TEXT:  
  1 
   
   
  Ark of 
  Phobos 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Ark of Phobos 
   
  Rumours & Hooks:  
  A family of wyverns have made their nest high in 
  the Ironhull Mountains. It is breeding season, 
  and Ebon Whitmor, an exotic wildlife dealer in 
  Port Argos, is offering a handsome bounty for 
  wyvern eggs.  
   
  A rare text from the Lost Ages refers to the Ark 
  of Phobos; a once in 433 year planetary 
  alignment that triggers a portal in the Ironhull 
  ranges. The celestial conjunction is due to occur 
  in the next week/month/season/year. It is said 
  that the portal leads to the greatest prize known 
  to man. 
   
   
  Warning: This location contains powerful 
  monsters. If appropriate, remind players about 
  party retreats (LFG p.45), rescues (LFG p.48) 
  and hirelings (LFG p.35). 
   
  The Ark of Phobos is a portal hidden high atop a 
  group of rock pillars in the Ironhull ranges. The 
  path to the pillars is steep, challenging even for 
  expert climbers, and high enough that clouds 
  sometimes form below.  
   
  The purpose of the portal is left to the GM to 
  determine. Perhaps it spawns demons, or aliens, 
  or humans snatched from the midlands by 
  strange masters before history began being 
  recorded. Or perhaps the portal is a one way gate 
  to another dimension, galaxy, or time.  
   
  In the absence of other ideas, the Ark leads to an 
  alien maze, where gladiators from different 
  worlds battle for survival and glory, all for the 
  entertainment of some strange elder being or 
  civilization.   
   
  Whatever the portal’s purpose, the original 
  guardians are long departed. The portal and 
  bridges shown on the map on p.3 are preserved 
  through ancient wards (see Area 3), though in 
  some places the magic is beginning to weaken. 
   
   
  Over the centuries various creatures have called 
  the pillars home, but currently they are the 
  nesting ground for a flock of 2d4+1 wyverns.  
   
  Wyvern 
  Armor Class: 17 
  Hit Dice: 13 
  Attacks: Bite (2d8) and Sting (1d6+2 and poison) 
  Nat 19: the target is grabbed and may be carried 
  away. 
  S:22 D:16 C:20 I:3 P: 15 W:14 Ch:7 
  Luck: 13 
  Move: 90 ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wyverns Cause Injuries on critical hits and have 
  a 10 ft reach. A wyvern’s stinger carries a potent 
  poison causing 1d4 Str loss (Luck (Con) save for 
  half). An adventurer has a 20% chance of 
  harvesting 1d4 doses of poison from a dead 
  wyvern. 
   
   
  
   
  3 
   
  . 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Entry Bridge 
  This 30 ft by 5 ft wooden bridge with guide ropes 
  swings in the wind, and appears to be in excellent 
  condition. The drop to the mountains below is 
  2d100+50 ft (as it is for all the pillar locations). 
   
  Two 6 ft tall square columns stand to either side 
  of the bridge, carved out of the local slate and  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  heavily weathered. Set into them are the words of 
  a dead language. An adventurer familiar with Old 
  Ramoran might deduce the meaning of the script 
  with an Int (General Knowledge) check at 
  disadvantage: Many aspirants enter, one aspirant 
  leaves. 
   
  A party crossing the bridge has a 50% chance of 
  drawing the attention of the wyverns in Area 5, or 
  
   
  4 
   
  on patrol in the skies high above. This chance 
  increases to 75% or more if any of the party are 
  wearing shiny, heavy armour such as platemail. 
  An adventurer who scans the skies or listens for 
  danger might hear (Perc (Detection) check) a 
  strange rasping and flapping noise from Area 5, 
  or notice what appear to be oddly shaped birds 
  (with tails and long necks!) wheeling overhead. 
   
  If the party is spotted, the overhead wyverns will 
  watch the party for a short time, hoping they 
  might split up before attacking. The wyverns in 
  Area 5 will immediately launch into the air with a 
  screeching roar, rising up over Area 2 before 
  swooping down to attack. The curious reptiles 
  target shiny metal warriors before others where 
  possible. If they get the chance they will fly up 
  into the air with such characters before dropping 
  them onto the rocks to crack open their hard 
  shells. Note aerial combatants gain special 
  advantages (LFG p.82). 
   
  Area 2 – Western Junction 
  This 70 ft by 40 ft landing has a number of small 
  rocky outcroppings to hide behind, and a 
  collection of 30 ft sharp spires on the northern 
  side. Wooden bridges with guide ropes are 
  located at the northern, eastern and southern 
  ends. 
   
  If this area is searched, there is a 50% chance of 
  finding the crumbling remains of half a skeleton 
  with 1 x Carry Loot (LFG p.136). 
   
  Area 3 – Southern Towers 
  These twin towers are 15 ft wide and of variable 
  height (2d100+50 ft, equal to the drop), carved 
  from slate. They are studded with embrasure 
  arrow slits on each facing. The towers are 
  connected to the bridge by a covered platform, 
  which leads to the broken remains of a wooden 
  door (the only access).  
   
  The primary purpose of the towers is to act as an 
  anchor for the magic wards maintaining the site, 
  and each tower has a 1d6 unique runes stamped 
  upon the interior for this purpose. The wards 
  preserve the bridges and portal, but not the 
  towers themselves. If the runes are dispelled, the 
  ward ends, exposing the bridges and portal to 
  ordinary damage and deterioration. 
  The tower interiors are a series of small rooms 
  linked by a circular staircase, dimly lit by sunlight 
  filtering through the arrow slits. The order of 
  monks that originally controlled the site died long 
  ago, and various denizens have moved in and out 
  since. Most of the original furniture and goods 
  have rotted or otherwise been destroyed, but a 
  thorough search of a tower has a 50% chance of 
  generating 1 x Carry Loot (LFG p.136). 
   
  If the party explores a tower interior, roll 1d6: 
   
  (1) 2d6 pods of Green Slime (LFG p.112) 
  have formed in the rafters and dark 
  corners of this tower, eager to spread 
  dark emerald pustulence to new flesh.  
   
  (2) A necromancer by the name of Shuddulc 
  occupied 
  this 
  tower 
  for 
  a 
  time, 
  conducting blasphemous experiments far 
  from 
  prying 
  eyes. 
  3d10 
  beastmen 
  zombies (LFG p.131) remain, standing 
  sentry over his old haunt. If the undead 
  are defeated, 1d4 scrolls (LFG p.152) 
  can be found hidden behind the remains 
  of a rotten bookcase (Shuddulc left in a 
  hurry, unable to retrieve them).  
   
  (3) One floor of this tower is so deteriorated 
  (care of a black pudding) that it falls apart 
  if more than one person walks on it. A 
  cursory inspection of the flooring reveals 
  the dangerous level of rot and disrepair. 
  If the floor drops, a Luck (Dex) save is 
  required to avoid falling and being 
  covered in rubble (6d6 damage).  
   
  (4) A Phase Spider (LFG p.125) has made a 
  home here, scavenging food from the 
  wyverns and snatching random beastmen 
  or barbarians. If the spider detects the 
  party first, it will phase away, stalking the 
  humans from another dimension before 
  attacking at an opportune moment.  
   
  (5) A Black Pudding (LFG p.101) lairs at the 
  basement of this tower, which extends 
  below ground, free from the sunlight. It 
  emerges at night to feed on local 
  creatures. Signs of the monster’s passing 
  are evident; the entry door and entire 
  
   
  5 
   
  floor sections have been completely 
  dissolved. If things go badly, it flees 
  through an arrow slit. 
   
  (6) A Gelatinous Cube (LFG p.108) is 
  exploring this tower, looking for food. If 
  it detects the party first, it takes up a 
  position in one of the darker stairwells, 
  hoping to surprise a character as they 
  round the bend.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 4 – Eastern Junction 
  This 35 ft by 20 ft landing is mostly bare, 
  although there are a few large boulders to hide 
  behind. Wooden bridges with guide ropes are 
  located at the western and northern ends. 
   
  The western bridge is fine, but the magic 
  preserving the northern bridge has begun to 
  falter. Anyone inspecting the bridge notices some 
  of the planks are rotten, and the guide ropes are 
  frayed on the far side. For each person crossing 
  this bridge at the same time, there is a cumulative 
  20% chance it snaps. Falling characters require a 
  Luck (Dex) save to grab onto the bridge or leap 
  to safety. Those that hold onto the bridge are 
  swung hard into the mountain side, causing 2d4 
  damage, and require a Luck (Con) save to 
  maintain their grip. 
   
  Area 5 – Wyvern Nest 
  In the centre of this 30 ft by 20 ft landing is 15 ft 
  wyvern nest, cluttered with branches, bones, and 
  crushed rock. Wooden bridges with guide ropes 
  are located at the southern and eastern ends. 
   
  At least 1 wyvern is always present here, keeping 
  watch over 1d3 eggs in the nest. Any potential 
  meals are attacked on sight. Threatening the egg 
  may or may not keep the wyverns at bay, 
  assuming the message can be conveyed in a way 
  they understand (a Cha (Wilderness Lore) check 
  is required).  
   
  Various animal and humanoid bones are 
  scattered here, and there is a 30% chance of 1 x 
  Valuables (LFG p.147) tucked away in a rotting 
  pouch. If the wyvern eggs are secured, they would 
  fetch at least 1,000 gp each (possibly much more 
  for the right buyer). 
   
  Area 6 - Eastern Towers 
  These towers are the same as Area 3. At the 
  bottom of one tower is a 6 ft x 4 ft, indestructible 
  adamantine tablet, set into the wall and inscribed 
  with hundreds of names (all of which are 
  completely foreign, from cultures beyond this 
  world). The tablet is only half full, and records 
  those gladiators who prevailed in the portal maze 
  since the creation of this Ark. If the PCs enter the 
  portal, defeat the maze, and win their freedom, 
  their names will be the first humans ever 
  inscribed on the Lexicon of Phobos.  
   
  Area 7 – Portal  
  This 45 ft by 35ft landing has a collection of 30 ft 
  sharp spires on the eastern side. Wooden bridges 
  with guide ropes are located at the southern and 
  western ends. 
   
  The obvious centrepiece is an obsidian archway 
  topped with nasty looking spikes; the magic portal 
  known as the Ark of Phobos. 
   
  If the adventurers arrive during the stellar 
  conjunction, the portal is active, displaying a 
  mirrored surface. Any adventurer that allows 
  their reflection to be cast in the mirror is targeted 
  by the (one way) portal, which lashes out with 
  clutching tendrils of stardust and inky space. A 
  Luck (Dex) save at disadvantage is required to 
  avoid being dragged through the gate to wherever 
  it leads.  
   
  
   
  6 
   
  If the adventurers arrive at a time proximate to 
  the conjunction (the precise time frame is left to 
  the GM to determine), the portal is waking, but 
  functions unpredictably. At this time, the archway 
  appears mundane but for the occasional flicker of 
  a mirror like sheen. The portal is mostly 
  harmless, however if a Dark & Dangerous Magic 
  effect occurs in the vicinity, instead of rolling on 
  the usual DDM table, roll 1d4 below:  
   
  (1) An enraged random
  1 Cthulhu-like or 
  Demonic monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It 
  vanishes after 1d4 minutes. 
   
  (2) 1d3 grasping stardust tentacles burst from 
  the portal for 1d4 rounds, each seeking 
  to drag adventurers into the gate.  
   
  (3) All adventurers in the area must make a 
  Luck (Will) save at -2 or suffer a severe 
  madness (“I am the chosen one, the 
  guardian of the portal. None shall pass as 
  long as I draw breath!” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                   
  1 Roll 1d4; 1 =  Infernal Minotaur; 2 = Gibbering 
  Terror; 3 = Grey Ooze, 4 = Invisible Stalker.  
  (4) The portal makes a hideous groaning 
  noise before imploding, vanishing in the 
  wink of an eye. Any adventurers in the 
  vicinity must make a Luck (Will) save or 
  be sucked into the implosion, their 
  atoms irrevocably scattered across space 
  and time. The crater that remains begins 
  to crack, then the whole pillar crumbles 
  apart in 2d4 rounds. 
   
  If the adventurers arrive at another time, the 
  portal is completely dormant. Unless the wards 
  have been dispelled (see Area 3), the gate cannot 
  be damaged and is not subject to deterioration. 
  There is no treasure in this location.  
   
  Aftermath 
  The Ark of Phobos has existed largely 
  undisturbed for centuries. If the party enters the 
  portal, the GM decides where it takes them and 
  the adventures that follow. Alternatively, if the 
  GM decides the portal spews forth monsters of 
  some kind, there might be larger ramifications for 
  the local region. If the wards inside the interior of 
  the four towers are dispelled, or the towers 
  themselves 
  destroyed, 
  the 
  Ark 
  becomes 
  susceptible to damage. In that case, if the party 
  doesn’t destroy the portal, the wyverns certainly 
  will (by design or accident). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7 
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork © 2016 Luigi Castellani, used with permission. All rights reserved. 
  Some artwork copyright 2016 or earlier 123RF Limited, used under licence, all rights reserved.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
   
   
   
   
   
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring), “Ironhull”, “Ark of Phobos”, “Shuddulc”, “Ramoran”, “Ebon Whitmor”, “Port Argos” and all artwork.  These and the 
  Trade Dress of this work (font, layout, style of artwork, etc.) are reserved as Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.  
   
  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.  
   
  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.  
   
  
   
  8 
   
  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 #05 Ark of Phobos [white] (LowFG).pdf