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Transcript of VisionVenture Module - The Sunken Shrine of Syraskis
1
The Sunken Shrine of Syraskis
"The Sunken Shrine of Syraskis" is a swamp based
adventure of intrigue and mystery designed for four to
six 3rd level characters. This adventure takes place north
of Draica, the capital of Lucidor, in the Grand
Marshlands. This module is compliant with the Open
Game License (OGL) and Labyrinth Lord™. The OGL
can be found at the end of this product.
Adventure Background The small village of Brynmoor has lived peaceably, for
the most part, within the Grand Marsh for over a
hundred years. The villagers scratch out an existence by
cutting "Bog Mass" and selling it in Draica for fuel. The
village has battled several creatures that have wandered
in from the marsh, but nothing they couldn’t handle.
Recently several of the farmers and travelers have
disappeared in and near the marsh. The town constables
left town to investigate and haven't returned. The town
council has feared that a greater threat has emerged and
they don’t have the resources to fight it.
Adventure Summary The PCs are asked by the town council to find their
citizens and constables and end the menace coming from
the bog. They are guided to the last known location and
left to their own devices. From there they can follow trail
signs, fight wandering marsh monsters and find a cave
opening. The PCs infiltrate a lost dwarven complex and
discover a subterranean river. From there they battle
Ratmen in a Sunken Shine to their foul god, Slith.
Adventure Hooks There are several ways that the PCs can become
involved in this adventure. Some of the hooks are easier
to incorporate then others.
• The Party is traveling north from Draica looking
for adventure and work and come upon the
whole village debating what to do about the
recent disappearances. A town councilman will
notice their weapons and ask for their
assistance.
• The party is sleeping in the village hostel when
they hear a scream. Town citizens later explain
that there have been recent kidnappings and
they are all afraid and need help.
• The PCs are attacked by Ratmen in their hostel.
The hostel keeper said two travelers went
missing two weeks ago and haven't been found.
The village constables went out looking for the
missing villagers, but haven’t returned and are
feared dead.
• The PCs are approached on the road by a
merchant asking for their assistance in finding
his daughter who was kidnapped by Rat-like
creature three days ago. The local village is no
help as they have their own problems. He offers
money and points in the direction of where the
raiders came from. He offers to accompany
them, but is not very skilled in the use of
weapons.
2
Wandering Monster Table – Swamp/marsh
Monster Roll d4
Brigand Men – 1d4 1
Giant Black Spider 2
Troglodyte- 1d4 3
Giant Leach 4
Act one: The Dwarven Fortress Whatever the PCs reasons for entering the marsh,
whether it be one of the adventure hooks or their own
invention, they find themselves near a small hill
protruding from the marsh and discover a small cave
opening.
General Features
Dungeon Walls: Masonry
Dungeon Floor: Flagstone
Temperature: Cool
Illumination: Dark (individual creatures may carry
lights)
Room #1
Cave Entrance - Natural cave opening
Pit Trap - mechanical; location trigger- loose flagstone;
automatic reset; 20 ft. deep (1d4, fall)
Monsters - None
LL Note - Nothing of value
Room #2
South Entry - Unlocked Closed Stone Doors
Room Features - six massive stone columns support the
ceiling. A raised platform of 2 feet with stairs on either
side lies in the northern part of the room.
Monsters - Goblin (2) AL C, MV 60' (20'), AC 6, HD 1,
#AT 1, DMG 1d6 (spear/short sword, ML 7, Treasure:
8cp, 4sp, 2gp each
LL Note - The goblins have just entered this
underground complex and are not with the Ratmen. The
goblins are just looking for loot and food.
Room #3
East Entry - Unlocked Stone Door
West Entry - Locked Stone Door
Room Features - 20' x 15' masonry walls, small stone
table and benches sit across the room. Looks like it used
to be a dining hall.
Monsters - None
LL note - Nothing of value
Room #4
East Entry - Unlocked Simple Wooden Door
Room Features - Dripping water from the ceiling,
several barrel-shaped objects. A large stone bench is
stationed along the northern wall.
Monsters - Purple Blob (1), AL N, MV 1, AC 8, HD 2,
#AT 0, DG 1d4 per round, SV (see below), ML 10,
Treasure: Ring of Confidence (see Appendix for full
description), 7gp, gold ring with diamond insert (75gp
value
LL note - The barrels were once used for water and food
storage, they are now empty. The Purple Blobs treasure
is in the northwest corner of the room.
Room #5
North Entry - Rubble filled hole
Room Features - Natural cave with a large pool of water
in the middle. Scattered bones litter the cave.
Monster - Cave Fisher (2), AL N, MV 1, AC 4, HD 3, #AT
2, DG 2d4/2d4 Pincer, SV F1, ML 5. (See Appendix for
full description)
Room #6
West Entry - Stuck Stone Door
Room Features - Circular, large broken statue lies on a
raised platform on the east side of the room.
Monster - None
Treasure - Metal Flask, 10' Wooden Pole, Metal shovel
and Metal miners pick.
3
Room #7
South Entry - Locked Stone Door
North Entry - Locked Stone Door
Room Features - Circular, Large raised circular platform
in the center with a bust of a statue. There is a closed
stone door to the west.
Monster - Goblin (2) MV 60' (20'), AC 6, HD 1-1, #AT 1,
DMG 1d6, Morale 7, Treasure: 8cp, 4sp, 2gp each
T-1 Trap
Dart Trap - mechanical; location trigger; manual reset;
Dmg 1d4 - the trap is located just to the right of the door
as one enters and is activated by a loose flagstone on the
floor.
Room #8
East Entry- Stuck Stone Door
North Entry- Secret Locked Stone Door
Room Features - Circular, masonry walls and several
small statuettes line the walls.
Monsters - None
Treasure - Nothing of value
Trap T-2
Burning Hands Trap - magic device; proximity trigger
(alarm); automatic reset; spell effect (Burning Hands DG
1d4)
Room #9
South Entry - Locked Simple Wooden Door
West Entry - Locked Simple Wooden Door
East Entry - Locked Stone Door
Room Features - Stone benches and tables line the east
and west walls. A small raised platform protrudes from
the northern wall.
Monster - None
LL Note - Nothing of value
Room #10
East Entry - Locked Simple Wooden Door
South Entry - Secret Locked Stone Door
Room Features - Wooden furniture, bed, desk and
wooden chest.
Monster - None
Treasure - Inside locked/trapped wooden chest: 5gp,
25sp, 100cp, garnet gemstone (25gp value)
LL Note - The chest is trapped with a poison needle,
Save vs. Petrify or Paralyze or fall asleep for 1d4 hours.
Room #11
West Entry - Locked Stone Door
East Entry - Ruble and water filled hole
Room Features - Rectangle, 2 foot deep water on the
eastern side. Some broken and rotting wooden furniture
lies scattered around the room.
Monster - None
LL Note - Nothing of value. The partially submerged
cave leads to Room #12.
Room #12
West Entry - Ruble filled hole
Room Features - Natural cave, scattered bones, ripped
cloth, shiny objects lie about.
Monster - Rogue Aquillion - AL C, MV 40' (Swim 120'),
AC 6, HD 3, #AT 1 (underwater #AT 2) DG 1d4/1d6
(Claw/Weapons: Trident/Axe) SV F3, ML 8
Combat: The Aquillion will lie in wait in an alcove
above the cave and jump down to attack.
LL Note - There is 10gp, 7sp and 37cp scattered around
the dry and water areas. These items were "left" by the
Aquillion's previous victims.
4
Room #13
West Entry - Carved archway
Room Features - Natural cave with an underground
river running North and South. A small wooden boat is
beached in the middle of the cave. A waterfall is on the
north part of the river.
Monster - Ratmen (2) AL C, MV 120' (40'), AC 6, HD 1,
#AT 1, DG 1d6 (Spear & short sword), SV F1, ML 7, 2 gp,
6 sp, 15 cp each.
LL Note - These Ratmen are here to guard the
underground river entrance and their boat. They will
fight the PCs until they get below 1/2 of their hp then
they will jump into the river and swim downstream,
leaving the boat.
To entice the PCs to travel down the river, the LL may
want to insert an injured, kidnapped girl:
Instra Refisa (AL L, AC 9, 2 hp) she may tell a story of
being captured by the Ratmen several days ago on a
road and becoming hurt (injured leg). She has seen
several other people taken down the river in boats to
parts unknown.
Act Two - The Sunken Shrine General Features
Dungeon Walls: Masonry, Natural and Carved
Dungeon Floor: Flagstone (light rubble)
Temperature: Warm
Illumination: Dark
Room #1
LL Note - If one or more of the Ratmen from Room #13
make it here, they will be on guard.
River Entry - Constructed cave entrance
Room Features - Natural cave built by the subterranean
river. 15' long by 8' wide. Pile of rubble near the
northern entrance.
Treasure - Nothing of value.
Monsters - None
T-1
Wall Blade Trap - mechanical; touch trigger; automatic
reset; hidden switch bypass (1d6, short sword). The
bypass switch is hidden in a small hole on the west side
of the cave.
Room #2
Southwest Entry - Constructed cave entrance
Northwest Entry - Closed stone door
Northeast Entry - Closed stone door
South Entry - Closed stone door
West Entry - Constructed cave entrance
Room features - Large natural cave with several stone
buildings protruding from its walls. Piles of ruble are in
several places evidence of recently excavation. Stalactites
hang from the ceiling.
LL Note -There is nothing of value. The Ratmen here are
fanatical and will fight to the end.
Monsters - Ratmen (3), AL C, MV 120' (40'), AC 6, HD 1,
#AT 1, DG 1d6 (short sword), SV F1, ML 7, 3 gp, 8 sp, 11
cp each
Room #3
LL Note - If the PCs don’t ambush the Ratmen in room
#2 then the Ratmen sub-leader and 1 Ratmen will rush
from this room to room #2 to investigate.
East Entry - Constructed cave entrance
West Entry - Locked double stone door
Room features - Natural cave with recent excavation
ruble pile littering the room. A large double stone door
carved with rune-like engravings looms on the west side
of the cavern.
Monsters - Ratmen sub-leader (1) Ratmen (3), AL C, MV
120' (40'), AC 6, HD 2, #AT 1, DG 1d6 (short sword), SV
F2, ML 8, 1 pp, 8 gp, 15 sp, 9 cp, gold chain (25 gp value)
Ratmen (2), AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG
1d6 (spear, short sword), SV F1, ML 7, 3 gp, 8 sp, 11 cp
each
Room #4
South Entry - Closed stone door
East Entry - Locked stone door
Room features - 10' x 12', masonry walls, 2 wooden
benches and a table are in the center of the room. Some
shields and weapons are piled in the northwest corner
Treasure - 3 small shields, 2 spears, and 1 mace (belongs
to the NPCs)
Monsters - Giant Rat (2), AL N, MV 120' (40'), AC 7, 2 hp
each, #AT 1, DG 1d4-1 bite (Save vs. disease, 2d4 days ill
and lose -1 initiative), SV F1, ML 8)
5
Room #5
LL Note - The Ratmen's slaves are kept in this room
when their not working. The door is barred and locked
on the outside.
West Entry - Locked stone door
Room features - 10' x 10' masonry walls, metal wall
scone with lit torch, 2 wooden chairs, 3 humans and a
dwarf stand or sit near the wall opposite the door.
NPCs - Alcinder Stonebreak (Dwarf), AL L, MV 120'
(40'), AC 7 (leather), hp 11, # AT 1, DG 1d4 fists, SV F2,
ML 5)
Orlando Adamah (Human male Fighter LV 3), AL L,
MV 120' (40'), AC 7 (leather) , hp 12, #AT 1, DG 1d4 fists,
SV F3, ML 6)
Lexi Merrow - (Human female Magic-user LV 3), AL N,
MV 120' (40'), AC 9, hp 10, #AT 1, DG 1d4 fists and
spells, SV MU3, ML 5) Spells memorized: Fire Ball,
Magic Missile
Konrad - (Human Cleric LV 3), AL L, MV 120' (40'), AC
9, hp 10, #At 1, DG 1d4 fists and spells, SV C3, ML 6),
Spells memorized: Cure light wounds, Hold Person
Monsters – None
T-2
Poison Dart Trap - mechanical; location trigger; manual
reset; (1d4 plus poison, dart); save vs. poison or be
paralyzed for 1d4 rounds. No further effects or loss of
hit points.
Room #6
North Entry - Stuck stone door
South Entry - Secret locked stone door
Room features - 10' x 15" masonry walls, wooden bed,
desk, chair and open chest.
Monsters - None
LL Note - Nothing of value
Room #7
North Entry - Locked stone door
Room features - 10' diameter circular in design, 2 closed
metal boxes, wooden desk and chair
Trap - Both metal boxes have poison needle traps. Save
vs. poison or become sick for 1d4 hours (-2 initiative)
Treasure - Box #1 - Emerald chalice (50gp value, Golden
pendant (35gp value), Onyx ring (20gp value), Ring of
Tongues (Allows the PC to read and understand any
creature within a 30' radius.
Box #2 - 5ep, 23sp,
Potion of Wakefulness - See appendix for full details
Monsters - Cave Dangler (2) AL N, MV 120' (40'), AC 5,
HD 2, #AT 1, DG 1d4 bite, save vs. paralysis 2d6 min, SV
F2, ML 6)
LL note - Danglers are dog-sized spiders which inhabit
the deep underground realms. Their carapaces are
smooth and transparent, making them almost invisible
even under lighting.
Combat -True to their namesake, danglers typically hunt
by hanging unnoticed atop a cavern ceiling. When prey
passes underneath, they drop down to attack, injecting a
potent, paralyzing toxin. Meals are cocooned and stored
in crevices in the ceiling, to be drained later.
Room #8
LL Note - Nothing of value
South Entry - Stuck stone door
Room features - 10' x 15" masonry walls, destroyed
furniture and bones are scattered around the room.
Monsters - None
Room #9
LL Note - If surprised the Ratmen Shamans will only
attack/defend with weapons and will not have time to
conjure up their spells. To "spice up" the combat, the LL
may want to have the Ratmen guards defend/attack first
so the Shamans have time to prepare their spells.
East Entry - Locked double stone doors
North Entry - Locked stone door
South Entry - Unlocked stone door
Room features – Large rectangular room, roughly 15’ x
20’, masonry walls, large raised dais on the west end.
6
Monsters - Ratmen Shamans (2), AL C, MV 120' (40'),
AC 6, HD 2, #AT 1, DG 1d6 and spells (spear & short
sword), SV F2, ML 8, Silver holy chains (35gp value).
Ratmen (4), AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG
1d6 (spear, short sword), SV F1, ML 7, 2gp, 5sp, 13cp
each.
Ratmen Shaman Spells
Confusion (lesser)
Level 2
Duration: 12 rounds
Range: 60'
See page 29 of LL guide for remaining description
Acid Drops
Level: 2
Duration: Instant
Area of Effect: 3' long 120° cone
Explanation/Description: This spell acts as Burning
Hands except it does damage with a spray of acid. 1d4
damage. Saving Throw: None
Room #10
LL Note - When the PCs enter this locked room, roll for
surprise (LL guide Pg 50). If the PCs lose the initiative,
then the Wererat will fire his crossbow first and let his
giant rats attack next. The next round the Ratmen Master
Shaman will attack with her Cold Ball spell
South Entry - Locked stone door
Room features - 10' x 15' masonry walls, partially
destroyed furniture and wall tapestry. A parchment
with strange runes lies on the table.
Monsters - Wererat (1) AL C, MV 120' (40'), AC 4, HD
3+1, #AT 1, DG 1d8 (Heavy crossbow & Long sword), +1
dagger, SV F3, ML 9, SD sustain damage from +1 or
better weapons, 20pp, 8gp, 11sp, 5cp, Ruby gem (30gp
value)
Ratmen Master Shaman (1) AL C, MV 120' (40'), AC 6,
HD 3, #AT 1, DG 1d6 (short sword) & spells, SV F2, ML
8, Gold holy chain symbol (50gp value), Candle of
Darkness (100gp value), 20gp, 5sp, 2cp
Candle of Darkness: This unusual candle, when lit,
actually produces magical darkness of a 50' range. It also
lowers the temperature within 10' by a significant
degree.
Master Shaman Spells:
Sleight of Gaze
Level 3
Duration: 3 turns
Range: 40 feet
It creates an illusory perception filter, an illusion that
does not render its subjects invisible, but rather makes it
difficult for a creature to focus on them. As long as the
subject does not draw attention to itself, other peoples’
gazes simply slip off of them, and their words fade into
silence. Save vs. wands to notice a subject. However,
characters that have already noticed the subject are not
affected by the perception filter. If a subject draws
attention to itself (for example, attacking a creature,
casting a spell with obvious or visible effects, or directly
addressing or touching another creature), it loses the
benefits of this spell.
Cold ball
Level: 3
Durations: d4 rounds
Range: 10 yards/level
Area of Effect: 30' radius
This spell causes d4 points of damage to all creatures in
the area of a 30' radius. In addition, creatures failing a
save vs. spells are affected as per a slow spell for the
duration of the spell. Save vs. spell.
Darkness
Level 2
Duration: 4 turns
Range: Touch
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy
illumination out to a 20-foot radius. All creatures in the
area gain concealment (20% miss chance). Even creatures
that can normally see in such conditions (such as with
darkvision or low-light vision) have the miss chance in
an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth)
are incapable of brightening the area, as are light spells
7
of lower level. Higher level light spells are not affected
by darkness.
If darkness is cast on a small object that is then placed
inside or under a lightproof covering, the spell’s effect is
blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or
lower spell level.
Arcane Material Component: A bit of bat fur and either a
drop of pitch or a piece of coal.
Treasure in the room - NPCs Spell book, Magic missile
staff (4 charges), Cleric holy book, +1 Short sword,
Parchment with runes (see below)
Giant Rats (2) AL N, MV 120' (40'), AC 7, 2 hp each, #AT
1, DG 1d4-1 bite (Save vs. disease, 2d4 days ill and lose -
1 initiative), SV F1, ML 8)
Room #11
North Entry - Unlocked stone door
Room features - Rectangle, masonry walls, stone
benches and tables. Shelves line the walls with empty or
broken pottery.
Monsters - None
LL Note - Nothing of value
Concluding the Adventure If the PCs manage to defeat the Ratmen and secure the
release of the slaves, the village is most grateful and
showers the PCs with small home-made gifts and what
little money they can come up with. If the Wererat and
some of his henchmen escape or the PCs are repelled,
the Ratmen may attack the village one last to time to get
rid of the PCs.
If the PCs rescue the slaves and it involves the plot hook
of the merchant he will offer 200gp each and will request
their service as bodyguards on his next journey into the
wildlands.
8
Maps
Overland Map
9
Dwarven Fortress Map
10
The Sunken Shrine of Syraskis
Appendix Included in this appendix are new spells, magic items
and monsters.
Purple Blob AL N, MV 1, AC 8, HD 2, #AT 0, DG 1d4
per round, SV (see below), ML 10,
Description: Hideous growths, Purple Blobs are
different shades of purple and pink, sticky and wet. It
grows in dark subterranean places on walls, ceilings and
floors. This blob cannot attack but is sensitive to
vibrations and often drops from the ceiling onto a
passing victim. Purple Blobs attach itself to living flesh
and starts to feed. The damage is 1d4 per round. Purple
Blobs can eat through wood at an inch an hour and will
eat through metal at about 3 inches per hour. Blobs can
be scraped off quickly, cut away, frozen, or burned. A
cure disease spell kills green slime, but other attacks,
including weapons and spells, have no effect.
11
Cave Fisher AL N, MV 1, AC 4, HD 3, #AT 2, DG
2d4/2d4 Pincer, SV F1, ML 5.
Description the cave fisher is a large insectoid that has
adapted to life below ground. It combines many of the
characteristics of a spider and a lobster. The cave fisher
has a hard shell of overlapping plates and eight legs. The
6 rear legs are used for movement and traction on stony
walls and corridors. Because of these limbs, the fisher
has no difficulty in moving up and down vertical walls.
The front pair of legs is equipped with powerful pincers,
which are used for killing and dismembering prey. The
most unusual feature of the cave fisher is its long snout,
which can fire a strong, adhesive filament. The monster
can also use its adhesive to anchor itself in place on
walls and ledges
Cave Dangler AL N, MV 120' (40'), AC 5, HD 2, #AT 1,
DG 1d4 bite, saves vs. paralysis 2d6 min, SV F2, ML 6)
Description Danglers are dog-sized spiders which
inhabit the deep underground realms. Their carapaces
are smooth and transparent, making them almost
invisible even under lighting.
Combat -True to their namesake, danglers typically hunt
by hanging unnoticed atop a cavern ceiling. When prey
passes underneath, they drop down to attack, injecting a
potent, paralyzing toxin. Meals are cocooned and stored
in crevices in the ceiling, to be drained later.
Potion of Wakefulness (100gp value)
The user of this potion will be able to remain awake and
alert for a day and a half with no adverse effects. Food
and water will need to be consumed every 4-6 hours as
usual. No more than two doses in a row can be used
safely. Drinking a second potion right after the first 36
hours expires will be effective for only 30 hours, and will
cause a temporary loss of 1 point of dexterity due to
slight, uncontrollable trembling. Trembling will last for
30 hours. Drinking a third potion in a row will have
twenty four hour duration and -2 dexterity penalty and
a -1 penalty for any intelligence proficiency check.
Lastly, anyone under the influence of this potion is
immune to magical sleep spells or potions.
Ring of Confidence (+1 Wisdom) (250gp value)
This simple, tarnished band of silver has an engraved
inscription on the inside, saying "Wear Martyrs Tread
Lightly" in an old dialect of the common tongue. When
placed on a finger it shrinks in size to fit the digit
perfectly, turning polished in the process. The ring
bestows courage and confidence in the wearer to the
point where he can tackle any foe without fear.
Naturally this curse will only serve the wearer well if he
is a great hero capable of matching courage with his
deeds. If the wearer put another ring on either hand this
ring will increase in size and
will constantly fall off.
Candle of Darkness (100gp
Value)
This unusual candle, when lit, actually produces magical
darkness of a 50' range. It also lowers the temperature
within 10' by a significant degree.
Product Identity: The following items are hereby
identified as Product Identity, 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
VisionVenture Modules 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.
Labyrinth Lord™ copyright 2009 by Daniel Proctor.
Labyrinth Lord™ and Goblinoid Games™ are
trademarks of Daniel Proctor. The trademark is used
under the Labyrinth Lord™ trademark License 1.0
available at www.goblinoidgames.com
Further VisionVenture Modules, Ebonyr campaign
setting, Knightcast podcast and videos can be seen at the
at our website, Knightvisionstudios.com
12
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You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with The owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the Ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any Authorized Version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then you may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of becoming Aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be Unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Labyrinth Lord TM Copyright 2009, Daniel Proctor. Author Daniel Proctor. The Sunken Shrine of Syraskis™ Copyright 2009 Knightvision Studios, Author J. Michael End of License