LLA001 Blood Moon Rising

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The adventure involves a mixture of wilderness, dungeon, and urban encounters around a village celebrating a local hero.

The adventure is set around a festival honoring a local hero named Tormic Garan and involves threats to the village during the 5 day festival.

Ages ago, three half-brothers united forces of evil in the land - Tormic Garan led a mighty host, Drayn Rone had demonic allies, and Grable Mir was a powerful and feared wizard.

Bo Banducci (Order #28682659)

BLOOD MOON RISING

Credits
Written by Peter C. Spahn
Art David Griffin
Production Small Niche Games
Special Thanks Keith Kilburn, Derek Thornton, Jimmy
and Susan Bramble, Harold Bates,
Seth Walker, Owen Barron,
Christopher Sigmund

The use of any other company's trademark or copyright in this guide is not intended as a challenge
to the ownership of those trademarks or copyrights.

The contents of this file are © Copyright protected and are not to be redistributed in any format.
The purchaser of this file may print up to two copies of this file for personal use only.

© Labyrinth Lord ™ is copyright 2007-2009, Daniel Proctor. Labyrinth Lord ™ and Advanced
Labyrinth Lord ™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth
Lord ™ Trademark License 1.1 available at www.goblinoidgames.com.

© Blood Moon Rising is copyright 2010, Peter C. Spahn. All Rights Reserved

Bo Banducci (Order #28682659)


BLOOD MOON RISING
“St. Garan the Mighty. Lord of Battle. Lead us to victory over our
enemies. Let your shining cloak light the way. Let your terrible sword
cleave the darkness. Let all creatures of evil tremble in fear at the
sound of your name. And let us be worthy to honor you with our good
words and deeds.”
—The Blessing of St. Garan

Blood Moon Rising is a Labyrinth Lord™ character intervention, so certain events may
adventure suitable for 3-6 characters of 1st have to be altered or omitted, depending on the
through 3rd level (about 8-10 levels total). The presence and/or actions of the player
adventure is set in and around the village of characters. For example, if the PCs are near the
Garanton during a festival honoring a local hero abbey on the third night of the festival, they
named Tormic Garan, and involves a mixture of may witness Rellum murder Norri (see
wilderness, dungeon, and urban encounters. Murderer on pg. 10). Similarly, if the
The Labyrinth Lord should feel free to replace characters manage to close the Demon Gate on
Garanton with any small farming village from the second day of the festival, no more demons
his own campaign world. awaken to plague the villagers, even though
awakening demons is listed as a nightly event
Beginning the Adventure (see The Demon Gate on pg. 19).
The adventure assumes the characters are in
town at the start of the Feast of St. Garan. They
Adventure Background
may be passing through, they may have come Ages ago, in the land that would one day
to visit a friend or relative, or a fighter or dwarf become the Duchy of Valnwall, the forces of evil
character may have come to receive the stood united under three half-brothers—the
blessings of St. Garan. fighter Tormic Garan, the cleric Drayn Rone,
and the infamous wizard Grable Mir. Garan was
Managing the Adventure a master tactician and commander of a mighty
host, Rone was a disciple of darkness whose
Blood Moon Rising is a freeform “sandbox
demonic allies instilled fear in the hearts of
style” adventure, presenting a number of men, and Mir was already the most feared
events that are scheduled to unfold over the
sorcerer in all the land.
course of the five-day Feast of St. Garan.
Although the Festival Itinerary (pg. 6) Garan’s army built a mighty castle atop a tall
outlines a typical day at the festival, other cliff and many fell creatures came to dwell in its
major events are further described in separate shadow. Mir lined the castle walls with magic
daily sections. Combat encounters have been runes to make it impregnable, while on the roof
spaced out in order to accommodate low-level of the castle’s tallest spire, the cleric Rone
characters, with plenty of downtime provided opened a mystical portal to the demon realms.
between events to allow the party time to heal, The castle was named Vyn, but because of the
memorize spells, interact with NPCs, explore Demon Gate, most men called it by another
the village and its surroundings, and follow up name—Hell’s Door.
on leads and plot hooks. Hell’s Door became the launching point for a
The Labyrinth Lord should take note that wave of conquest that washed over the
most encounters are presented without surrounding lands. Garan’s army swept

Bo Banducci (Order #28682659)


unchecked across the countryside, looting and Once the dust settled, Garan’s most loyal
burning, while Mir and his dark apprentices minions retrieved their master’s remains and
began a hunt that sent other magic-users into entombed them deep in the bluff. These
hiding. Meanwhile, the cleric Rone opened the followers formed a warlike cult devoted to
Demon Gate and the moonlit sky became a guarding Garan’s tomb, but over time, the last
symbol of terror as his winged demons fell upon of his followers died, the tomb was lost, and the
all in their path. infamy of the three half-brothers faded into
history.
Together, the brothers were nigh
unstoppable and victory over the free kingdoms Ages passed until, at the beginning of the
seemed certain until Garan and Mir learned that current era, Garan’s tomb was rediscovered in a
Rone planned to betray them. Rone had land that legends say had once been covered in
uncovered a ritual that would summon a more darkness. The ancient and incomplete writings
powerful demon and usher in an age of demon of Garan’s cult were misinterpreted by modern
worship the world had never seen. Garan and scholars who declared Tormic Garan to be the
Mir confronted their brother in the halls of heroic general that broke the reign of three
Castle Vyn, sparking a titanic battle that pitted sorcerous evil brothers.
sword and sorcery against demonic might.
Garan’s tale of heroism was accepted by the
Storms raged, lighting flashed, and the very
church of Law and Order and Garan was
earth shook from the ferocity of the battle.
eventually elevated to sainthood. An abbey was
On the verge of defeat, Rone called on his built near the site of Garan’s tomb and the
demonic masters for aid, and the resultant small village nearby was renamed Garanton.
backlash of dark energy destroyed the castle Garanton has since become host to the annual
and much of the cliff upon which it was built. Feast of St. Garan, a five-day festival that
Garan was killed in the explosion, Mir was honors the “hero’s” memory.
forced into a deathlike slumber, and the cleric
Rone was never seen again. Darkness Awakens
After last year’s festival, Friar Cowl Uric,
head of the Garanton Abbey, commissioned an
artist named Brant Arwell to carve a likeness of
St. Garan in the side of Hildor Bluff. While
taking a break from his carving, Arwell began
exploring the top of the bluff and eventually
made his way up the High Cliff. There he
discovered the ancient ruins of Castle Vyn and
began uncovering it in his spare time, searching
for lost artifacts and treasures.
A few weeks ago, Arwell’s digging exposed
the top arch of the ancient Demon Gate and
with some study, he was able to decipher a few
of the runes written upon it. The inscription
once read: “And the demon host may be
summoned by the light of the waxing moon.
And whoso commands the demons may bring
forth the might of Kura’drim,” however, the
runes have faded over time and the only words
still legible are “. . .by the light of the waxing
moon. . .” Since his discovery, Arwell has been
visiting the High Cliff each night, curious to see
what might happen when the waxing moon
strikes the arch.

Bo Banducci (Order #28682659)


Garanton
The village of Garanton is a typical medieval gold ceremonial objects worth 750 gp, and
fantasy farming village that is home to thirty coins totaling 110 gp, 230 sp, and 308 cp.
families (about 200 people total) in the village
and surrounding area. A large stone abbey 1.a. The Village Well
dominates Garanton from its place on the south The water in Barrow Creek is drinkable, but
side of the main road. Most of the homes are only barely. This well, located on the abbey
narrow, two-story cottages, however, any dwarf lawn, contains the clearest, coolest water for
character or any character with a background in miles. It is used by most of the residents of
carpentry or masonry notices that a surprising Garanton for their daily needs.
number of these homes are made of stone
instead of the more commonly used wood, 2. Konnar’s
indicating the presence of a nearby quarry. Konnar’s is a small tavern, inn, and stable
Crop fields lie south of the village (currently run by the grizzled veteran Gregori Konnar.
planted with wheat) and each home contains a Konnar was born in Garanton, went off to
small garden out back for growing herbs, soldier in the King’s Army, and eventually
vegetables, and fruit. returned to open the tavern. The downstairs
Homes are divided into upstairs living barroom turns into the common sleeping area
quarters and downstairs shops, with a shed after Konnar’s closes (sometimes well after
and/or root cellar out back. Almost every midnight). The upstairs contains Konnar’s living
villager possesses a craft or skill besides quarters and three private rooms.
farming that is used to make extra money or Lodging in the common room costs 1 sp per
trade for goods and services. Garanton has no night while private lodging costs 3 sp per night,
central marketplace; vendors display their with an added stabling charge of 1 cp per horse.
wares directly in front of their homes during the Meals cost 3 sp and consist of one portion of
day. However, during festival times, many local meat (beef, chicken, or pork), a wedge of
villagers either set up stalls in Hildor Meadow or cheese, a slice of rye bread, and one helping of
carry their goods around for display and sale. cooked vegetables (potatoes, tomatoes,
1. Garanton Abbey cabbage, or carrots). A bowl of stew made of
leftovers from the day before costs 1 sp. Beer
The Garanton Abbey is dedicated to the gods costs 5 cp per mug, ale costs 1 sp per mug, and
of Law and Order and to its patron saint, Sir corn whiskey costs 3 sp per cup. A mug of All
Tormic Garan. It is a large stone building of Sorts taken from half-drunk mugs of ale, beer,
simple design and function with a cemetery out and whiskey of the night before costs 2 cp.
back and a grassy front lawn that is used for During festival times, wine may also be
social functions. A set of wooden stocks located purchased for 6 sp per cup or 2 gp per bottle.
on the lawn is used to punish villagers for minor
transgressions. The abbey’s bell tower offers a 3. Village Stores
fantastic view of the surrounding countryside This collection of buildings houses the
including Barrow Creek, Barrow Creek Springs, village’s surplus stores. The doors are kept
and Hildor Bluff. A locked wooden cabinet inside locked and the Brotherhood of St. Garan
the abbey contains ceremonial garb, ten vials of possesses the only key.
holy water, six potions of healing, a variety of

Bo Banducci (Order #28682659)


Brother’s Wood and Hildor Meadow
Eastwood Hildor Meadow is a large grassy lawn on the
banks of Barrow Creek that lies directly
Brother’s Wood lies on the western side of opposite Hildor Bluff. The villagers use the
Barrow Creek, surrounding Hildor Bluff and the meadow for large social functions such as the
Barrow Creek Springs. The Eastwood is a long Feast of St. Garan. During the festival, the
track of woodland that lies on the eastern side meadow is decorated with streamer poles,
of Barrow Creek, surrounding the village of benches and tables, and the paths leading to it
Garanton. Both woods are full of wild game are lined with traveling vendor stalls. A bonfire
(and the occasional wandering monster). A occupies the center of the meadow and visitor
large tribe of orcs known as the Red Moon orcs tents and camps are pitched on the north side.
lives deep in the forests of Brother’s Wood.

Barrow Creek Hildor Bluff


Hildor Bluff is the weathered cliff face
This shallow, fast-moving creek winding overlooking Barrow Creek. According to local
through the forested hills surrounding Garanton legends, the bluff was once the site of a great
takes its name from the line of burial mounds castle ruled by three lords of evil whose reign of
located farther upstream. Elements of sulfur terror was finally brought to an end when an
and other mineral deposits give its waters an army led by the heroic Sir Tormic Garan laid
unpleasant taste, forcing most residents of siege to the castle and eventually breached its
Garanton to obtain their water from the village defenses. Sir Garan was said to have been
well located on the abbey lawn. killed by evil magic during that final assault, but
his army succeeded in taking the castle and
Barrow Creek Bridge and slaying its evil rulers. The castle was then
Path razed, and Sir Garan was entombed in the side
of the bluff. Unbeknownst to the villagers, the
This old stone bridge lies along an ancient bluff is riddled with castle dungeons and tombs
path that leads through Brother’s Wood. The that have yet to be uncovered.
path curves northward, passes by Hildor
Quarry, and ends at Monument Canyon, Garan the Mighty
although most villagers seldom venture farther
than the quarry except during festivals and holy A striking bas-relief of St. Garan has been
celebrations. carved in the cliff face so that his sword appears
to point towards Garanton. This carving was
Barrow Creek Springs commissioned by Friar Uric and recently
finished by the artist Brant Arwell who used
These natural hot springs consist of shallow grapple lines to hang himself over the side of
pools of water in a grotto north of Hildor Bluff. the cliff. The villagers are immensely pleased
The springs are tinged with sulfur and the odor with the carving, which has attracted travelers
of rotten eggs can be smelled for some from all over the kingdom. At night, the carving
distance. The waters are said to contain healing is lit by torches for the duration of the festival.
properties—anyone who bathes in the waters by
the light of the waxing moon heals one extra hit Hildor Quarry
point that day. However, on the night of the
new moon, the waters become acidic, delivering This rock quarry, located on the southwest
1 hp of damage per round to any who immerse side of Hildor Bluff, is littered with stones and
themselves in the water. Water removed from rubble. Unbeknownst to the villagers, much of
the springs loses its magical properties. these stones were part of Castle Vyn before its
destruction, and artifacts from that ancient time
are sometimes uncovered. A steep, narrow trail
leads out of the quarry and up the bluff to the
High Cliff above.

Bo Banducci (Order #28682659)


The High Cliff
The High Cliff is a tall vine-covered peak much of the ancient structure. Any who venture
located atop Hildor Bluff that is littered with here see signs of his work as well as the top
loose rocks and shale. Because of the arch of the Demon Gate. After the first night of
treacherous footing, anyone climbing the cliff the festival, the Demon Gate flickers with a pale
must make a Dexterity check on the way up white light and the characters can hear the
and on the way down. Those who fail injure artist Brant Arwell calling weakly from beyond
their knee or ankle, suffering 1d2 points of (see The Demon Gate on pg. 19).
damage and reducing all movement by half for
1d3 days. Horses fail this check every time; Monument Canyon
only a mule or donkey can safely traverse the
This remote canyon on the westernmost side
cliff without the need for a check.
of Hildor Bluff is the site of the Tomb of St.
The vines once hid part of the ruins of Castle Garan (see Monument Canyon and The Tomb
Vyn, but the artist Brant Arwell has uncovered of St. Garan on pg. 17).

Bo Banducci (Order #28682659)


The Feast of St. Garan
The Feast of St. Garan is an annual, five-day • Nighttime Bonfire and Storytelling
event commemorating Sir Tormic Garan’s • Flight of Demons
victory over the evil lords who once ruled this
Listed below is the itinerary for a typical
land. The festival ends on the night of the Blood
feast day. The mood is generally friendly and
Moon, also known as the Hunter’s Moon, which
full of gaiety, however, as dark events begin to
marks the first full moon after the fall harvest.
unfold, the Labyrinth Lord should indicate that
the attitude of the villagers and other
At a Glance festivalgoers slowly grows more somber by the
The feast brings scores of travelers from day.
across the realm, including vendors,
entertainers, craftsmen, pickpockets, and
Morning Chores
fighters seeking the blessings of St. Garan. Ale The morning atmosphere is usually pleasant
flows freely, the air is filled with songs and but subdued as daily chores are completed,
laughter, and the colors of St. Garan (red, tradesmen set up shop, and revelers recover
white, and gold) and his crest (a gold helm over from the prior night’s festivities. This is the time
two crossed red swords on a white shield) can of day when rumors begin to swirl about
be seen all about on streamers, poles, clothing, happenings from the night before (attacks on
banners, and other decorations. The Labyrinth animals, upcoming duels, etc.). Any official
Lord should consult the Random Festival Honor Duels are conducted during this time.
Encounters table on pg. 13 if the characters
spend time exploring what the festival has to Noonday Blessing and Parade
offer. At noon, the abbey bell rings and the
villagers gather on the abbey lawn where Friar
Food and Lodging Cowl Uric and the other members of the
The private rooms at Konnar’s have been Brotherhood of St. Garan present an eight-foot-
rented by the Wilder Company for the duration tall armored effigy of St. Garan cloaked in the
of the festival. During festival times, a number coveted Mantle of St. Garan. The effigy is
of villagers also make extra money by renting paraded down the street to Hildor Meadow
the sheds behind their homes to travelers. The where the brothers fasten it to a specially made
cost is 1 sp per night, which usually includes pole. Friar Uric says a few words to the villagers
meals with the family unless the lodgers are and offers the blessings of St. Garan to the
boorish or unclean. The characters may also gathered fighters. Preparations are then made
make other accommodations such as setting up for the afternoon Honor Games.
camp on the north side of Hildor Meadow, Afternoon Honor Games
building woodland shelters, or even sleeping
beneath the stars next to Barrow Creek. The Honor Games take up most of the
afternoon. These games consist of various tests
Festival Itinerary of fighter-related skills (strength, agility,
horsemanship, archery, swordsmanship). See
• Morning Chores the daily Honor Games sections for detailed
• Noonday Blessing and Parade descriptions of each event.
• Afternoon Honor Games
• Evening Feast

Bo Banducci (Order #28682659)


Evening Feast The Honor Games
A lavish feast of local meats and vegetables The Honor Games are a series of games that
is held each evening after the Honor Games. take place over the course of five days during
Friar Uric begins the feast with a blessing and the Feast of St. Garan. A different event is held
says a few words honoring the winner of the each day and the contestants are awarded
day’s game. While the crowd eats, a steel helm points based upon their performance. The
plated with gold is passed around for donations villagers encourage any fighter or dwarf
to the Garanton Abbey. Anyone who refuses to character to enter the Honor Games (if the
make even a token donation is looked down Labyrinth Lord is using the Advanced Edition
upon by the villagers, and the price for all goods Companion™, any fighter character may enter
and services sought by the characters are the tournament).
increased by one half for the remainder of the
festival. The Honor Games are the highlight of the
festival. Friar Uric oversees the games and
On the final night of the festival, the evening there is much boasting between contestants
feast is held in the Plaza of Worship before the with wagering done on the side. The Labyrinth
Tomb of St. Garan (see pg. 17). Friar Uric Lord should try to play up each round of the
places the Mantle of St. Garan upon the competition by taking time to describe the
shoulders of the Honor Games Champion and reactions of the crowd and engage the
the nightly celebration reaches its peak. characters with friendly (or not so friendly)
Nighttime Bonfire and Storytelling banter from the other fighters.

At night, a bonfire is lit on Hildor Meadow The winner of the Honor Games is crowned
and Friar Uric tells stories of St. Garan. On the the Champion of St. Garan and entrusted with
first night, Uric recounts how the heroic Sir the coveted Mantle of St. Garan for one year.
Garan was slain while liberating the realm from During this time, the champion is entitled to
the clutches of three evil lords. On subsequent free room, board, and healing at any abbey
nights, Uric tells traditional folk tales, recasting dedicated to St. Garan but is expected to do
Sir Garan as the hero of the story (the good deeds and undertake heroic quests in the
Labyrinth Lord can decide whether or not any of name of St. Garan the Mighty.
the characters have heard the original tales). NPC Scoring
After the stories are told, the effigy is paraded
back to the Garanton Abbey and the revelers A total of 15 points may be accumulated
begin to disperse, with the more boisterous during the Honor Games. Most NPCs score in
individuals heading to Konnar’s. the 4-7 range (1d3+3), but a few exceptional
fighters can score 5-12 or higher (1d8+4). The
Flight of the Demons Labyrinth Lord may simply roll the total for
The Demon Gate opens each night and an generic NPCs or roll separately during each
increasing number of night demons awaken and event for an NPC that has become particularly
fly out. At first, the demons avoid large crowds, vexing to the characters (such as Sir Havad
however, they become increasingly bold each Quinn).
night as their numbers steadily grow. During Victory Duel
the day, the night demons seek the shelter of
hidden caves, barn lofts, and other remote The Victory Duel occurs when two or more
locations. These demons head out each night in characters are tied on the last day of the event.
search of prey, following a circular hunting The contestants must do battle using their
pattern that slowly takes them away from sword, shield, and armor. Like the Test of the
Garanton. If the characters head off into the Blade (see below), the Victory Duel is fought
wilderness, they may encounter these roaming using only subdual damage.
packs of demons, at the Labyrinth Lord’s
discretion.

Bo Banducci (Order #28682659)


the following morning in order to capture their
Honor Duel images with the first light of the dawn.
The drawing of weapons during the Feast of
St. Garan is not permitted, however, when so
Honor Game: Test of Might
many fighters gather in one place, there is This is a test of Strength. The character must
bound to be trouble. Therefore, the Brotherhood lift three stones of varying size and weight,
of St. Garan has developed a simple set of rules starting with the lightest first. In the first round
for handling ritualized duels. Honor Duels occur of the competition, this is treated as a Strength
in Hildor Meadow before the watchful eyes of check. In the second round, this is treated as a
Friar Cowl Uric and St. Garan’s effigy. Strength check –2. In the third round, this is
Duels consist of a challenger and a treated as a Strength check –4. One point is
challenged. The challenged fighter is presented awarded for each successful lift. If a contestant
with three daggers to choose from, each fails to lift one of the stones, he may not
decorated with a different colored tassel (gold, attempt to lift any others.
white, red). The gold tassel indicates a fight Extra
using subdual damage, the white tassel
The stones were taken from Hildor Quarry. A
indicates a fight until first blood is drawn, and
the red tassel indicates a fight to the death. dwarf character or a character with a
background in masonry notices that one of the
Honor Duels are heated events that result in larger stones has been cut with tools. Further
much wagering, boasting, and gain/loss of inspection reveals faded writing carved into one
prestige. The dueling fighters may not challenge side. The stone was part of Castle Vyn before its
each other to another duel before the end of the destruction. If the writing is brought to Friar
festival. Uric’s attention, he has the stone removed to
the abbey for further inspection, although he is
Major Daily Events unable to decipher its meaning. A read
languages spell cast upon the writing translates
A number of major daily events are it to read: Rone - Mir – Garan.
scheduled to occur over the course of the
festival. These events are in addition to those A cleric may make an Intelligence check at –
listed in the Festival Itinerary. Some of these 2 to recognize the name of Drayn Rone as a
events may have to be omitted or amended, long-dead evil priest who worshipped demons.
depending on the actions of the player Any character may make an Intelligence check
characters. to recognize the name of the infamous wizard
Grable Mir who died ages ago, but whose
Day One twisted evil deeds are still legend. If the names
are brought to Friar Uric’s attention, he
• Work of Art speculates that the writing may be part of a
• Honor Game: Test of Might larger tale in which St. Garan battled the evil
• Cow Slaughter cleric and wizard.
• Artist’s Folly
Cow Slaughter
Work of Art
The Demon Gate opens at midnight and two
At the noonday blessing, Friar Uric says a night demons fly out. The demons avoid the
special word of thanks and praise to the artist festivities at Hildor Meadow and slaughter
Brant Arwell. At some point during the day, several cows belonging to a local farmer named
Arwell introduces himself and his assistant Brayt Tangelin.
Deidre Lerin to the characters. He is intrigued
Night Demons (2): AL C; MV 90‘
by the party’s appearance and asks if he can
(30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
paint them as part of a series he is doing on
9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
rising heroes. If the party agrees, he arranges
11; XP 65.
to meet with them at the Garanton Abbey on

Bo Banducci (Order #28682659)


Artist’s Folly of Barrow Creek. The first crossing requires a
Dexterity check. The second crossing requires a
Brant Arwell ventures up the High Cliff and Dexterity check at –2, and the third crossing
makes the unfortunate mistake of touching the requires a Dexterity check at –4. Anyone who
glowing Demon Gate. Arwell is drawn through fails a check is dumped into the river and may
the gate where he remains until he dies or is not attempt to cross again. One point is
rescued by the characters (see The Demon awarded for each successful crossing.
Gate on pg. 19).
Extra
Day Two Any character failing a check is swept a short
• Red Orc Arrival distance downstream. As the character recovers
• Artist No-Show his bearings, he catches a brief glimpse of an
• Dark Rumors orc’s face peering through the brush on the
• Honor Game: Test of Nerve opposite side of the stream. This is a Red Moon
• Heroic Undertakings orc that was posted to watch the meadow while
• Tomb Robbers the rest of its band makes camp near Tormic
• Farmhouse Attack Garan’s tomb.
The orc flees back to the camp if spotted and
Red Orc Arrival
the characters must make a Wisdom check to
Just before dawn, a band of Red Moon orcs pick up its trail. Elf characters or characters
arrives at the Tomb of St. Garan and makes with a background as huntsmen make this
camp (see Red Moon Orcs on pg. 27). check at +4. If the characters kill the orcs, Friar
Uric publicly thanks and congratulates them at
Artist No-Show the evening feast for preventing the desecration
If the characters agreed to meet with Arwell of St. Garan’s tomb.
in the morning, he is of course a no-show. His
Heroic Undertakings
distraught assistant Deidre Lerin claims that
Arwell left last night to put some finishing After the evening feast, the Wilder Company
touches on the carving of St. Garan, but never ventures into the forest in search of whatever
returned. Friar Uric believes Arwell may just slaughtered the Tangelin cows and return a
need time to rest after his carving, but he short time later having killed several wild dogs.
orders a search party into the woods in case the The dogs’ heads are placed atop spears and
artist got lost in the dark. The searchers search paraded around the meadow before being
Hildor Bluff (but not the High Cliff) and part of tossed into the evening bonfire. Friar Uric
Brother’s Wood, returning around noon without congratulates the company and thanks them for
Arwell. their service to the village.

Dark Rumors Tomb Robbers


Also in the morning, rumors of the slaughter After night falls, the Red Moon orcs open
of the Tangelin herd begin circulating through Tormic Garan’s tomb, but are turned back by
the village. Friar Uric confirms the event the the statues in the Chamber of Lords. The
noonday feast. He believes a wild animal or remaining orcs return to the Red Moon lair to
wandering monster is responsible and advises report their findings to the shaman. Along the
everyone to be on their guard. Sir Havad Quinn way, they witness the flight of the night demons
and the Wilder Company immediately volunteer (below), and this information may be passed on
to rid the village of whatever menace is lurking by any orc captured by the characters.
in the woods.
Farmhouse Attack
Honor Game: Test of Nerve
The Demon Gate opens an hour before
This is a test of Dexterity. The character midnight and four night demons fly out. The
must cross three logs of varying width that demons attack a farmhouse owned by the
have been erected over a swift-moving stretch Hegan family. Although taken by surprise, a

Bo Banducci (Order #28682659)


combination of skill and good luck helps the not attempt another. One point is awarded for
terrified Hegans hold the demons off until dawn. each successful jump.
Night Demons (4): AL C; MV 90‘ Extra
(30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
As a sign of respect, any character who
9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
successfully makes all three jumps on a
11; XP 65.
borrowed horse has the option of buying the
horse from the visiting horse trader, one Ian of
Day Three Londes, at half the normal cost.
• Dark Tidings
• Fear No Darkness
Heroic Hunt
• Honor Game: Test of the Steed After the evening feast, most of the gathered
• Heroic Hunt fighters take up arms and head off in search of
• Demon Attack demons to slay. As the night wears on, the
• Murderer fighters return in weary groups of ones and
twos, and resume the festivities.
Dark Tidings
Shortly after dawn, Kerl Hegan and his son
Demon Attack
Ralf fetch Friar Uric and the rest of the The Demon Gate opens about an hour before
Brotherhood to bless their home and tend the midnight and eight night demons fly out. The
wounded. The Hegans describe the creatures demons attack a pair of young fighters (Kees
that attacked the farmhouse as fearsome and Irun) who hail from a neighboring village. If
winged demons with glowing green eyes and the characters are not on hand to intervene,
sharp claws and teeth. By midmorning, the both fighters are slain and their bodies torn
entire village is abuzz with talk of the attack. apart.
Fear No Darkness Night Demons (8): AL C; MV 90‘
(30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
At the noonday blessing, Friar Uric gives an 9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
inspirational speech, denouncing the forces of 11; XP 65.
evil and imploring the festivalgoers not to let
dark forces disrupt the festival and dishonor the Murderer
memory of St. Garan. The gathered fighters
vow to continue the games and a few even Rellum the Tanner knows the Demon Gate
has reopened and believes this may be his last
kneel before the effigy of St. Garan, swearing
oaths to slay the vile creatures should they chance to plunder the riches of Castle Vyn.
After night falls, Rellum waits outside his home
again appear.
and casts his lesser charm monster spell on a
Honor Game: Test of the Steed night demon flying overhead. A local fisherman
named Norri who happens to be fetching water
This is a test of horsemanship. The mounted for his pregnant wife catches Rellum consorting
character must jump three log fences of with the demon. Rellum attacks and kills Norri
differing height. This requires a Wisdom check with his dagger before the alarm can be raised.
for the first fence, a Wisdom check at –2 for the To cover his tracks, Rellum commands the night
second fence, and a Wisdom check at –4 for the demon to mutilate Norri’s remains. He then
third fence. Mounts are provided for characters returns to his cottage and hides the night
who do not have them, however, the Wisdom demon in the root cellar beneath his home.
check for jumping an unfamiliar mount is made
at an additional –2. Characters with an animal
handling or riding background receive a bonus
Day Four
of +2 to the check. Failure means the horse • Dead Fisherman
stumbles or balks and the character must make • Fare Thee Well
a Dexterity check to avoid being thrown for 1d2 • Prayer for Norri
points of damage. Anyone who fails a jump may • Honor Game: Test of the Bow

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• Holy Turnout verify its authenticity before bringing the matter
• Rellum Departs before the church.
• Abbey Theft
• Thunderstorm Fare Thee Well
The Wandering Lords and Ladies spend the
Dead Fisherman
morning packing up camp and preparing to
Norri’s body is found the next morning near depart. If asked, they explain that too many
the village well. The brothers of St. Garan dark forces are moving about in the night. If the
quickly remove Norri’s remains and Friar Uric characters had previously befriended one of the
blesses the area. If the party inspects the Wanderers, they are informed of strange lights
grounds near the well, they discover a braided that were seen last night atop the High Cliff on
leather wristband stained with blood. Any Hildor Bluff.
character who makes a Wisdom check
remembers the band as a style crafted and Prayer for Norri
worn by Rellum the Tanner. Friar Uric is busy At the noonday feast, Friar Uric says a
preparing the body and consoling Norri’s widow special prayer for Norri and his widow. He
Margaret. The overwhelming evidence points to attempts to calm the crowd by stating that the
a demon attack, but if the characters show him Brotherhood of St. Garan has taken up arms
the wristband, he asks them to accompany and will patrol the village at night until the foul
Brother Firth to see if Rellum is still alive and demons have been slain. His words do little to
well. lessen the villagers’ growing fears, however,
If the characters confront Rellum at his and the gloomy, overcast skies only add to the
home, he becomes angry and of course denies oppressive mood.
any involvement in the attack. He demands the Honor Game: Test of the Bow
characters leave his property and threatens to
have them thrown out of town for harassing This is a test of archery. The character must
innocent villagers. If Brother Firth is present, hit three targets of varying size and range with
Rellum tries to paint the characters as a longbow. This requires a to-hit roll in the first
troublemaking outsiders. round, a to-hit roll at –2 in the second round,
and a to-hit roll at –4 in the third round.
At some time during the conversation, the Anyone who misses a target may not attempt to
characters hear a crash from within Rellum’s hit another. One point is awarded for each
root cellar. Rellum refuses to let anyone target hit.
investigate the noise. If attacked or seriously
threatened, Rellum casts a sleep spell on the Extra
party, then charm person on the largest This event is a good time to introduce a
character, and then casts invisibility on himself skilled archer such as Berl Torrance to the
and attempts to flee the village, fighting only if characters. Torrance hits all three targets right
cornered. Meanwhile, the commotion upstairs in the center. Any character who hits all three
has awakened the night demon. It attacks targets may purchase a bow and arrows from
anyone who enters the root cellar. If exposed to the local bowyer, one Tull the Bowmaker, at
sunlight, the demon turns to dust in a flash of one half the normal cost.
light.
If Rellum is exposed as a murderer and/or
Holy Turnout
demon worshipper, the characters instantly win After the evening feast, Friar Uric and the
Friar Uric’s gratitude. Any magic-user PCs are rest of the Brotherhood of St. Garan don
allowed to keep Rellum’s spellbook and the weapons and armor and begin patrolling the
villagers treat the party as heroes. If Rellum’s village and meadow. In the sky, stormclouds
history book is discovered, Friar Uric asks if he gather and thunder rumbles in the distance.
may keep the book for further study. He is
skeptical about its contents and wants time to

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Rellum Departs Day Five
If the characters did not expose Rellum as a • Tense Morning
murderer, the wizard packs his things and • The Honor of St. Garan
prepares to leave Garanton. When night falls, • Judgment
Rellum frees the night demon and attempts to • Honor Game: Test of the Blade
follow it back to the Demon Gate. The night • Champion of St. Garan
demon’s hunting pattern takes it farther away • Demon Night
from the village, effectively removing Rellum
from the remainder of this adventure, unless Tense Morning
the Labyrinth Lord desires his return.
As dawn breaks, the villagers nervously
Abbey Theft appear, seeking word of the night before. When
no bad tidings are spread, the merriness of the
With the brothers out on patrol, Mikail Vetter festival slowly resumes.
decides to break into the Garanton Abbey once
the effigy is returned and steal the Mantle of St. The Honor of St. Garan
Garan. If Vetter has befriended the PCs, he may
inform them of his plan. If the characters decide Friar Uric is in high spirits after the quiet
night, feeling the vigilance of the brotherhood is
to help, the Labyrinth Lord must decide whether
or not they succeed. The theft of the mantle what kept the demons away. He is determined
to see the festival through to its end and once
disrupts the entire feast, as an enraged Friar
again makes an impassioned plea to the
Uric organizes a mob of volunteers to track
down the thieves. The chase may be resolved gathered fighters to finish the Honor Games in
order to honor the memory of St. Garan.
quickly, or it may continue over the course of
the Labyrinth Lord’s campaign, with agents of Judgment
the brotherhood appearing from time to time to
kill the thieves and/or recover the mantle. If Mikail Vetter was caught stealing the
mantle, at the noonday feast, Friar Uric decrees
If the characters do not help steal the he is to be flogged and then banished from
mantle, Vetter is caught by Brother Dergan and Garanton. Depending on the party’s relationship
Brother Colton and dragged to the bonfire with the Brotherhood of St. Garan, however, if
where he is attacked by a mass of angry the characters speak on Vetter’s behalf, Friar
villagers. Vetter is placed inside the abbey Uric may be swayed to forgo the flogging and
stocks to await judgment in the morning and simply banish Vetter from the village.
Brother Colton stands guard to keep the mob
from killing Vetter during the night. Honor Game: Test of the Blade
Thunderstorm This is a test of swordsmanship. The
character must defeat three opponents using
A thunderstorm strikes shortly after dark, only his sword. No shields or armor are allowed
forcing Friar Uric to cancel the bonfire and for this competition. The character must strike
storytelling, and most of the soggy revelers with the flat of his blade and all damage is
retreat to Konnar’s to continue the festivities. considered subdual damage (see the Dragon
With the moon hidden by clouds, the Demon Surrender section under the Dragon entry in
Gate does not open and the villagers spend the the Labyrinth Lord™ core rulebook for a
night in uneasy peace. The rain stops around description of how subdual damage works).
midnight and the clouds slowly begin to
disperse, causing occasional flashes of Extra
moonlight to fall upon the Demon Gate. Any The Test of the Blade is the most highly
characters atop the High Cliff can enter the gate anticipated event of the Honor Games. Only a
during these instances, but no demons emerge Victory Duel generates more buzz, excitement,
this night. and wagering. Lost swordfights here often lead
to challenges later in the night, once the drinks
start to flow. This is the only time during the

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festival that Friar Uric oversees Honor Duels at 8. Debtor’s Fate
night rather than in the morning. 9. Demon Horse
10. Farmer’s Daughter
Champion of St. Garan
11. Herbalist in Need
After the Honor Games conclude, Friar Uric 12. Little Thieves
leads a parade to the Plaza of Worship in front 13. Lost Child
of the Tomb of St. Garan. This final celebration 14. Morning Honor Duel
is the most lavish of the festival. Friar Uric 15. Pig Charge
opens the ceremony by saying a blessing and 16. Play for Pride
draping the Mantle of St. Garan over the 17. Sly Tanner
shoulders of the winner of the Honor Games. 18. Trinket Merchant
The Champion of St. Garan then sits at the right 19. Violent Sellers
hand of Friar Uric during the feast while 20. Wandering Bard
everyone except the Brotherhood drinks to
excess. Assorted Vendors
Over the course of the festival, the
Demons on the Wing
characters are approached by various craftsmen
The Demon Gate opens at nightfall and and vendors (produce farmers, bakers, sweets
thirty-two night demons fly out. The demons fill sellers, seamstresses, carvers, blacksmiths,
the skies above Hildor Bluff and attack the
revelers gathered on the plaza before the Tomb
of St. Garan. Friar Uric, the Brotherhood of St.
Garan, and a few fighters stay to fight, while
the rest of the crowd flees in panic. If the
characters are not on hand to help drive off the
demons, Friar Uric and the other defenders are
slaughtered. If the characters are present, they
must defeat a number of demons equal to twice
the number of player characters in order to
drive off the monsters.
Night Demons (32): AL C; MV 90‘
(30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
11; XP 65.

Random Festival
Encounters
The following encounters may be dropped in
at any time during the festival. The Labyrinth
Lord may use these encounters to introduce
village NPCs or provide hooks to some of the
major events that occur during the festival.

Random Festival Encounters


1. Assorted Vendors
2. Big Lovin’
3. Birdman
4. Caged Beast
5. Cheering Section
6. Cruel Fun
7. Damsel in Distress

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etc.). The Labyrinth Lord should roleplay a few Cheering Section
of these encounters to avoid tipping the
characters off to some of the more significant A group of villagers become fans of a fighter
encounters listed in this section. character who enters the Honor Games. The
villagers wear colored armbands to match the
Big Lovin’ character’s colors or crest and follow him
around whenever he is in the village. The
Big Annamar takes an interest in one of the
Labyrinth Lord may use the fans for comic relief
smaller player characters, buying him drinks,
or as an unending source of headaches as they
carrying him around under her arm, and forcing
start fights in the character’s name and urge
him to sit on her lap while she drinks and
the character to challenge other fighters to
gambles. After the evening feast, the
Honor Duels.
intoxicated Annamar becomes even more
amorous. If rejected, insulted, or confronted by Cruel Fun
the PCs, Big Annamar flies into a drunken rage,
attacking the character with her fists. The other The Wilder Company has coerced the young
members of the Wilder Company are quick to fighter Kyl of Hammond to drink and gamble for
join the brawl and the fight lasts for 2d3 rounds the first time in his life. Over the course of the
or until weapons are drawn, at which time the night they “teach” him how to play dice, dance,
Brotherhood of St. Garan arrives to put an end sing, and generally make a fool of himself for
to the melee. their amusement. Characters who intervene are
confronted by Sir Quinn and the rest of the
The Wilder Company: see pg. 24 for Wilder Company, who are not happy at having
statistics. their sport interrupted. The Wilder Company is
happy to brawl if the characters seem willing.
Birdman
The Wilder Company: see pg. 24 for
Manco the Falconer has glimpsed a pair of
statistics.
hawks circling above the High Cliff and the
behavior of the birds tells him that there are Damsel in Distress
either eggs or small chicks in the nest. The
slopes of the High Cliff are too dangerous for Brant Arwell’s assistant Deidre Lerin believes
Manco to traverse so he offers the party 10 gp something terrible has happened to the missing
for each egg they retrieve (there are a total of artist. At some point during the festival, she
six), knowing that he can make far more off the approaches the characters and tearfully asks
birds once they have been trained. The them to search for Arwell. Deidre offers 137 gp
Labyrinth Lord can use this encounter as a hook (her life savings) if the characters agree to go
to get the characters to explore the High Cliff. looking for him. This is an easy way to get the
characters to search Hildor Bluff and the High
Caged Beast Cliff, not to mention win the admiration of the
kingdom’s artistic community.
A huntsman named Egan of Millbury has
captured a giant carnivorous beetle and is Debtor’s Fate
charging 2 cp for people to see the caged
animal in his tent. At some point during the The PCs hear a cry of pain from a nearby
festival, the beetle breaks loose and attacks copse of trees. If they investigate, they find the
anyone in sight. The characters can win the thugs Barre and Lorgan roughing up an idler
admiration of the crowd by slaying the beast. If named Oli of Ternan. Oli is a drunk and
not, the Labyrinth Lord can choose another degenerate gambler who owes Fembric Dossum
fighter to become the crowd favorite. 53 gp. Dossum knows Oli can never pay off his
debt, so he uses him to spy on others and
Carnivorous Beetle: AL N; MV 150‘ (50‘); commit petty crimes. If confronted, Dossum
AC (3); HD 3+1; hp 18; #AT 1 (bite); Dmg warns the PCs to mind their own business. If
2d6; SV F3; ML 9; XP 65. the characters persist, Dossum assesses the
odds. If he feels Barre and Lorgan can defeat
the characters without attracting too much

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attention, he orders them to attack. If not, he Farmer’s Daughter
withdraws, declaring that the matter is far from
settled. A young maiden named Jocelyn Tarner
pretends to be a farmer’s daughter and
If saved, a grateful Oli offers what little attempts to seduce one of the characters.
information he has about Dossum’s dealings. He Jocleyn claims to have always dreamed of living
has also witnessed Rellum the Tanner casting a in a big city and is searching for someone to
light spell and the Labyrinth Lord may use this take her away from dreary village life. Jocelyn
information as a hook to get the characters to simply likes to stir up trouble. Her older
investigate Rellum if they do not follow up on husband, an angry farmer named Finnick and
the murder of Norri the fisherman. his sons from another marriage, Tel, Mollis, and
Barre and Lorgan: see pg. 23 for Ral eventually coming looking for the girl and
statistics. may catch her and the character in a
compromising situation.
Demon Horse
Herbalist in Need
A wild black horse is seen galloping across
the hills near Hildor Bluff. A villager explains Brother Colton has brought a sick boy named
that the horse is known as Hellion and is said to Bower out in his bed to take in the fresh air.
be a devil horse. The horse comes from The feverish boy’s lungs have filled with fluid
excellent stock and would make a great prize, and it is an effort for him to breathe. Brother
but it has already killed three villagers who Colton explains that the boy’s best chance of
have tried to capture it. survival is a brew made from flaxis moss and
other ingredients. Flaxis moss grows on rocks,
Tracking Hellion to a nearby meadow but is more common in the spring and summer
requires a Wisdom check (+2 for elves or than fall or winter. He describes the moss and
characters with backgrounds as huntsmen). asks the characters to keep their eyes open for
Hellion tries to drive off intruders by snorting, it if they venture in the hills around Hildor Bluff.
pawing the ground, and rearing up on his hind A patch of moss happens to be growing near
legs. Capturing Hellion without the aid of magic the Tomb of St. Garan, so this encounter can be
requires at least three mounted characters used to reveal the presence of the Red Moon
armed with lassos. The characters must make orcs in the area.
normal to-hit rolls. If less than three lassos hit,
Hellion bites his way through the remaining Little Thieves
lassos at the end of the round. Jumi is training a few of the younger handler
Hellion’s antics require all horses in the area children to become pickpockets. The children
to make a saving throw vs. magic or flee in fear work the crowd, trying to steal whatever they
for 1d6 rounds (trained war horses make this can. Because of their innocent appearance,
check at +2). Hellion attacks until reduced to 5 small size, and the distractions at the festival,
hp before attempting to flee. If Hellion is the children have a 35% chance of successfully
captured and saddled, he only submits to being picking someone’s pocket. If caught, Jumi
ridden by someone with a Strength or Dexterity pretends to beat the child, and begs the victim
of at least 16. Once a worthy character mounts for leniency.
Hellion, the horse becomes loyal to that
character and refuses to let anyone else ride
Lost Child
him, bucking and rolling until the unwanted The characters see a child named Renny slip
rider is thrown off. Hellion is immune to the and fall into a fast-moving stretch of Barrow
fear-inducing effects of the night demons and Creek. If the adventurers act fast, they can
should be treated as a trained warhorse. easily rescue the child, much to the tearful
Hellion (riding horse): AL N; MV 240‘ thanks of his young mother, a village
(80‘); AC (7); HD 2+2; hp 18; #AT 2 (2 seamstress named Heather. Heather is a widow
hooves); Dmg 1d4+1/1d4+1; SV F2; ML 10; XP (her husband was killed last year by Red Moon
35). orcs) who may develop into a love interest for
one of the characters if the party remains in the

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area after the festival. The boy Renny is a bit on Trinket Merchant
the wild side, but he would quickly come to
idolize a strong father figure. A portly merchant named Val the Jeweler has
a number of items for sale, ranging in value
Morning Honor Duel from worthless trinkets to semi-expensive
jewelry valued at up to 100 gp. When dark
One morning, under the supervision of Friar
events begin to unfold at the festival, Val
Uric, the fighters Cal Wosen and Amling the
cashes in on a variety of jewelry he claims can
Bold square off in front of the effigy of St.
ward off evil spirits. One of these charms is an
Garan. The argument between Wosen and
old Garanic medallion inscribed with Tormic
Amling began over a woman, the bowyer’s
Garan’s true coat-of-arms. If worn openly, this
daughter Kiri, and ended when Wosen
medallion can be used to bypass the statues in
challenged Amling to a duel. Amling chooses the
the Hall of Lords (see the Tomb of St. Garan
white tasseled dagger, indicating a fight until
on pg. 17). When not at his stall, Val keeps his
first blood has been drawn. Wosen and Amling
jewelry in a folded piece of oilcloth that is
are both 1st level fighters. The Labyrinth Lord
strapped to his body beneath his robes. A large
may roleplay the fight or simply decide upon
bodyguard named Hecuma stays with Val at all
the winner.
times (treat Hecuma as a 2nd level fighter).
Pig Charge
Violent Sellers
A dozen pigs break free of their pen and
An argument over stall space between a
head straight for the party. Each character must
cobbler named Terpin and a fruit seller named
make a Dexterity check to avoid being knocked
Gerald escalates when Terpin strikes Gerald
down into the mud. The pig farmer apologizes
with his mallet. Brother Dergan arrives to break
profusely, but the characters may suffer jeers
up the fight and find out what is going on.
and laughter from rival fighters.
Gerald displays the bloody wound on his head,
Play for Pride but Terpin states he was acting in self-defense.
Unless the characters speak on Gerald’s behalf,
Lord Barker greets the characters in his both men are banished from the festival. If
booming voice and tries to get them to Terpin is found guilty, he is placed in the stocks
challenge Duke Boris the strongman or Lady for one night before being sent on his way. As a
Ayla the knife-thrower back at the Wanderer reward, the fruit seller gives each character a
camp. If the characters decline, he takes them small basket of assorted fruit (treat each basket
aside and whispers that the fortuneteller as two days unpreserved rations).
Duchess Trosa has important information
regarding their destiny. Barker is counting on Wandering Bard
adventurers being so full of themselves that
A minstrel named Parellius of Lundbar
they believe the fate of the world rests upon
wanders through the crowd, singing songs and
their shoulders.
playing popular tunes on his lute (especially
Sly Tanner songs about Tormic Garan). At some point, he
approaches a magic-user or thief PC, claiming
Rellum introduces himself as a local tanner to have a magical dagger for sale. Magical
and leatherworker who specializes in preserving runes are inscribed along the dagger’s blade
and covering books. He approaches a party and a large arrowhead-shaped ruby is set into
magic-user and offers to cover his spellbook in its pommel. The dagger is a dagger +1 when
rare waterproof and fire-resistant drake skin used in melee combat; if thrown, the dagger
leather for only 50 gp. The skin protects the becomes a dagger +3. Parellius stole the
book from water and adds +1 to any saving distinctive-looking dagger from a magic-user in
throw vs. fire. The job takes one day, during Lundbar and is looking to sell it cheaply. He
which time Rellum hastily copies down any new asks 150 gp for the weapon, but accepts any
spells the character has. price over 50 gp. The Labyrinth Lord may use
the dagger as a hook for future encounters with
the wizard.

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Other Garanton
Encounters
The following areas may be encountered by military stronghold of the Garanic Knights, but it
characters who venture away from the festival. has since been reduced to rubble.

Monument Canyon 3. Orc Camp (see Day Two on pg. 9)


This is the campsite of the Red Moon orcs.
After Tormic Garan’s death, his most loyal The orcs are scattered around this section of
followers entombed his remains in this canyon the ravine in groups of 1-3, hiding from the sun
and founded a paramilitary religious cult known beneath rock ledges or inside crude shelters
as the Holy Garanic Knights. The Garanic and small clefts. There is a cumulative 1 in 6
Knights demanded tribute from the surrounding chance each round that the characters notice
villages, forced thousands to convert to Garan one of these bands of orcs. After six rounds, a
worship, and attempted to build an army of the group of 1d3 orcs automatically notices the
faithful. Despite their ambitions, internal dissent characters and attacks. 1d3 orcs join the battle
and lack of strong leadership kept the cult from each round until the whole band is involved in
becoming a true force in the region and the the fight. The orcs fight until half of their
order eventually dissolved into warring factions. number are slain before attempting to flee.
The last of the Garanic Knights died long ago,
leaving behind only scattered writings and
crumbling ruins.

1. Plaza of Worship
This stone plaza served as the ceremonial
meeting area and training grounds for the
Garanic Knights. A pair of wide stone staircases
lead up to a crypt that hides the entry to the
Tomb of St. Garan. A bas-relief of Garan’s true
coat-of-arms is carved upon the crypt’s double
doors, but the carving is so weathered that its
details are hard to make out. The doors are
magically sealed and can only be opened at
night. A read languages spell cast on a set of
ancient runes above the door reveals it to read:
“Mother Night welcomes Tormic Garan, Lord of
Battle.” The doors may be pushed open any
time after night falls. Inside the crypt, a spiral
staircase descends down into the tomb.

2. Garanic Ruins
The ruins of an old monastery and keep litter
the southern portion of the ravine. The
monastery once served as the religious and

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Garan statue is immune to normal fire and
The Tomb of St. suffers reduced damage from pointed or
slashing weapons. Every time the Garan statue
Garan is struck, the other six statues stumble from the
impact, providing a good clue to the characters
The Garanic Knights used this tomb as a
that their efforts are working. All of the statues
prayer and worship center until it was
are lined with gold and silver and once they
plundered and desecrated during a surprise
have been destroyed, a total of 600 gp worth of
attack by former minions of the demon-
precious metals may be sifted out of the rubble.
worshipping cleric Drayn Rone. This desecration
disturbed the spirit of Tormic Garan, forcing the A secret door in the east wall hides a spiral
order to seal the tomb and conduct their staircase that leads down to the true burial
religious ceremonies outdoors. The Brotherhood place of Tormic Garan.
of St. Garan considers it blasphemous to enter Garanic Knight Statues (6): AL N; MV 90‘
the tomb. (30‘); AC 5 (natural); HD 2; hp 9; #AT 1; Dmg
1d8 (stone sword); SV F2; SA immune to sleep
1. Chamber of Reflection and charm, resistant to damage, reform in 1d3
The Garanic Knights once used this chamber rounds; ML 12; XP 46.
to prepare for prayer vigils held in the Chamber
3. Chamber of the Honored One
of Lords. The walls are lined with paintings
depicting some of Tormic Garan’s most brutal This chamber is the final resting place of
conquests. A number of stone benches are Tormic Garan. Garan’s body lies inside a stone
spaced around the chamber and a rack full of sarcophagus that rests atop a raised dais. After
braided flagellation whips made of dry rotted the tomb’s desecration, Garan’s body
leather stands near the entrance. reanimated as a wight. The wight killed several
Garanic Knights before being turned by a cleric
2. Chamber of Lords and locked away in this chamber. The heavy lid
This room once served as the center of of the sarcophagus has been slid back and
worship for the Holy Garanic Knights. An ornate propped up on the floor. 1d3 rounds after the
stone statue of Tormic Garan in full armor characters enter the chamber, the wight rises
stands on a raised dais in the center of the from the sarcophagus and attacks.
room. Six alcoves spaced around the chamber The wight is dressed in Garan’s full battle
contain the statues of six Garanic Knights. Two armor and wears a mantle made from the
dead Red Moon orcs lie hacked apart on the leathery skins of several former knights draped
floor. over its shoulders. The battle armor is plate
If the crest of St. Garan is not displayed mail +1, decorated with Garan’s crest. An
upon entering the chamber, the eyes of the empty scabbard flopping at its waist once held
central statue begin to glow with a harsh red the Sword of St. Garan.
light, causing the other six statues to animate
and attack. The statues are resistant to most
attacks, being immune to normal fire and
suffering only 1 hp + applicable Strength bonus
from pointed weapons (spears, arrows, etc.),
half damage from edged weapons (swords,
axes, etc.), and full damage from blunt
weapons (clubs, maces, etc.).
When the statues are reduced to 0 hp they
collapse into rubble, but reanimate in 1d3
rounds to continue the fight. The only way to
stop the statues for good is to deface the statue
of Tormic Garan by inflicting a total of 24 hp of
damage on it. Like the animated statues, the

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Bo Banducci (Order #28682659)


The wight targets clerics first, then magic-
users and elves, then thieves and halflings, and
Vault of the Demons
finally fighters and dwarves. It pursues the This domed basilica is over one hundred feet
characters even if they flee, and if it escapes tall at its peak. The sides of the vault are
the tomb, it becomes a plague upon the village intricately carved from gray stone, with
of Garanton (see Concluding the Adventure hundreds of recessed alcoves lining its walls. A
on pg. 21). squatting night demon is perched in each
The stone sarcophagus is painted black and alcove. Most of these demons are currently in a
inlaid with gold, silver, and jewels. If pried out, dormant state, awaiting the command to rise
the gold and silver have a total value of 1,000 and hunt, however, the reopening of the Demon
gp. 15 onyx stones (50 gp each), 10 emeralds Gate has awakened a number of night demons
(150 gp each), 5 rubies (500 gp each), and 1 equal to the number of characters in the party.
diamond (1,500 gp) may also be recovered The demons swoop silently out of the
from the sarcophagus. darkness of the vault’s upper reaches, attacking
Garan Wight: AL C; MV 90‘ (30‘); AC 2 any characters on the spire platform or the
(plate mail+1); HD 3; hp 17; #AT 1; Dmg span. Because of the pervasive darkness and
special; SV F3; SA touch drains 1 level or hit the silence of their attack, the night demons
die, immune to sleep and charm, only harmed receive a +2 to-hit, but can only use their claw
by spells, magical weapons, or silver weapons; attacks. Any character struck by a demon must
ML 12; XP 110. make a Dexterity check to avoid falling into the
pit and sustaining 4d6 points of damage.
3.a. The Great Mural Because the vault is as silent and oppressive as
An elaborate mural painted on the wall a tomb, noises made from outside the Demon
behind the dais depicts the story of Tormic Gate echo loudly throughout the chamber.
Garan and his evil half-brothers, including the Night Demons: AL C; MV 90‘ (30‘)/Flight
building of Castle Vyn, the opening of the 150’ (50’); AC 5 (natural); HD 2; hp 9; #AT 4;
Demon Gate, the conquest of the surrounding Dmg 1d2/1d2/1d6/1d4; SV F4; ML 11; XP 65.
realms, and finally the epic battle between the
brothers that led to the castle’s destruction. The 1. The Spire
mural is particularly damning as it bears the
This 40’ tall spire of rock is topped by a
identifying mark of the Holy Garanic Knights
and the tomb has been sealed for ages. circular platform. When the light of the waxing
moon touches the Demon Gate, a flickering

The Demon Gate white flame arises in the center of the platform.
Any character who touches the Demon Gate
Ages ago, the evil cleric Drayn from the other side is instantly transported
Rone constructed a gateway to the
realm of the night demons.
Unbeknownst to his evil brothers,
Rone used this space between
worlds to begin crafting a second
gate that would open a portal to
the realm of a demon named
Kura’drim. (If the Labyrinth Lord is
using the Advanced Edition
Companion, Kura’drim is an
extremely powerful Balor demon).
Luckily, Rone was killed by his
brothers before he could open the
gate.

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here. The journey is so disorienting that the Brant Arwell
character must make a saving throw vs. spells
to avoid falling into the pit and suffering 4d6 On the first night of the festival, the artist
points of damage. Brant Arwell made the mistake of touching the
Demon Gate and was instantly transported to
Any character who falls into the pit must the spire platform. Arwell was so disoriented
make a Strength check to climb up the side of that he stumbled and fell into the pit, breaking
the vault (thief characters automatically his right leg. The demon grub horde descended
succeed). Failure means the character makes it on him as he tried to crawl away and in
halfway up the wall before falling back into the desperation, Arwell grabbed a discarded shield
pit and suffering 2d6 points of damage. Success to defend himself. To his surprise, the grubs
means the character climbs onto the span in retreated. This is because the shield is actually
front of the Gate of Kura’drim. a shield +1 that emanates a permanent
Any character touching the white flame is protection from evil spell around its bearer.
instantly transported through the Demon Gate (Because of the effects of the Demon Gate, the
to the High Cliff of Hildor Bluff. night demons and demon grubs are considered
to be “summoned” creatures during the time of
2. The Span the waxing moon). The shield was the property
of a fallen hero named Cartimus Relb who was
The span is the narrow stone bridge that
slain by the night demons long ago.
leads from the spire platform to the Gate of
Kura’drim. The span is 5’ wide along its length, When the Demon Gate opens, Arwell calls
but widens to 20’ at the gate. The charred out weakly to any characters he hears moving
skeletal remains of Drayn Rone lie in front of around on the High Cliff. Arwell has survived
the Gate of Kura’drim. The corpse’s robes have the past few days on what few rations he had
rotted off and its chain mail is in tatters. A black on his person, but his food and water supply
mace with a head cast in the shape of a have run out. Arwell dies if the characters do
demonic face is gripped in one skeletal fist. The not rescue him by the end of the festival.
mace functions as a mace +2 for anyone brave
enough to pry it from Rone’s dead fingers. 4. The Gate of Kura’drim
The Gate of Kura’drim is a massive, 30’ tall
3. The Pit
set of double doors located on the far end of the
The bottom of the pit is filled with the span in the side of the Vault of Demons. During
remains of thousands of previous victims. These the time of the waxing moon, a light mist seeps
remains consist of piles of gnawed bones, around the edges of the doors and muffled
mummified corpses, scraps of dry-rotted cloth, screams and strange rumbling sounds can
and rusted weapons and armor. A few treasures occasionally be heard from beyond. The gate
are hidden amongst the debris. Treat the pit as can only be opened by an elaborate ritual
Hoard Class XXI for those characters wishing to during a great cosmic alignment that is far
sort through the grisly piles (roll once for any beyond the scope of this low-level adventure.
column on the THC table for every hour spent The gate is provided here to project a sense of
searching). foreboding and perhaps foreshadow a future
adventure dealing with demonic realms, if the
The pit is also the lair of a horde of starving
Labyrinth Lord wants to revisit the area.
demon grubs. The grubs attack anyone who
falls into the pit. Only three groups of grubs can
attack a character at a time. The grubs swarm
Destroying the Demon
over the characters, trying to knock them to the Gate
ground.
The Demon Gate can be destroyed simply by
Demon Grubs (300): AL C; MV 60‘ (20‘); inflicting 50 hp of damage on the arch with a
AC (9); HD 1 hp; hp 1; #AT 1; Dmg 1d6; SV 0- blunt weapon. If the arch is struck at night, 2d6
level human; SA bite causes disease; ML 5; XP night demons awaken, fly through the gate, and
6. attack the characters. During the day, the

20

Bo Banducci (Order #28682659)


Labyrinth Lord may wish to include an of evil monsters or they may simply be a
encounter with Blood Moon orcs or another gateway to the deep underground kingdoms.
villain such as Rellum the Tanner (assuming he
If St. Garan’s true nature is uncovered, Friar
is still alive), just to spice things up.
Uric may undergo a crisis of faith that leads him
When the arch is destroyed, it explodes in a to renounce his vows to the brotherhood and
bright flash of light with the sound of a head off in search of the truth. He may ask the
thunderclap. Anyone atop Hildor Bluff or the PCs to accompany him or he may ask them to
High Cliff must make a saving throw vs. breath watch over the village while he is gone. The rest
weapon or be knocked down and deafened for of the brotherhood and many of the villagers
3d6 rounds. The destruction of the gate causes are likely to blame the characters for Uric’s
a pillar of smoke to rise up over Hildor Bluff. leaving, so the question then becomes whether
Some who witness this event claim to see the or not they choose to fulfill their promise to
ghastly face of an angry demon glaring through Friar Uric in the face of the village’s hostility.
the haze.
The characters had a chance to make several
Shortly after the gate is destroyed, Friar Uric enemies over the course of the adventure.
and the Brotherhood of St. Garan climb Hildor Rellum the Tanner, the bandit lord Fembric
Bluff to investigate the High Cliff. If the Dossum, or any member of the Wilder Company
characters are on hand to explain what may return later to disrupt the party’s plans.
happened, they are treated with great respect The characters also had plenty of opportunities
and admiration. Friar Uric publicly praises their to make friends who may call upon the party in
courage and the villagers treat the characters their time of need. For example, the Wandering
as heroes. The characters win the goodwill of Lords and Ladies are preparing to venture into
the community and can expect free room and the elven kingdoms and are looking to sign up
board whenever they come to Garanton in the some elves as supporting cast members for the
future. troupe. Their route takes them through some
lawless badlands, so they are also looking to
Concluding the hire a few extra caravan guards.
If the characters did not kill the wight in the
Adventure Tomb of St. Garan, it may eventually escape
into the nearby hills and begin preying upon the
With the conclusion of the festival, the
villagers. The wight kills indiscriminately,
adventure is effectively over, however, a
tearing off the flesh of its victims and wearing
number of other adventures may arise from the
their skins as grisly cloaks. The wight may be
actions of the player characters.
slain normally, or it may be laid to rest by
Depending upon the relationship the PCs returning to it the Mantle of St. Garan.
developed with Friar Uric and the other
If the characters failed to close the Demon
villagers, the town of Garanton may become a
Gate, the gate reopens every month during the
base of operations from which they can strike
time of the waxing moon, releasing more night
out into the surrounding wilderness. The village
demons into the land. The demons soon
lies on the frontier of civilization and the
become a plague upon the kingdom, and evil
forested hills are filled with wandering
clerics and wizards come from all over to try to
monsters, hidden lairs, and forgotten ruins from
take control of the Demon Gate. When the party
earlier times.
has attained a high enough level, an entire
Hildor Bluff is riddled with hidden caves, campaign can be centered around keeping the
including the lost dungeon levels of Castle Vyn. Gate of Kura’drim from being opened or
A rockslide might expose an entrance to these perhaps even dealing with the demon and its
chambers or perhaps the characters discover an minions after they are unleashed.
ancient map that reveals a secret door hidden
in the nearby hills. The dungeons may contain
untold treasures that are guarded by a variety

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NPCs and Factions of Note

The following NPCs may be encountered over Deidre Lerin: treat as Lawful 0-level human
the course of the festival and may become with Cha 15 and 25 gp and 47 sp.
friends, allies, rivals, or even enemies,
depending upon the actions of the player Gregori Konnar
characters. Konnar is a grizzled veteran and owner of the
local inn/tavern that bears his name. He
Garanton Villagers
respects soldiers, ex-soldiers, and adventuring
The villagers of Garanton are mostly law- fighters, but has little use for sellswords and
abiding farmers and craftsmen who are proud of mercenaries. Konnar is well liked by all the
their heritage. Because of the presence of the villagers and is an excellent source of
abbey, they have grown accustomed to information about Garanton and its
travelers and tend to be more friendly and surroundings.
tolerant of outsiders than other small villages.
Gregori Konnar: AL L; MV 120‘ (40‘); AC 9
Although the surrounding area is relatively tame
or 7 (leather armor + shield); F3; hp 19; #AT
and settled, the village occasionally comes
1; Dmg 1d4+1 (club + Str), 1d8+1 (sword +
under attack by orc raiders and other wandering
Str), 1d4+1 (dagger + Str); S 13, D 12, C 14, I
monsters. When threatened, the villagers are
10, W 12, Ch 13; SV F3; ML 10; XP 80; 8 gp,
capable of mobilizing a militia of 30-50 able-
13 sp.
bodied men armed with spears, clubs and shield
(with a few short bows), under the command of Manco the Falconer
the Brotherhood of St. Garan.
Manco is a skilled animal trainer and
Garanton Villagers: treat as Lawful 0-level performer who specializes in birds. He travels
humans. about in a small wagon with a trained crow,
hawk, and barn owl. Manco’s services are
Brant Arwell
sought by several noble courts and wealthy
Arwell is a skilled artist from a nearby city merchant houses and if befriended, he may
who was commissioned by Friar Uric to carve a become a valuable contact who can open doors
likeness of St. Garan into the side of Hildor among the wealthy that would otherwise remain
Bluff. Arwell often seems distant and closed to the party.
unemotional, but he is a deeply caring and
Manco the Falconer: treat as Lawful 0-level
sensitive individual. He loves to read, and is a
human with Wis 16 and 248 gp and 77 sp.
student of ancient history. When Arwell is not
creating, his nose is usually buried in a book. Fembric Dossum
Brant Arwell: treat as Lawful 0-level human Dossum is a local bandit lord who dabbles in
with Int 15. petty crime such as stealing livestock, fencing
stolen goods, and robbing the occasional
Deidre Lerin
traveler. Dossum has come to the festival to
Deidre is Arwell’s assistant and apprentice. make money through moneylending and
She is much more grounded in reality than gambling and his hand can be found in most of
Arwell and is responsible for seeing to their the high-stakes wagering that takes place
daily needs. Deidre has fallen in love with during the Honor Games.
Arwell, but he has been too preoccupied with
Fembric Dossum: AL C; MV 120‘ (40‘); AC
his latest carving to notice.
5 (studded leather armor + Dex); F3; hp 20;

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Bo Banducci (Order #28682659)


#AT 1; Dmg 1d8 (sword), 1d4 (dagger); S 10, make the journey to Garanton to receive the
D 16, C 13, I 13, W 14, Ch 15; SV F3; ML 9; XP blessings, usually before going off to war. These
95; potion of healing; 10 emeralds (150 gp retinues seldom stay in town for more than an
each), 87 gp, 120 sp, 220 cp. hour and have little to no contact with other
festivalgoers. Three noblemen make the trip to
Barre and Lorgan Garanton this year: Lord Waith, Lord Ingelson,
Barre and Lorgan are Dossum’s hired muscle. and Lord Duwalt, however, the Labyrinth Lord
They are large, stupid, and content to take may substitute noblemen from his own
Dossum’s orders. Barre and Lorgan seldom campaign in order to foreshadow upcoming
speak and generally stay out of trouble, conflicts. None of these retinues have any
however, they are ready to fight at a moment’s bearing on this adventure.
notice.
Fighters
Barre and Lorgan: AL N; MV 120‘ (40‘); AC
A number of fighters make their way to
8 (leather armor); F1; hp 9; #AT 1; Dmg
Garanton each year for the Feast of St. Garan.
1d4+2 (club + Str), 1d4+2 (dagger + Str); S
Most of these are local boys or ex-soldiers
16, D 10, C 13, I 8, W 9, Ch 10; SV F1; ML 10;
looking for fame or work, but a few have real
XP 16; 7 sp, 12 cp.
skill. If the Labyrinth Lord wishes, the party
Rellum the Tanner may ask some of these fighters to join them on
adventures or even hire them as retainers.
Rellum presents himself as a local villager
and leatherworker by trade. In fact, he has only Berl Torrance
lived in Garanton for the past few years. Berl is the son of a huntsman who hails from
Unbeknownst to the villagers, Rellum is a a nearby village. He is a clever boy and an
magic-user who possesses an ancient book expert shot with a bow. Berl is a good tracker
written by a long dead scholar that details and hunter whose skills may be useful during
Tormic Garan’s true history. Rellum came to the course of this adventure.
Garanton hoping to plunder the ruins of Castle
Vyn, but has been unable to discover a way into Berl Torrance: AL L; MV 120‘ (40‘); AC 5
its dungeons or locate anything of true value. (studded leather armor + Dex); F2; hp 13; #AT
Rellum is a ruthless individual, but a coward at 1; Dmg 1d8 (longbow), 1d4+1 (dagger + Str);
heart. S 13, D 17, C 14, I 12, W 12, Ch 12; SV F2; ML
9; XP 47; 3 gp, 9 sp, 11 cp.
Rellum the Tanner: AL C; MV 120‘ (40‘);
AC 8 (Dex); MU 4; hp 12; #AT 1; Dmg 1d4 +1 Martana Lacor
(dagger+1); S 10, D 14, C 11, I 16, W 14, Ch Martana is a sellsword who spent the last two
13; SV MU4; SA spells; ML 6; XP 410; potion of months as a bodyguard for a wealthy merchant,
climbing, potion of healing (2), ward against but lost her job when the merchant was
lycanthropes; spellbook, historical book, gold murdered by a rival. Since then, Martana has
and silver necklace (30 gp), gold ring (25 gp), been unable to find honest work. She hopes the
two onyx stones (15 gp), 35 gp, 17 sp, 19 cp. blessing of St. Garan and perhaps a good
Spells: 1st: charm person*, detect magic, light, showing in the Honor Games may change her
read magic, sleep*; 2nd: knock, invisibility*, fortunes.
lesser charm monster** 3rd dispel magic.
Martana Lacor: AL N; MV 120‘ (40‘); AC 4
*memorized spells (chain mail armor + Dex); F2; hp 11; #AT 1;
**see New Magic-User Spells on pg. 28 Dmg 1d8 (sword), 1d6 (light crossbow), 1d4
(dagger); S 10, D 15, C 12, I 13, W 12, Ch 14;
Noble Retinues SV F2; ML 8; XP 29; gold bracelet (25 gp), 15
Since Tormic Garan’s ancestry cannot be gp, 27 sp.
traced, worship of St. Garan is considered a Kyl of Hammond
peasant affair that is unsuitable for one of noble
blood. Even so, every year a few noblemen Kyl is a young miller’s son who has come to
win the mantle and make a name for himself.

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Bo Banducci (Order #28682659)


He has more strength than skill (or brains), but The Wilder Company
is eager to learn the adventuring trade.
The Wilder Company is a band of
Kyl of Hammond: AL L; MV 120‘ (40‘); AC 7 mercenaries who consider themselves heroic
(leather armor + shield); F1; hp 10; #AT 1; adventurers. They are among the most
Dmg 1d8+2 (sword + Str), 1d6+2 (spear + boisterous revelers at the feast and are fond of
Str), 1d4+2 (dagger + Str); S 17, D 10, C 16, I making sport of others. The Wilder Company is
9, W 9, Ch 12; SV F1; ML 10; XP 16; 4 sp, 16 currently looking for work. They have journeyed
cp. here to receive the blessings of St. Garan and
Lorn Tragen win the Honor Games.

Lorn is a thief pretending to be a fighter. He Sir Havad Quinn


presents himself as friendly and outgoing, using Sir Quinn is a skilled fighter who is among
his charm to join an adventuring party, and the favorites to win the Honor Games (as he is
then robs them blind at the first opportunity. quick to point out). Quinn is the illegitimate son
Lorn Tragen: AL C; MV 120‘ (40‘); AC 6 of a nobleman. He is loud, obnoxious, and
(leather armor + Dex); T3; hp 9; #AT 1; Dmg confident in his own abilities. When Quinn
1d8 (sword), 1d6 (short bow), 1d4 (dagger); S drinks heavily, he is quick to anger and has
12, D 17, C 13, I 12, W 14, Ch 13; SV T3; SA killed four men in one-on-one duels.
backstab, thief abilities; ML 6; XP 95; pick locks Sir Havad Quinn: AL N; MV 120‘ (40‘); AC 1
27%, find/remove traps 20%, pick pockets (plate mail armor + shield + Dex); F3; hp 23;
30%, move silently 30%, climb walls 89%, hide #AT 1; Dmg 1d8+1 (sword + Str), 1d6 (short
in shadows 20%, hear noise 1-3; silver belt bow), 1d4+1 (dagger); S 15, D 13, C 16, I 12,
buckle (25 gp), 15 gp, 37 sp, 22 cp. W 12, Ch 14; SV F3; ML 10; XP 95; gold ring
Mikail Vetter with diamonds (250 gp), amethyst sword
pommel (75 gp), 65 gp, 106 sp, 22 cp.
Vetter is the son of an adventuring fighter
who won the Mantle of St. Garan many years Wergen the Axe
ago and was eventually slain before year’s end. The dwarf Wergen is Quinn’s second in
Vetter has researched the truth about Sir command. He is smarter than Quinn, and (for
Garan, but knows that few here would believe now) is content to let Quinn run the company
him. He has come to win the mantle for himself and bear the brunt of any troubles that arise. If
so he can destroy it. If befriended, Vetter may things go badly for the company, Wergen is the
eventually tell the characters what he knows. first to cut his losses and run. Wergen is the
Mikail Vetter: AL L; MV 120‘ (40‘); AC 4 only member of the Wilder Company that does
(chain mail armor + shield); F2; hp 15; #AT 1; not participate in the Honor Games.
Dmg 1d8+1 (sword + Str), 1d6+1 (spear + Wergen the Axe: AL N; MV 120‘ (40‘); AC 4
Str), 1d4+1 (dagger + Str); S 15, D 12, C 13, I (chain mail armor + shield); D3; hp 25; #AT 1;
12, W 13, Ch 13; SV F2; ML 10; XP 38; 8 gp, Dmg 1d8+3 (battle axe+1 + Str), 1d8 (heavy
32 sp, 19 cp. crossbow), 1d6+2 (hand axe + Str), 1d4+2
Kees and Irun (dagger + Str); S 16, D 12, C 16, I 15, W 13,
Ch 10; SV D3; SA infravision 60’, detect traps,
Kees and Irun are a pair of friendly young false walls, hidden constructions, and sloping
fighters from a neighboring farming village. The passages (1-2 on 1d6); ML 8; XP 125; potion of
boys grew up together and are seeking to make levitation; wolf skin cloak (25 gp), four gold
a name for themselves. rings (30 gp), 60 gp, 83 sp.
Kees and Irun: AL L; MV 120‘ (40‘); AC 7 Big Annamar
(leather + shield); F1; hp 6; #AT 1; Dmg
1d6+1 (spear + Str), 1d4+1 (dagger + Str); S Big Annamar is a huge, fair-haired woman
15, D 10, C 13, I 10, W 10, Ch 12; SV F1; ML who hails from the frozen northlands. Big
9; XP 16; 5 sp, 16 cp. Annamar drinks to excess and is fond of bare-
knuckled brawling and wrestling. She has a

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Bo Banducci (Order #28682659)


preference for small, wiry men, and typical thief their ridiculous garb and the false devotion of
characters might end up as the object of her their “subjects.” During the day, they can often
rough affections. Big Annamar does not take be found mingling with visitors to the Wanderer
rejection well. camp.
Big Annamar: AL N; MV 120‘ (40‘); AC 6 King Williamson and Queen Eleanor:
(studded leather armor + shield); F2; hp 20; treat as Lawful 0-level humans with Cha 15 and
#AT 1; Dmg 1d10+2 (two-handed sword + 15 sp.
Str); S 16, D 10, C 17, I 10, W 10, Ch 12; SV
Duke Boris the Mighty
F2; ML 10; XP 38; gold arm ring (100 gp), gold
and silver ring (25 gp), 10 gp, 37 sp. The huge, barrel-chested Boris is the
troupe’s strongman. For a fee of 1 cp, visitors
Jace and Jevin
can watch him perform various feats of
Jace and Jevin are two young brothers who strength, lifting weights and other heavy items
recently joined the company, lured by the (stones, plows, anvils, patrons, etc.) found
promise of excitement and adventure. The inside his tent. For a fee of 1 gp, Boris offers
mundane life of a mercenary (guarding 100 gp to anyone who can best him in a lifting
caravans, protecting shop owners, etc.) has contest. Characters who accept Boris’s
begun to wear thin and they may be lured away challenge undergo a test similar to the Strength
by true adventurers. test detailed in the Honor Games, however,
there is no upper limit to the penalties
Jace and Jevin: AL L; MV 120‘ (40‘); AC 6
imposed—Boris and the character continue
(leather armor + shield + Dex); F1; hp 6; #AT
lifting until one of them fails a check.
1; Dmg 1d8+1 (sword + Str), 1d6+1 (spear +
Str), 1d4+1 (dagger + Str); S 14, D 13, C 13, I Duke Boris the Mighty: treat as Lawful 0-
10, W 12, Ch 13; SV F1; ML 10; XP 19; 5 gp, level human with Str 18 and 5 gp, 10 sp, and
17 sp. 35 sp.

The Wandering Lords and Ladies The Tattooed Lady


(a.k.a. The Wanderers) Duchess Leonida the Tattooed Lady is an elf
The Wandering Lords and Ladies are a troupe whose body is covered in a variety of tattoos.
of traveling entertainers who dress in gaudy Leonida wears an elaborate cloak that is artfully
clothing designed to parody the finery of royal designed to show off only bits and pieces of her
courts. The troupe travels in a caravan made up skin. For 1 sp, visitors may enter her tent to
of several ornate wagons that also serve as watch her slowly disrobe, revealing her tattooed
their homes. The Wanderer camp is located on body. Despite Mama Trosa’s objections, Leonida
the northeast side of Hildor Meadow. It consists sometimes offers herself as a “lady of the
of a circle of tents, stalls, and wagons with a evening” to curious patrons.
campfire in the center, and horses, donkeys, Duchess Leonida: treat as a Neutral 0-level
and other livestock kept in a small pen at the Elf as per the Elf entry in the Labyrinth Lord™
edge of the camp. The camp is open to the core rulebook with Cha 16 and assorted jewelry
public during the day, but at night, visitors are worth 345 gp and 60 gp, 42 sp, and 33 cp.
politely sent on their way unless they have
Prince Jumi the Jumasi
urgent business with a member of the troupe.
King Williamson and Queen Eleanor Jumi is a costumed fool who wanders about
the camp doing flips and cartwheels, juggling
King Williamson and Queen Eleanor are the objects, and using his quick wit to insult and
public face of the Wandering Lords and Ladies. harass visitors. Jumi carries around a bag of
They are a married couple who are responsible rotting vegetables and for a fee of 1 cp visitors
for writing, directing, and starring in most of the may pelt him with trash. Jumi is a skilled
troupe’s comedies and plays. The King and musician who often plays for the Wanderers at
Queen are a friendly pair who project a genuine the evening campfire. He has fallen in love with
air of refinement and respectability, despite the knife-thrower Ayla Paksan, but she finds his

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Bo Banducci (Order #28682659)


manner coarse and abrasive, and disproves of consults a crystal ball, tarot cards, or bones to
his occasional ventures into thievery. read fortunes. None of these items are magical,
however, Duchess Trosa possesses a medallion
Prince Jumi the Jumasi: AL N; MV 120‘
of ESP which she uses to tell people what they
(40‘); AC 6 (Dex); T3; hp 9; #AT 1; Dmg 1d4
most want to hear. Duchess Trosa and Lord
(dagger); S 10, D 18, C 13, I 14, W 12, Ch 8;
Barker could become a good source of
SV T3; SA backstab, thief skills; ML 9; XP 110;
information if befriended by the player
pick locks 27%, find/remove traps 20%, pick
characters. If the Labyrinth Lord wishes, she
pockets 30%, move silently 30%, climb walls
may even agree to cast spells such as read
89%, hide in shadows 20%, hear noise 1-3;
languages for the party for a small fee. A locked
potion of diminution; six gold bracelets (40 gp),
strongbox hidden in the bottom of her wagon
four silver bracelets (15 gp), three gold rings
contains the Wanderer hoard (assorted jewelry
(25 gp), 10 gp, 29 sp.
worth 350 gp, 2 emeralds (200 gp), 13 garnets
Lady Ayla Paksan (25 gp), 574 gp, 720 sp, 180 cp).
Ayla is a skilled knife-thrower who performs Duchess Trosa: AL L; MV 120‘ (40‘); AC 8
various tricks for the crowd. Ayla challenges (Dex); MU 3; hp 8; #AT 1; Dmg 1d6
visitors to a best-out-of-seven knife-throwing (quarterstaff), 1d4 (dagger); S 8, D 15, C 10, I
contest. The buy-in is 1 gp and the winner wins 17, W 16, Ch 13; SV MU3; SA spell; ML 10; XP
25 gp. The target is AC 0. Because of her 125; potion of healing, potion of clairvoyance
familiarity with the weight of the knives and the (2), potion of clairaudience; medallion of ESP;
distance to the targets, Ayla receives a +4 to- spellbook, three gold bracelets (50 gp), two
hit. Ayla was orphaned at birth and taken in by silver earrings (25 gp), 75 gp, 117 sp. Spells:
Duchess Trosa who treats her like a daughter. 1st: detect magic, magic missile, protection
She is a talented actress and singer, and at from evil*, read languages, read magic, shield*,
night, her haunting melodies can be heard 2nd: arcane lock*, detect evil, knock.
coming from the Wanderer campfire.
*memorized spells
Lady Ayla Paksan: AL L; MV 120‘ (40‘); AC
Handlers
7 (Dex); F2; hp 12; #AT 1; Dmg 1d4 (knife); S
11, D 16, C 13, I 12, W 13, Ch 15; SV F2; ML Four families made up of a sixteen men,
10; XP 38; gold cameo locket (175 gp), 17 gp, women, and children handle the troupe’s
33 sp. mundane tasks, including setting up tents,
purchasing supplies, preparing food, wrangling
Lord Barker
animals, manning stalls, and assisting various
The jolly fat man known only as Lord Barker performers. These handlers, as they are called,
is a charming fellow with an easy smile, who come from all walks of life and many of them
uses jokes and compliments to set others at are seeking to escape their past. They are
ease. Barker is extremely intelligent and has a fiercely loyal to Duchess Trosa and the troupe.
keen sense for what goes on in and around the
Handlers: treat as 0-level Neutral humans.
camp. During the day, he wanders Hildor
Meadow, using his booming voice to attract The Brotherhood of St. Garan
visitors to the Wanderer camp. At night, he
confers with Duchess Trosa about the future of The Brotherhood of St. Garan is a small
the troupe and the strange happenings order of friars and monks devoted to Tormic
unfolding in Garanton. Garan, one of the patron saints of warriors. Few
clerics choose to follow St. Garan; most friars
Lord Barker: treat as 0-level Lawful human are ex-soldiers or landless knights who are
with Int 16 and Cha 16. trained as herbalists and barbers so they may
Duchess Trosa tend the sick and wounded. The brotherhood is
based in Garanton, under the leadership of Friar
Duchess Trosa is the aging sorceress and Cowl Uric, where they see to the spiritual needs
fortuneteller who leads the Wandering Lords of the community and uphold local laws and
and Ladies. For a fee of 2 sp, Duchess Trosa customs.

26

Bo Banducci (Order #28682659)


Friar Cowl Uric Blood Moon Orcs
Friar Uric was a sergeant in the King’s Army The Blood Moon tribe of orcs once served as
until he took the vows of St. Garan. Uric moved minions for the evil cleric Drayn Rone. Blood
to Garanton several years ago to accept the Moon orcs worship the moon from their lair
position as head friar of the Garanton Abbey. He deep in the darkest reaches of Brother’s Wood.
is a devoted servant of St. Garan who idolizes A crescent-shaped moon is carved into both of
the hero’s memory. their cheeks at birth and most carry moon-
During the course of the adventure, Friar shaped trinkets or paint red crescent moons
Uric can be played as a valuable, informative upon their shields.
ally or as the ultimate foil, blinded by unyielding A short time ago, the Blood Moon shaman,
faith. He is quick to denounce those who Yikra the Old, received a hazy vision of the
question St. Garan’s heroism, but overwhelming Demon Gate. Believing the Demon Gate to be
evidence such as Rellum’s history book or the located in the Tomb of St. Garan, Yikkra sent a
mural in the Chamber of the Honored One may band of orcs to see if it had reopened. The orcs
cause him to start questioning his beliefs. are led by a war chief named Black Kurgel. If
Uric does his best to work with characters Kurgel is killed, any captured orcs volunteer
who take an active hand in the adventure by whatever information they have (such as night
tracking down leads and slaying monsters, and demon sightings or how to open Garan’s tomb)
is more likely to listen to what they have to say, in the hopes that the characters spare their
even if it goes against everything he believes in. lives.
He freely uses the abbey’s healing potions on Blood Moon Orcs (14): AL C; MV 120‘
characters who are injured while performing a (40‘); AC 7 (leather armor + shield); HD 1; hp
service for the village. Uric is determined to 5; #AT 1; Dmg 1d6 (spear), 1d8 (sword), 1d4
complete the festival, despite any doubts that (dagger); SV F1; SA -1 to-hit in sunlight; ML 8;
may arise about Garan’s sainthood. XP 10; 1d4 sp, 1d6 cp, moon-shaped trinkets.
Friar Cowl Uric: AL L; MV 120‘ (40‘); AC 4 Black Kurgel: AL C; MV 120‘ (40‘); AC 4
(chain mail armor + shield); F5; hp 38; #AT 1; (chain mail armor + shield); HD 1; hp 8; #AT
Dmg 1d8+3 (sword+2 + Str), 1d6 (light 1; Dmg 1d6+1 (spear + Str), 1d8+1 (sword +
crossbow), 1d4+1 (dagger + Str); S 15, D 13, Str), 1d4+1 (dagger + Str); SV F1; SA -1 to-hit
C 15, I 12, W 13, Ch 14; SV F5; ML 11; XP 800; in sunlight; ML 8; XP 13; 1d3 gp, 1d4 sp, 1d6
Sword of St. Garan, three vials of holy water. cp, moon-shaped trinkets.
Brothers of St. Garan
Brothers of St. Garan are ex-soldiers,
guards, and adventurers who have devoted
themselves to the service of St. Garan. There
are four brothers in Garanton (Brother Dergan,
Brother Colton, Brother Firth, and Brother
Mengan) who assist Friar Uric with protecting
the village, conducting religious ceremonies,
and the daily running of the abbey.
Brothers of St. Garan: AL L; MV 120‘ (40‘);
AC 4 (chain mail armor + shield); F2; hp 12;
#AT 1; Dmg 1d8+1 (sword + Str), 1d6 (light
crossbow), 1d4+1 (dagger + Str); S 13, D 12,
C 13, I 10, W 12, Ch 12; SV F2; ML 10; XP 38;
two vials of holy water.

27

Bo Banducci (Order #28682659)


APPENDIX

abbey, they secretly use gold thread to cover


New Magic-User the skull with an embroidered helm.

Spells The Sword of St. Garan


The Sword of St. Garan is an enchanted
Lesser Charm Monster
sword that was once wielded by Tormic Garan.
Level: 2 The sword was named Callax, which means
Duration: Special “Conqueror” in the ancient tongue. It functions
Range: 120’ as a sword +2 that allows the wielder to cast
cause fear three times per day upon uttering
Lesser charm monster is identical to the spell
the command word “vanrai.” The Brotherhood
charm monster (see the Magic-User and Elf
of St. Garan is unaware of the sword’s
Spells section in the Labyrinth Lord™ core
spellcasting ability.
rulebook), except that lesser charm monster
only affects one monster of 4 HD or less.

New Monsters
New Magic Items Night Demons
The Mantle of St. Garan No. Enc.: 1d6 (2d4)
Alignment: Chaotic
The Mantle of St. Garan is a luxurious black Movement: 90’ (30’); Fly: 150’ (50’)
velvet cloak that was once worn by Tormic Armor Class: 5
Garan and is said to grant its wearer good Hit Dice: 2
leadership skills and victory in every battle. The Attacks: 4 (2 claws, bite, horn)
mantle provides a bonus of +2 to all Charisma Damage: 1d2/1d2/1d6/1d4
checks. In truth, however, it is actually a cursed Save: F4
item that bestows a cumulative –1 penalty to- Morale: 11
hit on its wearer every month after the first. Hoard Class: VII
Upon the wearer’s death, the cloak magically XP: 65
returns to the Garanton Abbey. (A remove
curse spell produces the same effect.) Night demons are humanoid creatures with
large bat-like wings, curved horns, green eyes,
The cloak’s left collar contains Tormic fangs, fearsome claws, barbed tails, and skin
Garan’s true coat-of-arms—a black skull over the color of pitch. Night demons hunt in packs
crossed red swords on a white shield. The and are often mistaken for gargoyles. They are
Brotherhood of St. Garan believes that the skull sly, efficient predators that can strike without
is merely a sign that the wearer was unworthy warning, swooping down upon their prey and
so when the cloak inevitably returns to the tearing them apart. Their presence forces
normal animals to make a saving throw vs.

28

Bo Banducci (Order #28682659)


spells or flee in fear for 1d4 rounds (trained Demon Grubs
warhorses are immune to this effect). Night
demons do not collect treasure; any valuables No. Enc.: 10d20
found in their lair lie amongst the remains of Alignment: Chaotic
their victims. Movement: 60’ (20’)
Armor Class: 9
Night demons are not demons in the truest Hit Dice: 1 hit point
sense. They dwell in a dark, shadowy plane that Attacks: 1 (bite, per group)
lies beyond the world of men and can only leave Damage: 1d6, disease
this plane with the help of powerful magic. Save: 0-level human
Night demons hunt in darkness, lying dormant Morale: 5
during the day unless disturbed by bright lights Hoard Class: XI
or loud noises. Night demons suffer a –2 to all XP: 6
attacks in the presence of a light spell. If a
night demon is exposed to sunlight, it turns to Demon grubs are night demons in their larval
dust in a bright flash of light. form. They are omnivorous maggot-like vermin
that thrive in trash and waste. Demon grubs are
jet black in color and range in size from 6” long
to 2’ long. They move slowly, but are relentless
in pursuit of living prey. They may be
temporarily warded off with fire, but are quick
to resume the hunt once the fire dies down.
Demon grubs live in hordes that can breed in
great numbers. Grub hordes get 1 attack per
group of 10 grubs (or fraction thereof), inflicting
1d6 hit points of damage per hit. If a character
is swarmed by more than 20 grubs, he must
make a saving throw vs. death or fall to the
ground under the writhing horde. He may stand
up the following round, but must make a new
saving throw if still under the horde. The
swarmed character can make no attacks until
he gets back on his feet.
Demon grubs are disease carriers, and any
time a character is bitten by a grub there is a
5% chance the character contracts a rotting
disease similar to leprosy. A saving throw vs.
poison is permitted, and should it fail the
character dies of the disease 1d6 days later. A
successful saving throw indicates that the
character gets ill and is bedridden for 30 days,
at the end of which there is a 25% chance the
disease proves fatal. If the character survives,
he permanently loses one point of Charisma.
The spell cure disease will cure this infection,
but will not return lost Charisma.

END

29

Bo Banducci (Order #28682659)


DESIGNATION OF PRODUCT IDENTITY You agree not to indicate compatibility or co-adaptability with any Trademark or
The village of Garanton, the adventure background, all place names and Registered Trademark in conjunction with a work containing Open Game Content
descriptions, and all NPC names and descriptions listed in the text when used in except as expressly licensed in another, independent Agreement with the owner of
any context, are product identity. All artwork, maps, logos, and presentation are such Trademark or Registered Trademark. The use of any Product Identity in Open
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8. Identification: If you distribute Open Game Content You must clearly indicate
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New Monsters sections, with the exception of material specifically excluded in the
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Bo Banducci (Order #28682659)


Bo Banducci (Order #28682659)
Bo Banducci (Order #28682659)

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