TEXT:  
   
   
   
  RUINS OF 
  ashabat 
   
    
   
   
   
   
   
   
  
   
  2 
   
  Ruins of Ashabat 
   
  Rumours & Hooks:  
  The Cerulean Stone, an enchanted gem of 
  antiquity, is said to be lost in the ruins of Ashabat, 
  somewhere in the Sunstone Ranges.  
   
  The Crone of Sumptown is looking for a band of 
  capable explorers to bring her the head of Vog, 
  an ogre living in the ruins of Ashabat.  
   
   
  In the Second Age, an enduring human culture 
  known as the Morghura occupied the eastern 
  ranges of the Sunstone mountains, vying with 
  human, ogre and dwarven rivals. Faithful 
  worshippers of the moon and stars, the Morghura 
  built Ashabat atop a high mountain plateau where 
  they could be closer to the sacred heavens.  
   
  Throughout the centuries, the city raised many 
  proud warriors, resisting a multitude of invaders, 
  and courted infamy as the birthplace of the 
  Nezarim; a fatalistic cult of deadly assassins used 
  to murder and intimidate rivals. Unfortunately for 
  the Morghura, such defences were powerless 
  against their final foe.  
   
  A deadly plague known as Slop Bowel, a horrible 
  wasting disease that ends in digestive and renal 
  failure, took hold of the populace and eliminated 
  half their number in a matter of weeks. Many 
  citizens took their chances in the wilds, only to 
  perish at the hands of predators, while those that 
  remained were slaughtered by the dwarves of 
  Mor Thûrim, who exacted vengeance for 
  atrocities committed against their ancestors.  
   
  In the present day, Ashabat is but a shadow of 
  her former glory; an assortment of stone and 
  mortar ruins, most of which are only partly intact. 
  The city is spread over approximately 1 mile x 1 
  mile of steep and craggy terrain, connected by a 
  series of timeworn stone steps. Architecture is a 
  mix of squarish buildings with multiple levels, 
  decorated with pillars, arches, domes and spires, 
  once brightly painted but now faded to dull grey.  
   
  Any 
  woodwork 
  the 
  Morghura 
  employed 
  (furniture, doors, etc) has long since decayed, 
  allowing for easy access to building interiors. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Over time various powers have controlled 
  Ashabat, but for the past few years three 
  opposing factions have contested her crumbling 
  walls: the Naggash skorn (aka beastmen or 
  halfmen) lairing in the northern ruins, the Rovog 
  ogres to the west, and the urgot mutants (calling 
  themselves the Exalted) in the east. 
   
  The party might become involved in this 
  adventure by (i) seeking out the ruins in search of 
  the Cerulean Stone, (ii) being hired as bounty 
  hunters to claim the head of the ogre mage Vog, 
  or (iii) happening upon the ruins by chance while 
  exploring the Sunstone Ranges.  
   
   
   
  
   
  3 
   
  Mountain Encounters 
  The ruins are at least 3 days trek into the eastern 
  Sunstones, nestled on a broad flat on the 
  northern face. The air here is cool and crisp, 
  often layered in Moring fog, and dotted with 
  small trees. The higher one travels the more 
  sparse vegetation becomes.  
   
  There is a 35% chance of a random encounter 
  every 12 hours whilst climbing the ranges. If an 
  encounter occurs, roll 1d8 (plus 1 during the final 
  day):  
   
  1. A hunting party of 3d10 barbarians (as 
  Berserker LFG p.114) are waiting in 
  ambush behind nearby rocks. They were 
  expecting beastmen or urgot, and are not 
  sure what to make of the adventurers.  
   
  2. A huge pack of 6d4 mountain Wolves 
  (LFG p.129) can be heard howling as 
  they close in on the party. They might be 
  appeased with food or driven away with 
  fire. There is a 50% chance they are led 
  by a grey furred Dire Wolf. 
   
  3. 1d4 Dire Bats (if night, LFG p.100) or  
  1d4 Giant Eagles (if day, LFG p.106) 
  issue a piercing shriek before diving out 
  of the sky. They attempt to snatch a 
  single party member and carry them 
  away for eating. 
   
  4. Quake! Whilst the party are traversing a 
  series of narrow ledges, a localised but 
  powerful tremor shakes the region, 
  causing part of the mountain to slide 
  away. A Luck (Dex) save avoids 
  falling/being buried under chunks of 
  stone (3d6 damage and roll on the 
  Injuries & Setbacks table). 
   
  5. 2d6 Giant Ants (workers, LFG p.99) 
  come 
  skittering 
  around 
  the 
  bend, 
  antennae twitching as they smell the air 
  for edible creatures. If combat ensues, 
  there is a 50% chance 1d6 soldier ants 
  appear in 2d4 rounds, following the 
  chemical trail of their nestmates. 
   
  6. A single Cyclops exile (LFG p.103) is 
  camped nearby, talking to himself and 
  weaving a hat of shrubs. He is quite mad, 
  believing himself the prophet of a 
  benevolent, vegan god named Gonmog. 
  He refers to himself in the third person 
  as the “Shouting of Gonmog” and often 
  mixes up grammar (ala Yoda). The 
  Shouting wishes to recruit others to 
  Gonmog’s fold, and might become a 
  staunch ally to the party under the right 
  circumstances.  
   
  7. A set of stone cut stairs leads down into a 
  dark and narrow ravine, barely 4 ft wide. 
  At the bottom, a low entrance to a cave 
  may be found, edged with worn runes of 
  judgment and protection. Perhaps an 
  ancient tomb is inside, a tiny clan of 
  dwarven 
  ex-slaves 
  that 
  somehow 
  managed to escape their human masters, 
  or a hibernating Owlbear (LFG p.120). 
   
  8. 4d6 Skorn (see below) are hiding on 
  ledges above a mountain pass, waiting for 
  the party to come within range before 
  peppering them with javelins and rocks. 
  They then scrabble down the mountain 
  side, eager to capture the PCs and take 
  them back to their tribe’s campsite. 
   
  9. The Ogre Mage Vog (see p.7) is 
  travelling in disguise, masquerading as a 
  human ranger from the far eastern 
  kingdom of Shenzu. He is intrigued to 
  find (non-barbarian) humans this close to 
  Ashabat, and wants to learn more about 
  them. There is a 50% chance Vog’s 
  appetite gets the better of him and he 
  tries to eat the PCs afterward.  
   
   
  
   
  4 
   
  Ashabat 
  Ashabat’s ruins sprawl over about 1 mile x 1 mile 
  of difficult terrain, interlinked by steps carved 
  into the mountain. The area is often cloaked in 
  Moring mist that rises a few hours after dawn.  
   
  Depending on their direction of approach, the 
  party might find signs of skorn (northern skull 
  poles), ogres (large footprints in the west) or odd 
  humanoid 
  tracks 
  (strangely 
  mismatched 
  (mutated) footprints of urgot in the east).   
   
  Ruin Encounters  
  As the party explores the ruins, there is a 30% 
  chance of a random encounter every few hours. 
  If an encounter occurs, roll 1d8:  
   
  1. 4d6 Shaggash Skorn (see below) are 
  hiding in nearby ruins, hoping to take an 
  urgot 
  or 
  ogre 
  by 
  surprise. 
  A 
  representative Perc (Detection) vs Dex 
  (Stealth) detects their foul stench or 
  shadowy movement before they attack. 
   
  2. A nest of 2d4 Giant Spiders (LFG p.125) 
  is concealed in a building, waiting for 
  new prey to wander by. Within the 
  building are 1d4 cocooned urgot (50%) 
  or skorn (50%), half of which are still 
  alive and might be (reluctantly) grateful 
  for being rescued.  
   
  3. From a tall spire, 2d6 Harpies (LFG 
  p.113) 
  are 
  singing 
  their 
  song 
  of 
  beguilement, calling their next meal to 
  them. If the party resist (Luck (Will) 
  save), 1d3 urgot will be seen walking into 
  the building in a trancelike fashion.  
   
  4. A thick fog rolls across the ruins, 
  reducing visibility to 60 ft and making 
  hiding much easier (advantage). There is 
  a 50% chance 3d10 Skeletons or 
  Zombies (LFG p.124, 131, even chance), 
  staggering from the gloom, triggered by 
  an ancient abjuration. 
  5. A storm blows through the city, dropping 
  heavy rain for several hours. Nearby, 1d3 
  Ochre Jellies (LFG p.119) submerge 
  themselves in a rising pool, hoping to 
  ambush their next meal. 
   
  6. 2d4 Rovog Ogres can be heard throwing 
  large rocks at a beastman they have 
  trapped against a ruined wall. If rescued, 
  the 
  beastman 
  might 
  have 
  useful 
  information or assist in gaining an 
  audience with the Karg. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. A Giant Winged Ape (see Owlbear 
  variant, LFG p.120) has taken up 
  residence in a broken tower, and is 
  growing hungry. It emerges from an 
  archway and spreads its wings, scanning 
  the ground for food.  
   
  8. The Urgozer Slilb (see below) is sneaking 
  about the ruins alone, seeking solitude to 
  
   
  5 
   
  precipitate a vision. If he spots the party, 
  he hides and observes, considering 
  whether he might somehow use them 
  against his enemies.  
   
  Main Points of Interest 
  A number of points of interest are outlined below 
  for the party to investigate and engage with as they 
  please.  
   
  (1) Old Manticore  
  In the central ruins looms a tall, 60 ft stepped 
  tower with multiple doorways and a flat, 
  rectangular rooftop. The bricks of the tower are 
  particularly fine, but dreadfully worn; there 
  appears to be writing over a central arch but it is 
  no longer discernible.  
   
  The interior is dimly lit in the day or dark at 
  night, with ancient stairs leading to four distinct 
  levels. One floor is especially damaged and 
  requires a Luck (Dex) save to avoid collapse 
  (dropping adventurers 30 ft). Any furniture here 
  is broken and decayed, but a handful of stone 
  benches and fire places remain. A thorough 
  search unearths 1 x Valuables (LFG p.147) 
  hidden in a cache behind a sliding stone.  
   
  The tower was originally home to a noble recluse, 
  but the current occupant is an elderly Manticore.  
  The beast is usually sleeping and is considered 
  sacred by the Naggash, who worship him as one  
   
   
   
   
   
   
   
   
   
   
   
   
  of their totems. The skorn occasionally offer the 
  monster food (primarily captives but also their 
  own sick or elderly).  
   
  When the PCs visit here, there is a 50% chance 
  of 3d4 beastmen being nearby, bringing the 
  manticore an offering (a captured urgot). 
  Trespassing within the tower by non-beastmen is 
  punishable by death, and they will wake the beast 
  to exact his judgment.  
   
  The old manticore is suffering dementia, and 
  does not speak any language. He might mistake 
  the party for beastmen depending on the 
  circumstances. Otherwise however the manticore 
  will be keen to taste new flesh. A search of the 
  bones of left over victims earns 1 x Carry Loot 
  (LFG p.136). 
   
  Manticore, AC 13, HD 7, 2 Claws 1d6, Bite 1d8 
  and 1d6 Tail Spikes 1d6+1, 19: special, S19 D16 
  C16 I3 P12 W15 Ch6, L5, Mv 60 ft. The 
  manticore may fire its tail spikes up to 180 ft. On 
  a 19+ attack roll, the target is knocked prone or 
  moved 1d4 x 5 ft in any direction (Luck (Str) save 
  resists). 
   
  (2) Shaggash Skorn 
  The northern ruins are controlled by 2d100 + 80 
  beastmen (half of whom are too young to fight), 
  spread over a wide area of individual buildings. 
  Sharpened stakes are dug into the ground in 
  some places to form crude perimeters, and skull 
  poles mark the skorn’s territory. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  Most important of the halfmen’s dwellings is Karg 
  Torgak’s shelter; a series of tents connected to a 
  ruined tower, their most honoured feasting and 
  sleeping quarters. 4d6 beastmen are present in 
  the Karg’s tent at any one time (mostly breeding 
  females), and a similar number in the tower. 
  There is a 75% chance of the Karg present in one 
  location or the other. 
   
  Karg Torgak, Boss Monster, AC 12, HD 4 (30 
  hp), Club 1d6+2, 19: the target is clubbed in the 
  head, losing its next action (Luck (Will) save 
  resists), S17 D10 C13 I7 P12 W8 Ch8, L4, Mv 
  30 ft. The Karg is a Boss Monster with the usual 
  benefits (LFG p.95).Rudimentary dark vision, 
  advantage to sense danger or detect scents.  
   
  Skorn, AC 11, HD 1, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L4, Mv 30 ft. Rudimentary dark vision, 
  advantage to sense danger or detect scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Karg is a simple creature; he loves to fight, 
  eat, and breed, and his tribe controls the largest 
  portion of the ruins. He despises the mutant 
  urgot, but tolerates their presence as a convenient 
  food source (he is blissfully unaware of Slilb’s 
  spell casting abilities). The Rovog ogres on the 
  other hand he takes very seriously, and battles 
  with the giants are frequent. Torgak hates the 
  sorcerous Vog most of all, and longs to skewer 
  his head upon a skull pole. For now however, 
  Torgak concedes the tribe is not strong enough, 
  and bides his time. PCs inclined to speak with the 
  Karg might find a willing ally against the giantkin.  
   
  At the base of the Karg’s tower (a ruined temple), 
  hidden beneath a secret door and unknown to 
  the beastmen (covered in thick hides) is the Well 
  of Bones; an excavated shaft lined with the 
  skeletons of the ancient Morghura people. The 
  shaft descends many hundreds of feet, and is 
  sprinkled with valuable offerings to the gods (4 x 
  Lair Treasure (LFG p.140) if fully looted, taking 
  many hours if not days).  
   
  At the base however is a genuine treasure of 
  antiquity, the Cerulean Stone, clutched in the grip 
  of a fragile skeletal hand, mixed amongst piles of 
  other 
  bones 
  (Perc 
  (Detection) 
  check 
  at 
  disadvantage to locate quickly).  
   
  The size of a knuckle, sky blue in colour and 
  perfectly cut, the gemstone was enchanted by of 
  Ashabat’s holiest clerics. Once attuned, the user 
  may summon a Genie (LFG p.108, using the 
  Conjure Elemental rules) once per month. If the 
  user commands the genie to use Forbidden 
  Wish, the stone vanishes afterwards (reappearing 
  elsewhere in the game world). Summoning the 
  genie 
  automatically 
  generates 
  a 
  Dark 
  & 
  Dangerous Magic effect. Whether the stone has 
  any further attunements is for the GM to 
  determine.  
   
  (3) The Exalted 
  The eastern ruins are inhabited by 5d10+40 
  Urgot; aberrant humans whose bloodlines have 
  been tainted by ancestral pacts made with 
  supernatural powers.  
   
  
   
  7 
   
  Each tribe is unique, but all display serious 
  mutations, in this case distended skulls and 
  malformed limbs. For the most part, urgot are 
  intelligent, cruel and depraved pack hunters, 
  burdened with insanity and bound forever to 
  inscrutable masters. 
   
  The Exalted’s progenitors committed themselves 
  to an ephemeral entity known as the Seeker of 
  Dreams; a mercurial sentience that drifts across 
  realities, communicating in visions and gathering 
  followers for a purpose known only to itself. The 
  mutants believe that when they die they will 
  merge with the Seeker, forming a glorious and 
  eternal gestalt.  
   
  In the meantime however, Urgozer Slilb leads the 
  tribe, 
  enacting 
  rituals 
  of 
  sacrifice 
  and 
  appeasement. Consuming the marrow of the 
  urgot’s enemies engenders stronger visions, which 
  Slilb takes advantage of as often as possible 
  (primarily skorn and barbarians, but ogre marrow 
  is highly prized). PCs inclined to speak with the 
  urgot might find an ally against either (or both) 
  rival factions.  
   
  Urgot, AC 11, HD 1+4, Club 1d6+1 or Bite 
  1d6+1, 19: as weapon, S13 D13 C16 I7 P9 W12 
  Ch6, L5, Mv 30 ft. A group of urgot may issue a 
  simultaneous howl or chitter once/day, causing 
  creatures within 20 ft to suffer a minor madness 
  (Luck (Will) save resists).  
   
  Slilb, Urgozer, AC 11, HD 3+3, Dagger 1d4, 
  19: as weapon, S12 D14 C16 I10 P13 W14 Ch9, 
  L7, Mv 30 ft. Slilb may cast 3 spells per day 
  chosen from: Hideous Laughter, Levitate, Magic 
  Missile, Shield (as 3
  rd level). 
   
  (4) Rovog Ogres 
  The 3d10+20 Rovog ogres of the western ruins 
  are not unlike most of their kind; 9 ft, powerfully 
  built brutes with limited wits and voracious 
  appetites, but for by one very important fact: their 
  Ogre Mage master, Vog the Destroyer. 
  Vog was always clever compared to his siblings, 
  delighting in terrorizing and eating smaller 
  humanoids as much as any ogre. One day he 
  captured a witch, broke her legs, and forced her 
  to teach him sorcery (which she did until he ate 
  her). Shortly thereafter he slew the chieftain and 
  took control of the clan, renaming them Rovog 
  (“ruled by Vog”). 
   
  As far as the clan are concerned, Vog lead them 
  to Ashabat to feed on local beastmen and 
  barbarians. And that is true. But Vog has also 
  heard tell of the Cerulean Stone, and secretly 
  searches for it in the ruins.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vog has searched large sections of the site, but 
  has not yet had the opportunity to check the old 
  Ashabat temple the Karg has made his home. He 
  is keen to know what, if anything, is inside. 
  Unfortunately for Vog, his shapeshifting powers 
  have not been sufficient to gain him access; the 
  beastmen’s acute sense of smell tipping them off 
  each time. PCs inclined to speak with the ogres 
  might find an ally against the skorn.  
   
  Vog 
  considers 
  the 
  urgot 
  an 
  unwelcome 
  complication, and is wary of the Urgozer Slilb. 
  He has forbidden his kin from entering the 
  
   
  8 
   
  eastern ruins alone, cognizant that the mutants 
  covet them as sacrifices. Generally speaking the 
  clan complies. 
   
  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 
  ft. When staggered, an ogre enters a murderous 
  rage, gaining a free attack against every foe within 
  reach. On a 19+ attack roll, the target rolls on the 
  Injuries & Setbacks table (Luck (Con) save 
  resists). 10 foot reach.  
   
  Vog, AC 15, HD 7+4 (45 hp) , Big Sword 2d8, 
  19: Vog summons spirit warriors equivalent to a 
  Monster Summoning II spell, S19 D10 C15 I15 
  P14 W15 Ch10, L9, Mv 40 ft. Vog may cast Fly, 
  Invisibility, Darkness 15 ft radius, Sleep, Charm 
  Person, Phantasmal Force and Cone of Cold 
  once per day. May spend an action to assume 
  human shape or shift back to ogre form. On a 
  19+ attack roll, the target rolls on the Injuries & 
  Setbacks table (Luck (Con) save resists). 10 foot 
  reach.  
   
  If the ogres are defeated, their cave like ruins 
  contain 1 x 4 HD Lair Treasure (LFG p.140). 
   
  (5) Tomb of Mor Thûrim 
  After the Mor Thûrim longbeards slew the last of 
  Ashabat’s residents, they held a week long feast, 
  celebrating their victory and the restoration of 
  their ancestor’s honour. Hundreds of dead were 
  entombed beneath the city’s meeting hall, which 
  was repurposed as a tomb, and consecrated with 
  the rune of the Stone Father.  
   
  The tomb’s traps were set off years earlier by 
  skorn (spear, pit and arrow traps primarily), but 
  1d3 Grey Ooze are currently hibernating in the 
  dark tunnels. They awaken ravenous if a 
  humanoid approaches within 60 ft. 
   
  Grey Ooze, AC 12, HD 6, Pseudopod 2d4 + 
  special or Emotion Burst, 19: a psychic lash 
  drains the target 1d4 Int (Luck (Will) save 
  resists), S18 D16 C16 I4 P14 W16 Ch1, L8, Mv 
  40 ft inc walls, ceilings. Emotion burst ability 
  extends up to 120 ft, single target, Luck (Will) 
  save or suffer a moderate madness. 40% chance 
  of recharging each hour. 
   
  Various dwarven valuables may be looted here (2 
  x Valuables, LFG p.147) as well as aging shields, 
  helms and similar armaments.  In the centre of 
  the tomb is a stone altar marked with dwarven 
  runes. A secret compartment at the base conceals 
  a small niche (Perc (Detection) check at -2 to 
  locate), containing a preserved strip of flesh 
  bearing a dwarven grudge brand (a tattoo 
  referring to Morghura attacks on dwarves 
  millennia ago, flayed from the back of King 
  Barador after Ashabat was sacked). The grudge 
  brand is worth 1d6 x 500 gp to the right historian. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (6) Nezarim Monastery 
  This domed ruin, with a tall and dangerously 
  askew spire, was once the training monastery of 
  the infamous Nezarim assassins. Little remains of 
  
   
  9 
   
  the order’s splendour, but sifting through the 
  ruins might turn up 1 x Trinkets & Curios (LFG 
  p.141) and a handful of bronze throwing spikes.  
   
  The monastery is not without guardians. 2d4 
  Shades linger here, sacred warriors who 
  dedicated their souls to Ashabat and the 
  Nezarim’s path. They silently follow any 
  intruders, hoping to pick off stragglers or  
  otherwise ambush them. The skorn, urgot and 
  ogres are aware of the guardians, and do not 
  enter the monastery.  
   
  Shade, AC 12, HD 4, Touch 1d6+1 + Str drain 
  19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists), S- 
  D16 C- I10 P13 W10 Ch7, L7, Mv 40 ft inc 
  walls, ceiling, etc. Shades are Incorporeal 
  Undead with the usual benefits (LFG p.94, 95). 
  On a hit, the target loses 1 Str. Targets reduced to 
  zero Str are slain and have a 50% chance of rising 
  as a shade.  
   
  Aftermath 
  If any of the factions is wholly destroyed, the 
  other parties seize larger swathes of territory 
  and/or go to war, perhaps leaving only one 
  faction in control of the entire ruin.  
   
  If Vog gets his hands on the Cerulean Stone, he 
  quickly takes over Ashabat, enslaving the 
  Shaggash and purging the urgot. Over time he 
  gathers further skorn to his banner, building a 
  force that could threaten the nearest human city.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Gary Dupuis, used with permission. 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2017 Daniel Comerci – hounworks.it, used with permission.  
  Some artwork copyright 2017 Bartek Blaszczec, used with permission.  
  Some artwork copyright 2011 Dave Allsop, used with permission.  
  Some artwork © 2016 Jeshields, used with permission. All rights reserved. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.  
   
  The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  
   
  11 
   
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.  
   
  Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  
   
  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
   
  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.  
   
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
   
  Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.  
   
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #28 Ruins of Ashabat [parchment] (LowFG).pdf