Thetreasurevaultsofzadabad
Thetreasurevaultsofzadabad
Thetreasurevaultsofzadabad
Written By
Carl Bussler, Eric Hoffman
Proofreading By
Paul Wolfe and Jen Brinkman
Layout By
Carl Bussler
Cover and Cartographry By
Carl Bussler
Interior Illustrations
Todd McGowan
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Stormlord Publishing is not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games
STORMLORD PUBLISHING
1
“It was no ape, neither was it a man. It was some shambling
horror spawned in the mysterious, nameless jungles of the
south, where strange life teemed in the reeking rot without the
dominance of man, and drums thundered in temples that had
never known the tread of a human foot.”
I
slands bring to mind images of marooned primary goal is for the characters to locate and
pirates, rumbling volcanoes, restless plunder the ancient treasure vaults of the lost
natives, and vine-covered temples. They city of Zadabad, no two gaming groups will go
are mysterious and far from the aid of more about it the same way due to the wandering
civilized lands. They are perfect locations for monsters, fixed encounters, and the Random
adventure, and the island of Kalmatta is no Treasure Table. There are 19 fixed locations, 3
different. randomly discovered ruined temples, and fauna,
megafauna, and natural hazards which can be
When we set to writing this hexcrawl, we found anywhere.
looked to classic literature and the novels of
Appendix N for inspiration. Novels by Daniel As busy as it may seem, we’ve still left
Defoe, Robert Louis Stevenson, Arthur room for judges to put their own mark on
Conan Doyle, and H. Rider Haggard, as well Kalmatta. There are unnamed islands, a faction
as contemporary authors such as Robert E. of marooned pirates waiting for further
Howard, have all found their way into this development, and a handful of adventure hooks
adventure. to pursue, even after the vaults have been
discovered.
We also looked to great adventures that came
before. The most obvious being The Isle of Dread You hold in your hands many hours of
by David Cook, but also The Hidden Shrine entertainment, and many more if you choose to
of Tamoachan by Harold Johnson and Jeff R. develop the island further. We hope your time
Leason, and The Elephants’ Graveyard by David spent on the island is both fun and memorable.
Howery.
With gratitude,
This is not a linear adventure. While the Carl Bussler and Eric Hoffman
2
Table of Contents
The Tomb of Thuthmosis IV................... 16 16. Adu Bagwa, King of the River........... 46
8. Atokalla Village................................... 33
3
Getting to Sindanore. She will wait there for 7 days as her
crew rests, makes repairs, and gathers food and
water for the return trip. Unless another ar-
Hot wind snaps the black sails of the Soulcatch- Captain Siren: HD 3; HP 18; AC 4[15];
er as an eager voice calls from the crow’s nest, Atk 1 rapier (1d6+1) or crossbow (1d4+1);
“Land ho!” Move 12; Save 12; AL N; CL/XP 3/60.
Ahead lies the island of Kalmatta, your des- Soulcatcher Crewmember (20): HD 1;
tination, home to plague colonies, marooned HP 5; AC 6[13]; Atk 1 cutlass (1d6+1) or
pirates, madmen and secrets no mortal mind crossbow (1d4+1); Move 12; Save 15; AL
was meant to uncover. It is also the location N; CL/XP 1/15.
of the ruined city of Zadabad and its famed
treasure vaults.
5
Overland Movement
Characters have 3 Movement Points to spend
Random
per day.
Empty hexes contain no encounters and provide Native from nearest tribe ............................4d4
safe passage and respite.
6
Flash flood* .............................................. N/A
A Note on Ability
Jungle
Score Checks
Roll # Appearing Although the Swords and Wizardry
Core Rules do not address ability or skill
Centipede, giant (small, non-lethal)........... 2d6 checks, throughout this book we make
suggestions to the referee on how to
Jackal Monkeys........................................... 8d4 resolve some possible actions players may
wish to take.
Native from nearest tribe............................ 4d4
Typically, we use the tried and true
Mantrap plants........................................... 1d2 old-school mechanic of simply rolling
below the stated Ability Score on a d20.
Megafauna from nearest lair........................... 1 All positive modifiers are in favor of the
player and all negative modifiers to the
Venomous snake**.................................... N/A players’ detriment.
Mountains
Roll # Appearing
Mixacoatl ........................................................1
7
Megafauna from nearest lair........................... 1 later (two hours if the victim rests).
8
Getting Lost stones can be seen here and there. The tomb it-
self is pyramid-shaped and stands at the back of
Because there are large mountainous features on the draw.
Kalmatta it is difficult to get lost for an entire
day but the local terrain can still be confusing. In front of the sealed door are two large stone
If the normal rules indicate the party is lost, plinths, covered with eroded, ancient writing.
they lose 1 movement point and must roll for On top of the plinths are sandstone statues that
wandering monsters twice in their starting hex. have been worn down over the years. Presum-
If the party gains followers that are indigenous ably, they once depicted human, or humanoid
or familiar with the island they will no longer creatures.
get lost.
There are also the remains of a reflecting pool
leading directly to the pyramid entrance.
Random Treasure Table
To add to the variety of ways to play this 1. Stone Plinth
adventure, we have included a random
treasure table. The referee may use this table to
determine rewards for wandering encounters Characters able to decipher the ancient writing
that may contain treasure, or to stock new tombs (Intelligence check at -2) can piece together a
or encounters of their own creation. narrative telling of the life of Chinhotep, grand
vizier to several mighty rulers and a man of
Some of the items on the list are unique, very prodigious stature. It is apparent that Chinho-
valuable, or both. These items have one or more tep served important men and amassed great
boxes to the right on the random treasure table. wealth.
Check these boxes as the players discover the
treasures, and carefully consider giving more of
these items than there are boxes. 2. Stone Plinth
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3. Reflecting Pool of neglect and moisture have ruined it beyond
identification. Only smears of pigment remain.
The room contains some grave goods that are
The reflecting pool is murky and fetid. The sur- largely ruined as well. A rotted miniature wood-
face of the water is 10’ below the waist-high en ship about 6’ long and a crumbling chariot
stone lip of the pool wall. Observant, or lucky can be identified. There are also a few piles of
characters may notice the glint of shiny metal mushy clay that must have once been pots or
caught on a skinny ledge of stonework a foot or amphorae.
two under the surface of the water. In fact, there
are numerous coins scattered along the muddy The main feature of the tomb is the large stone
bottom of the pool, thrown there by visitors to sarcophagus in the center. It is nearly 13 feet
the Tomb of Chinhotep in antiquity. Anyone long and 7 feet wide. It is made of two pieces of
diving into the water (it is 8’ deep), can find stone and weighs over 2 tons. The lid is sealed
2d20 gp in assorted coins. Unfortunately, the with mortar that can be removed with normal
pool is also home to two colossal leeches. tools or weapons in an hour or so.
Leech, colossal: HD 2; AC 7[12]; Atk bite Once unsealed, it will take 40 total points of
(1d6); Move 12 (swim); Save 15; AL N; Strength to shift the stone lid. If the party man-
CL/XP 2/30; Special: blood drain. ages to open the lid they are treated to the sight
of the mummified corpse of Chinhotep. Once
Once they succeed in a bite, the leeches auto- the lid is clear of the body, the corpse will sit
matically drain blood to cause an additional 1d4 straight up and begin cackling madly.
damage each round until slain.
Chinhotep is not undead. The apparent anima-
tion of the corpse is a clever mechanical trap
4. Pyramid Door that has survived the ages. The laughter will stop
after a short while and Chinhotep’s corpse will
slump down on the rods holding him up, his last
The door to the pyramid is a solid slab of stone, joke played out.
6’ wide and 8’ tall. It is sealed with mortar on all
sides. There is more ancient writing on the door. In the sarcophagus is a bronze scroll tube
Surprisingly the inscription invites thieves in to capped with an airtight seal (worth 100 gp in
plunder the tomb. Chinhotep fancied himself a itself ). Inside the tube is a papyrus scroll with
master of reverse-psychology. the 3rd level cleric spell prayer inscribed upon
it. Chinhotep also wears a golden circlet with a
The door is very sturdy and will take several small ruby set on the brow worth 350 gp.
hours to break through, even with sledges and
pickaxes. If the players can’t come up with a Extremely observant characters (successful find
more expedient way to gain entrance, roll for secret door check) may notice that the mummy
wandering monsters twice as often as normal. of Chinhotep has eleven toes. The eleventh toe
is actually a cleverly disguised switch that is
attached to the stone of the sarcophagus and
5. Crypt of Chinhotep opens the secret door to room 6.
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6. Treasure Room It is, not surprisingly, The Candle of Khodun
Nudohk.
This room is much drier than the crypt. The The secret door to room 7 will pivot open on
paintings on the wall are largely intact. They an axis if a 6-inch stone on the north wall is
show a pictorial history of the story related on depressed. The section of the wall that contains
the stone plinths outside. Chinhotep’s real trea- the door is painted with the story of Chinhotep
sure is kept in this room. It consists of several refusing the Pharaoh’s scepter and living to
chests of silver bars. Each chest is trapped with serve again.
a deadly poison needle trap. The efficacy of the
poison, however, has not lasted the ages, and
only does 2d4 points of damage to a character if 7. Trapped Room
sprung.
The silver bars are extremely heavy and may For those who do not heed Chinhotep’s warning
pose problems to characters trying to move and check their greed, his final lesson resides
them long distances. Unless the players devise behind this door. If the secret door is opened, a
some clever way to transport the bars, their great gust of dry air will issue forth into room 6
movement will be reduced to 2 Movement and out through room 5.
Points on the Overland Map per day.
“Dessicated corpses of men are unceremoniously
In addition to the chests, there is a wooden scattered about the room. A ghostly voice echoes
mannequin which is wearing a colorful robe from within... “ You have sold your entire herd.”
spun with cloth of silver and gold and festooned
thin gold plates with arcane markings on them.
This is The Mantle of Chinhotep (see Appendix B: Any character in the affected areas must make
Magic Items). a Save or contract the dreadful Plague of
Zadabad.
In addition to the magical properties of the
garment, sewn into the lining of the garment The plague is a wasting disease that knows no
are a series of thick papyrus sheets. If removed mundane cure. Characters that contract to the
and studied by someone who can decipher the plague develop painful boils that cause the loss
ancient writing (Intelligence check), the sheets of 1d3 points of Constitution and 1d2 points of
reveal a process whereby, Chinhotep believed, Strength every day.
one can bring back to life his former lover, the
Pharess Varna. The ritual spell will only work Furthermore, the plague is contagious. Anyone
on the corpse of Varna and only after securing spending more than an hour in the presence
the necessary ritual paraphernalia; The Bell of of an afflicted character must make a Save or
Khodun Nudohk, The Book of the Dead and the contract the plague. That Save must be repeated
Candle of Khodun Nudohk (Appendix B: Magic every day in which more than one hour is spent
Items). The papyrus sheets also indicate that The in the presence of a plague carrier.
Bell of Khodun Noduhk was interred in the Tomb
of Varna. The plague is also notoriously difficult to heal,
a cure disease spell merely grants the afflicted
In a small secret niche on the eastern wall is a another Save, albeit at a +4 to the roll.
2-foot-long, 6-inch diameter beeswax candle. It
is shot through with black and purple streaks.
12
XP 1/15; Special: throw excrement, leap.
The Tomb of Niobe Varna
Jackal Monkeys can (and often do) throw their
The Tomb of Niobe Varna is located in a small own feces up to 40’ at intruders into their terri-
clearing. The vegetation from the surrounding tory. The ordure does not cause physical damage
countryside pushes in close to the outbuild- but anyone hit must make a Save or become
ings and tall elephant grass grows between the nauseated, suffering a -1 to hit and damage, un-
broken paving stone floor. The tomb itself is a til the offending stool is washed off. Subsequent
two-stepped ziggurat with a large central vault- poo-missiles have no further effect.
ed dome. The outbuildings were once slender
towers with many airy windows towards the top. The Jackal Monkey can leap using its powerful
They were not built to last the test of time with hind legs, consuming its entire movement for
no maintenance, and much of the upper stories the round.
have crumbled. There are twin rows of increas-
ingly tall obelisks leading up to the door of the
main tomb. 1. Obelisks
The entire area is home to a huge troop of Jackal
Monkeys. Jackal Monkeys are the result of bi- The obelisks are covered with ancient writing
zarre experimentations by wizards in ages past. that, if deciphered (Intelligence check), tell the
Why any magic user powerful enough to con- story of the Pharess Niobe Varna. She was born
duct such experiments would choose to combine a commoner, but through unbridled ambition
these two most annoying animals is a mystery. and some great fortune, rose to rule a huge an-
Perhaps the plan was to unleash them as a cient empire. She never married, but had a long
plague upon a rival nation, or they were simply term concubine in her Grand Vizier, Chinhotep.
an attempt at a practical joke by a half-mad The Pharess Niobe Varna was assassinated and
archmage with too much time on his hands. usurped by a noble named Azun-Kaman.
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key Poo Fever typically lasts 7 days (4 days with damnation, 1/2 damage from slashing and
complete bed rest). piercing weapons.
4. Funeral Tower
7. Funeral Tower
This tower is mostly collapsed, and only portions
of three walls still stand at the base. Further up, Observant characters may notice two things
the masonry clings together as if by magic, with about this tower: first, the jackal monkeys avoid
hanging arches and stones precariously bal- the arched windows at the top; and second, this
anced. Moving around the tower is dangerous. is the only tower with a significant amount of
Any character not moving stealthily within 5’ bird droppings on it. The reason for both is the
of the base of the tower must make a Dexterity lasso spider that makes its lair inside the tower.
check. If the check is failed, part of the tower The jackal monkeys are well aware of the spider
falls down on the character doing 1d8 points of and leave plenty of space for dumb birds to keep
damage (Save for half ). it fat, happy, and with little taste for jackal mon-
key. There is a door-sized hole in the base of the
tower. The Lasso Spider usually hangs out just
5. Funeral Tower below the windows in the top of the tower, but
is not against snaring a tasty morsel from below
and hauling up to feast upon.
The door and the windows to this tower are
sealed with stone and mortar. The door has an Lasso Spider: HD 3; HP 18; AC 5[14];
inscription in an ancient language (Intelligence Atk bite (1d8+poison) or web-lasso (spe-
check to decipher) that reads, “May they succeed cial); Save 14; AL C; CL/XP 3/60; Special:
in death where they failed in life”. Inside are the web-lasso.
executed and cursed remains of Pharess Niobe
Varna’s 10 bodyguards. They will animate and Lasso Spiders typically hide in hard-to-access
attack anyone who enters this tower, or if the areas and attempt to ambush lone animals or
door to room 8 is opened. adventurers passing by. The web lasso has a
range of 50’. Characters hit with it are caught in
Undead Bodyguard (10): HD 1; AC 7[12]; the tough, sticky strand. The Lasso Spider will
Atk khopesh (1d8); Move 12; Save 16; AL then attempt to draw the creature 10’ closer each
C; CL/XP 1/30; Special: wail of ultimate round (Save to avoid). Once in range, the spider
15
will bite and paralyze the creature with its poi- that is enchanted to be stronger than steel. (The
son (Save or be paralyzed for 2d4 rounds), and sword is a Champion’s Khopesh, also detailed in
eat it immediately if it is hungry, or wrap it in a Appendix B.)
cocoon to save for later.
If the mortar is tampered with (a necessity to The stairs are covered with dirt and debris that
pry open the stone door) these shiny crystals has blown into the tomb over the centuries.
will explode out from the door area in a cone 30’ There are some small signs that someone has
long and 40’ wide at its furthest point. Anyone visited the tomb before. Under the grime and
in the blast radius of the crystals must make a dust of years there is graffiti on the wall. If
Save or be blinded for 1d6 rounds. If the Save cleared, one section reveals, “Beware falling rocks”
fails by 6 or more, the target is also choking for in elven. The door at the north end of the stair-
1d3 rounds, unable to take any action. way is pried open and stands ajar.
Niobe Varna’s headdress is made of solid gold, There are three complicated, mechanical, falling
worth 500 gp, and has magical properties (see block traps in this corridor. The blocks are
The Headdress of Varna in Appendix B: Magic triggered by pressure plates under each and will
Items). There is also a box of golden jewelry reset, with a loud clank, in 3 rounds after trig-
worth 1000 gp, and a bronze khopesh sword gering. If unaware of the trap, a Save must be
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made to avoid 2d6 points of damage. If aware, mummified skeletons of Thuthmosis IV’s
the Save is at +4. bodyguards. They will animate only if someone
steps on the stairs in room 6.
There is a narrow space left between the rocks
and the wall when they fall, and unarmored Undead Bodyguard (10): HD 1; AC 7[12];
humans (or smaller creatures) could slip by. The Atk khopesh (1d8); Move 12; Save 16; AL
blocks are suspended by chains that are briefly C; CL/XP 1/30; Special: wail of ultimate
visible after a block falls down. Quick-thinking damnation, 1/2 damage from slashing and
characters may have an opportunity to halt the piercing weapons.
reset or sever the chains entirely by inflicting 15
points of damage to them in the one round they Once per day each undead bodyguard can wail
are visible. at an individual instead of attacking. The target
must make a Save, or be overcome by feelings
The door at the end of the hall is untouched and of uselessness and failure, suffering a -2 penalty
sealed with mortar. to hit, damage and saves for 1d3 turns.
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orated, this time with scenes of daily life in a be unlocked when Thuthmosis awoke into the
wealthy and orderly empire. The slaves work, afterlife. Apparently that didn’t happen, or if it
and the overseers supervise. did, it was in the metaphorical sense.
Against the west wall is a small stone altar. On The walls are painted with scenes of the life of
top of the altar is a gold inlaid bowl worth 100 servants and slaves in the ancient empire. If a
gp. Inside the bowl is a handful of linen strips. character studies the paintings he may (Intelli-
The strips are magical wards, called Grave Lin- gence check) be able to learn of the existence of
ens (see Appendix B: Magic Items). The Slaves’ Passage into The Valley of Shubba
Nil (pg. 28). The key to the manacles can be
found in room 11.
8a. Annex of the Dead
9. Treasury
Six sarcophagi line the walls of this room. The
walls behind the coffins are decorated with
scenes of a hellish underworld. Inside the coffins This is the grand treasury of Thuthmosis IV. The
are the cursed remains of 4 criminals who were alcoves are lined with high quality grave goods
meant to guide the dead king through the perils and valuables. They include:
of the underworld to paradise.
• A golden statue of a woman with rainbow
If anyone enters the room without one of the wings, worth 150 gp.
Grave Linen strips from room 8 in their posses-
sion, the ghouls will animate, throw open the • A gem-encrusted, golden box worth 150
lids of the sarcophagi and attack. They are rav- gp, filled with coins worth 300 gp.
enously hungry after being locked in the tomb
for centuries and will stop to feed on any slain • A golden chariot worth 600 gp.
character.
• 4 jars carved of jade with lids represent-
They are blocked from leaving room 8a by ing an owl, a jackal, a man and a camel.
powerful magic. Worth 400 gp total.
Ghouls (4): HD 2; AC 6[13]; Atk 2 claws • A golden ankh, nearly 2’ tall. Worth 200
(1d3), bite (1d4); Move 9; Save 16; AL C; gp.
CL/XP 3/60; Special: Immunities, paralysis.
• A golden torch that always burns, even
Ghouls are immune to charm and sleep. under water or in a vacuum.
Any hit from a ghoul paralyzes the victim
for 3d6 turns if a Save is failed. • A golden staff with an uncut diamond
headpiece. Worth 800 gp. It also grants a
lawful cleric a +2 bonus to Turn Undead
8b. Annex of the Living checks.
19
The secret door to room 11 is very difficult to Thuthmosis IV: a copy of The Book of the Dead
spot. There is no mechanical way to open the (see Appendix B: Magic Items). There is also
door from this side; it must be broken down a small bronze key that opens the manacles in
with picks and hammers or some other (perhaps room 8b.
magical) method.
This is the true final resting place of Thuthmo- Sindanore was once an active plague colony.
sis IV. His carefully-preserved mummy (not Several generations ago, a terrible wasting
undead in this case) is interred in an elaborate, disease, with no mundane cure, ravaged the
gold-inlaid, jet sarcophagus (worth 1500 gp). nearby settlements. Those afflicted were sent to
It is secured with a well-crafted lock (-10% to Sindanore to live out their days in squalor. No
thief Open Locks skill). plague has been active in Sindanore for over 50
years, but the inhabitants still wrap themselves
Inside the sarcophagus is the real treasure of from head to toe in gray rags and are wary of
20
21
outsiders, due to the horrible treatment their of the island. No one has actually seen one
ancestors received from the civilized world. up close in a generation but sometimes
there are glimpses of eyes watching logging
Sindanore is not completely isolated from the parties from the underbrush and drums can
broader world. A few merchant ships visit be heard echoing around the island. (True)
yearly to trade finished goods to the villagers in
exchange for hardwoods and certain herbs and 2. Demons live in the volcanoes on the island.
spices that only grow on the island of Kalmatta. (False)
The trade is not profitable enough to warrant
further contact and the villagers like it that way. 3. A group of hunters went inland 6 months
With the merchants come occasional treasure ago. The villagers assumed they were dead,
hunters as well. The villagers are accustomed to but a small party returned to Sindanore for
loud-mouthed braggarts wandering the streets supplies a month ago, claiming they were
for a few days and then disappearing into the mostly still alive. (True)
jungles. Few are ever heard from again.
4. Pirates are common in the seas surrounding
The village is fortified with a stout wooden Sindanore and have been known to use
palisade with wooden guard towers at regular the island to careen their ships in the past.
intervals. The gate is made of heavy, 2’- diameter Because of this the fishing boats of the
logs reinforced with iron bands and secured villagers never venture far from Sindanore.
with a thick bar and bracing beams when not in (True)
use. Experienced guards occupy the towers and
roam the streets. 5. The rivers are navigable but no less deadly
than the jungles. (True)
Sindanore Guard: HD 1; AC 4[15]; Atk
scimitar (1d6+1) or javelin (1d6); Move 9; 6. Tombs from an ancient civilization are
Save 16; AL N; CL/XP 1/15. scattered across the island. Occasionally, a
group of adventurers will return loaded with
Seldom do the villagers leave their impressive gold and treasure. (True)
fortifications, but when they do it is always in
large groups and only for as long as is absolutely 7. A tribe of warrior women live in the
necessary. Most villagers currently alive have interior. They take healthy males as mates,
never traveled more than a mile into the jungle and after laying with them, kill and eat
surrounding the colony, so their knowledge of them. (False)
the island is very limited.
8. Giant crocodiles live in the swamps and the
Sindanore Villager: HD 1d6 hit points; AC mouths of the rivers. (True)
9[10]; Atk club (1d4); Move 12; Save 17;
AL N; CL/XP B/10. 9. Some kind of giant mammals live on the
island. The villagers have caught glimpses
Below is a list of what the average villager of them thundering through the jungle and
knows or thinks about the island. They may have seen their droppings. (True)
share this information with the characters
in the course of other business or if properly 10. Evil wizards visit the island on flying
motivated. carpets every new moon and attempt to
summon an ancient evil that lives in the sea.
1. There are natives that live in the interior That is the reason the water rises so high
22
and covers the isthmus at that time: the 5 sp per day, paid one month in advance - no
creature is struggling to rise to the surface. refunds. If the characters do not return in one
(False) month, their possessions will be sold or dis-
carded. Urtull, like most of the villagers, doesn’t
The villagers of Sindanore are largely believe he will ever see characters who go inland
independent, small family groups that help again.
each other when there is dire need, but keep
to themselves otherwise. There is no temple Efram
to any god, nor proper tavern or inn. There is
a part-time smith and a miller who will repair There is no bar or tavern to speak of in Sin-
items and sell traveling bread, respectively. There danore, but Efram runs a small kitchen for
are only a handful of working horses that the laborers to eat their meals when they don’t have
villagers will not part with except for offers of time to cook for themselves. He also serves a
ridiculous wealth (300 gp or more). strong drink made from distilling vines that
grow on the island. Efram calls it “Creeper
Juice” and he will sell it for 1 sp by the mug or
Notable People 1 gp for a skin full. Efram is less than scrupu-
lous and has been known to sell adventurers
fake treasure maps. He has a stack of carefully
Malachai forged and aged pieces of parchments in his
living quarters that will direct the characters
In times of dire trouble, the villagers look to a ‘secret tomb’ in the vicinity of area 8 - The
to Malachai, a veteran guard, to lead their Atokalla Village.
settlement. Malachai is a stickler for keeping a
regular guard and never opening the gates after Khalid
dark or allowing an undermanned party to leave
the village. Khalid is a part-time smith who can repair
(but not make) weapons and armor, as long as
Malachai has fought giant crocodiles before and they are not too exotic. He is brother-in-law to
will swear that there are humans, or something Efram and clearly does not care for the man.
close to humans, that live on the interior. He has If Khalid grows fond of a character for some
seen them watching from the jungle and knows reason (fellow smith, or a character goes out of
there is human intelligence in those stares. his way to be nice to Khalid) he will tell them
not to trust Efram.
Malachai, Veteran Guard: HD 4; HP 24;
AC 4[15]; Atk scimitar (1d6+2) or javelin Gristle and Yreeth
(1d6+1); Move 9; Save 13; AL N: CL/XP
4/120. Gristle and Yreeth are cousins who are the black
sheep of the village. They are the only villagers
Urtull who will accompany a party into the interior,
but only because their grandmother has finally
There is no proper inn at Sindanore, but Urtull given up on them and kicked them out of the
is a widower who lives in a large house and will house. They are currently sleeping in Urtull’s
rent rooms to visitors. He charges 5 sp a day stable, but don’t have the coin to keep that up
for a small room, and 1 sp per day for a sleep- for long. If hired, they will ask for 1 gp per day,
ing space only in the barn. If characters wish to but settle for 3 sp per day each. They will desert
leave things at Urtull’s he will insist on the full at the first opportunity they can, taking as many
23
valuables as they can carry. Luck Eater: HD 1d2 hp; AC 6[13]; Atk 2
claws (1); Move 18; Save 8; AL C; CL/XP
Thelonna 3/60; Special: luck drain.
Thelonna is a wise-woman of sorts and will sell This black-spotted cat, when approached, will
herbal remedies for 1 gp. She will claim to have begin to purr. All creatures within 30’ must
a remedy for anything the characters can throw make a Save or become charmed. All affected
at her. The elixir, she claims, will speed healing. creatures will want to take the cat with them,
Actually, it will give 1 hp extra for a full day’s unharmed, and will defend the cat with their
rest, but only once per week. Her antidote for lives. The Luck Eater will allow this, and stay
Giant Centipede poison is not without some with the victims indefinitely, all the while purr-
merits as well. It will reduce the time a character ing. This effect lasts for one day, after which the
is affected by half if taken within 2 rounds of victim may attempt another Save to break free
being bitten. of the Luck Eater’s charm.
24
ing watery field to come into being inside the He has collected some items that interest
archway. Turning the stud back to center will him. Among them is a small, battered, and
close the portal. locked lead chest. The chest once contained
5 potions, but the vials are shattered and the
One portal exits to the Shrine of Truth (area liquid long since dried-up as Thungo likes to
6), and the other leads to the Shrine of Dreams smash the metal box against his other favorite
(area 11). toy, a Verundian Lancer’s Breastplate (see pg. 58,
Appendix B: Magic Items).
If the characters do not possess the Rod of the
Crescent Moon, the portals can be opened by
charging them with spell energy. Spellcasters
may make an Intelligence check to decipher
the mystical writings. The archways require 3
levels of spells to be cast at them. For example
a first level cleric spell cure light wounds and a
second level magic-user spell invisibility, would
work. All spells are completely absorbed by the
archway and have none of their normal effects.
3. Thungo’s Lair
Thungo is the last of a band of very long-lived,
four-armed ape-men that once lived on the
island. Thungo is very intelligent and capable
of understanding human speech, although his
vocal chords would not allow him to speak
himself. He is omnivorous, but actually prefers
a diet of coconuts and giant berries. Unfortu-
nately, Thungo is an adolescent four-armed-ape-
man, and as the sole survivor of his band has no
potential mate. The frustration has driven him
half-mad, and as a result he is overly aggressive
and territorial. Thungo will attempt to intimi-
date any creatures entering his hex by putting
on a display of strength and viciousness. If they
do not leave quickly, Thungo will attack.
25
so, Burgaron the Coalhearted was transformed
4. Platybelodon Graveyard into a giant clam and dropped without ceremo-
ny into the waters of what is today known as
You find a clearing that stretches for a mile or so Black Pearl Bay.
in all directions, and you see the bleached bones
of thousands of large, four-legged creatures. On the sandy bottom of this tranquil bay, 30’
How many centuries has this clearing been below the surface of the water, rests this 6’
their final destination? As you inspect, flies, magical clam. The clam can speak telepathically
vultures, and other scavengers carry on with to any creature standing on the shore or on in a
boat on the bay. It speaks in a gurgling voice. It
their gruesome business.
will ask any who approach the following riddle:
For centuries, the Platybelodon who live on “A young man desires to possess me, but once he
the Island of Kalmatta have traveled to this has me, he no longer wants me. Blade in hand,
hex to die. The ground is littered with the he attacks me and does his best to remove me.
bleached bones of tens of thousands of the Yet he knows that it is all in vain. What am I?”
creatures. There is a 60% chance that there is
a nearly dead, or freshly dead Platybelodon The first character to answer, “A beard,” will be
in the immediate area when the party enters granted a tremendous boon. He may disregard
this hex. The scattered trees and rock plinths one harmful effect, of any kind, from any source,
in this hex are full of large vultures that have short of divine power.
grown fearless and mean. They will attack
anyone who approaches their nesting places or If the characters prompt the clam for its story,
a platybelodon corpse that still has meat on the he will surely tell his sad tale of love, but will
bone. leave out the part about his being a ruthless
pirate.
Vultures, large (2d4): HD 2; AC 6[13]; Atk
bite (1d6); Move 6/24 (fly); Save 15; AL C; Cursed Clam, giant: HD 4; HP 23; AC
CL/XP 2/30. 2[17]; Atk kelp strand (1d4/2d4/3d4/etc.);
Move Nil; Save 10; AL C; CL/XP 6/400.
Characters who spend a full turn searching
through the stacks of Platybelodon bones have The clam itself is fairly helpless. It relies on a
a 1 in 6 chance of finding something of value. hard shell and hardiness due to size. The clam
Roll on the random treasure table (pg. 2). does magically control six long, tough kelp
strands that grow near it. It can strike with
these strands up to 30’ away. If the strands hit
they constrict and begin to strangle the oppo-
5. Black Pearl Bay nent. On the first round they do 1d4 points of
damage. On the second, 2d4; third, 3d4; etc. An
Many years ago the pirate Burgaron the opponent can make a Strength check to break
Coalhearted fell in love with the daughter of a free, or deal 15 points of damage with a slashing
court wizard, and this revelation had disastrous weapon.
affect on his nefarious reputation.
If the clam is killed or otherwise subdued, its
Before he was able to retire from the life of shell can be pried open to reveal a huge black
plunder, he was caught and sentenced to what- pearl worth 600 gp. The pearl is actually a
ever punishment the court wizard fancied. And magical representation of Burgaron’s black heart.
26
Once per day, there is a 25% chance that the
alignment of the person carrying it will shift 7. The Diamond Mine
closer to chaotic. If already chaotic, there is no
additional effect. The old diamond mine was abandoned
generations ago. The dangers of the Island of
Kalmatta were too much for the miners to stay
and completely exhaust the mine of all the
6. Shrine of Truth diamonds. Occasionally, tiny deposits of the raw
gems can still be seen clinging to the walls. They
Here in the shadow of the volcano, you have are mere chips, but still worth pulling out if
discovered a large circular dais, upon which is given the time to do so.
a free-standing archway and a statue. All of
this is made from a black metal and everything If the players completely clear the mine of
is covered in volcanic ash. The statue represents danger, they can continue to work the veins of
an old man in robes. In one hand is a shepherd’s gems. It is slow work but there is some payoff. If
at least 6 people work all day in the mine, 1d100
crook, while the other arm is outstretched, palm
gp in diamonds can be recovered. If 12 or more
up. Set into this palm is an octagonal stud. people work the mine, 2d100 gp per day can be
Mystical writings are scrawled all over the sur- recovered.
face of the archway. Steam seeps through cracks
in the darkened earth beyond the dais. You hear There is a total of 1,500 gp worth of diamonds
a faint droning sound. left to be gathered. Random encounter rolls
should be made twice daily as usual.
If the characters do not possess the Rod of the A Save must be made to avoid 1d4 damage.
Crescent Moon, the portals can be opened by If three characters trigger the fall in the same
charging them with spell energy. Spellcasters area, a major collapse takes place. All characters
may make an Intelligence check to decipher the within 10’ must make a Save or take 1d8
mystical writings. The archways require 3 levels damage.
of spell to be cast at them.
The passage will require 1d6 turns of digging to
For example a first level cleric spell cure allow further progress.
light wounds and a second level magic-user
spell invisibility, would work. All spells are
completely absorbed by the archway and have
none of their normal effects.
27
28
Level 1 Cave Lizard: HD 5; HP 25; AC 3[16]; Atk
bite (3d4); Move 12/9 (climb); Save 15;
AL N; CL/XP 5/240; Special: camouflage,
1. Entrance frightening appearance.
29
old mine carts. The carts are still serviceable 10. The Terraces
and can run on the track that heads into the
northern tunnel. The steep slope will accelerate
the mine carts quickly. Each cart can carry 3 Each of the steps of the terrace are 10’ drops.
human-sized creatures. There is a nest of 4 giant centipedes that make
their lair in the face of the second step down.
They surprise on a roll of 1-5 on 1d6.
7. Sharp Turns
Centipede, giant (small, nonlethal): HD
1d2 HP; AC 9[10]; Atk bite (1 hp); Move
Mine carts traveling through these areas will 13; Save 18; AL N; CL/XP 1/15; Special:
come off the rails unless the occupants succeed Non-lethal poison.
on a Dexterity check. Only one occupant can
make the check, although any passengers with Save at +4 bonus or crippling poison causes
a Dexterity of 13 or higher may add 1 to the 1d4 rounds of pain during which the victim
rollers ability. is helpless. In addition the limb (determined
randomly) is crippled for 2d4 days. A crippled
leg reduces movement by 50% and a crippled
8. The Big Jump arm cannot hold a shield and attacks are made
at -4.
30
31
12. Chamber of the Wizard He is wrong. They are only significant to the
Atokalla (ref. pg. 22, area 8. Atokalla Village).
32
14. Watery Passage The head of Bartholeus speaks in a squeaky
voice, the result of his head shrinking, and
retains his former knowledge. The extent of this
There is a small underwater passage that knowledge is left to the referee. He has a good
connects rooms 11 and 12. Faustus Zauberer’s understanding of the Walawi language and can
demon servant uses it to monitor the murky act as an intermediary. Bartholeus likely has an
lake. agenda of his own, which could lead to future
adventures.
33
of damage, but will make the imbiber foggy for
1d4 rounds (-1 to hit, damage and Saves) He
will not allow them to take any with them, and
will not share with them the secrets to making
the brew.
34
will last for 10 attacks before becoming inert. Snaptrap Minion Ritual Requirements:
Three times per day, Kolo Manto can sumon • A sprout of the black snaptrap from the
a biting and stinging swarm of insects which Kalmatta jungles.
inflict 3d4 damage to anyone in a 30’ radius,
Save for half. • 1d6 days to complete the ritual.
Kolo Mantu also knows the following • 1d3 Constitution loss. Stat loss is
spells: sleep, light, shield, detect invisibility, recovered after the destruction of the
levitate, protection from normal missiles, water minion.
breathing.
Jungle minions have their creator’s alignment,
and acquire their own personality over time.
Jungle Minions
Jungle Minion, fungus: HD 2; AC 8[11];
Created through ancient rituals, jungle minions Atk thorn spear (1d6); Move 9; Save 15;
are completely devoted to their master and AL n/a; CL/XP 2/30; Special: spores.
acquire the alignment of their creator. They are
often created by witch doctors and shamans to These magical creations resemble walking
guard their villages, temples, and shrines. mushrooms of various colors and stand no taller
than a halfling. A fungus minion will work
A magic-user or cleric who acquires the diligently through the night at whatever task
knowledge of these rituals must still invest the it is given. Faint lights will not bother a fungus
time and material costs. Plus, there is always a minion, but in bright daylight, a fungus minion
risk. will go dormant, sinking back into the ground.
Fungus Minion Ritual Requirements: They are capable of wielding simple weapons,
but their primary defense is their spore
• A purple spotted mushroom from the discharge. Each round the minion can ‘sneeze,’
swamps of Kalmatta. expelling spores in a 15’ radius. Anyone within
range must make a Save or spend 1d4 rounds
• 1d10 days to complete the ritual. coughing and sneezing violently. Afflicted
characters can only move while affected;
• 1d2 Constitution loss. Stat loss is attacking or spellcasting is impossible.
recovered after the destruction of the
minion. Jungle Minion, kudzu: HD 3; AC 5[14];
Atk vine (1d4+strangle); Move 9; Save 14;
Kudzu Minion Ritual Requirements: AL n/a: CL/XP 3/60; Special: strangle,
regeneration, snatch.
• A shoot from the red kudzu of the
Kalmatta mountains. Tall and slender, this mass of wriggling vines
is quick, agile and incredibly strong for its size.
• 1 day to complete the ritual. Upon a successful strike, the kudzu minion will
attempt to strangle its opponent. If the character
• 1d4 Constitution loss. Stat loss is succeeds on a Save, he breaks free. If the
recovered after the destruction of the character fails, it begins strangling the character
minion. and does 1d4 points of damage on the first
35
round. If it manages to strangle the character blood), it refuses to cast spells, enter
for two rounds in a row it does 2d4 damage, and combat, or assist the creator.
so on.
2. The minion’s leaves constantly drip a foul-
The kudzu minion can also attempt to snatch smelling ichor, causing the wizard to suffer a
items from any character within 10’. On a -1 penalty to his Charisma score while in its
successful hit the character must make a Save or presence.
lose the weapon or object.
3. The minion grows 1d4 additional, smaller
Unless burned to ashes, the kudzu minion will fanged mouths which yap incessantly
return to life in 1d4 days with only 1 hit point until fed. Anytime the creator is trying
and attempt to seek its master. This bond has to focus, be quiet, engage in meaningful
no limits, and the kudzu minion will travel conversation, etc., there is a 20% chance
indefinitely. It regains 1 hit point per day until it the minion interrupts and wants to be fed.
reaches its original total. If this result on the table is rolled again,
another 1d4 mouths are grown, the minion
Jungle Minion, snaptrap: HD 1; AC 5[14]; gains 2 hit points, and the future chance of
Atk bite (1d4); Move 6; Save 12; AL n/a; interuption goes up by 10%.
CL/XP 3/60; Special: spells.
4. The minion acquires the taste for human
The snaptrap minion is the only jungle minion and demi-human flesh, and will begin
capable of speech. It speaks the primary asking for it. If rolled again, it demands
language of the creator. The snaptrap stands 3’ this form of sustenance and will take no
tall and has a single bulbous, fanged mouth. It substitute.
can grasp and manipulate only simple objects
with its sticky appendages. It prefers to remain 5. The minion becomes root-bound and
in a pot where it pleads with its creator to be fed refuses to leave its pot.
any small insect or animal, but it can walk about
on its roots if necessary. 6. The minion goes dormant for 1d6 hours and
cannot be awakened.
In combat, the snaptrap minion can bite its
opponent, but its greatest feature is that it can
cast any first or second level spell that its master
memorizes for the day. It cannot memorize 10. Mahunaki Village
different spells, but the casting of either the
minion’s or the caster’s spells does not affect the The Mahunaki also believe in a Great Stranger,
other. There is a downside however, for each but in their stories, the he must ascend the
spell cast there is a 10% chance per level of the slopes of the volcano that threatens to erupt
spell that a corrupting, mutation occurs to the (The Shrine of Dreams, area 11), and willingly
Snaptrap minion. Roll on the table below to sacrifice himself by jumping in, thereby silencing
determine what the exact effects are. the volcano’s threat over the island forever.
36
fourth day the entire village forms a procession a first level cleric spell cure light wounds and a
and attempts to escort the character to the second level magic-user spell invisibility, would
summit of the volcano that threatens to erupt. work. All spells are completely absorbed by the
If the character leaves the village or refuses to archway and have none of their normal effects.
jump into the volcano, the tribe immediately,
and irrevocably, turns hostile.
The stud can be rotated counter-clockwise The smugglers are hostile to characters if they
or clockwise with the Rod of the Crescent think they can eliminate them without losses.
Moon. Turning in either direction will cause a If they estimate the party is strong enough to
shimmering watery field to come into being do damage, they attempt to negotiate with
inside the archway. Turning the stud back to them, always with a plan of sending the party
center will close the portal. into danger to soften them up or get rid of
them entirely. The smugglers are aware of
One portal exits to the Shrine of Secrets (area the marooned pirates on The Shackles, the
2), and the other leads to the Shrine of Truth Mahunaki village at area 10, the old stockade
(area 6). and its giant boar inhabitant at area 14, and the
big game hunter camp at area 15.
If the characters do not possess the Rod of the
Crescent Moon, the portals can be opened by While acting friendly, the smugglers buy any
charging them with spell energy. Spellcasters tomb loot for half the suggested value. They
may make an Intelligence check to decipher always have about 300 gp of random tomb items
the mystical writings. The archways require 3 on hand, including 1d8 Grave Linens. There is
levels of spell to be cast at them. For example 50% chance that the smugglers are currently in
37
possession of stolen cargo. Roll on the following lass (1d6+1) or javelin (1d6); Move 12; Save
table to determine what kind of cargo they have 16; AL C; CL/XP 1/15.
in their warehouse.
Roll Cargo
13. Valley of Shubba Nil
1..........................Furs from the North (500 gp)
The small valley is bordered by an incongruous
2................................................. Spices (600gp) circular plateau with cliff faces on both sides.
The cliffs rise above the jungle floor to stag-
3........................................ Medicines* (400 gp) gering heights of over 100 feet. Large flocks of
birds and something larger can be seen circling
4............................................Salted cod (40 gp) the top of the plateau.
5..................................Potent Coffee** (100 gp) The fabled ruined city of Zadabad does indeed
rest within the sacred valley. The valley is warded
6............................................... Timber (100gp) against any type of transportation, dimensional,
or time-travel magic. Characters may levitate or
7............................................... Captives (3d10) fly over the outer cliffs, but any such magic will
cease once above the plateau. To gain entrance
8....................................................Horses (2d4) to the valley, several options are available to the
characters.
9........................................................ Pigs (4d4)
38
sessing a Grave Linen or The Rod of the Crescent try to carry their victims away to their hidden
Moon is ignored by the guardian. It will not cliff-side caves to eat.
pursue characters into either of the cave tunnels.
Ascending the cliffs is also an option. The cliffs The priests still draw power from the god Shub-
are 100’ tall at their lowest point, and fairly ba Nil, and can turn living creatures as a second
sheer. With the right equipment or magic, it is level cleric turns undead. Player Characters may
possible a party could enter this way. The main Save to resist.
danger going over the cliffs are the giant flying
serpents that dwell there. The natives call them Shubba Nil, the ancient god of the dead, grant-
mixacoatl. Anyone who avoids the flying ser- ed his priests limited immortality, of a sort, to
pents, or survives an encounter with one, faces carry out their sacred duties. The priests reside
a challenging descent on the other side of the in the valley still, half-mad after centuries of
small plateau. isolation with no one to prepare for burial. They
are eager to do so again, even if it means they
Mixacoatl: HD 3; AC 5[14]; Atk bite have to speed up the dying process themselves!
(2d4+acid); Move 6/24 (fly); Save 15; AL C;
CL/XP 4/120; Special: acid - Save or take The magic that grants the priests immortality
an additional 1d8 damage. only works within the Valley of Shubba Nil. If
the priests leave the valley, the ravages of time
Mixacoatl resemble 30’ coral snakes with feath- are visited upon them immediately, and their
ery gray wings. They are very fast and attempt to bodies turn to dust, blowing away in the wind as
use their speed to pick off single creatures. They if they never existed.
39
Zadabad Trinket Table on the control panel from 1 to an increasing
number increases the volume of the humming.
Only when the knob is turned to a hidden 11th
1.....................................Adventurer’s notebook position, will the door open with a mighty chord
of distorted noise. Turning the knob requires a
2-3..........................Weapon of superior quality Stength check at -6, or can be turned easily with
The Rod of the Crescent Moon.
4-6................... Jewelry worth 3d10 gold pieces
All of the interior doors in the pyramid
7-10...................... Old, but serviceable weapon are made of bronze and are 8’ tall. They are
unlocked, but due to corrosion, they are all
11-14.......................Old, but serviceable armor stuck, requiring an open doors roll.
20................................... Random magic potion A beam of light shines down through a hole in
the ceiling, which illuminates an ornate battle-
* The adventurer’s notebook may contain a axe that is hovering in mid-air.
partial map of the island, additional rumors, or
warnings about the island’s inhabitants. It could
be a grimoire containing notes on the process This axe wants to be owned by a lawful fighter,
of making a potion, or it may even contain spell but will accept a lawful character of any class
instructions. It’s likely the book is in another over a chaotic character. As the party enters, it
language, coded, or illegibly written, requiring points to its preferred owner.
an Intelligence check to decipher. The character
may try once per day to glean useful informa- Heavy Metal Axe of the Sun and the Moon
tion from the text.
This axe is heavy, and two hands are needed to
wield it. One blade is inscribed with a scene of
the moon hiding behind misty mountains, while
The Vaults of Zadabad the opposite blade is inscribed with a scene of
the sun shining over a calm ocean.
The great black pyramid of Shubba Nil rises
before you. It is polished, smooth, and would This weapon is magical and of lawful origin. It
be difficult to climb. Mounds of humans skulls provides a +1 to attack and damage rolls, has an
obscure the base of this imposing structure. The Intelligence of 4, and can communicate to the
road leading to the only visible door is flanked wielder through simple urges. It is a Wizard
by the bones of the unfaithful. Bane weapon, and when battling magic users, it
causes a truly shattering blow.
There is only one entrance to the vaults: The • Shattering Blow: On a natural 20, the axe
giant bronze door that leads to area 1. Anyone inflicts an additional 1d10 damage.
standing in front of the door hears a soft
humming sound. There are no handles, but there • Special Purpose: Kill Sahira and Nuleena,
is a control panel (see fig. 1). Turning the knob the witches of Shazarad (or any other NPCs
40
41
the referee wishes to develop for future Elsewhere in rooms 7a and 7b.
adventures.)
The judge should feel free to change the map(s)
• Special Powers: The sun blade can emanate to suit the needs of his campaign and adventures
a golden light with a 20’ radius at will, and to come.
the moon blade can obscure surroundings
with a 20’ globe of darkness that only the
wielder can see through. 3. Vault of the Golden God
Each destination on the map is marked with a Iron Helm of the Butterfly
series of 9 numbers, and this map, along with
the Rod of the Crescent Moon, are they keys to This masterfully crafted iron helmet has
operating the control panel and the Gate to butterflies etched into the sides. Wearing the
42
43
helmet protects the character from all falling There are notes drawn on the page, and written
damage. It also changes the wearer’s vision, in common is the title, “In the Garden of Eden”.
becoming over-saturated with millions of colors. The music is, in fact, the guitar riff for In A
While wearing the helm, the character suffers a Gadda Da Vidda by Iron Butterfly. If a player
-4 penalty to Save vs. charm/suggestion spells or recognizes or guesses this and is able to hum or
spell-like effects, but gains a +4 bonus to Saves play the riff, the referee may want to award him
vs. sonic attacks and deafening noises. a special bonus. The parchment then bursts into
multi-colored flame.
• Honatep becomes aware of the characters Honatep: HD 8+2; HP 52; Atk khopesh
presence in the vaults. (2d8); Move 12; Save 8; AL N; CL/XP
9/1,100; Special: deafening trumpet, war
• 2d4 skeletons of past adventurers rise up stomp.
from the floor and kneel before the one
who beat the drum. They will fight for this Instead of attacking, Honatep can sound his
character until destroyed. Further sounding trunk, forcing those who hear it to Save, or be
of the drum does not raise more skeletons. deafened for 1d6 rounds. If deafened, spells with
a spoken component are unable to be cast.
• The doors unlock and open into the next
chamber. Honatep’s war stomp can be used as part of any
movement and shakes the earth, forcing those
in a 30’ radius to make a Save or fall prone, and
6. Vault of the Lost Chord those between 30’ and 120’ to make a Save or
be thrown off-balance and take a -2 to hit for 1
round.
Atop a marble pedestal rests a rolled sheet of
parchment, tied with a red ribbon of silk. When Honatep war stomps, stone blocks will
44
fall from the ceiling. Each character must make stick their arms, heads, or other items through
a saving throw or be struck by falling debris to ‘test the waters,’ with effects left to the
causing 2d6 damage. referee.
A strange device dominates the center of this You hear the sound of gentle waves lapping
platform, and a myriad of copper wires rise to against the air, as a large circular wall of water
the ceiling, cross the main chamber and connect hovers in the air before you.
to a circular device at the far end. The main
panel of the device has nine octagonal studs,
each pointing to a set of raised numerals. There Stepping through this gate can lead to anywhere
the referee wishes. Characters may venture
is a larger octagonal stud at the top of the panel
through, or things can come into this world.
with three positions; a positive sign to the left, a
negative sign to the right, and a blank posi-
tion in the center. It is currently at the center
position. 14. The Old Stockade
Settled into the marsh in this hex is the remains
The studs cannot be turned by hand, and the of an old stockade. Who built the fortification,
Rod of the Crescent Moon is required to operate or for what purpose, is lost to the mysteries of
the device. If the rod is lost or destroyed, time. The wooden palisade is almost completely
spellcasters may direct 1 level of spell energy rotted away, but the central blockhouse was built
into the panel to turn a stud. of fieldstone and is mostly intact. A few hours of
cleaning and repair work will make the structure
Operating the Gate to Elsewhere: defensible again.
• Turning the larger stud to the negative Most of the monsters on the island avoid the
position opens the gate to all planes foul old stockade, so parties resting here will not
and fierce. be subject to the standard nightly random
encounter roll. The stockade is shunned because
• Turning the larger stud to the positive it has become the lair of a giant razorback
position opens the gate to all planes fair and swamp boar. The boar is extremely aggressive and
fortunate. attacks any intruders on sight. It fights to the
death!
• Leaving the stud in the center position will
lead the characters to all mundane locations. Razorback Swamp Boar, giant: HD 4; HP
21; AC 5[14]; Atk gore (2d6); Move 9; Save
• The maps accessed through the bronze tube 15; AL N; CL/XP 6/480; Special: charge,
in room 2 give the numerical combinations ferocity.
to specific destinations.
The boar can charge in a straight line, moving
Characters cannot see through the watery gate up to 18 and causing 2d10 damage on a
to know what’s on the other side, but they can successful hit.
45
The boar is also so ferocious that after receiving Hunters can hear sounds, hide in shadows and
a mortal wound (reaching 0 hit points) he move silently as a 4th level thief.
continues to fight on for 2 more rounds,
regardless of the damage dealt to him. The Servant (20): HD 1d4 hp; AC 9[10]; Atk
massive tusks of the boar are worth 200 gp. dagger (1d4); Move 12; Save 17; AL N;
Presenting the carcass of the boar to the big CL/XP B/10.
game hunters at area 15 would impress them.
46
Over the years, islands have built up around
the frozen giants. They were imprisoned by the
priests of Kalmatta centuries ago. This clan of
stone giants can live virtually forever without
food, water, or air, but delight in eating precious
gemstones. The gemstones they devour reform
as a gem deposit in the center of their stone
heads. The gem, if obtained, is worth a gold
piece for every year the menhir giant has lived.
47
on the island thereafter has a 20% chance of plans return and free Zosime and Pancratius.
having been looted and destroyed.
Kakios (600 years old)
Zosime (700 years old)
Kakios’ long imprisonment has turned him vile
Zosime is a female giant who is quite persuasive. and resentful. He promises anything to be freed.
She speaks with honeyed words to any char- He is a skilled liar and negotiator. He won’t
acters who come within 100’. Male characters fulfill any promises he made to the characters,
must make a Save if they talk to Zosime for 5 and attempts to kill and devour any who possess
minutes or more. If the Save fails, the character gemstones. Afterward, or if the characters flee
becomes willing to fulfill any request that Zo- from his small island, he plans go to each of the
sime makes of them. If the request is counter to other islands of the menhir giants, kill them,
the character’s nature or is inherently dangerous, and break apart their heads to retrieve their gem
they get a new Save. deposits.
48
The pirates are led by a particularly ferocious the best silversmiths of the era, and their hidden
former boatswain named Corbeaux. If Corbeaux stores of the precious metal were not taken by
is killed during the boarding action, the rest the soldiers who destroyed the town. Both are
will most likely retreat or surrender, begging for correct.
mercy and passage to anywhere but here.
Digging around the island has a 15% chance per
If a ship passes within sight of the islands day of effort to locate a hidden cellar or secret
during the daytime, there is a 30% chance small hole containing a bar silver worth 4d100 gp.
groups of pirates can be spotted on the water
fishing, or sailing from one island to the next. Plague Wraiths rise every night from the
If approached in this fashion, and especially if desecrated ground and will kill any living
Corbeaux is not around, the pirates are eager creature on the cays. Disturbing a silver cache
to sign-on with just about anyone if it means will summon 1d3 angry Plague Wraiths - even
passage off the island. Corbeaux acts likewise, during the daytime.
but will try to incite a mutiny as soon as he is
aboard any seaworthy vessel. He is a bully, a Plague Wraiths: HD 2; AC 5[14]; Atk
thief, a liar, and a lawyer when it suits him. touch (1d4 Constitution drain); Move 18
(fly); Save 15; AL C; CL/XP 5/240; Special:
Pirate (28): HD 1; AC 9[10]; Atk club infravision 100’, immune to sleep, charm and
(1d4); Move 12; Save 17; AL C; CL/XP mind-affecting spells.
1/15.
Plague Wraiths appear as translucent images of
Corbeaux: HD 2; HP 13; AC 8[11]; Atk the poor souls that were infected with vermilion
cutlass (1d6+1); Move 12; Save 16; AL C; ague while living. Their bodies are twisted,
CL/XP 2/30. hunched, and reek of brimstone. The touch of
a plague wraith sends a wracking pain through
the victim as all of his or her muscles and bones
shrivel and bend, mimicking the prolonged
19. The Damned Cays effects of vermilion ague. The Constitution loss
is permanent unless healed by magical means.
The founding of the village of Sindanore was
not the first time in history that Kalmatta was
used as a plague colony. Generations before,
the small islands called The Damned Cays were
used as a settlement for sufferers of vermilion
Appendix A:
ague, a terribly infectious disease. When the
fever broke out on the mainland, warships
arrived and slaughtered all of the colonists and
Monsters
torched the settlements.
49
Adu Bagwa does not like rivals in his river, and the cave lizard for 2d4 rounds.
will see any vessel as such. Instead of attacking
he can attempt to capsize a vessel with a 50%
chance of success. Cave octopus
After a successful strike, Adu Bagwa attempts
to swallow his prey whole (Save to avoid). HD 4; HP 30; AC 6[13]; Atk 4 tentacles
Swallowed creatures take 1d6 points of damage (1d3 and grapple), bite (1d8+3); Move 9
per round. If Adu Bagwa is slain, allies may cut (swim); Save 12; AL N; CL/XP 5/120;
open the crocodile and free the victim. Special: grapple.
Corbeaux
Cave Lizard
HD 2; HP 13; AC 8[11]; Atk cutlass
HD 5; HP 25; AC 3[16]; Atk bite (3d4); (1d6+1); Move 12; Save 16; AL C; CL/XP
Move 12/9 (climb); Save 15; AL N; CL/ 2/30.
XP 5/240; Special: camouflage, frightening
appearance.
Crocodile
The cave lizard surprises on a 1-3 on d6 due to
natural camouflage. When threatened, the cave
lizard puffs out its neck cowl and hisses in a HD 2; AC 4[15]; Atk bite (1d8); Move
ferocious display. Anyone witnessing must make 9/12 (swim); Save 15; AL N; CL/XP 2/30;
a Save or suffer a -2 to hit and damage against Special: camouflage, jaws of doom.
50
The 15’ crocodiles of Kalmatta are adept at Demon servant
blending with their surroundings and remaining
motionless for extended periods of time and
surprise on 1-3 on d6. What’s more frightening HD 2; HP 14; AC 5[14]; Atk 2 claws
is the crocodile’s powerful bite. After a success- (1d6+2); Move 12/9 (swim); Save 13; AL
ful strike, the crocodile locks onto the victim C; CL/XP 3/60; Special: half damage from
and attempts to drag them into deeper water. non-magic weapons, nauseating smell.
Only a successful Strength check at -4 will open
the jaws. Drowning creatures take 1d6 points of Faustus’ demon servant appears as a hu-
damage per round. man-sized frog that walks upright. When ex-
posed to the air his odor is so pungent all char-
acters within 30’ must make a Save or become
Cursed Clam, giant nauseated and suffer a -2 to hit and damage for
1d4 rounds. Faustus has become immune to this
ability.
HD 4; HP 23; AC 2[17]; Atk kelp strand
(1d4/2d4/3d4/etc.); Move Nil; Save 10; AL
C; CL/XP 6/400. Faustus Zauberer
The clam itself is fairly helpless. It relies on a
hard shell and hardiness due to size. The clam HD 4; HP 14; AC 8; Atk goat horns (1d6);
does magically control six long, tough kelp Move 9; Save 11; AL C; CL/XP 5/240;
strands that grow near it. It can strike with Special: spells.
these strands up to 30’ away. If the strands hit
they constrict and begin to strangle the oppo- Faustus can cast the following spells: charm per-
nent. On the first round they do 1d4 point of son, shield, protection from good, ivisibility, mirror
damage. On the second, 2d4; third, 3d4; etc. An image.
opponent can make a Strength check to break
free, or deal 15 points of damage with a slashing
weapon. Fire Ants, giant
51
creatures within a 20’ x 20’ area. in a 30’ radius to make a Save or fall prone, and
those between 30’ and 120’ to make a Save or
be thrown off-balance and take a -2 to hit for 1
Ghouls round.
Jackal Monkeys
Honatep
HD 1d4 hp; AC 6[13]; Atk bite (1d4)
HD 8+2; HP 52; Atk khopesh (2d8); Move or thrown excrement (special); Move 12
12; Save 8; AL N; CL/XP 9/1,100; Special: (climb); Save 16; AL N; CL/XP 1/15; Spe-
deafening trumpet, war stomp. cial: throw excrement, leap.
Instead of attacking, Honatep can sound his Jackal Monkeys can (and often do) throw their
trunk, forcing those who hear it to Save, or be own feces up to 40’ at intruders into their terri-
deafened for 1d6 rounds. If deafened, spells with tory. The ordure does not cause physical damage
a spoken component are unable to be cast. but anyone hit must make a Save or become
nauseated (-1 die on all attacks, ability, skill, and
Honatep’s war stomp can be used as part of any spell checks) until the offending stool is washed
movment and shakes the earth, forcing those off. Subsequent poo-missiles have no further
52
effect. first round. If it manages to strangle the charac-
ter for two rounds in a row it does 2d4 damage,
The Jackal Monkey can leap using its powerful and so on.
hind legs, consuming its entire movement for
the round. The kudzu minion can also attempt to snatch
items from any character within 10’. On a suc-
cessful hit the character must make an opposed
Jungle Minion, fungus Strength roll or lose the weapon or object.
53
grasp and manipulate only simple objects with Lasso Spiders typically hide in hard-to-access
its sticky appendages. It prefers to remain in a areas and attempt to ambush lone animals or
pot where it pleads with its creator to be fed any adventurers passing by. The web lasso has a
small insect or animal, but it can walk about on range of 50’. Characters hit with it are caught in
its roots if necessary. the tough, sticky strand. The Lasso Spider will
then attempt to draw the creature 10’ closer each
In combat, the snaptrap minion can bite its round with an opposed Strength check at a +4
opponent, but its greatest feature is that it can modifier. Once in range, the spider will bite and
cast any first or second level spell that it’s master paralyze the creature with its poison (Save or
memorizes for the day. It cannot memorize dif- be paralyzed for 2d4 rounds), and eat it imme-
ferent spells but the casting of either the minion diately if it is hungry, or wrap it in a cocoon to
or the caster’s spells does not affect the other. save for later.
There is a downside however, for each spell cast
there is a 10% chance per level of the spell that
a corrupting, mutation occurs to the Snaptrap Leech, colossal
minion. Roll on the table below to determine
what the exact effects are.
HD 2; AC 7[12]; Atk bite (1d6); Move
12 (swim); Save 15; AL N; CL/XP 2/30;
Kolo Manto Special: blood drain.
54
make a Save or become charmed. All affected completely motionless until a creature touches
creatures will want to take the cat with them, one of the many very small creeper roots the
unharmed, and will defend the cat with their plants send out for 40’ in all directions. When
lives. The Luck Eater will allow this, and stay that happens, the petals attack with blinding
with the victims indefinitely, all the while purr- speed (surprise on 1-4 on d6).
ing. This effect lasts for one day, after which the
victim may attempt another Save to break free On a successful melee hit, the mantrap plant
of the Luck Eater’s charm. grabs any man-sized creature or smaller and
hauls them high into the air. There is no damage
The Luck Eater survives by temporarily drain- on the first round, but every round thereafter
ing the luck of its victims. Every morning each the plant secretes a powerful acid that deals 2d4
party member must make a Save or be at -1 to points of damage. A Save is required to break
hit, damage and saving thorws for the day. free. If the plant dies, the petals will open easily.
Mantrap Plants are dangerous denizens of trop- HD 6+4; HP 40; AC 3[16]; Atk fist (1d12);
ical forest and jungles. The 30’ trunk of the plant Move 6; Save 11; AL C; CL/XP 7/600;
is made of extremely tough fibers (AC 1[18]) Special: Rot, hit only with magic weapons.
that resemble the trees in the area it resides. The
top is a 6’ hinged petal (AC 7[12]) with barbs Any touch causes a rotting disease which pre-
and small tentacles on the inside. The plants are vents magical healing and slows normal healing
55
to 1/10th normal on a failed Save. Special: immune to sleep, charm and other
mind-affecting spells.
Native Shaman
Pirate
HD 1; AC 6[13]; Atk spear (1d4) or blow-
gun (1d4+poison); Move 9; Save 12; AL C; HD 1; AC 9[10]; Atk club (1d4); Move 12;
CL/XP 2/30; Special: surprise 1-4 in d6, Save 17; AL C; CL/XP 1/15.
curses.
If hit with a poisoned dart the target must make Plague Wraiths
a Save or take 1d2 temporary Dexterity damage.
A critical failure on a save will result in imme-
diate paralyzation. A character so poisoned will HD 2; AC 5[14]; Atk touch (1d4 Consti-
heal 1d2 points of Dexterity with each full day tution drain); Move 18 (fly); Save 15; AL
of complete rest. C; CL/XP 5/240; Special: infravision 100’,
immune to sleep, charm and mind-affecting
If a Save is failed against a curse the target is spells.
at -2 to hit, damage and Saves as long as they
stay on the island. If the shaman has a personal Plague Wraiths appear as translucent images of
belonging of the target the Save is made at -4. the poor souls that were infected with vermil-
If they have some part of the target (hair, nails, ion ague while living. Their bodies are twisted,
dismembered arm, etc.), the Save is at -6! hunched, and reek of brimstone. The touch of
a plague wraith sends a wracking pain through
the victim as all of his or her muscles and bones
Native Warrior shrivel and bend, mimicking the prolonged
effects of vermilion ague. The Constitution loss
is permanent unless healed by magical means.
HD 1d4 hp; AC 6[13]; Atk spear (1d4) or
blowgun (1+poison); Move 9; Save 15; AL
C: CL/XP 1/15; Special: Surprise 1-4 on Platybelodon
d6, poison.
If hit with a poisoned dart the target must make HD 2; AC 6[13]; Atk charge (2d6); Move
a Save or take 1d2 temporary Dexterity damage. 9; Save 15; AL N; CL/XP 3/60; Special:
A critical failure on a Save will result in imme- trample.
diate paralyzation. A character so poisoned will
heal 1d2 points of Dexterity with each full day Platybelodon are elephant-like creatures with
of complete rest. multiple tusks and a shovel mouth. They travel
in slow herd groups in swamps and sometimes
grasslands. Because of their size they must
Obsidian Guardian constantly eat aquatic plants and fungus. Platy-
belodon are not aggressive, but they will charge
if they are startled. Because of their poor senses,
HD 5; HP 30; AC 3[16]; Atk axe (2d6); that is often the case.
Move 9; Save 10; AL N; CL/XP 5/240;
56
Platybelodon are surprised on a 1 - 4 on 1d6. If area 15 would impress them.
a party is also surprised, and therefore unable to
avoid the herd, chaos will likely ensue. Platybe-
lodon charge blindly at the nearest enemy, and Rock Baboon
if they hit, the initial impact does 2d6 points of
damage and forces the target to make a Save. If
that Save fails, the target is knocked prone and HD 1; AC 7[12]; Atk 2 claw (1d2), bite
the Platybelodon will continue its charge and (1d4); Move 12/9 (climb); Save 16; AL N;
trample the target for an additional 2d6 points CL/XP 1/15.
of damage.
The boar can charge in a straight line, moving HD 1; AC 7[12]; Atk cutlass (1d6+1) or
up to 18 and causing 2d10 damage on a success- javelin (1d6); Move 12; Save 16; AL C; CL/
ful hit. XP 1/15.
57
Soulcatcher Crewmember 6/24 (fly); Save 15; AL C; CL/XP 2/30.
HD 2; AC 6[13]; Atk bite (1d6+paraly- Some remains of the deceased must be present
zation); Move 12 (climb); Save 16; AL N; (although it can be a very small part, even a
CL/XP 3/60; Special: surprise 1-5 on d6, finger bone or some teeth will work), The Bell of
paralysis. Khodun Nudohk must be struck to summon the
spirit of the deceased, and The Candle of Khodun
Nudohk must be lit to bind the spirit in place
Undead Bodyguard until the ritual is finished, 12 hours later.
58
CL/XP 3/60; Special: Immunities, paralysis. activated. Whether or not they will do anything
with that knowledge is up to the referee.
Ghouls are immune to charm and sleep. Any
hit from a ghoul paralyzes the victim for 3d6
turn if a Save is failed. Candle of Khodun Nudohk
Demi-Lich: HD 5; AC 1[18]; Atk claw This is a 2-foot-long, 6-inch diameter beeswax
(1d3+level drain); Move 12; Save 8; AL candle. It is shot through with black and purple
C; CL/XP 7/600; Special: undead, spells, streaks and has several incense pins in geometric
immune to non-magical weapons, 50% spell shapes along its length. The primary purpose
resistance, infravision 100’. of the candle is to bind the spirit of a deceased
mortal that is summoned with The Bell of
The Demi-Lich can cast spells as a 5th Khodun Nudohk while the resurrection ritual in
level wizard, drains 1 experience level on a The Book of the Dead is performed.
successful claw attack, and has a flat 50%
resistance to any spell or spell-like effect used In addition to this important purpose, if a
against it. Only magical weapons or spells lawful cleric meditates in front of the lit candle
can harm it. during morning prayers he can memorize one
additional first level spell.
59
polished to a high sheen. The sword grants a the moon hiding behind misty mountains, while
+1 magical bonus and does 1d8 damage. Also, the opposite blade is inscribed with a scene of
on a natural 20, the wielder has the option to the sun shining over a calm ocean.
break his opponent’s weapon. Enemies wielding
magical weapons may make a Save to avoid the This weapon is magical and of lawful origin. It
sundering. In addition to the khopesh found in provides a +1 to attack and damage rolls, has an
Pharess Varna’s tomb, another may be found in Intelligence of 4, and can communicate to the
the Platybelodon Graveyard. wielder through simple urges. It is a Wizard
Bane weapon, and when battling magic users, it
There is a drawback to a Champion’s Khopesh, causes a truly shattering blow.
however. The wielder of the sword must follow
the commands of any creature who wears The • Shattering Blow: On a natural 20, the axe
Headdress of Varna. If a command is counter to inflicts an additional 1d10 damage.
the wielder’s nature, or obviously suicidal, a Save
breaks the spell. The Save must be made for • Special Purpose: Kill Sahira and Nuleena,
each command given. the witches of Shazarad.
To stop wielding a Champion’s Khopesh for any Special Powers: The sun blade can emanate a
reason, a character must make a Save at -4. If golden light with a 20’ radius at will, and the
failed, a new Save is not allowed for 1 week. moon blade can obscure surroundings with a 20’
globe of darkness that only the wielder can see
through.
Headdress of Varna
This ornate headpiece is made of gold, ebony, Iron Helm of the Butterfly
and platinum filigree. It is worth 500 gp for the
precious materials alone and perhaps up to 1000 This masterfully crafted iron helmet has
gp to a knowledgeable collector. In addition butterflies etched into the sides. Wearing the
to being a Pharess, Niobe Varna was also a helmet protects the character from all falling
priestess of Isis, an ancient goddess of women damage. It also changes the wearer’s vision,
and fertility, and any priestess of a similar faith becoming over-saturated with millions of colors.
will recognize the headdress as a symbol of that While wearing the helm, the character suffers a
status. -4 penalty to Save vs. charm/suggestion spells or
spell-like effects, but gains a +4 bonus to Saves
The Headdress of Varna confers a +2 Charisma to vs. sonic attacks and deafening noises.
any female who wears it. In addition, any wearer
of the headpiece has the ability to compel the
wielder of a Champion’s Khopesh as described in Luck Bolts
that entry.
These crossbow bolts are enchanted with a very
powerful, but finite magic. When fired from
Heavy Metal Axe of any crossbow, a Luck Bolt will achieve the best
the Sun and the Moon result for the firing character reasonably possible
for the current situation. If beset by enemies,
the Luck Bolt will unerringly strike the enemy
This axe is heavy, and two hands are needed to that will help the firing character’s situation the
wield it. One blade is inscribed with a scene of most. For instance, it will hit the creature that
60
will be killed with the least leftover damage, or • Is they key to easily opening specific doors
strike the wizard about to rain fiery death at the and operating bizarre control panels on the
attacker, etc. island of Kalmatta.
If fired in a room with a secret door, the Luck • Can disarm the bizarre gold trap in the
Bolt will veer off course to show its location, vaults of Zadabad.
possibly even opening the door if the trigger is
such that a crossbow bolt could open it. If there Perhaps in future adventures, more abilities will
is an illusory pit in the hallway, the Luck Bolt be revealed!
will strike that area, obviously passing through
to the eyes of the firing character. If a rope is
tied to the Luck Bolt, it will unerringly land in
such a way to secure the rope for climbing, etc.
61
Further
Adventures
With the discovery of the Gate to Elsewhere,
your options are unlimited. The characters can
travel to any other published adventure, or an
adventure of your own design.
62
Random Treasure Table
Roll Qty. on Island
Uncut diamond (100 gp) ......................................................................................... 5 o o o o o
Heavy crossbow .....................................................................................................................2 o o
Large gold coin on a string (10 gp) .........................................................................................Unlim.
Moldy leather pouch with 2d10 sp ..........................................................................................Unlim.
A raw copper cob (1 sp) ...........................................................................................................Unlim.
Silver ingot (1 gp).....................................................................................................................Unlim.
Semi-precious stone (10 gp) ....................................................................................................Unlim.
1d2 Luck Bolts ...................................................................................................................3 o o o
Ornate holy symbol (2 gp) .......................................................................................................Unlim.
Champion’s Khopesh ..................................................................................................................1 o
Platinum brooch (25 gp) .........................................................................................................Unlim.
1d3 Grave Linens ............................................................................................... 6 o o o o o o
Bronze dagger ..........................................................................................................................Unlim.
Small shield .............................................................................................................................Unlim.
Grappling hook .......................................................................................................................Unlim.
1d5 marble burial jars, (20 gp each) .........................................................................................Unlim.
Golden statue* (40 gp).............................................................................................................Unlim.
Ornate sword hilt (10 gp).........................................................................................................Unlim.
1d24 gp ....................................................................................................................................Unlim.
20 rations** (1 gp) ....................................................................................................................Unlim.
Gold ingot (100 gp)...........................................................................................................3 o o o
Giant lizard skull helmet.............................................................................................................1 o
50’ hemp rope...........................................................................................................................Unlim.
Spyglass...................................................................................................................................2 o o
* (1) boat, (2) horse, (3) chariot, (4) jackal, (5) pyramid, (6) warrior
** (1) jar of honey, (2) jerky, (3) salt cod, (4) jar of garum, (5) hard tack
63
OPEN GAME LICENSE Version 1.0a Distribute.
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affix such a notice to any Open Game Content that you Use. No Open Game License v 1.0a Copyright 2000, Wizards of the
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as described by the License itself. No other terms or conditions System Reference Document Copyright 2000-2003, Wizards
may be applied to any Open Game Content distributed using of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
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3.Offer and Acceptance: By Using the Open Game Content You Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
indicate Your acceptance of the terms of this License. based on original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use Swords & Wizardry Core Rules, Copyright 2008-2011, Matthew
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