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One-Shot Adventure Series

This adventure is compatible with the rules of Editor


Swords & Wizardry. Ivy Shorts

Swords & Wizardry, S&W, and Mythmere Cartography


Games are trademarks of Matt Finch. GM Robert S. Conley
Games is not affiliated with Matthew J. Finch,
Mythmere Games™, or Frog God Games. Playtesters
Robert S. Conley
Dwayne Gillingham
Ken Harrison

http://gothridgemanor.blogspot.com Artwork by:


The Forge Studio
Knowledge Illuminates uses the Swords & Wizardry independent, innovative, fierce, and when the situation
rule set and is the first in the One-Shot Adventure Series. calls for it, merciful. She prizes ingenuity, confidence
These adventures are designed to be completed in a single and courage especially when one stands against many.
session.
This adventure will be challenging for first and Porters of Gideon: Group, collected objects that allows
second level characters. Total levels of the party should passage from one plane of existence to another. They
not exceed eight. were founded after the Bane War, where the population of
I originally wrote this as an introduction adventure this plane was nearly obliterated. Supported by kings and
to provide my players with a starting point for the priests, the Porters were given vast amounts of money and
campaign. I wanted a short adventure that allowed power. Only the most exceptional individuals were
players to test their characters and flex their dungeon permitted membership. Their jurisdiction had no
delving skills. It had been a long time since we’d gone boundaries. Their resources focused on researching the
through an old fashion dungeon crawl. Another purpose locations and recovery of artifacts that allowed planar
of this adventure was to provide the players with a few travel. Porters of Gideon could be found in every part of
more coins to upgrade their equipment, but much of the the world. After thirty-three years, the Porters of Gideon
treasure, as the GM will discover, is not the loose coins disbanded. The new generation of priests and kings were
the players will find. Lastly, the players could chose to jealous of the Porters of Gideon growing influence, so
clear out and repair the workshop to use as a base of they withdrew their support. It is rumored some members
operations. We know how players like to have their own still work in secret.
clubhouse.
There are skill challenges included. If you are a GM Lorox: Demon, rules over a pocket dimension that is
who loathes skill checks, ignore them. Black them out if accessed by Lorox’s Chest (see below). It is a dead world
they offend. The skill rolls are denoted by difficulty level populated by ghosts. The remains of villages and cities
(DL) with a target number. still stand. Lorox knows when the chest is open. He will
Lastly, the obligatory statement, the GM should seek escape to reap more souls. When he has collected
alter any part of the adventure to suit his needs. Enjoy. enough souls he will turn his victims into undead minions
called Tvorns (see New Creature section).
People, Gods, Groups and Items Lorox is an incredibly thin being covered with small
This section provides background for the people, black scales that glisten like obsidian. Its head is a long
gods, groups and items mentioned in the adventure. and narrow hook, like a pick ax with a series of eight
small eyes that run along the front of its head. Its hands
Delaquain: Goddess, also known as the Gray Maiden. A and feet are much like its head, but smaller and with

popular goddess who expects her faithful to be horrible claws that render flesh from bone with ease.
Lorox can move without a sound and is nearly invisible at
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night, but the strong stench of carrion tells when it is near. Background
It can also teleport back to its pocket dimension at will. While Tergul explored the Lacson Thickets
collecting samples of the local fauna, he discovered a
Lorox’s Chest: Artifact, the entrance into Lorox’s realm pond that produced viz. He kept the pond’s location
is contained within the chest. No one is sure where or secret knowing if other mages knew, the guild would
how Lorox’s pocket world was created. The gate once claim the pond as its own. He discreetly sold the viz to
stood open allowing Lorox to collect souls freely. After artificers outside the area and accumulated a small
several failed attempts to destroy it, an alliance of fortune. He hired a handful of workers to construct his
dwarven craftsmen and human mages contained the gate secret workshop located near the pond. He built his
within the chest. The chest, chains and lock are made workshop underground to hide from the prying eyes of his
from magically enhanced adamantine. The key is made peers and bothersome peasants who always asked for one
from the same adamantine and only it can open the lock. favor or another.
The chest measures 6’x3’x3’ and is nearly weightless. Tergul, being a religious man who followed the
The players may attempt to destroy or dismantle the chest, virtues of Delaquain, included a shrine dedicated to the
but will find the task nearly impossible. Should they Gray Maiden. Having been lifelong friends with Ariwan,
succeed in destroying the chest, the explosion of magical a priest of the temple, Tergal asked to have the shrine
power will devastate the surrounding area and Lorox's blessed and in turn, Tergul would teach them the secrets
gate will stand open. of alchemy.
The adamantine, the chest is made of, is worth a After the workshop was completed Tergul received
small fortune. It will be difficult to sell because the evil an unusual gift from his uncle. The gift was a large
that emanates from the chest will make most nauseated. adamantine chest with a chain and large lock securing it
There was no explanation why a key was created. Some closed. No key. The message he received from his uncle
historians believe that the mages planned on studying the was to tell no one of the chest. Weeks later Tergul
magic used to create the pocket dimension. received the key and the news that his uncle had been
killed.
Viz: A form of condensed mana. In this adventure it Ariwan came with two acolytes to perform the
appears as small pebbles, but can take on many forms. It Ceremony of Passing for Tergal’s uncle. During the
is a highly sought commodity among mages. It is used to ceremony, the Porters of Gideon invaded Tergul's
cast spells and imbue items with magical power. A workshop and demanded the chest be turn over to them.
suggested effect is to allow players to cast a spell without After a heated argument Tergul agreed to give them the
using components or a spell slot. One viz would equal chest knowing the Porters reputation, but not until the
one spell level. The viz is consumed when used. Ceremony of Passing was complete.
Angered by the interruption and threats, Tergal
opened the chest. A horrible stench of warm rot exploded
from the bottomless chest. A rope ladder was secured to
the inside and descended 10' before vanishing into
darkness. While he marveled at the magical construction,

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several hideous creatures (tvorns) scrambled up the - The villagers are frightened by a group of bandits.
ladder. Tergal ran from the room. The demon, Lorox, The local lord sent a patrol to find the bandits, but the
came through last. Tergul fled to his room and barricaded half-hearted search yielded nothing. The bandits
the door. continue to bully the locals making it difficult to
The Porters became inpatient and searched for reach the town market.
Lorox’s Chest. They were horrified when they found the - Fester, a tinker, has been missing for a month.
chest open and before they could secure it shut Lorox and Villagers believe he has been captured or killed by
his minions attacked. Lorox spared the acolytes to turn the bandits. The local lord or the villagers will ask
them into ghouls. Ariwan attempted to escape, but the the players to investigate. The lord has put a small
tvorns found and drown him in the pool. Lorox, bloated bounty on the bandits’ heads.
with fresh souls, returned to his world. - Some of the older mages remember Tergul and his
Angered at his cowardice, Tergul left his room to sudden wealth of viz. He was supposed to have a
face what he released. He found the acolytes in the midst secret workshop somewhere in the Lucson Thickets,
of transforming. He soothed the young acolytes pain with but that was long ago and Tergul never returned.
an elixir. He chained them in the room where he kept - The Porters of Gideon are recruiting new members.
living specimens for his alchemy. They ask a player or the party for assistance. They
When Tergul found the chest unguarded he secured wish to retrieve Lorox's Chest that vanished many
the lock before Lorox’s minions chased him away. In the years ago. The Porters of Gideon will need to see
following weeks Tergul attempted to flee his workshop, how the players perform before offering them a
but the tvorns prevented him from escaping. During this position.
time he saw the acolytes transform into hideous creatures - The party is traveling between villages when out
and found the body of his friend Ariwan at the bottom of from the woods a hideous little creature bolts across
the pool. When he attempted to remove his friend, he was the road. The creature is too quick to catch. It moves
attacked by an apparition. through the thicket with ease. A player can track it to
His last days were spent cursing his uncle for the pond without much difficulty.
delivering this evil thing into his home and renounced the - The Church of Delaquain is still troubled by the
Gray Maiden for not protecting him. disappearance of one of its favorite sons, Ariwan.
Through pray and divination the elders have been

Adventure Hooks unable to contact his spirit. They hope the players
will assist in finding Ariwan and putting his soul to
Finding the location of the workshop will be
rest.
difficult. The players will most likely find it indirectly by
encountering the bandits or seeing a tvorn fleeing through
the thickets. The more direct path is to have the Porters
get involved.

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Notes skull are the broken skeletal remains of three individuals.
The location of the Tergul's Workshop is located If the players sift through the remains they will find 13cp,
within the Lacson Thickets next to the viz pond (area 4). 2sp, a tinker’s tool kit (1gp), and two rusted daggers. One
The thickets have a dense underbrush making movement of the bodies is the departed Fester, the tinker. The
difficult. There are a few hunting trails, but they end two ankheg found him to be a delightful snack.
hexes in. The ankheg will burrow beneath a random player
Redden Rot Road is nothing more than a sparsely and attempt a surprise attack by collapsing the ground.
traveled worn path that connects the villages. Travelers
Ankheg HD: 3, HP: 15, AC: 2 [17] underside 4
consist of farmers taking their goods to market or a
[15], Atk: 1 bite 3d6, Move 12 (burrow 6), Save: 14,
craftsman making his village rounds. Drover Stream is
CL/XP: 4/120xp, Special: spits acid 5d6 (1/day, save
shallow most of the year. It is rich with fresh water clams
for half)
and small game fish. Recovery Ford is where travelers
water their animals and refill their water skins.
3. Bandit Hideout
1. Hangman Tree A group of eight bandits live in a crude cabin
Three nooses hang from a tree next to Drover hidden within the woods. They are led by Gunther.
Stream. The ropes are rotted and will crumble if touched. There is one trail leading to their hideout. A guard is
Under the tree is a cluster of red flowers. On a successful posted to watch the trail 50% of the time. The bandits
nature or alchemy roll (DL 10), the character will steal from the farmers and harass travelers. They will
recognize the flowers as Blood Drops, a component to fight if they believe they can defeat their opponents, and
increase the potency of healing potions. will run if combat turns bad. If a strong party approaches,
Blood Drops add one die to a healing potion result. the bandits will act like poor displaced farmers and if the
There are enough flowers to increase two healing potions. players pay for information or successfully threaten (DL
The hangman’s rope is a component within the ink to 10) then the bandits will answer any questions.
create a Speak with Dead scroll.

2. Giant Skeleton
What looks to be a large white rock from a distance
is really a giant skull. Laying within the thick meadow
grass is a large humanoid skeleton. The skeleton
measures four horses in length. A small ankheg makes If the party kills or captures the bandits they will

its home within the skull. Mixed in the dirt under the find 2d6cp on each bandit. Their main stash is in area 7.
The bandits will promise to show the players where their
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secret loot is hidden and the location of the pond, if Should the players offer food, the goblins will drop
spared. their weapons to eat and then fall asleep where ever they
One bandit, James, a scrawny fellow, cannot keep stand and cannot be awaken for hours.
his mouth shut. When the players talk he will call them
7 Goblins HD: 1d6, HP: 2 each (due to weakened
names under his breath then deny he said anything.
state), AC: 6 [13], Atk: 1 weapon (1d6), Move: 9,
Save: 18, CL/XP: B/10, Special: -1 to hit in sunlight
8 Bandits 0 level fighters, HP: 3 each, AC: 7 [12],
Atk: 1 weapon (1d4), Move: 12, Save: 18, CL/XP:
6. Statue
B/10, Special: None
Within the clearing stands a 10’ tall statue of a
Gunther 2nd level thief, HP: 9, AC: 5 [14], Atk: 1
human female. Her left arm rests across her chest and the
weapon (1d6), Move: 12, Save 13, CL/XP: 2/30,
right arm is broken off. A rusted, great shield lies at her
Special: +4 to hit and double damage on backstab
feet. A circular outline of a building foundation
surrounds the statue.
4. Viz Pond Older than the kingdom that now rules this land, the
This pond is a source of viz, appearing as small statue was built by barbarian tribes that once hunted these
glowing pebbles within the water. Next to the pond is a woods. They knew her as Malichia, a warrior and
man-sized obelisk with two words engraved into it, Tudas priestess, an early incarnation of Delaquain. The great
Tuz. A mage will recognize this saying from his magical shield symbolized her as the protector of the weak. The
training, Knowledge Illuminates. If the words are spoken, shield is too heavy to be used effectively in battle.
the obelisk will slide backwards revealing a downward Should a player investigate the foundation and make
spiral staircase (go to Tergul's Workshop section). a perception roll (DL 15) he will notice a loose stone.
If a player wishes to collect the viz he may gather Beneath the stone is a crude silver shield clasp. The silver
3d6 pebbles, but if not harvested with care (Dex check value of the clasp is 10sp, but the historical value to a
DL 10), they will dissolve into the water. scholar or a cleric of Delaquain, is ten to twenty times
more.
5. Goblin Camp
Seven goblins have made camp here. They have 7. Bandit Loot
traveled a long distance from their tribe. The goblins are The bandits (area 3) buried their loot here. Rocks
lost and drifting farther away. Since their food supply mark the spot. The sack is buried a few inches below the
was exhausted a few days ago they are hungry. They ground. Within the sack is 20sp, a potion of healing, and
have set small game traps around the perimeter of their two small gems (10sp each). The bandits, in all their
camp. A player has a 1 in 6 chance of being snared when finite wisdom, believe the potion to be poison because of
traveling within adjacent hexes. its green color.
The goblins will fight anyone. They have become
mad with hunger and exhaustion. Each goblin carries
1d4cp. They carry nothing else of value.

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Notes the water (25gp). A lion slumbering in a grassy plain is
The workshop is lit by a series of Continual Light depicted in the second painting (10gp). The third is a
spells except in areas otherwise described. The workshop massive cavern in magnificent detail (50gp). The forth
is carved out from a yellow limestone and all the rooms has trees of red with white strands dangling from the
and passages are 8’ in height. The GM should read branches (10gp). The last and the largest painting, shows
through the room descriptions thoroughly. Some a gathering of people in a great hall. The crowd stands
descriptions depend on the actions of the players. with raised goblets toasting a small, timid man at the end
of the table (50gp).
1. Entry Room Each painting had an emotional significance to
The door is made of polished wood with brass Tergul. He cast the Magic Mouth spell on the celebration
bindings. It swings open easily. The walls of the entry painting. It will continue its warning until it is dispelled
room are covered with rotting wooden slats. Many of
which have fallen to the ground exposing the limestone
beneath. Three tattered cloaks hang from pegs on the
south wall directly across from the door. Three pairs of
boots are lined beneath the cloaks.
If the players approach the south door they will hear
a voice from the hallway to the east (1a) say, “Turn back
now. I have unleashed horror. By the Maiden, what have
I done?”
The cloaks and boots are worthless as the material is
held together by mold. If the middle cloak is searched the
player will find one viz pebble. The warning comes from
Tergul who cast a Magic Mouth spell on a painting. It
will repeat this warning every few rounds the players are
in area 1 or 1a. The tvorns in room 2 will be alerted if
they players make a lot of noise. They will prepare for a
surprise attack.

1a. Talking Picture


The hallway is lined with paintings. The first shows
a waterfall with an outline of a woman emerging through

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or the painting is destroyed. The rest of the paintings are bones are broken and one skull, still in a helmet, has been
in poor shape. If there is a dwarf in the party he will knocked several feet away from its body. The walls are
recognize the painting of the cavern as Aberziner, the covered with torn and rotting tapestries. In the center of
long lost adamantine mine. It was where the greatest of the room is a large chest bound by a thick chain and
the dwarven artifacts were created. padlock. Two of the skeletons still grasp the handles.
This is where Lorox and his tvorns harvested fresh
2. Chamber of Arrows souls. The chest is a two way portal into Lorax’s realm.
Inside the room is a showcase of different styles of The lock can only be open by the key in Tergul's journal
bows and crossbows. There are two weapon racks along (see room 11). Every attempt to pick the lock will result
the west wall, one holds unstrung short bows, and the with a shock doing 1d6 damage (save halves damage).
second holds unstrung long bows. Several of the short And attempts to magically unlock the chest will fail.
barrels are filled with arrows and bolts. On the north wall The armor is useless since all the straps are rotted,
there is a weapon rack with a mix of heavy and light but there is over 200 pounds of scrap metal that can be
crossbows. Hung above the fire pit is a mounted head of salvaged. There is a broadsword and an interesting mace
an ape creature. Its mouth agape revealing two sets of in the shape of a boar’s head in good condition. Neither
jagged teeth. By the south wall two gray skin creatures is magical, but made from a rust resistant metal. The
battle over a bowstaff. Their gray skin is covered in small players will also find 5d6 silver coins.

2 Tvorns HD: 2, HP: 9 each, AC: 4[14], Atk:


4. Mana Pool
1d4/1d4, Move: 12/4 teleport, Save: 15, CL/XP:
The door to this room is unlocked. A clear blue
3/60, Special: limited teleport
pool has thirty glowing pebbles (viz) at the bottom. To
thorns.
the north the water flows into the room and exits to the
The tvorns will use their teleport ability to get
south. An incorporeal creature hovers in the northeast
behind the players to make back attacks. They will attack
corner of the room. It releases a high pitched howl and
until destroyed.
flies toward the party.
The wood is rotted making the bows and crossbows
The water from the pool is filtered in from the pond
useless. The arrows and bolts are warped and fragile. If
above. The body of Ariwan is in the pool. It is his
the players search or use a Detect Magic spell, the players
shadow that haunts the room. While Lorox reaped the
will find four Arrows of Fireball (see New Item section).
souls in room 3, the tvorns drowned the priest here and
The bow that tvorns are fighting over is a +1 bow.
was forgotten. If the shadow is killed it will reform in
one week and continue its haunt. It will not leave the
3. Corpse Room
room. The only way to release the shadow is to take the
Several mummified corpses are strewn about the
body from the pool and place it on the altar (room 8).
room. They wear armor and grasp weapons. Some of the

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unsuspecting victim. They were once acolytes dedicated
Shadow HD: 3+3, HP: 15, AC: 7 [12], Atk: 1 touch
to Delaquain. Lorox gathered their souls then twisted
(1d4 + strength drain), Move: 12, Save: 14, CL/XP:
them into eaters of the dead.
4/120, Special: drain 1 point of strength with hit, hit
The lever locks the pits. If the wax seal is broken a
only by magical weapons, immune to sleep and
pressurized jet of poisonous gas will quickly fill the room
charm
(see 7).
Each month the mana pool produces 2d4 viz. If the
viz is not harvested within a few months they will 2 Ghouls HD: 2, HP: 9 and 6, AC: 6 [13], Atk: 2

dissolve. claws (1d3) and 1 bite (1d4), Move: 9, Save: 16,


CL/XP: 3/60, Special: immunities, paralyzing touch

5. Dark Corridor
Normal light will not penetrate this darkness. A
7. Poison Corridor
Light spell will only reveal a 10’ radius. This corridor has Tergul sealed the doors and set a poison trap here.
two 10’ pit traps (1d6 damage) that are triggered by 100 If the seal is broken each player in the room must make a
pounds or more stepping onto the section of floor. The saving throw or take 1d6 points of damage. The gas has
depths of the pits are also within the darkness. At the lost much of its potency through the years and will
bottom of the second pit are two skeletons. One skeleton
dissipate quickly.
wears three gold rings, two are worth 20sp each and the
third is a +1 Ring of Protection.

6. Prisoner Room
The door to this room is barred shut. It will take a
strength roll (DL 10) to break the beam to gain access.
This room is also consumed in a magical darkness. A
fetid stench fills the hallway beyond the room. From the
8. Altar of Delaquain
west the players hear a savage snarling.
A bench is wedged against the heavy door making it
If the players can see: There are six sets of shackles
difficult to open (DL 10). An eerie glow emanates from
secured into the west wall. A grotesque humanoid
an altar to the south. A clay urn sits atop the altar.
struggles against the chains. It snarls and growls at the
Along the north wall are two shelves of brittle books
players. A half an arm dangles from the next set of
and scrolls. Two of the scrolls are in good condition. The
shackles. Next to the door is a lever. Wax seals the edges
scrolls are magically preserved. They document the
around the south door.
burial ceremonies that a priest would perform to release
Should a player make a successful observation roll
the soul into Delaquain's realm. It is a valuable text worth
(DL 12), he will see the hole in the ceiling. This is the
100gp.
lair of two ghouls. The ghoul that chewed off its arm
hides in the hole in the ceiling. It will jump down on an

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Two metal poles stand next to the altar. They are Death (see New Spell section). A player who steps within
used to remove the burial pit cover. If the body of a the circle will need to make a save or be turned into a
faithful of Delaquain is placed on the altar the body will ghoul in a day’s time. The process can be reversed, but
collapse into dust. To complete the ceremony the dust is the player must receive the help before the day is done or
placed into an urn and then into the burial pit. There are forever roam the land as a ghoul.
two urns in the burial pit. If the body of the priest in
room 4 is given a proper burial the shadow will vanish. 11. Terul’s Room
The northern section of the room has three tables
9. Storage Room cluttered with alchemical equipment that Tergal salvaged
Several small containers, vials, coffers and bottles from the destruction of his lab. A small desk is pushed
sit on the shelves. There are scrolls in a small alcove in against the east wall with a small coffer on it. A
the wall. The reagents within the containers have lost mummified body of Tergul rests on a bed with a tome
their properties long ago. The scrolls within the alcove clutched in its skeletal hands.
are delicate, but if care is taken a player can learn how to Tergul spent his last days here. The tome describes
create healing, strength and fire resistance potions. the horrors that escaped from the chest and what occurred.
There is a hidden compartment (DL 15) in the south Within the pages of the journal is the key that will unlock
wall. Within is a tiny vial, its red contents glow. It is a Lorox’s chest. The coffer on the desk is unlocked and
concoction Tergul worked on for years, but it never contains 200gp. Most of his books were destroyed, but
worked the way he wanted. If a character drinks it he will hidden beneath his bed are four books on alchemy written
need to make a saving throw at -2. If the character fails in Elvish. They describe the mundane and magical
his save he will be severely sick for 2d4 days and properties of plants, herbs and monster bits. In each
completely incapacitated until the sickness passes or the description is a section on how to properly harvest and
poison is removed. If the player succeeds he will gain store the ingredients. If brought to a mage guild the four
one point of strength permanently. books are valued at 1000gp.

10. The Workshop Conclusion


In the center of the room is a large table covered Once the players discover the key, they will have to
with broken alchemical equipment and smashed bottles decide what to do with the chest. In one of the adventure
on the floor. Several of the shelves are overturned and hooks the Porters of Gideon will contact the players and
broken. A large section of the floor is scorched black and attempt to convince them to give them the key and chest.
a section of the south wall has collapsed. To the east a The chest of Lorox is something the players can contend
door is broken in half and is propped against the side of with when they are higher level. The Porters of Gideon
the door jam. will need their help when the time comes.
Among the debris is a large circle with a confusing The GM may allow the players to rebuild the
mass of the runes. The runes are faded and difficult to workshop to become a base of operations. They will need
decipher. The circle is a nasty trap that Lorox left behind. to spend 1d6 x 100gp/room in repairs.
Hidden among the mundane runes is a Ward of Living

12 | P a g e
If the players sell the viz in large quantities it will
New Magic Item
attract the attention of the mage guild. The guild will
discretely inquire about the viz then use its political
Arrows of Fireball
power and intimidation to find the location of the pond. If These arrows are difficult to distinguish from

the guild discovers the location of the viz they will claim normal arrows since no special wood or preparation is

the land as their own. If there is a mage in the party he needed. Only a Detect Magic will identify these arrows

will be aware of this. as special. When an Arrow of Fireball impacts it will

Another possible connected adventure is the picture explode doing 1d6 damage in a 10’ radius. The arrows

of the cavern in 1a, the Lost Mine of Arbernez. If the are destroyed when used.

mine is researched a player may discover clues of its Originally these arrows were created for sieges.

possible whereabouts. The adamantine that makes up the Although not a replacement for a catapult they made

chest, lock and key came from this mine. small sieges easier by wreaking havoc for the defenders.
There are variants of an Arrow of Fireball, but only a
1HD fireball can be enchanted on a normal arrow. Higher
New Creature HD Arrows of Fireball may be created, but the arrow
Tvorn must be created with special materials costing a great deal
Armor Class: 4 [14] more.
Hit Dice: 2
Attacks: 2 Claw (1d4/1d4) or by weapon type
Saving Throw: 15 New Spell
Special: limited teleport Ward of Living Death
Move: 12/4 teleport Spell Level: Cleric, 5th level
Challenge Level/XP: 3/60 Range: GM discretion
Tvorn is a slave race created by the demon, Lorox. Duration: Permanent until triggered or dispelled
Lorox molded these creatures from the sorrow, A spell created by Lorox. This ward can be cast on
nightmares, hatred and regrets from the souls he collected.
any permanent surface (i.e. will not work in sand or dirt)
They appear as gray, molten skinned humanoid creatures and remain until it is triggered or dispelled. To be
with ever changing distorted features.
triggered the victim must enter a specific area or pass
The tvorns use the ability to teleport 40’ to position
through a portal. The Ward of Living Death will change
themselves behind their opponents to gain a back attack any living creature into a ghoul. This transformation
bonus. They can teleport and attack in the same round. takes a day to complete. If a character can get the
The tvorns attack with their claws or any available appropriate assistance within that time then the curse can
weapon. be reversed. Otherwise, the person or creature will
remain a mindless ghoul.

13 | P a g e
New Plant For more information about the One Shot Adventure
Blood Drops Series please check out my blog at

These small plants are easily identified by their http://gothridgemanor.blogspot.com.

bright red flowers with dark red tips. They are often
found near gallows or have been found covering a Comments? Suggestions? Please email me at:

battlefield the next year. These flowers bloom in the late elder_sensa@yahoo.com

spring and go to seed by midsummer.


They are easy to grow, but the soil needs to be Thank You,

soaked with blood when planted. When the Blood Drops Tim Shorts

mature the flowers can be harvested and added to a


healing potion. Blood Drops add one die to a healing
potion result. Making a normal healing potion of 1d8+1
increase to 2d8+1 and an extra healing potion will
increase from 3d8+3 to 4d8+3.
One bunch of Blood Drops is enough to increase
one healing potion. Alchemists often grow these in their
private gardens.

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OPEN GAME LICENSE Version 1.0a
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) "Pr oduct 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 graphi c, 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 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 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.
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 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 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.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Knowledge Illuminates, Copyright 2010, Tim Shorts.

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