the forge
DESCRIPTION
Level 3 Labyrinth Lord adventure moduleTRANSCRIPT
![Page 1: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/1.jpg)
Product Identity: The following
Items are hereby identified as product
identify, as defined in the Open Game
License version 1.0a, Section 1(e), and
are not Open Content: All trademarks,
registered trademarks, proper names
(character, deities, artifacts, places,
etc.), artwork, and trade dress.
Open Content: Except for material
designated as Product Identify (see
above), the contents of this
Knightvision Studios game product are
Open Game Content, as outlined in the
Open Gaming License version 1.0a
Section 1 (d). No portion of this work
other then the material designated as
Open Game Content may be
reproduced in any form without written
permission.
VisionVentures are published by
Knightvision Studios under the Open
Game License v 1.0a Copyright 2000
Wizards of the Coast, Inc. All other
trademarks are property of
Knightvision Studios®. ©2009
Knightvision Studios.
“The Forge" is a desert adventure of sand and secrets
designed for four to six 3rd-level characters. For more
useful information on the campaign setting of Ebonyr
please visit knightvisionstudios.com. This module is
compliant with Goblinoid Games Labyrinth Lord Rules. The
OGL can be found at the end of this product.
Adventure Background
The Forge is an artifact that the dwarves have kept in trust
for eons. It is supposedly the tool God used to create the
Zhud.
The location of the Forge has been a secret even from the
various leaders of the Zhud tribes ever since the
stronghold was built. Only one Zhud in existence knows of
the Forge’s whereabouts and that person chooses devout
and worthy Zhud's to act as guardians at the secret
citadel. But even they don't know what they're guarding.
So when it was stolen, the keeper informed the various
secular and religious leaders of the Zhud tribes who then
decided they needed to retrieve it.
However by this stage, reports of the Forge and its use had
begun to filter throughout the region. The religious leaders
became very concerned after reading the holy texts and
learned that because the person using the Forge could only
wield the artifact with Gods approval. Therefore, whoever
was wielding it was on a direct mission from God himself.
1
![Page 2: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/2.jpg)
The dwarven leaders knew that Forge needed to
be returned to the secret citadel. They made a
decision that put them between a rock and a
hard place, what they needed was someone
ignorant, someone who could potentially get to
and stop the thieves, but who wouldn't figure out
that they were actually acting against God
wishes. They needed scapegoats.
Enter the PC's.
Adventure Summary
The PC's are contacted by a Zhud cleric working
for the religious leaders. He will offer 1000gp
each for help in guarding his caravan through the
Gebroan wilderness and exploring ancient ruins.
He may suggest that he's attempting to find a
long, lost religious artifact. They travel by ship
from Altalissia to the small port of Copper Bay.
There they can replenish food and water. The will
be wandering monsters in the wilderness to
contend with and eventually the caravan comes
upon the ruins. The Zhud cleric produces a key
that unlocks a door in one of the buildings that
has not been plundered by grave robbers and
thieves. The PC's adventure down three levels of
traps and monsters too finally to a lesser demon
called the Fire Tyrant who is trying to use trying
to destroy The Forge in a sinister ceremony.
Adventure Hooks
• Guarding the caravan: The party has
been contacted by a Zhud cleric that is
rather eccentric and will offer 500gp (at
first) then 1000gp (final offer) to guard
his caravan through the Gebroan
wilderness. He won't tell the PC's about the ruins or the Forge of Souls.
• Locate the Dead Ones: The Zhud Cleric
has charted a caravan and asks the party
to help him locate some ruins in the
wilderness so he can visit the graves of
his ancestors. Again he will offer 500gp up
front and 500gp after he returns safely to
port. The Zhud will not offer any
information about the Forge of Souls.
• Did you say you had a map? : A Zhud cleric will
disguise himself as an old prospector and divulge
information the party about ruins that he discovered in
the wilderness. He will offer the map in exchange for
protection from some unknown bandit organization. He
will lead the PC’s to the ruins the next morning. The
cleric will not show up at the rendezvous point the next
morning. Will the PC’s take the bait?
Part One: Copper Bay Whatever the PC’s reasons for accepting this
adventure, be it the hooks or an LL plot device,
the PC’s will start in the small seaport of Copper
Bay. (See Map page 11)
There are several shops and lodging in Copper
Bay. The PC’s can get some rest and resupply
here before heading out into the wilderness.
1) The Copper Guild
Guild master Jules Doza
The Copper guild has the responsibility for
supervising the procurement and transport of
copper in and out of Copper Bay. The routinely
hire mercenaries and adventures as guards in the
caravans and mining operations in the
wilderness.
2) The Forge and Tome Inn & Tavern
Landlord: Koop Adigoldan
Menu
Main Courses
Boiled Pigeon Bake
Boiled Steak Roast
Puddings
Almond Bake
Pear Surprise
Drinks
Mead
Grog
Local Wine
Spring Wine
7 rooms for rent: 40sp/night
2
![Page 3: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/3.jpg)
3) Rusty Lantern Tavern
Bartender: Male gnome, 5th-level NPC commoner
Interesting Clientele: An assassin secretly biding
his time, a ranger is looking for her wolf.
Rumors Overheard:
1) A woman who mysteriously vanished years
ago has been seen walking in the desert.
2) Vampires are preying upon a small town.
3) Two well-known heroes will soon fight a duel.
Accommodations: Common (a placed on a raised,
heated floor, blanket and pillow, amongst higher-
class company) for 3 sp per day.
Menu:
Breakfast: Bacon, Curds, Gnomes’ yogurt,
Blueberries, Sea oats (cost 3sp).
Lunch: Veal sweetbreads, Goose eggs, Cabbage,
Currants (cost 4sp).
Supper: Broiled catfish, Collard greens, Corn,
Coarse rye bread, Plain cake (cost 5sp).
Snack: Quail eggs, Sea-grapes, Oatmeal (cost
2sp).
4) Stone to Bread Bakery
Owner: Ellona Annix
Most bakery products: 5 sp/each
Pastries 8 sp/each
5) Merchants Market
Owners: Sal and Deveron Zorabos
This business sells leather and metal goods,
small weapons and armor. Prices are 20% higher
then the LL guide prices.
6) Copper Stables and Livery
Owner: Higlark Straden
Will rent burros and carts for 20 gp/week
Will stable animals for 5 gp/week
Part Two: Wilderness Journey It’s best for at least run one random encounter
from Copper Bay to the Ruins.
Roll d10 Desert Monster Encounter Table
1 Beetle, Fire
2 Beetle, Oil
3 Lion
4 Hobgoblins
5 Ogre
6 Scorpion, Giant
7 Snake, Pit Viper
8 Snake, Giant Rattler
9 Snake, Giant Tarantella
10 Nomad (human) Raiders
Part Three: The Forge
Level 1 General – map on page 12
Walls: Worked Stone
Floor: Stone
Temperature: Warm
Illumination: None
Room 1
Stairs lead up to a small building, inside there is
no windows or doors to be seen. The floor
suddenly gives out from the PC's weight. The PCs
fall to the next floor
Save vs. DEX or 1d4-1 damage for the fall.
Room 2
East Entry - no door leads to a long corridor.
Room Features: Carvings and Mosaics.
Room 3
West Entry - no door leads to a corridor.
South Entry - no door leads to a corridor.
Room Features: Circular, no furniture or objects.
Dart Trap - Trigger: Loose flagstone on the floor,
Effect: a dart will be launched from the north end
of room 3 down the corridor toward room 4 about
3 feet off the ground, Damage 1d4
Room 4
North Entry - no door leads to corridor
South Entry - Locked stone door
West Entry - Secret locked stone door
Room Features – Rectangular with two large
rectangular pools of water.
Arrow Traps - Trigger: Loose flagstone on the
floor opposite the trap, Effect: a regular arrow
fly’s of the wall 4 feet from the floor, Damage:
1d6
Room 5
North Entry - Locked stone door
West Entry - No door
East Entry - Stuck stone door
Room Features - This room is oval with a large
pool of water in the middle
Monsters: Water Weird: (1), MV: 20' swim, AC:
8, HD 3, Attacks: 1 (Grapple), Dmg: Drowning of
victim, A water weird is a magical creature made
of water which lives in a pool or another body of
water. It attacks all living things that disturb it,
feeding on the life forces of its victims in an
unknown way. Water weird does can appear in
different shapes; however they most often
appear in a snake-like form.
It takes a water weird two rounds to create its
form, and it will try to do this secretly once it is
3
![Page 4: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/4.jpg)
aware of potential victims. Once formed, it will
attack the closest target, and attempt to grapple
it and drag it underwater to drown. It will not
attack other creatures until its first target is
dead. If hard pressed, water weird will flee to the
bottom or dark corner of its home (assuming the
body of water is large enough).
Room 6
South Entry - Locked stone door
East Entry - Secret locked stone door
Room Features – Rectangle, no furniture.
Monsters: Scopioped (2), MV: 60' (20'), AC: 9,
hp 6 each, Attacks: 1 (bite), Dmg: Poison, Save
vs. 0 level human, they attack by biting their foes
and injecting a poison. The poison can make the
victim sick for 1d10 hours and they can only
move at 50% rate. No other physical activity is
possible.
Room 7
West Entry - Stuck stone door
North Entry - No door
Room Features – Rectangle, with stone benches
have been cut into the east and west walls.
Room 8
Southwest Entry - Stuck stone door
Southeast Entry - Locked iron door
Room features- Rectangle, no furniture.
Room 9
North Entry - Locked iron door
South Entry - Stuck iron door
Room features: Large rectangle rooms, part of
the walls have collapsed with large amounts of
stone rubble.
Monster: Acidic Flesh Blob, (1). MV: 20', AC 6,
HD 2, #AT special, Dmg: 1d4 chemical burns, An
acid blob's acid is not strong enough to continue
burning flesh after its strike, but metals are in
great danger. A metal weapon that strikes an
acid blob dissolves immediately unless it
succeeds save vs. spell.
Room 10
North Entry - Open archway
Southeast Entry - Stone stairs leading down
Room features – Square, no furniture and stone
steps in the southeast portion of the room.
Level 2 Map on page 13
General
Walls: Worked Stone
Floor: Stone
Temperature: Warm
Illumination: None
Room 1
West Entry - Trapped/Unlocked/closed stone door
(leads to stairs and level 1 room 10)
Trap: Darts - Trigger: loose floor flagstone in
front of the steps. Effect: 4 darts will drop from
the ceiling doing 1d4 damage.
North Entry - Open archway (room 1a)
Northwest Entry – Leads to room 2
Northeast Entry – Leads to room 3
South Entry – Leads to room 4
East Entry - Locked iron doors leads to room 10
Room features – Extremely large rectangle room
with 6 stone columns on either side.
4
![Page 5: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/5.jpg)
Room 1A
South Entry – Archway leads to room 1
Room features – Alcove that features a small
stone altar on the north end with several stone
benches along the east and west wall.
Room 2
South Entry - Unlocked stone door
Room features – Square, broken wooden
furniture litters the room.
Room 3
South Entry - Unlocked stone door
Room features – Square, empty, small hole in
one corner.
Monsters - Demon Bats,(4), AL N, MV 15' (6'),
Fly 140' (50'), AC 6, HD 2, #AT 1, Dmg Stab
1d6, Bite 1d4, SV
F1, Morale 8.
Treasure: One
non-magical silver
ring (25gp value)
Room 4
North Entry -
Unlocked/closed
iron doors
South Entry - Open
iron door
Room features –
Oval shaped room,
littered with broken
wooden furniture.
Monsters - Large
Spider (2), AL N,
MV 120' (40'), AC
5, HD 4, #AT 1
Bite, Dmg 1d8
(non poisonous),
SV F2, Morale 8.
Room 5
North Entry -
Locked stone door
South Entry -
Locked secret
stone door
East Entry - Archway
Room features – Rectangle shape, 4 columns in
the middle, no furniture.
Monsters - Hobgoblin: (1), AL Chaotic, MV 90'
(30'), AC 6, HD 2, #AT 1, Dmg +1 Long sword
1d8, SV F2, Morale 8.
Treasure: 13 gp, 21 sp, 17 cp
Goblins: (4), AL Chaotic, MV 60' (20'), AC 6, HD
1-1, #AT 1, Dmg Short sword 1d6, SV H0,
Morale 7.
Treasure on goblins: 32 gp, 41 sp, 59 cp, 1 silver
necklace (15 gp value)
Treasure - Metal chest (unlocked): 45 cp, 36 sp,
22 gp, 1 garnet gemstone (25gp value)
Room 6
North Entry - Locked secret stone door
Room features – Small wooden sleeping pallet,
locked wood chest next to it.
Treasure: inside the chest are 45gp, 65sp and
107cp.
Room 7
West Entry - Archway
Northeast Entry - Open stone door
Southeast Entry - Unlocked closed stone door
Room features – Large
rectangular room, 4 columns
hold up the ceiling. Stone
benches line the east and
west walls. There is nothing of
value.
Room 8
West Entry - Unlocked closed
stone door
North Entry - Unlocked closed
stone door
Room features – Square
room, large wooden desk,
overturned chairs and several
empty bookshelves.
Room 9
West Entry - Open stone door
South Entry - Unlocked closed
stone door
North Entry - Unlocked closed
stone door
Room features – Square
room, empty.
Room 10
West Entry - Locked stone doors
South Entry - Trapped locked stone door
Trap - Trigger:
Room Features – Large square room, several
dwarven statures line the northern wall.
Monsters - Lesser Rock Golem (1), AL N, MV 240'
(80'), AC 0, HD 8, #AT 1, 2d10 Fists, SV F8, MC
12, HC n/a
5
![Page 6: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/6.jpg)
Level 3 General – Map on page 14
Walls: Worked Stone
Floor: Stone
Temperature: Warm
Illumination: None
Room 1 - Landing - Stairs lead up to Level 2
Room Room 2
Entry 1 - Leads to room 1
Entry 2 - Leads to room corridor and room 2a
Room features – Square room, empty
Trap – Spear Trap
Trigger: Loose floor flagstone right in the middle
of the room.
Effect: A spear will fly out of the east wall in the
middle of the room. 1d6 of damage.
Area 2a - Door to nowhere
The corridor leads to a stone door with a door
knob.
Door Trap, trigger: When a PC turns the door
knob this sets off the trap trigger.
Effect: The stone floor disappears and the PC's
fall into a sand pit that is 20' long by 5' wide.
Monster: Skull Scorpio (4), AL Chaotic, MV 75'
(25'), AC 3, HD 3, #AT 3 (2 claws, sting), Dmg
1d6, 1d6, 1d4, SV F2, MC 9, HC VI
Treasure: +2 Dagger and small diamond (25gp
value) lie on the floor.
Room 3
Entry 1 - Leads to the west corridor
Entry 2 - Leads to room 4
Room features – Large circular room, two metal
chests lie against the south wall.
Chest 1 (trapped by non-poisonous darts 1d4
Dmg) Potion of Extra-Healing, Human-sized
Boots of Speed and three +2 arrows.
Chest 2 (locked but not trapped) Ring of Fire
Resistance, Horn of Frostbite ending a beam in
the desired direction, and is identified.
The frost horn has 20 charges and can deal 2d6
damage on any creature except for cold-based.
Room 4
Entry 1 - Leads to room 3
Room features -
Monster - Moon Maggot (5), AL N, MV 10' (2'),
AC 9, HD 2, #At 1, Dmg 1d4 arm pincers, 1d6
mouth, 1d6 tail, SV 0LH, MC n/a, HC n/a
Room 5
Entry 1 - Leads to corridor and area 2a
Entry 2 - Leads to room 6
Room features – Long corridor-type room, empty
Room 6
Entry 1 - Leads to room 5
Entry 2 - Leads to rooms 8,9,10
Room features – Medium-sized corridor.
Trap - Spiked chain, Trigger - Loose flagstone in
the middle of the corridor
Effect - A spiked chain swing down the center of
the corridor from south to north
Room 7
Entry 1 - leads to corridor to the west
Room features – Rectangle room with 4 columns
holding up the ceiling. A half-consumed
humanoid body lies in the corner with a two
creatures chewing on it.
Monster - Grabmutt (2) AL N, MV 60' (20'), AC 5,
HD 3, #AT 1, DMG 1d8, SV F3, MC 8, HC VI
6
![Page 7: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/7.jpg)
Room 8
Entry 1 - Leads to corridor
Room features - Dead Zhud lies in the corner.
Monsters - Bone Ants (4) AL N,, MV 140' (40'),
AC 3, HD 4, #AT 1, Dmg 2d6, SV F3, MC 7, HC
VI
Room 9
Entry 1 - Leads to corridor
Room features – Small, square room that is
empty
Room 10
Entry 1 - Leads to corridor
Room features – Small
square room, with one bed
pallet, small wooden table
and chair.
Monsters: Bone Ants (2) AL
N,, MV 140' (40'), AC 3, HD
4, #AT 1, Dmg 2d6, SV F3,
MC 7, HC VI
Room 11
Entry 1 - Lead to north
corridor
Entry 2 - Leads to room a, b,
c
Entry 3 - Secret locked stone
door, Leads to room 12
Room features – Long
corridor-like room 30’ long by
10’ wide, 2 wooden chairs are
against the north wall.
Room 11A
Entry - Closed iron door
Room features -
Monster - Sand Mummies (4) AL C, MV 60' (20'),
AC 3, HD 5, #AT 1, Dmg 1d12, disease, SV F5,
MC 12, HC XI
Room 11B
Entry - Closed iron door
Room features – Small prisoner cell with a stone
bench and small stone toilet in one corner. There
is nothing of value
Room 11C
Entry - Closed iron door
Room features - Small prisoner cell with a stone
bench and small stone toilet in one corner. There
is nothing of value
Room 12
Entry 1 - Secret locked stone door, leads to room
11
Entry 2 - Stairs lead to room 13
Room features -
Monsters – Dust devils (2) AL C, MV 60” (20”),
AC 2, HD 4, #AT 1, Dmg 1d6 sharp claws and
teeth, SV F4, MC 13
Treasure: 1 silver necklace (30gp value), Copper
Ring (Ring of Invisibility – page 112 LL Guide),
(5) +1 arrows.
Room 13
Entry 1 - Leads to northern
corridor
Entry 2 - Stairs lead to room 12
Room features -
Trap - Spear Trap, Trigger -
Loose floor flagstone
Effects - 2 arrows shoot from
across the corridor into room 13
Room 14
Entry 1- Lead to western corridor
Entry 2 - Lead to eastern corridor
Room features – 5 walled or
Pentagon-shaped rooms with a
large raised dais dominating the
center. Three large stone statues
stand on the dais.
Monster – Rock golems (3) AL N,
MV 120' (40'), AC 2, HD 6, #AT
2, Dmg 1d6 short sword, SV F5,
MC 12, HC n/a
Treasure: +1 Long sword hangs
on the wall, +1 small metal
shield hangs on the wall, and
Bone case with a scroll of X-ray
vision hangs on the wall.
Room 15
Entry 1 - Leads to northern corridor
Room features – Small square room with several
wooden sleeping pallets, cooking utensil lie
around the room.
Monster - Zhud fighters (2) AL C, MV 60' (20') AC
4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear,
D3, MC 8, HC XVI
Room 16
Entry 1 - Leads to northern corridor
Room features – Small square room, empty and
nothing of value.
7
![Page 8: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/8.jpg)
Room 17
Entry 1 - Leads to northern corridor
Room features -
Monsters: Zhud Fighters (2) AL C, MV 60' (20')
AC 4, HD 3, #At 1, Dmg 1d6 short sword 1d6
spear, D3, MC 8, HC XVI
Room 18
Entry 1 - Leads to corridor
Room features – Small square room which is
empty.
Room 19
Entry 1 - Leads to corridor
Room features – Small square room with 2
wooden sleeping pallets and one small wooden
chest.
Monsters: Zhud fighter (1) AL C, MV 60' (20') AC
4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear,
D3, MC 8, HC XVI
Treasure (chest) +1 dwarven leather armor, +1
silver dagger.
Room 20
Entry 1 - Lead to southern corridor
Entry 2 - Magical gateway
Room features – Long rectangular room with a
round metal door at one end.
Monsters: Zhud Fighter (2) AL C, MV 60' (20') AC
4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear,
D3, MC 8, HC XVI
LL notes: This room is a “gate” room of sorts.
The metal door can be activated by a special
metal key made of Mythinen. The door will open
and anyone can pass through unharmed to
dwarven underground city.
Room 21
Entry 1 - Leads to northern corridor
Entry 2 - Lead to room 23
Room features – Five long stone tables line the
walls of the room. The room is unoccupied.
Room 22
Entry 1 - Leads to northern corridor
Entry 2 - Leads to southern corridor
Room features – This room is a rather large
square room with 9 large stone tables. Two large
creatures stands one of the tables and challenges
the PC’s
Monsters – Chaos Imp (3) AL C, MV 80’ (30’), AC
5, HD 3, #AT 2 1d4/1d4 claw/claw, MC 8, HC n/a
Room 23
Entry 1 - Leads to room 21
Entry 2 - Leads to southern corridor
Room features – Rectangular room with a cook
prep table in the middle. The room is empty.
Room 24
Entry 1 - Leads to eastern corridor and rooms 23
& 22
Room features – Huge rectangular room
dominated by a massive platform made out of
some gem or crystal substance at the opposite of
the room. Six massive stone columns hold up the
ceiling.
Monster: Fire Tyrant (1) AL C, MV 120’ (80’), AC
3, HD 6, #AT 3, Dmg axe/claw/bite 1-8/1-6/1-4,
MC 10.
8
![Page 9: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/9.jpg)
Treasure: The Forge Mace (“Hand of God) See
appendices for the full description. Mythinen key
Chaos Imp (2) AL C, MV 80’ (30’), AC 5, HD 3,
#AT 2 1d4/1d4 claw/claw, MC 8, HC n/a
Zhud Cleric (1) AL C, MV 60' (20') AC 4, HD 3,
#At 1, Dmg 1d6 spear, D3, MC 8, HC XVI
LL Note: The Fire Tyrant and Chaos Imps will
fight to the death. The Cleric will surrender if the
Fire Tyrant is defeated or has taken ½ hp
damage.
Conclusion By defeating the Fire Tyrant and his minions and
retrieving the Forge of Souls will bring instant
success to the PC’s The PC’s can use the
Mythinen key found on the Fire Tyrant to travel
through the Vortex Path found in room 20. The
Vortex will take the PC’s to the dwarven Keeper
of the Forge complex.
There they will be rewarded with their prize (LL
choice)
The dwarven high cleric’s may have a change of
heart towards the PC’s and may want them killed
because they now know of the Forge and its
location.
Appendix
The Forge of Souls
The Forge of Souls is a magical weapon made of
Mythinen. It is well balanced and can make a fine
weapon. There is only one known in existence
and was created by the Creator himself.
The Forge of Souls has the following abilities:
1) +2 to hit and damage against all
creatures. +4 to hit and damage
against all kinds of demons.
2) Any dwarf who holds the Forge of
Souls can summon two 16 HD
angelic creatures once every two
weeks by holding the weapon over
his head and yelling the command
word at the top of his/her voice.
The beings will arrive instantly and
stay for exactly one hour. The
Angelic beings are very friendly
towards the wielder and its
companions.
3) All dwarves who wield the Forge of
Souls gain +2 on all saving throws
against any spells, poisons, etc.
4) The Forge of Souls received a +10
to all of its saving throws due to its
extraordinary durability. This bonus
does not apply to the wielder.
9
![Page 10: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/10.jpg)
10
![Page 11: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/11.jpg)
11
![Page 12: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/12.jpg)
12
![Page 13: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/13.jpg)
13
![Page 14: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/14.jpg)
Level 3 map
14
![Page 15: The Forge](https://reader034.vdocuments.mx/reader034/viewer/2022042904/568cc6a01a28ab8c668bb9cf/html5/thumbnails/15.jpg)
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! 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) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used under and in terms of this License. You must 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 indicates 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 NOTICES Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. The Forge, Copyright 2009, Knightvision Studios Author: Jay Michael
15