the forge

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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

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Level 3 Labyrinth Lord adventure module

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Page 1: The Forge

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

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

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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

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Page 4: The Forge

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.

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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

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

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Page 7: The Forge

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

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

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.

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Level 3 map

14

Page 15: The Forge

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

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