper level members of the Cult known as ‘the 13.’ A 
  weaker, more common version of the ritual called censure 
  of Mesos is derived from this one and it is traditional, but 
  not a requirement, that those wishing to be inducted into 
  ’the 13’ must have first cast Censure successfully as the 
  primary spellcaster. 
  Please note, as terrible as is the fate of those upon whom 
  this ritual is used, it does not strip them of their power 
  permanently. For only one whole, excruciating year is all 
  magic denied them. Yet, this true ritual is regarded as a death 
  sentence, since most who fall victim to it die before the year 
  is up, whether by their own hand or by an enemy’s taking 
  advantage of their weakness. The few who survive the year 
  are restored to their previous magical potency.
  Casting Time: 6 hours
  Range: Touch
  Components: V, S, M (a symbol of the target’s magic, the 
  last breath of a sentient being, and the target bound with 
  metal from an object that was once magical)
  Duration: 1 year
  This ritual strips the target of all ability to use magic or 
  use magical items, including potions, for one year. Any class 
  abilities that allow them to use magic cease to function 
  for that year. During the year, the target is free to choose 
  another non-magic base class as a multi-class; all new levels 
  are invested into the new class. After the year is over and 
  their powers return, they may continue as a multi-class. It 
  also means all magic, advantageous or disadvantageous, has 
  no effect on the target for the duration of the year. 
  Place of Power: Eye of Mesos
  There is a place of power that the cult of Mesos prefer to 
  use to invoke this ritual. It sits in the middle of a ring of 
  naturally occurring nullification, where all magical power is 
  dampened while the practitioners pass through it. No one 
  knows why this ring exists, but it is believed that one must 
  understand the gravity of what they are attempting before 
  invoking it upon another. By contrast, the inner space of 
  the Eye has the effect of amplifying magic one level stronger. 
  Those performing the ritual within this place of power may 
  spend one higher level spell slot than their current highest 
  level and suffer one level less of exhaustion.
  MaRRiage
  1st-level divination (divine, true ritual)
  While many religions have their own marriage ceremony, 
  they all include the same true ritual that seals the marriage 
  and blesses it. In the days long before the Divine War, this 
  true ritual was a gift to the divine races from Corean the 
  Champion and Madriel the Redeemer in an effort to bring 
  hope and cultural order to a savage and unpredictable world.
  Casting Time: 15 minutes 
  Range: Parties to be married and officiants within a 10-
  foot radius 
  Components: V, S, M (bound hands of the participants, 
  chosen symbol of union, and three prepared vows)
  Duration: Instantaneous
  Marriage is a spiritual bond of love and companionship 
  that goes beyond friendship and camaraderie. This ritual 
  is not taken lightly, whether it is between two people or 
  amongst a dozen. The ritual itself takes 15 minutes, but 
  the rest of the ceremony can take as long as the participants 
  want and can afford. Whenever the persons united in this 
  ritual take an action for the direct benefit or protection of 
  the other or others, they gain advantage on that roll. The 
  blessing from this ritual is broken and lost if the marriage is 
  broken or if either or any in the union take a direct action 
  that is harmful to or attacks the other or others. The ritual 
  weakens if any of the three required vows are broken, in 
  which case the effect granting advantage fails one in every 
  three times. If two vows are violated the rate of failure be-
  comes fifty percent, and the blessing dissolves completely 
  if all three vows are broken. At this point the marriage is 
  considered over. Once a year, or if there is a reconciliation, 
  the ritual can be renewed. The renewal ritual is basically the 
  
  Spells
  11
  marriage ritual, but can be performed by a single practitioner 
  versus the usual minimum three. The marriage ritual can 
  be performed amongst as many willing people as desired. If 
  all parties desire to add another member to their marriage 
  the renewal ritual may be performed at any time to include 
  the new member, but the year-long interval for renewing the 
  marriage is measured from the initial union’s start date. For 
  example, if a third person joins in the union nine months 
  after the original marriage ritual, all three members must 
  renew the marriage ritual seven months hence, as a year on 
  Scarn lasts 16 months.
  peRfeCT plague
  5th-level transmutation (divine, druidic, true ritual)
  Like most of the truly powerful, world shattering true 
  rituals, perfect plague was created during the Divine War. 
  Vangal, as the Father of Plague, would bring devastation to 
  the lands in the form of diseases that could vanquish whole 
  armies. His followers sought to imitate these great feats 
  and created the perfect plague. Much like the village of the 
  damned ritual, simply having knowledge of this plague is 
  grounds for summary execution.
  Casting Time: 6 hours (non-consecutive)
  Range: 100-foot radius
  Components: V, S, M (one diseased person per caster, the 
  light of the setting or rising sun, and the contagion spell)
  Duration: 10 days
  To create the perfect plague, there must be six practitioners 
  who all know how to invoke contagion or have contagion 
  invoked upon them if they are a proxy. The ritual also hap-
  pens in two parts, each part needing to take place during one 
  dawn or one twilight, when the sun’s power is in transition. 
  The ritual can be started with either, but the ritual fails if 
  it takes more than 24 hours to complete. Once this ritual 
  is completed, the plague affects every creature within 100 
  feet of the primary caster as per the contagion spell. This 
  includes constructs and other creatures that are normally 
  
  Yugman’s Guide to Ghelspad
  12
  immune to disease, except these get advantage on their saving 
  throws. The contagion can be cured as normal, except that 
  it reactivates every day for 10 days, and the saving throws 
  must be made again.
  RiTes of THe seasons
  4th-level transmutation (druidic, true ritual)
  As the seasons turn in the Scarred Lands, one of the sacred 
  duties of the druids is to observe the rites that welcome in 
  each stage of the natural cycle of life. There is a ceremony 
  for each season to be celebrated at the vernal equinox for 
  spring, summer solstice for summer, autumnal equinox for 
  fall, and winter solstice for winter. Each season grants a 
  blessing on the participants and has its own requirements 
  for completion. All rites of the seasons require a minimum 
  of 5 participants to be invoked.
  Rites of Spring
  Casting Time: 1 day 
  Range: Within 50 feet of the primary caster
  Components: V, S, M (offering of gold, incense, food 
  and drink to the god of the druids conducting the ritual)
  Duration: Until the summer solstice
  All creatures who participate in this true ritual may add 
  half their proficiency bonus, rounded down, to all saving 
  throws, including saving throws that already receive their 
  proficiency bonus. Also, during this season, the participants 
  are granted a boon that allows them to call upon the earth 
  to cast entangle three times. This boon lasts only until the 
  summer solstice. Furthermore, the countryside within two 
  miles of the ritual benefits from the enrichment aspect of 
  the plant growth spell over the course of the next year.
  Rite of Summer
  Casting Time: 1 day 
  Range: Within 50 feet of the primary caster
  Components: V, S, M (offering of gold, incense, food 
  and drink to the god of the druids conducting the ritual)
  Duration: Until the autumnal equinox
  This is a day of dancing and joyous revelry. As the partic-
  ipants revel in the celebration of life, the rite bestows upon 
  them a resistance to one damage type of their choice if they 
  share the same deity as the druid performing the ritual. If 
  they do not share the same deity, the participant receives 
  resistance to only one of either slashing, bludgeoning, or 
  piercing damage. These bonuses last until the autumnal 
  equinox.
  Rite of Fall
  Casting Time: 1 day 
  Range: Within 50 feet of the primary caster
  Components: V, S, M (offering of the favorite things of 
  the departed, as well as food and drink)
  Duration: The night of the autumnal equinox
  During the night of the autumnal equinox, the barriers 
  between the realms of the living and the dead are at their 
  weakest. During this time, the casters may attempt to con-
  tact and visit with their dead, either to gain information 
  or to wish them well in the afterlife. Only creatures that 
  died within the area of effect can be found. The dead do 
  not give up information willingly and must be coerced into 
  talking. This also provides the opportunity for casters to gain 
  insight from these shades which results in the equivalent 
  of either a legend lore, discern location, divination or any other 
  druidic divination spell of 6th level or less. The casters who 
  attempt this must make an ability check against a DC of 15 
  to speak with the dead using either their Wisdom (Insight) 
  or Charisma (Persuasion) modifiers, whichever is higher. 
  If your ability check roll is a natural 1, one of the spirits 
  becomes irate and breaks through the boundary between 
  the living and dead. This spirit manifests as a ghost (SRD 
  p. 311) and immediately attacks any living creature in the 
  area. The sites of great battles or graveyards are particularly 
  hazardous, as the shades of the underworld are too numerous 
  and quickly overrun an area touched by this spell. If a 1 is 
  rolled, you must roll again at a disadvantage. Anything less 
  than a 5 releases 1d4 + 1 ghosts into the world of the living.
  Rite of Winter
  Casting Time: 1 day 
  Range: Within 50 feet of the primary caster
  Components: V, S, M (offering of food and drink to 
  the god of the druids conducting the ritual, and gifts to be 
  exchanged)
  Duration: Until the summer solstice
  While the winter winds blow harsh and cold, love and 
  joy are remembered in the hearts of those who participate 
  in the rite of winter. It is a more solemn rite than the other 
  three, but not without singing and feasting and making 
  merry with those closest. During this rite, participants are 
  expected to exchange gifts, as well as the benefits that may 
  or may not come with those gifts, and each is imbued with 
  a bit of good will that allows the recipient to have advantage 
  on one roll per day as long as they have the gift. This bonus 
  lasts until the vernal equinox.
  
  Spells
  13
  Topsy-TuRvy 
  6th-level transmutation (arcane, druidic, divine, true ritual)
  This true ritual started out as a joke. Tanil insists that 
  it was Madriel’s idea, and Madriel insists it was her sister 
  Belsameth’s idea, and Belsameth knows it was Enkili’s idea, 
  but refuses to admit the trickster god managed to get her 
  to participate in creating this ritual by getting her drunk. 
  However it came about, in the time before the Divine War, 
  these four gods were put in charge of creating a celebration 
  in honor of the titan Mesos. Unfortunately, Mesos chose 
  to micromanage his own celebration, much to the chagrin 
  of the four gods. In revenge, someone came up with the 
  idea to play a trick on Mesos, by reversing the effects of his 
  magic during the celebration. This did not go as planned, 
  causing much embarrassment for Mesos and, ironically, 
  almost caused Golthain to lose an eye.  
  Mesos forbade the use of this true ritual, but strangely 
  enough, Belsameth squirreled the method away and contin-
  ued to refine it in secret, trying to find a way to control how 
  it affected the strengths and abilities of those in its sphere. 
  After the Divine War, Enkili found out Belsameth still had 
  it but never intended to use it, so they liberated it and gave 
  it to a bard named Conker, who does not understand what 
  he now has.
  Casting Time: 3 hours 
  Range: 30-foot radius
  Components: V, S, M (sword, knife, staff, and hammer)
  Duration: 6 hours
  To cast topsy-turvy, there actually needs to be one arcane 
  spell caster, one warrior, one rogue or bard, and one cleric 
  as casters, minimum. The four weapons used as material 
  components for the ritual are set in the middle of the circle. 
  When the spell is cast, the four weapons turn black and 
  become useless. The following effects take place: all magical 
  qualities and effects of weapons, spells, and armor are now 
  inverted. For example: protection against cold now does cold 
  damage; damage rolls from weapons or magic that have a + 
  modifier now have a – modifier; spells or equipment that give 
  advantage or disadvantage now do the opposite; channeling 
  to heal instead causes harm and vice versa. Immunities now 
  invoke double damage and weaknesses are now immunities. 
  This does not affect proficiencies. All possible opposing 
  effects are at the GM’s discretion.
  At 9th level, topsy-turvy inverts Ability scores; for example, 
  if you had a strength of 12, you now have a strength of 21 for 
  the duration. If the inversion results in a score higher than 
  is possible (such as a score of 8 becoming 80, for example) 
  that score sits at the cap of 30 instead.
  village of THe daMned
  6th-level necromancy (arcane, true ritual)
  Once thought forgotten after the Divine War, sadly the 
  secret of this hideous true ritual did not stay lost to the 
  world. During the Divine War, whole villages were lost to this 
  ritual, as those who served the titans or the darker among 
  the gods would encircle their victims in order to transform 
  them into a horde of uncontrollable, undead monsters. This 
  ritual was and is so feared, much like perfect plague, that if 
  any are charged with simply having knowledge of it, they 
  are hunted down and executed. 
  Casting Time: 1 night (minimum 8 hours of actual night)
  Range: 100 feet per caster (see description)
  Components: V, S, M (one sentient life per caster, a clear 
  night with a full moon, and an old grave relic from the 
  affected community’s graveyard)
  Duration: Instantaneous 
  This ritual can only be cast during a full moon and takes 
  an entire night. The night must last a minimum of eight 
  hours, which can make this ritual difficult to cast in sum-
  mer. There needs to be a minimum of six casters to even 
  perform the ritual, but the area of effect is determined by 
  how many of those casters can create a closed circle while 
  being no more than 100 feet from the nearest two casters. 
  This makes casting the spell on an entire city near impos-
  sible, as gathering that many practitioners secretly would 
  be an undertaking of the greatest danger. They must also 
  acquire a grave relic from the community upon which they 
  are casting the spell, the older the better, as it has a stronger 
  connection to the people whom this spell will affect. If a 
  too-new relic is used, the spell can be less effective, giving 
  the affected targets advantage on their saving throw to resist 
  this spell at the GM’s discretion. The relic must be placed 
  in the exact center of the circle. 
  Once the casting is complete, every living thing in the 
  affected area must make a Wisdom or Constitution saving 
  throw or be instantly and painfully transformed into an 
  undead creature, usually a skeleton (60%), zombie (30%), 
  or ghoul (10%). Animals and vermin are transformed into 
  skeletons of equivalent size — rats are turned into Tiny 
  skeletons, for example. Insects and other insignificant 
  creatures are destroyed outright. Higher-level characters may 
  be transformed into more powerful undead at the GM’s 
  discretion. The undead created by this ritual are all mindless 
  and uncontrolled. If there are already undead within the 
  circle, they become more powerful undead themselves, as 
  if amplified by the power of the ritual.
  
  Yugman’s Guide to Ghelspad
  14
  noTe THRee: MagiC iTeMs
  noTe THRee: MagiC iTeMs
  T
  he following magic items expand on gear presented in 
  chapter seven of the Scarred Lands Player’s Guide 
  (SLPG).
  CasTaway’s JaCkeT
  Wondrous item, rare
  It is theorized that these jackets used to be fairly common 
  along the coast of Ghelspad, but the civilization that made 
  them has fallen and left no record of how to reproduce 
  these life-saving devices. This has caused them to become 
  less and less common, now only used by paranoid sailors.
  This yellow jacket keeps its wearer afloat in all liquids. It 
  can also be tapped twice, causing it to begin slowly dragging 
  the wearer to the nearest plot of dry land at a speed of 15 
  feet per round.
  Cloak of THe sondRa
  Cloak, very rare (requires attunement)
  A small group of Dar’Tan’s apprentices banded together 
  under the name of Sondra. They classified themselves as the 
  mage’s best apprentices and were easily spotted due to their 
  characteristic cloak. People with poor eyesight would claim 
  the cloak was black, but anyone with at least one good eye 
  could easily see that was not exactly the case. It was rather 
  as if shadows covered the Sondra, moving, and dark.
  One day some Sondra attacked another wizard, destroying 
  a city in the process. After this event they made themselves 
  scarce. Nowadays seeing anyone with a shadow cloak is 
  enough to strike fear, even if the wearer has no idea how 
  to use it.
  The cloak has 6 charges and it regains 1d4 charges at 
  dusk. Being attuned to the cloak grants the ability to cast 
  the following spells: shadow bolt (3 charges), inflict wounds (2 
  charges), darkness (1 charge).
  foRging sHaRd
  Wondrous item, legendary
  Golthagga’s last duel with Corean was violent, filled with 
  destruction and rage. Even Golthagga’s hammer was shat-
  tered, scattering pieces of it all over Ghelspad. Many have 
  found these innocuous-looking shards of coal-black metal, 
  as small as a nail or as large as a fist, and thought little of 
  them. However, the forging shards still retain a great portion 
  of Golthagga’s power. The bearer of a forging shard receives 
  its powers so long as the shard touches their flesh. Those 
  wearing a shard of the Tongs gain resistance to fire; those 
  bearing a shard of the Hammer receive a +2 bonus to their 
  Strength score. Further, if two forging shards that share a 
  common break are placed together, they fuse seamlessly 
  into a larger shard.
  Hidden CoMpaRTMenT
  Magic tattoo, uncommon
  Who has never faced the problem of just having too many 
  things to carry? Or perhaps wanting to bring an item into 
  an area where it was forbidden? No one knows who first 
  created this tattoo, but now it is used by a variety of people 
  across Ghelspad, from the merchant who wishes to keep 
  his earnings safe to the prisoner wanting to carry a hidden 
  weapon.
  This tattoo is drawn on the leg and it has the appearance 
  of a pocket or pouch. It works as a bag of holding, only usable 
  by the wearer of the tattoo and with a maximum capacity 
  of 4 pounds. Items placed inside the tattoo must fit past 
  the opening that was drawn; a pouch drawn with a larger 
  opening can fit a bigger variety of items, but it is also more 
  difficult to hide.
  inTelligenT Rope
  Wondrous item, rare
  Though this rope is not sentient, it is far more responsive 
  than your average piece of braided hemp. Able to tie, untie 
  and coil itself on command, intelligent rope is very popular 
  among burglars, spies, assassins and participants in illicit love 
  affairs. Besides the obvious use as a rope to climb wherever 
  one is not supposed to, rumors swirl of intelligent rope being 
  used as a murder weapon. This is accomplished by allowing 
  someone who was unaware of its nature to begin climbing 
  the rope, then commanding the rope to untie itself, causing 
  the climber to fall to their doom.
  An intelligent rope can perform either of the following 
  actions. One tug at one end of the rope, combined with 
  a word of command, tells the rope to wrap and knot itself 
  around the nearest solid, anchored object. Two tugs and the 
  command word tells the rope to untie its other end and coil 
  itself into the user’s hand.
  An intelligent rope can perform either action twice and may 
  not do so again thereafter until the following dawn.
  poRTable window
  Wondrous item, very rare
  A portable window looks like a smooth, silvery gray handker-
  chief when not in use. When activated against a surface, the 
  portable window becomes a completely transparent 5 foot 
  square. This item is highly sought after, especially among 
  spies, and it is also particularly useful to burglars, assassins 
  
  Magic Items
  15
  and voyeurs. But being caught with one is a sure way to get 
  incarcerated anywhere in Ghelspad.
   When unfolded and placed flat against a solid object, 
  such as a wall, the area directly behind the portable window 
  achieves one-way transparency. For example, a person 
  holding a portable window up to a wall can see through the 
  wall as if it were completely transparent, but someone on 
  the other side of the wall would perceive it as unchanged, 
  being unaware that a portable window has been applied and 
  that the actions on their side of the wall are viewable by 
  the window’s operator. A portable window’s powers can work 
  on any flat surface that is less than three feet thick. Using 
  a portable window does not allow the user to hear what is 
  transpiring on the other side of this viewport.
  pRedaToR sTaff
  Weapon (quarterstaff), very rare (requires attunement)
  This driftwood staff is stained red from the waters of the 
  Blood Sea. Embedded along its length are teeth from several 
  different aquatic beasts of different sizes. No one is quite 
  sure who created the first predator staff, and the technique 
  to make them seems long forgotten but nowadays they can 
  be found in the hands of some druids from the Blood Sea 
  that were lucky or adventurous enough to find them. Some 
  merfolk groups hold these staffs in such high esteem that 
  only their leaders are allowed to use them. At the same time, 
  a leader without a predator staff may have their authority 
  questioned, so it’s not uncommon to see groups of merfolk 
  hunting for predator staffs.
  A predator staff is a +1 quarterstaff. While attuned it also 
  grants the following powers. 
  If held underwater it allows spells to be cast without a 
  verbal component. The staff also has 6 charges that can be 
  used to cast the following spells: magic fang (1 charge), call 
  aquatic beast (2 charges).
  The staff regains 1d6 charges at dawn, but only if it has 
  been submerged in the waters of the Blood Sea since the 
  previous dawn.
  sail of THe exploReR
  Wondrous item, rare
  First used by Hughbert Glatus Marvin II, this magic fabric 
  is widely sought by explorers. Its unique ability to push a 
  small ship, even without wind, makes it the best thing to 
  have when exploring the seas surrounding Ghelspad.
  A ship equipped with these sails is able to move at half 
  speed without wind.
  In conclusion, dear traveler, let not Yugman’s cynicism stain your mind. 
  He is an exemplary man and a more gifted wizard. He has seen much in 
  his time upon these scarred lands, but he is also limited in his scope. The 
  comforts of power, of knowledge, of a scholarly “certainty” of the 
  cosmos mean so little when you walk upon the earth. These lands are 
  rife with terrors, terrors I know will one day claim me. Perhaps I shall 
  die in battle with the spawn, perhaps one day I shall die with a knife in 
  my back, perhaps a titan will wake again with vengeance on their mind…
  none of us can really know what waits for us in the dark. But until that 
  final day, I shall continue to collect the songs of this place, for they 
  are many, and diverse in all their stanzas. My heart lies here, buried in 
  the shattered plains of Ghelspad. I wish fair winds upon your travels, my 
  friends.
   
   
   
   
   
   
   
   
   
   
   
   
  -Zarra
  
  16
  16
  Open Game License
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  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium © 2002 Necromancer Games, Inc.; 
  based on spells from the Player’s Handbook that were renamed in the System 
  Reference Document, found on the legal page of www.necromancergames.com.
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  Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  Blood Bayou. © 2003 Onyx Path Publishing
  Burok Torn: City Under Siege. © 2002 Onyx Path Publishing
  Calastia: Throne of the Black Dragon. © 2002 Onyx Path Publishing
  Creature Collection. © 2000, Onyx Path Publishing. 
  Creature Collection 2: Dark Menagerie. © 2001 Onyx Path Publishing
  Creature Collection III: Savage Bestiary. © 2003 Onyx Path Publishing
  Creature Collection Revised. © 2003 Onyx Path Publishing
  Hollowfaust: City of Necromancers. © 2001 Onyx Path Publishing
  Hornsaw: Forest of Blood. © 2003 Onyx Path Publishing
  Mithril: City of the Golem. © 2001 Onyx Path Publishing
  Player’s Guide to Clerics and Druids. © 2003 Onyx Path Publishing
  Player’s Guide to Fighters and Barbarians. © 2003 Onyx Path Publishing
  Player’s Guide to Monks and Paladins. © 2003 Onyx Path Publishing
  Player’s Guide to Rangers and Rogues. © 2003 Onyx Path Publishing
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003 Onyx Path 
  Publishing
  Relics & Rituals. © 2001, Onyx Path Publishing
  Relics and Rituals 2: Lost Lore. © 2002 Onyx Path Publishing
  Scarred Lands Campaign Setting: Ghelspad. © 2002 Onyx Path Publishing
  Scarred Lands Gazetteer:  Ghelspad. © 2001 Onyx Path Publishing
  Secrets & Societies. © 2002 Onyx Path Publishing
  Serpent in the Fold: Serpent Amphora Cycle, Book I. © 2002 Onyx 
  Path Publishing
  Scarred Lands Gazetteer: Termana. © 2002, Onyx Path Publishing
  The Serpent and the Scepter: Serpent Amphora Cycle, Book II. © 
  2002, Onyx Path Publishing
  The Serpent Citadel: Serpent Amphora Cycle, Book III. © 2003 Onyx 
  Path Publishing
  Shelzar: City of Sins. © 2003 Onyx Path Publishing
  Strange Lands: Lost Tribes of the Scarred Lands. © 2004 Onyx Path 
  Publishing
  Seas of Blood. © 2001 Mongoose Publishing
  Fading Suns: d20. © 2001 Holistic Design, Inc.
  Skull & Bones. © 2003 Green Ronin, Green Ronin Publishing; Authors Ian 
  Sturrock, T.S. Luikart, and Gareth-Michael Skarka
  Blood Sea: The Crimson Abyss. © 2004, Onyx Path Publishing
  The Divine and the Defeated. © 2001 Onyx Path Publishing
  The Penumbral Pentagon. © 2003 Onyx Path Publishing
  The Wise and the Wicked. © 2001 Onyx Path Publishing
  Vigil Watch: Secrets of the Asaatthi. © 2003 Onyx Path Publishing
  Vigil Watch: Warrens of the Ratmen. © 2002 Onyx Path Publishing
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge. 
  Blood Sea: The Crimson Abyss 5e © 2019 Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part Six © 2020 Onyx Path Publishing
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Scarred Lands - Yugman's Guide to Ghelspad - Part 6.pdf