TEXT: by Vincent Florio
  An Adventure For 3-6 Swords & Wizardry White Box 
  Characters of 3rd or 4th Level
  The FrozeN NorTh holdS maNy SecreTS, 
  NoT leaST oF whIch IS 
  The power oF The purple loTuS.
  So much TrouBle For oNe lITTle Flower...
  OSR00
  (a-lost-age-adventure)
  (a-lost-age-adventure)
  The Purple Lotus
  The Purple Lotus
  
  ISBN 0-9670552-1-0
  An Adventure For 3-6 Swords & Wizardry White Box Characters of 3rd or 4th Level
  The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS. 
  ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce... wIll our heroeS 
  help FINd The Flower or keep IT For ThemSelveS?
  A CINEMA8
  PrODUCTION
  Copyright © 2015 
  Wild Games Productions and Moebius Adventures
  Last update: 19-MAY-2015
  This product is compatible with the rules of  
  Swords & Wizardry: White Box.
  Swords & Wizardry, S&W, White Box and Mythmere Games are the trademarks 
  of Matthew J. Finch. Wild Games Productions and Moebius Adventures are not 
  affiliated with Matthew J. Finch or Mythmere Games™. 
  Written by
  Vincent Florio
  Additional Writing and Maps by
  Brian “Fitz” Fitzpatrick
  Editing by
  Gene Fitzpatrick
  Art by
  Mickey Fitzpatrick
  Jason “Banditt” Adams
  Peter Saga
  Jacob E. Blackmon
  Jeremy Hart
  Some artwork copyright William McAusland,  
  used with permission
  Dollar Photo Club
  VINCENT FLORIO IN ASSOCIATION WITH WILD GAMES PRODUCTIONS
  AND BRIAN “FITZ” FITZPATRICK WITH MOEBIUS ADVENTURES
  PRESENT
  The Purple Lotus
  A LOST AGE Adventure
  
  1
  Introduction
  FADE IN
  White screen with the sounds of howling wind 
  and the cracking of ice. Fades slowly to 
  falling snow on a barren, glacial landscape.  
  NARRATOR (Voice-over)
  The Frozen North. Few live here. Fewer still 
  manage to thrive here. 
  It is a land of unforgiving extremes. The 
  weather alone can kill a man with cold. Even 
  so, a few hearty souls eke out a living. But 
  other things have also found a home here, so 
  they are not alone… nor are they safe from 
  harm. 
  And the brave who come to visit… Well, in a 
  land of snow and ice, you can bet they won’t be 
  warmly welcomed.
  Welcome!
  Welcome back to the lands of the Lost Age! 
  The Purple Lotus introduces a new part of the Lost Age world 
  the Frozen North - presenting the PCs with a whole new area to 
  play in as they explore the bitterness of this world of snow and 
  ice.
  Like the weather, the people who call the Frozen North home 
  live a difficult life and often come across as brutal and cold. 
  Survival is tough with little food to keep them alive. Few plants 
  will grow in this unforgiving cold, and even the local wildlife 
  struggles for survival. And we mustn’t forget the other strange 
  and dangerous creatures that call this region home. As a result, 
  humanity huddles together for safety and protection while 
  hunting or at home. Towns exist mainly as defensible trading 
  posts where the locals trade various goods with each other to 
  survive.
  The Purple Lotus is an adventure designed for 3-6 Swords 
  & Wizardry White Box rules characters between 3rd and 4th 
  level, but it can easily be adjusted for use with any edition of 
  your favorite fantasy RPG.
  Preparing for the Adventure
  The referee is encouraged to read the full adventure before 
  running it at the table. The adventure includes a few choices by 
  the PCs to alter the course of events. Will they be friendly and 
  patient? Or will they become as icy as the locals?
  Background
  The Frozen North consists of a seemingly infinite expanse of 
  rock, snow, and ice punctuated by the occasional island of 
  habitation. Between those isolated islands roam nomadic tribes, 
  criminals, packs of wolves, herds of hearty deer, lone ursine 
  beasts, and worse.
  If your heroes have come here, they are in for a rough time. 
  Communities are close-knit and suspicious of outsiders. The 
  native tribes who have roamed the frozen waste since their gods 
  set them on their path view all non-natives as anathema to the 
  balance of the wild. And the hungry beasts will view them as a 
  quick meal. 
  Finding a safe place to spend the night may be difficult. But 
  finding someplace out of the elements will be nearly impossible 
  unless they make friends quickly. 
  So why come at all? This untamed wilderness hides ancient 
  secrets, potential natural remedies, and the opportunity to test 
  themselves under some of the worst conditions Mother Nature 
  can provide. If they want a challenge, this is definitely the place 
  to find it.
  See monster descriptions later in the book.
  Introducing the Players
  The referee can use almost any ruse to get the heroes here, but 
  here are a few possibilities...
  • 
  A pack of wolves has been tormenting a village to the 
  south. The villagers have asked the Heroes to eliminate the 
  threat before more lives are lost. 
  • 
  Heroes are traveling somewhere nearby and hear of a giant 
  icy bear rumored to roam the tundra. The monstrous bear 
  is seen as somewhere between a wild god and an aberrant 
  spirit, both feared and revered by the native people.
  • 
  While traveling to another destination, a freak storm pushes 
  them far off course. 
  However they manage to get to the first encounter, their initial 
  greeting is far from a warm one.
  D8
  Encounter Description
  1
  2d6 Wolves
  2
  1d4 Polar Bears
  3
  1d6 Nomadic Hunting Party
  4
  2d6 Raiders
  5
  Freak Storm (See encounter 4a)
  6
  1d3 Frozen Corpses
  7
  1d3 Ice Elementals
  8
  1d2 Yeti
  RANDOM ENCOUNTERS
  
  2
  Decision Time! (Opening 
  Scene)
  EXT. ICY CLIFF IN THE FROZEN NORTH
  Traversing frozen mountain paths has been a 
  challenge, which our Heroes have overcome until 
  now. Trapped at the edge of an icy cliff, they 
  find themselves cornered by a group of at least 
  ten raiders, maybe more.
  RAIDER LEADER
  A growling man, whose voice is muffled by furs 
  but clearly sinister, yells at the PCs.
  “So what’s it gonna be? Give us what we want or 
  see if you can fly!” 
  Setup
  The PCs are quickly thrown into a fight or flight situation as the 
  scene opens, finding themselves standing on the edge of an icy 
  cliff. Behind them lies a 25 ft drop to the cliff below. Before them 
  lies an angry group of at least ten angry Raiders.
  Should they stand and fight, use 
  the following stats and refer to 
  “Winning the Day…”. 
  Should they choose to jump, roll 
  falling damage for a 25-foot drop 
  and refer to “Testing Gravity...”
  Antagonists
  Human, Raiders (10): HD 1+2; AC 7 [12]; Atk weapon (1d6); Move 
  12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp each.
  Aftermath
  Consult one of the two possible outcomes, then move to the 
  next scene.
  Winning the Day...
  If the PCs win the fight, they will find a cage containing several 
  starved men, all dead... except for one. The live prisoner is 
  bruised and battered beyond belief. He will only say, “Lotus… 
  Vanguard... find…it…tell brother, Thom-” before passing away.
  The PCs will recognize the name Vanguard as the name of a 
  rough village just a day’s travel west into the mountains...
  Testing Gravity...
  Should the PCs decide to climb back up to the cliff, be sure to 
  factor in that they are carrying armor and equipment. Plus it is 
  an icy cliff. This would be a difficult feat at best.
  Give the players no more 
  than 30 seconds to make 
  the decision: fight or 
  jump. Count out loud or 
  use an hourglass to ramp 
  up the tension.
  Referee
  
  3
  Cut Scene - What Really 
  Remains...
  EXT. BURNED VILLAGE
  On the journey to Vanguard, our PCs will come 
  across the remains of a small village burned to 
  ashes. 
  From inside a burned-out husk of a hut the PCs 
  hear the voice of someone muttering quietly to 
  himself among the burned homes and the bodies 
  of those who didn’t escape.
  OLD MAN (Muttering)
  “No, I don’t think they’re coming back. They 
  destroyed it all.”
  “Yes, we ARE starving… It would be nice to get 
  something to eat, but we’ll wait a while longer 
  in case they DO come back. Can’t be too sure.”
  “Yes, it’s obvious the Purple Lotus is out of 
  our reach now...”
  Setup
  The Old Man is the only survivor, hiding from the Raiders who 
  destroyed the village. (If the PCs happened to play through The 
  Snake’s Heart, they may recognize him as the crazy old man 
  they met on the road.)
  A few burned out huts and walls are all that’s left of this 
  nameless village. Roughly 20 bodies are found.  
  Initially the survivor may be afraid of the PCs, thinking them to 
  be connected with the Raiders. However, he will eventually come 
  around and share the following information with the party:
  • 
  The Raiders came from the north.
  • 
  The Raiders are looking for the location nearby where the 
  Purple Lotus grows.
  • 
  The petals of the Purple Lotus are said to have the power to 
  make an army invincible in battle!
  • 
  We know much, but we are not allowed to tell. We will help 
  where we can.
  • 
  We know no Ian.
  • 
  They may know Ian in the town of Vanguard nearby.
  • 
  These people did not deserve such wanton death and 
  destruction.
  • 
  These people helped Us, gave Us a place to stay for the 
  night.
  Aftermath
  Other than the Old Man and his rambling, the village has been 
  picked clean of anything deemed valuable by the raiders.
  Should the PCs decide to stop and give the victims a 
  proper burial or attempt to clean up the destruction, 
  they should earn some extra experience.
  Referee
  
  4
  “Welcome to Vanguard” 
  (Encounter 2)
  EXT. TOP OF A SNOWY HILL NEARBY
  The town of Vanguard lies before you, 
  surrounded by a crude, but towering, stone 
  wall. A few scattered guards walk the 
  perimeter. Does the wall keep things out? Or 
  does it keep people in?
  Setup
  As the PCs come within sight of Vanguard, they will quickly 
  notice the huge, crude stone wall (10 ft. thick and about 25 ft. 
  high) surrounding the entire perimeter. Though solid, it appears 
  to have been constructed with little skill.
  Guards wear what appears to be Bone Mail armor, though the 
  PCs can’t tell unless they get a closer look. One of the guards at 
  the main gate is itching to start a fistfight with someone. 
  Within the walls, the town is made up of wooden shacks and log 
  cabin. with one stone-walled building at the center. It has a sign 
  out front proclaiming “The Conqueror’s Tavern and Inn.” For 1 
  silver piece a day, the PCs can get a very small room and what 
  looks like a bowl of mud soup as a meal.
  While staying in town and interacting with the locals, the PCs 
  might hear the following rumors:
  • 
  Ian was captured by Raiders. (true)
  • 
  Ian has an angry brother willing to kill to find him. (true)
  • 
  There is an abandoned castle nearby said to be haunted 
  by the ghosts of an evil cult. (false for now, but will be in 
  another adventure)
  • 
  Thomas, local explorer and brother to Ian, is a hero in 
  town. (true)
  • 
  It is said that the Purple Lotus flower grants invincibility to 
  those who consume it. (unknown)
  • 
  The Raiders attacking in the region are mind-controlled by a 
  creature from another world. (false)
  • 
  The town warlord has been missing since shortly after the 
  raids began. (true - he died in an avalanche a while ago)
  • 
  The warlord was last seen frozen in the snowy mountains 
  when he attempted to find the Lotus. (false)
  • 
  There is a hillside at the top of the mountains where the 
  Purple Lotus grows. (true)
  • 
  The hillside is protected by headless hairy men. (true)
  • 
  The Purple Lotus has the ability to make a man fly. (false)
  Antagonists
  Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 12; 
  HDE/XP 2/30; Special: N/A; Equipment: furs, and official 
  red strap wrapped around one arm to signify their authority.
  The Village of Vanguard
  Vanguard has made a reputation in the area as an island of 
  safety in the valley. Enough heavy rock was left behind when 
  the gacier retreated into the high mountains to the north and 
  west that an enterprising group of explorers used the detritus 
  to build. One stone at a time, a huge wall was put together 
  for protection from the creatures roaming the waste. As word 
  spread of the construction project, other hardy souls joined the 
  effort... and Vanguard was born.
  Behind the wall, the village revolves around the local blacksmith, 
  an indoor bazaar for traders, and the local inn. It’s had its share 
  of leadership changes and trouble from outside.
  Over the last few weeks, a group of Raiders has attacked groups 
  entering and exiting Vanguard, just as they attacked the Heroes 
  coming into the area. Few have survived such encounters to tell 
  the tale.
  Storm season has brought many harsh nights to the area. 
  Hunters and explorers have been lost in the snow. 
  The local nomadic tribe has once again made some rumblings 
  about the town being in their sacred space. Tribe borders shift 
  frequently and villagers have largely learned to ignore them 
  unless they’re willing to trade trinkets and baubles from the wild. 
  Points of Interest
  • 
  Conqueror’s Tavern and Inn (1) - As the first building 
  constructed within the wall, the people of Vanguard regard 
  it as the center of the community. The owner, Madame 
  Gilsi, is widely regarded as the leader of the village despite 
  the relatively recent addition of Warlord Cyne who rose to 
  power as a response to the Raider threat. You can usually 
  find a cold drink and a hot meal here. 
  • 
  Miter’s Forge (2) - The fires at the forge are always 
  burning and you can find a few locals warming themselves 
  or helping out in a pinch. Weapons have become a hot 
  commodity as Raider attacks have increased.
  • 
  Hall of Prophecy (3) - A temple to the god Erlik, overseen 
  by the mystic Grey Hilia, a priestess known to spread 
  visions of gloom and doom from time to time.
  • 
  The Bazaar (4) - A combination of local merchants and 
  traders’ tables brought together under one roof. Britta Elean 
  is the matriarch-in-charge and has a crew of six guards who 
  keep the place safe. No combat is allowed under her roof.
  • 
  The Defenders Hut (5) - Here is where the guards hole up 
  for warmth when not on duty. 
  Nomadic Tribes
  Small family groups roam the snow and ice, living off the land 
  as their ancestors have for generations. Some are more friendly 
  than others, choosing to trade with outsiders in their villages. 
  But many feel like the villages are invading sacred lands and 
  should be destroyed.
  Encountering nomads in the wilderness can be nerve-wracking if 
  you’ve not met them before. There is a 50% chance the nomads 
  you meet would rather see you dead than see you desecrating 
  their space. But any met in the village should be friendly.
  
  5
  “In Comes the Brother” 
  (Encounter 3)
  EXT. TOWN STREET
  As the PCs wander around town asking questions, 
  they attract some attention. A group of men, 
  led by an angry-looking fi gure, charges straight 
  up to them on the street.
  THOMAS
  Thomas is a tall, stern-looking man wearing 
  furs, light bone armor, and carrying a backpack 
  over one shoulder.
  “Strangers! What do you know of my brother Ian? 
  You must be working with the Raiders!!”
  Setup
  During the fi rst day the PCs arrive, or the next, they will run into 
  Thomas, Ian’s brother. While wandering Vanguard, they will run 
  into Thomas and a group of the local guards, including the ones 
  from the main gate who may or may not have fought with the 
  party when they came to town.
  Once Thomas sees the PCs, he will charge right over, demanding 
  answers. He’s heard of them asking questions about his brother 
  all around town. He will accuse them of being part of his 
  abduction and assisting the Raiders.
  The PCs have a choice. They can stand and fi ght or try to 
  convince Thomas that they are not on the side of the Raiders. 
  He really isn’t looking for a fi ght, he’s just upset and wants 
  answers. He will calm down if the PCs try talking to him.
  While this is going on, a huge blizzard is closing in on Vanguard.
  Antagonists
  Th omas: HD 6; AC 4 [15]; Atk Sword +2 (1d6+2), Longbow (1d6); 
  Move 12; HDE/XP 8/800; Special: N/A Carrying: 20 gp, 10 
  silver and various equipment for climbing, inside a bag of 
  holding.
  Guard, Town (5): HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 
  12; HDE/XP 2/30; Special: N/A; Equipment: furs, and offi  cial 
  red strap wrapped around one arm to signify their authority.
  Aftermath
  If Thomas dies during the altercation, the PCs must fl ee the 
  village. Vanguard loves Thomas, and the townsfolk will seek 
  to destroy them. People will fl ing rocks, snowballs, ice, and 
  anything they can fi nd to harm the PCs. Their only option is to 
  fl ee into the mountains (see Encounter #4a).
  Should they convince Thomas of what they found, he will come 
  to trust them a little and explain how he is searching for his 
  brother. He believes that the only way to defeat the raiders 
  would be to fi nd this Purple Lotus. He will invite the PCs to join 
  his expedition when they head into the mountains to fi nd the 
  fl ower the next day (see encounter #4b).
  The PCs have a decision to make as they learn more about 
  the Purple Lotus. If the rumors are true, this fl ower would 
  tip the balance of power in the world, making any man 
  invincible in battle. If it is found, should they destroy it, give 
  it to Thomas, or keep it for themselves?
  Referee
  VANGUARD
  1
  4
  2
  3
  6
  1. Conqueror’s Tavern and Inn
  2. Miter’s Forge
  3. Hall of Prophecy
  4. The Bazaar
  5. The Defenders Hut
  6. Front Gate
  5
  = 10 feet
  
  6
  “Fleeing to the 
  Mountains” (Encounter 
  #4a)
  EXT. BLIZZARD ON A MOUNTAIN TRAIL
  Running from the angry mob in Vanguard, the PCs 
  are quickly engulfed by the blizzard outside. 
  Lost and barely able to fi nd the mountain pass 
  before them, they struggle onward.
  Setup
  If the PCs fl ee into the mountains, the villagers will not follow 
  for long. They will deem the blizzard not worth the risk. 
  Hopefully the PCs stocked up and prepared for the cold while 
  they had the chance.
  After a few hours trudging through the snow and wind, the PCs 
  will really feel the effects of the cold. Seeking shelter should be 
  their fi rst objective as they get higher into the mountains.
  While searching for shelter, one of the PCs will spot a beautiful 
  woman dressed all in white eerily visible in the entrance to an 
  inviting cave. Somehow she exudes a feeling of warmth and 
  security, beckoning the PC to follow as she disappears into the 
  mountain.
  Trapped by powerful magic within the cave, the Snow Nymph 
  will lure the party deeper into the caves and attack. She is 
  starving and the only thing keeping her alive is feeding on 
  foolish travelers like the party.
  Antagonists
  Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4 cold) or 
  slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240; Special: 
  Cold, spells, immunity to cold, magic resistance (5%), double 
  damage from Heat
  Aftermath
  The caves will keep the PCs warm until the storm passes. If 
  they take time to rummage through the piles of bones, they fi nd 
  d20 + 10 silver pieces. Any weapons discovered are rusted or 
  useless.
  The PCs will have to wait out the storm through the night and 
  continue the next day.
  “Mountain Expedition” 
  (Encounter #4b)
  INT/EXT. TREACHEROUS MOUNTAIN PASS
  The recent blizzard has made traversing the 
  narrow mountain pass up to the area of the 
  Purple Lotus even more diffi cult. Every step 
  falls through two feet of fresh powder, slowing 
  progress and wearing on each member of the 
  expedition with each footstep.
  Setup
  The party meets Thomas outside Vanguard the next morning to 
  join the expedition for the Purple Lotus. Travel is tough as the 
  fresh snow from the blizzard makes the pass much more diffi cult 
  to traverse and it is still snowing lightly. If the PCs packed well 
  and make steady progress, they can make it to where Thomas 
  believes the trail starts and where the fl ower lies by mid-
  afternoon.
  During their travels, the party may spot the small cave entrance 
  listed in Encounter 4a. The Snow Nymph hides deep in the 
  cave, waiting for better conditions in which to attack the group. 
  Daylight and light snow does not offer enough confusion or 
  cover for her to make an attempt.
  If the PCs decide to check out the cave, the Nymph hides 
  towards the back, waiting for a surprise attack opportunity to 
  present itself.
  Movement is reduced by 3/4ths, vision is reduced to half 
  and the longer the PCs make their way through the snow, 
  they will need to make a saving throw or begin freezing to 
  death.
  Referee
  Movement is reduced by half and vision is reduced to 3/4.
  Referee
  Frozen
  Caves
  1. Entrance
  2. Main Chamber
  3. Sparkly Cavern
  4. Deep Dark
  1
  2
  3
  4
  = 10 feet
  
  7
  “Long Way to the Top!” 
  (Encounter #5) 
  EXT. ICY MOUNTAIN CLIFFS
  Wind swirls and howls around the expedition 
  as the group march higher and higher into the 
  mountains. With each step they hear the echoes 
  of cracking ice. Thomas gestures to the cliffs 
  looming above them and yells above the din that 
  the flower they seek is somewhere up there in the 
  clouds...
  Setup
  Though the expedition made it safely to the base of the plateau, 
  the sheer mountain face presents a significant challenge. Even 
  the best climbers may have issues finding purchase among the 
  boulders and ice.
  The characters have a long climb to the top. Hopefully the PCs 
  have thought to bring extra rope and climbing gear, otherwise 
  they will have to free climb and hope their skills are sufficient.
  There are three levels to this climb. Each will require the PCs to 
  make a climb (Dexterity) check to make it safely. A failure at any 
  level presents a recipe for disaster. 
  If a PC fails the check for the first level, they take 1d6 points of 
  damage when they hit the ground and must restart their climb.
  If a PC fails the check between the first and second level, they 
  have an opportunity to catch themselves via a secondary check. 
  If they make the second check, they take 1d3 damage (scrapes, 
  cuts, and bruises) and must climb back up from the first level. If 
  they fail the second check, they take 2d6 points of damage when 
  they hit the ground. 
  The second level presents a small ledge upon which the PCs can 
  rest for a few minutes if they choose to do so.
  If a PC fails the check between the second and third level, they 
  fall with two opportunities to catch themselves (two additional 
  checks for 1d3 damage) before taking 3d6 points of damage 
  when they hit the bottom.
  While the PCs attempt to climb the final segment to the top, they 
  are attacked by an Ice Elemental. The creature will attack from 
  above to try and knock each PC off the cliff during their climb 
  using his Burst ability. Any PC hit will have to make a Dexterity 
  save or fall as described earlier.
  Antagonists
  Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12; HDE/
  XP 6/400; Special: Able to maneuver on ice and snow as if on 
  flat dry ground, and climb at full movement speed with no 
  difficulty. Ice/Snow Ball (2d6) - Single shot or Burst. Burst can 
  hit up to 3 targets no more than 5 ft apart at -3 to hit and may 
  only be used every three rounds.
  
  8
  Final Scene - “The Lotus 
  Myth” (Encounter #6)
  EXT. GRASSY PLATEAU
  Though the climb was treacherous, the plateau 
  presents a whole other world... Patchy sun 
  shows green grass poking through a thin layer 
  of fresh snow. The snow decreases quickly on 
  the other side near a large cave. As you get 
  closer, you notice that the temperature has 
  risen sharply and a patch of purple flowers 
  waits at the cave entrance… 
  But that’s not the only thing waiting.
  Setup
  After the long climb to the top, the PCs will find a grassy 
  plateau where the temperature is noticeably warmer. The 
  temperature gets warmer still, the closer they get to the 
  large cave about 100 feet away on the other side. 
  In front of the entrance is a small patch of purple 
  flowers. They have found the Purple Lotus!
  However… as they get closer to the flowers, the 
  PCs will hear a loud roar and stomping from 
  within the cave. Peering out from inside is 
  a large hairy ape-like creature, with no 
  head and its eyes and mouth on its chest. 
  It looks furious and hungry, with drool 
  dripping from one corner of its mouth. 
  It’s obvious this creature hasn’t had a 
  good meal in a long time.
  Antagonists
  Crape: HD 8; AC 5 [14]; Atk 2 fisted attack (2d6); Grapple and 
  bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs stun or 
  stunned 1d4 rounds on every 2-fisted attack that hits.
  If Thomas has survived the adventure so far, he will 
  attack the Crape from a distance using missile weapons 
  while the PCs close and attack. He deliberately misses 
  the creature, as he does not want to draw its attention. 
  Instead, he hopes the PCs will keep it busy. He is using 
  this encounter to his advantage and will attempt to 
  double-cross the PCs in the Conclusion if he survives. 
  It’s possible the PCs will discover his ruse and stop him, 
  but they will be preoccupied with the beast.
  Referee
  
  9
  The Aftermath
  Once the Crape falls, the PCs can rest, relax, and tend to their 
  wounds. When they search the cave, they will fi nd the following:
  • 
  1000 pieces of metal (pieces of armor, swords, spears, etc. 
  worth 200g)
  • 
  500 various silver coins from different nations 
  • 
  100 copper pieces
  • 
  And various wood chips. 
  If Thomas is Alive...
  While the PCs search the cave, Thomas will slink away to head 
  for the Lotus. If they notice, he will realize the ruse is up and 
  make a run for the fl owers.
  The PCs now have a decision to make. Do they allow him to get 
  the fl ower? Or do they stop him?
  Option 1: Question Thomas
  If they try to question Thomas, he will ignore them to take a 
  Lotus fl ower and consume it before attacking the PCs like he is 
  invincible. 
  For a while, it will seem as though none of the damage hurts 
  him. When he gets to half his hit points, he will realize he’s still 
  taking the physical damage and that the myth of the fl ower’s 
  vaunted abilities is just that… a myth.
  Once he knows the truth behind the Lotus, he will make a 
  decision. He will fi ght to the death or he will make a run for the 
  edge of the cliff and dive off. He knows the party will likely not 
  let him survive at this point.
  Option 2: Chase Thomas 
  If the PCs run after Thomas, a grand chase begins. Any party 
  member who runs after him will be just out of reach as he gets 
  to the fl owers fi rst. With a fl ower in his hand, he will spin around 
  and draw his weapon to defend himself. He will then attempt to 
  eat a petal of the Lotus as his next action. With fl ower power 
  on his side, he will attack the PCs like he is invincible… For a 
  while, it will seem as though none of the damage hurts him. 
  When he gets to half his hit points, he will realize he’s still taking 
  the physical damage and that the myth of the fl ower’s vaunted 
  abilities is just that… a myth.
  Once he knows the truth behind the Lotus, he will make a 
  decision. He will fi ght to the death or he will make a run for the 
  edge of the cliff and dive off. He knows the party will likely not 
  let him survive at this point.
  After the Battle for the Lotus...
  Should the PCs attempt to talk to Thomas at any point in time 
  before, during, or after the battle (if he’s still alive), he will 
  explain…
  “It was nothing personal… I just wanted to be important. I 
  wanted to honor my brother by ruling these lands with an iron 
  fi st.”
  If Thomas Has Been Slain…
  If Thomas is slain prior to consuming the Purple Lotus, the 
  PCs must decide what to do about the vaunted powers of the 
  fl owers. If the rumors are true, the fl ower has enormous power. 
  The referee should encourage the PCs to ponder their decision 
  carefully. They just eliminated the fl ower’s guardian and it is 
  now more accessible to those who truly want it. 
  They might destroy the fl owers to prevent their growth and 
  head back to town, spreading more rumors of the horrors up the 
  mountain to dissuade any further pursuit.
  They might leave the fl owers and spread rumors to convince 
  others not to pursue them. 
  Or they might take the Lotus for themselves and leave.
  The Power of the Purple 
  Lotus
  Should the PCs eat a petal of the Purple Lotus fl ower, they 
  will feel a surge of energy as though they consumed a large 
  quantity of caffeine from coffee or energy drinks. They will feel 
  invincible… like nothing can stop them. But that is the limit of 
  the fl ower’s abilities.
  If the PCs return to Vanguard without Thomas, the villagers 
  will be sure to ask what happened. If the PCs’ explanation 
  is accepted, the PCs will be left alone and they will simply 
  mourn the loss of their friend. If their explanation is not 
  accepted, the PCs may fi nd themselves accused of murder!
  Referee
  The Purple Lotus is 
  rare but can be found 
  found elsewhere in 
  the Lost Age world. 
  It is sought by many 
  merchants as a 
  strong tea sold to 
  adventurous souls.
  Referee
  
  10
  Bestiary
  • 
  Bear, Polar: HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; HDE/XP 7/600; Special: Hug (3d6)
  • 
  Crape: HD 8; AC 5 [14]; Atk 2-fisted attack (2d6); Grapple 
  and bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs 
  stun or stunned 1d4 rounds on every 2-fisted attack that 
  hits.
  • 
  Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12; 
  HDE/XP 6/400; Special: Able to maneuver on ice and snow 
  as if on flat dry ground, and climb at full movement speed 
  with no difficulty. Ice/Snow Ball (2d6) - Single shot or Burst. 
  Burst can hit up to 3 targets no more than 5 ft apart at -3 
  to hit and can only reuse burst once every three rounds.
  • 
  Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 
  12; HDE/XP 2/30; Special: N/A; Equipment: furs, and official 
  red strap wrapped around one arm to signify their authority.
  • 
  Human, Raiders: HD 1+2; AC 7 [12]; Atk weapon (1d6); 
  Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp 
  each.
  • 
  Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4 
  cold) or slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240; 
  Special: Cold, spells, immunity to cold, magic resistance 
  (5%), double damage from Heat.
  • 
  Wolf: HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; 
  HDE/XP 2/30; Special: None. Attack in groups of 2-12. 
  • 
  Yeti: HD 5; AC 6[13]; Atk 2 fists (1d6); Move 14; HDE/XP 
  7/600; Special: Immune to cold, hug, fear. Usually found 
  alone or in pairs.
  New Creatures
  BEAR, POLAR
  ARMOR CLASS:
  AC 6[13]
  HIT DICE:
  HD 5
  MOVE:
  12
  HDE/XP:
  7/600
  NO. OF ATTACKS:
  2
  DAMAGE/ATTACK:
  Claws (1d6+1), Bite (1d10+1)
  SPECIAL ATTACKS:
  Hug (3d6)
  Polar bears are larger varieties 
  of their cousins from warmer 
  climates. They are typically 
  found in groups of 1-4. Single 
  bears are usually male and 
  multiple bears usually include 
  a mother and cubs. 
  CRAPE
  ARMOR CLASS:
  5 [14]
  HIT DICE:
  8
  MOVE:
  12”
  HDE/XP:
  9/1100
  NO. OF ATTACKS:
  2
  DAMAGE/ATTACK:
  2-fisted attack (2d6); Grapple and 
  bite (3d6)
  SPECIAL ATTACKS:
  See below
  The Crape appears as a mutated ape, standing nearly 8 feet tall 
  with its face on its chest - two piercing eyes and a set of teeth 
  like a shark’s. The beast will attempt to slam its fists into its 
  target to stun it before grappling with it and shoving it into its 
  mouth.
  Special:  Save vs stun or stunned 1d4 rounds on every 2-fisted 
  attack that hits.
  ELEMENTAL, ICE
  ARMOR CLASS:
  2 [17]
  HIT DICE:
  6
  MOVE:
  12”
  HDE/XP:
  6/400
  NO. OF ATTACKS:
  1
  DAMAGE/ATTACK:
  2d6 - Ice/snow ball - single shot
  SPECIAL ATTACKS:
  See below
  Ice Elementals live in snowy, frozen areas, mostly in the 
  mountains. They enjoy their advantage of being able to 
  maneuver on ice and snow as if on flat, dry ground, and climb 
  at their movement speed with no penalty. They always try to 
  attack their foes while they are at a disadvantage, such as while 
  climbing a mountainside.
  Special: Burst of Ice/Snow Ball (2d6). Burst can hit up to 3 
  targets at once at -3 to hit. Can only use burst 1x every three 
  rounds. 
  
  11
   SNOW NYMPH
  ARMOR CLASS:
  4 [15]
  HIT DICE:
  2
  MOVE:
  12”
  HDE/XP:
  4/240
  NO. OF ATTACKS:
  1
  DAMAGE/ATTACK:
  Dagger (1d4 plus 1d4 cold)
  SPECIAL ATTACKS:
  See below
  Much like their other elemental cousins, Snow Nymphs appear 
  as attractive humanoids. Snow nymphs have long, fl owing, 
  platinum-colored hair, skin with a light blue hue, and deep red 
  eyes. Up close, they give off the scent of lavender, offering a 
  comforting and calming affect on their foes. They prefer to 
  blend in with their surroundings, wearing warm white robes cut 
  strategically to enhance their fi gures.
  Snow Nymphs aren’t as powerful as their cousins and can only 
  cast spells involving cold/frost or snow as 6th level spell casters. 
  When touching the body of the nymph, it feels cold to the touch 
  and causes 1d4 points of damage. Any metal weapon used by 
  the nymph also gives off the cold effect, granting an extra d4 
  damage.
  Special: Ice/Snow Ball (2d6) - Single shot or Burst. Burst can 
  hit up to 3 targets at once at -3 to hit and can only reuse burst 
  once every three rounds. Cold, spells, immunity to cold, magic 
  resistance (5%), double damage from Heat
  WOLF
  ARMOR CLASS:
  AC 7[12]
  HIT DICE:
  HD 2+2
  MOVE:
  18”
  HDE/XP:
  2/30
  NO. OF ATTACKS:
  1
  DAMAGE/ATTACK:
  bite (1d4+1)
  Wolves are wild cousins of the 
  domestic dog who live and 
  hunt in packs. They are found 
  in groups of 2-12 and will 
  often attack a single target in 
  number.
  YETI
  ARMOR CLASS:
  AC 6[13]
  HIT DICE:
  HD 5
  MOVE:
  14
  HDE/XP:
  7/600
  NO. OF ATTACKS:
  2
  DAMAGE/ATTACK:
  Fists (1d6)
  SPECIAL ATTACKS:
  Immune to cold, hug, fear.
  Yeti are strange snowy ape-like creatures who live in cold, 
  high-altitude climates alone or in pairs. They are well suited to a 
  solitary life and prefer their isolation. 
  
  12
  DESIGNATION OF PRODUCT IDENTITY
  Wild Games Productions is copyright 2015, Vincent Florio. The Wild 
  Games Productions logo is copyright 2015 Vincent Florio.
  Moebius Adventures is copyright 1997, Brian Fitzpatrick. The Moebius 
  Adventures logo is copyright 1997 Brian Fitzpatrick.
  Maps are copyright Brian Fitzpatrick 2015 ©, used with permission. Art 
  is copyright 2015, Mykayla Fitzpatrick, Jason “Banditt” Adams, Peter 
  Saga, Jacob E. Blackmon, Jeremy Hart, and William McAusland. Used 
  with permission.
  COPYRIGHT NOTICE
  The introduction and flavor or descriptive text in this product is 
  Copyright of Moebius Adventures © 2015 and is not open content.
  OPEN GAME LICENSE Version 1.0a
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  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John 
  D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. 
  Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry White Box Rules by Marv Breig, copyright 2008-2011 
  Matthew J. Finch.
  The Purple Lotus, Copyright 2015 Moebius Adventures, Author(s): 
  Vincent Florio and Brian Fitzpatrick.
  
  13
  Swords & Wizardry: White Box 
  Adventures in the Lost Age!
  Magic, madness, and muscles... The three aspects of adventuring in 
  the world of the Lost Age. Do you have all three?
  Bandits! Kidnapped children! Ancient evil!
  As our heroes head past the small village of Elhann, they fi nd themselves 
  drawn into a battle that could lead to the end of the world. A local bandit 
  is kidnapping children from this and other villages - but why? Will our 
  heroes get to the bottom of the mystery before it’s too late?
  The Snake’s Heart is a short adventure for use with Swords & 
  Wizardry: White Box and other old-school fantasy role-playing games. 
  Designed for 3-6 player characters of 2nd-3rd level, this module provides 
  material for a session of adventure and includes one new monster. It 
  also serves as an entry into the world of the Lost Age...
  What are reviewers saying?
  “..Interesting and innovative format on this one. The maps are utterly 
  old school..” - Matt F
  “.. Nice descriptions, great layout, overall a nice and cheap product. 
  Can’t wait for the next adventure of Lost Age campaign...” - Nick K 
  “... The ‘scripting’ descriptions really give it the feel of an ‘80s fantasy 
  fi lm like Conan the Barbarian or Beastmaster...” - James S.
  Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com
  Missing workers! Snake pits of prognostication! Snake 
  people! What is the Goddess up to this time?
  As our heroes travel near the small village of Fenmont on the edge of 
  the fens, a panicked woman runs past them, wild-eyed, soaked, and 
  covered in mud. Where has she come from? And what does her arrival 
  portend? Will the heroes dive in and try to help? If they do, what 
  surprises are in store?
  The Snake’s Heart is a short adventure for use with Swords & 
  Wizardry: White Box and other old-school fantasy role-playing games. 
  Designed for 3-6 player characters of 3rd to 4th level, this module 
  provides material for a session of adventure and includes includes one 
  new monstrous race - the snake people known as the Cecrops!
  Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com
  Explore  these Adventures, 
  System-Neutral Supplements And More 
  at www.moebiusadventures.com
  
  Visit our websites at http://www.wildgamesproductions.com and http://www.moebiusadventures.com
  Swords & Wizardry: White Box 
  Adventures in the Lost Age!
  The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS. 
  ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce... 
  wIll our heroeS help FINd The Flower or keep IT For ThemSelveS?
  The Purple Lotus
  The Purple Lotus
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/The Purple Lotus A Lost Age Adventure (WhtBx).pdf