TEXT: Eden’s Lament
  Story by Nathaniel Brown
  Written by Jayson “Rocky” Gardner
  
  Eden’s Lament
  Credits
  Story by Nathaniel Brown
  Written by Jayson “Rocky” Gardner
  Editors: Ian McGarty and Austin Gardner
  Layout: Jayson “Rocky” Gardner and Ian McGarty
  Special thanks to 
  Kendra Gardner
  Hanson Gardner
  Spencer Gardner
  Elijah Gardner
  Emily Bee
  Hannah Ringler
  Frog God Games
  Maps made with Dungeonographer, by Inkwell Ideas
  Game designed for Swords and Wizardry, by Matt Finch
  
  This adventure is compatible with Swords & 
  Wizardry and Swords & Wizardry, S&W, and 
  Mythmere Games are trademarks of Matthew J 
  Finch and the author is not associated with Mat-
  thew J. Finch, Mythmere Games, or Frog God 
  Games.
  This adventure is for four to six 5th-7th lev-
  el characters, and is able to be added into any 
  campaign or world. You can change the names of 
  anyone or anything to fit your campaign needs. 
  Hope you enjoy. Cheers.  
  The main antagonist, Eden, is a paladin. Her 
  religion should match that of a paladin or cleric 
  within the party. Note each character’s age at the 
  beginning of this module. Eden carries an artifact 
  that can age characters.
  THE SETTING
  The town of Gil-
  ramore is roughly 
  half of a mile long. 
  It consists of a town 
  hall, blacksmith, 
  carpenter, alchemist, 
  temple, and tavern. 
  Most of the build-
  ings are made from 
  wood. The town 
  hall and temple are 
  made from stone. 
  The people are gen-
  erally friendly and 
  will greet the party 
  and treat them with 
  respect.
  Approaching the town, you hear commotion 
  from down the street. A woman in polished plate 
  armor, with a sword strapped behind her shield 
  lurches past you in a rush. You round a corner to 
  see a captain and guards standing, with weapons 
  drawn in front of a grand house. The dark, stone 
  roof cloaks the house in a shadowy pall. The 
  wooden siding on the house looks dreary in the 
  afternoon shadows. As you approach, the captain 
  moves to intercept you. “You are encroaching on 
  official town business. Explain yourselves.” His 
  brow creases in worry. 
  Allow the party to converse with Captain Tybalt. 
  Answers to common questions could be as fol-
  lows:
  What’s in this town? 
  “I am not a tour guide. Find your way to an inn 
  or tavern. I don’t have time for monotonous 
  questions.”
   
  What is happening here?
  “I will tell you only if you agree to help. We are 
  simple people here, with no means of stopping 
  paladins or other adventurers.”
  What is your name?
  ”I am Captain Tybalt. I am the day captain of the 
  guard in Gilramore.”
  Why should I help? 
  “You’re adventurers, from the look of you. The 
  scene within will lead you to a fine adventure. 
  If that’s not enough, I believe a dark force was 
  awakened. You may become the heroes of sto-
  ries.”
  Who was the woman that ran past us? 
  “Her name is Eden Gage. She is a paladin of 
  the Holy Order. She is married to a man named 
  Hayden. Eden was born here, and has become 
  the town hero.”
  If the party agrees to help, read the following:
  “We know little about what happened inside. 
  Camilla, a neighbor of Eden and Hayden, came 
  running to the guard post. Camilla hurriedly told 
  me that she heard a man scream from this house. 
  I gathered as many guardsmen as I could muster 
  and came straight over. I knocked on the door, 
  Eden opened it, and ran past me ignoring my 
  calls to stop. My duty compels me to make sure 
  everyone is safe, so I stepped inside and did a 
  quick search. At the top of the stairs, I found the 
  body of an old man. I have no idea what hap-
  pened to Hayden or who that man was. I would 
  be indebted to you if you could search the house. 
  We are simple guards, used to dealing with gob-
  lins and drunks, not murders and fleeing pala-
  dins.”
  Captain Tybalt
  1
  
  THE ADVENTURE
  The enTry room
  room 1
  When you enter the door you are assaulted by 
  the smell of death. You also sense a smell of 
  burning, but more faintly than the rot. This room 
  is sparsely furnished. There are two masterfully 
  carved tables with vases of beautiful floral de-
  signs. On the far wall hangs a gorgeous painting 
  of a woman in shining plate mail battling a huge 
  bipedal monster with large teeth, dark green skin 
  and dagger-like claws. It depicts the woman giv-
  ing the final blow, sword run through a lit touch 
  blazing over her head ready to strike.
   The sTudy
  room 2
  This room is furnished with a dilapidated hard-
  wood desk and a chair made of warping wood. 
  On the desk there are many pieces of parchment, 
  yellowed with age.  There are a few unlit candle 
  nubs and an extinguished half burnt candle. An-
  other painting hangs on the wall above the desk. 
  This painting depicts a field of wildflowers in 
  afternoon sunlight.
  Searching the desk will uncover a journal.
  Journal enTry #1 
  Dated one month earlier
  The high priestess Atarah has given me this arti-
  fact to hold on to until we can figure out what to 
  do with it. It is a very ugly and nasty thing. I can 
  feel its evil just by being around it. Its eyes just 
  glowed at me! 
  Journal enTry #2
  one day after Entry #1
  I have begun to study the artifact. I must under-
  stand this head if it shall be destroyed. I will take 
  every precaution.
  Journal enTry #3
  Three days after Entry #2
  I have learned what the head does. It disgusts 
  me. It can create undead through some ability 
  with its eyes.  I must study it further. Maybe 
  there is a way to block its terrible power.
  Journal enTry #4
  One day after Entry #3
  I have figured out how to work it. If I focus my 
  mind it shoots a bolt of black energy. It seems to 
  have a mind of its own. I can feel its call upon my 
  soul. It is a good thing my resolve and will are so 
  strong, a lesser person may fall to its lure.
  Journal enTry #5
  An undated entry
  The vulgar thing’s call has become louder. It has 
  told me its name. This doom is called “Khron.” 
  I can resist it. I must resist it. I will find a way to 
  make sure it never harms anyone.
  Journal Entry #6
  An undated entry 
  Khron knows where to find the tome! He knows 
  that Mara safeguards it. He knows the cabin 
  is but two days journey from here! I must be 
  strong. I must resist his calls until Atarah returns 
  for him. I have sketched a map of where Khron 
  wants to go.
  I shall bury it deep in the ground. Then it will not 
  call to me anymore. 
  Journal enTry #7
  Dated one week ago
  Even when I buried it in the backyard, I still 
  heard the unholy voice in my head. The vile 
  head has shown me fear. In all my years of ser-
  vice, dread has never touched my heart. I must 
  be strong! I must not listen to its whispers to kill 
  Hayden!!
  Journal enTry #8
  The last undated entry
  I will do the will of my God. I understand now. 
  Khron is right, and the world is too evil to leave 
  the way that it is. I will spare Hayden the suf-
  2
  
  fering of this plane. When that task is finished, I 
  shall retrieve the tome, and go to an ancient tem-
  ple far to the east. There I will truly understand.
  KiTchen 
  room 3
  As you enter the kitchen, the burning smell over-
  powers the scent of death. Looking around, you 
  see the following: an old stone oven, a small wa-
  ter basin, and a wooden table. Two bowls sit on 
  the table, one with roasted carrots, and the other 
  with a wilted salad. Two chairs are pushed under 
  the table. A third chair, with a broken leg lays on 
  the ground. 
  If the party opens the oven, they will find a 
  charred turkey.
  The library
  room 4
  As you cross the threshold of this room you im-
  mediately feel slightly claustrophobic. The walls 
  are covered from floor to ceiling on all sides with 
  towering book shelves. In the center of the room, 
  a plush red arm chair sits with a small end table 
  on its left. Resting on the table is a long tooth 
  glowing with a soft light. A ceramic cup with a 
  dark liquid sits next to the tooth.
  The tooth is a troll tooth, with Continual Light 
  cast on it. The dark liquid is cold tea.
  The painTing room
  room 5
  This room is quite messy. There are several 
  half-painted canvases strewn about. One canvas, 
  on an easel, seems to be finished except for a few 
  minor details. There are several dyes and paints 
  on a small shelf on the left wall.
  When the party inspects the painting on the ea-
  sel, read the following:
  The painting on the easel depicts a candlelit 
  room. At the center of the canvas, a female war-
  rior kneels, dressed in silvery plate mail. Her 
  head hangs low, obscured by shadow. In front 
  of her, a sword thrusts into the stone floor. Her 
  hand rests on the pommel, its blade is charred 
  and blackened. 
  bedroom.
  room 6
  Upon entering you see a large well crafted wood-
  en bed with sheets upturned and unmade. On 
  each side of the bed is a nightstand. Both have 
  unlit candles, and a dresser squats in a corner. 
  As Tybalt said, there is an old, wizened body 
  laying on the ground. Its hair is long, gray and 
  unkempt.
  If the party inspects the body, its eyes flick open 
  and Hayden, now a ghast, attacks whoever is 
  closest.
  ghasT
  Hit Dice: 4
  Armor Class: 4 
  [15]
  Attacks: 2 claws 
  (1d3), bite (1d6)
  Save: 13
  Special: Stench, 
  paralyzing 
  touch
  move: 14
  alignment: 
  Chaos
  Challenge Lev-
  el/XP: 5/240
  If the party searches the room, 
  they will find two golden rings 
  on a nightstand. Both are en-
  graved with the phrase “Love 
  conquers darkness.” One is a 
  man’s ring, and the other is a 
  woman’s.
  THE GUARD CAPTAIN’S SON
  As you exit the house, you see Tybalt talking to 
  a woman excitedly. He turns to you and you can 
  see sorrow in his eyes.
  “I am asking you personally now, please find 
  Eden. She has taken my four year old son, Isaac. 
  Please, please find him.” He begins sobbing. “Do 
  you know where they went?”
  Tybalt is not a rich man. He has nothing to offer 
  to save his son except thanks.
  If the party agrees, Tybalt responds:
  “Thank you! Find my son, please! Hurry now. 
  She already has time on you. You must catch her 
  before something awful happens to Jon!”
  3
  
  INTO THE FOREST
  To reach the secluded cabin, the party must 
  travel for two nights and three days through the 
  Blackbark Forest. Roll for random encounters 
  twice during daylight, and twice during each 
  watch while resting. On a result of 1-2 on a d6, 
  roll for an encounter on the above table. While 
  resting, if a fire is lit, a wandering monster will 
  appear on 1-4 on a d6.
  approaching The lodge
  After hiking through the Blackbark Forest, you 
  finally set eyes upon the cabin the journal de-
  scribed. It rests in a small clearing surrounded 
  by long grass. Tree stumps dot the area, some as 
  high as ten feet. The wood of the cabin has begun 
  to rot near the ground. The front door hangs ajar 
  and shards of glass from a broken window litter 
  the ground.
  Eden and Khron have left a guardian in the long 
  grass outside of the cabin. The bonesucker looks 
  like a tree stump and surprises on 1-4 on a d6.
  bonesucKer
  hit Dice: 8 (35 hp)
  Armor Class: 3 [16]
  Attack: 4 tentacles (1d4 + 4 + liquefy bones)
  Save: 8
  Special: Liquefy bones, +1 or better weapon to hit
  Move: 9
  Alignment: Chaos
  Challenge Level/XP: 10/1400
  Treasure: Buried in the ground (about a foot 
  deep) where the bonesucker camouflaged itself is 
  a small metal box. It contains: 4 tiger’s eye gems 
  (50 gp each), 1 ruby (1800 gp), 20 pp, and a po-
  tion of invisibility.
  inside The cabin
  The gaThering hall
  room 1
  As you enter the front door of the cabin, you see 
  doors on both the right and left walls. Dominat-
  ing the room is a large square table. Made of pol-
  ished marble, the table has eight wooden stools 
  along its sides. A woman’s corpse lays in coagu-
  lated blood. Her body sprawls upon the ground 
  in front of the broken window. As if drawn by 
  your very life force, the corpse stands haphazard-
  ly and lurches toward you.
  The party will have one round before the cadaver 
  reaches them.
  cadaver
  Hit Dice: 6 [13]
  Attacks: 2 claws (1d4 + disease) and bite (1d6 + 
  disease)
  Save: 16
  Die Roll
  Encounter
  (Number)
  1-2
  Banshee (1)
  3-4
  Bear, Grizzly (1)
  5-6
  Demon Stirge (3d4)
  7-8
  Ghoul, Crimson (1d4)
  9-10
  Grave Risen (1) +
  Zombies (2d6)
  11-12
  Rat, Giant (5d4)
  13-14
  Tick, Giant (1d6)
  15-16
  Wight (1d4)
  17-18
  Wolves (2d10)
  19-20
  Zombie, Pyre (1d3)
  4
  
  Special: Disease, reanimation
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 4/120
  As the corpse falls for the final time, a blue coro-
  na of light envelops it. This light coalesces into 
  a spirit of a middle aged woman. “I am Mara. I 
  was once Eden’s friend. Khron has taken control 
  of her mind and stolen the unholy tome I once 
  guarded. They must be stopped. Two days east 
  of here you will find a profane temple. Khron 
  must complete his ritual there. He has all of the 
  ingredients: a pure spirit, a corrupted spirit, and 
  the tome.”
  Allow the group to ask questions of Mara. Here 
  are some examples of answers to questions they 
  might ask: 
   
  Is Isaac safe? 
  “The boy with Eden? They will not harm him un-
  til the final hour of the ritual. If you do not reach 
  him in time, the ritual will consume his soul.”
  What is the ritual? 
  “A profane ceremony. First, it gathers necroman-
  tic energy to the temple. This energy will radiate 
  out and create throngs of undead. First only the 
  dead will animate, but as it grows more intense, 
  even the living will become corruptions.”
  Can Khron be destroyed? 
  “The book details a ritual to destroy Khron. I do 
  not recall its specifics, though.”
  How did Khron/Eden defeat you? 
  “Eden was a friend. I never expected an attack 
  from her. She hid the accursed head in a bag until 
  she was close. It used a black magic from its eyes. 
  I darted out of the bolts path, right into Eden’s 
  sword.”
  After five minutes, read the following:
  Mara’s form begins to waver and flicker. Her 
  voice fluctuates in volume. “My time here is at an 
  end. I go now to my god to be judged. Stop the 
  ritual.” With those final words, Mara fades into 
  the ether.
  The KiTchen
  room 2
  The door from the right of the gathering hall 
  leads to the kitchen of the cabin. The furnishing 
  are antiquated, but still in good repair. A cabinet 
  stands on the left wall. Next to the cabinet is a 
  counter, with a deep water basin. A brick and 
  stone oven squats in the center of the right wall. 
  Just on the other side of the oven is an iron stove, 
  with a pan and two large pots on its unlit burn-
  ers. 
  If the party searches the cabinets, they find 
  enough preserved food to give each member two 
  iron rations.
  room 3
  The bedroom
  The left door from the gathering hall leads to a 
  bedroom. Six beds have been ripped apart. Three 
  footlockers are smashed, and their contents are  
  strewn about the room haphazardly. Three more 
  footlockers remain untouched, with cheap locks 
  holding them closed.
  Clothes and blankets were the main contents of 
  all footlockers. A gold ring (500 gp) is tossed into 
  a corner of the room.
  The end of The foresT
  Roll twice more for wandering monsters as the 
  party proceeds through the forest.
  You trudge another day through the forest. As 
  night begins to fall, you crest a hill and see a 
  clearing before you. Among the tall grass figures 
  dig holes frenetically. A stone temple stands in 
  5
  
  the center of the field, with a large carving of a 
  goat head with four horns is etched in the wall. 
  The double doors hang open, revealing darkness 
  inside.
  As the party approach-
  es the temple, the 
  twelve skeletons stop 
  digging and move to 
  attack.
  sKeleTon
  Hit Dice: 1 (4 hp each)
  Armor Class: 8 [11], 
  Attacks: Shovel (1d4)
  Save: 17
  Special: Immune to 
  sleep and charm type 
  spells
  Move: 12
  Alignment: Neutral
  Challenge level/XP: 
  1/15
  When you look at the temple, the carving glows 
  with a deep purple illumination. Sixteen dark 
  tendrils writhe through the doors, moving to-
  ward the holes where the skeletons were digging. 
  The party must navigate through the tendrils to 
  enter the temple. If a party member touches a 
  tendril they will age 1d6 years. The tendrils can 
  be damaged with magic weapons (Armor Class 
  8 [11], 4 hp). Destroyed tendrils transform into 
  smoke and swirl into the temple.
  Party members can make two checks to avoid all 
  of the tendrils without fighting, a saving throw, 
  and rolling under their Dexterity on 3d6. Each 
  failure results in the tendril aging the character 
  1d6 years.
  Walking into the temple, your nose is assailed 
  with an aura of decay. In the far left corner of the 
  room, Isaac is sunk to his neck in a sludge filled 
  font. Eden stands in front of the massive bone 
  altar, gazing at the mummified head and open 
  book upon it. The magics pouring forth from 
  the altar have blackened Eden’s sword, which 
  lays across the altar. Her shield remains untar-
  nished, and her armor is beginning to corrupt at 
  the joints. Eden’s face looks pale and gaunt. The 
  magics are turning her into a ghoulish visage. 
  Eden sneers as you enter. “Khron said you would 
  come. He is always right. Have you come to help 
  us? Or will you join the legions of dead to cleanse 
  this world?”
  Eden is giving the party an opportunity to con-
  verse. She will answer questions with other ques-
  tions and generally avoid them if they are about 
  Khron’s plan.
  Several things can help to redeem Eden. Each 
  time one of these things is shown, or brought up 
  in conversation Eden will make a save at -10. For 
  each subsequent item brought up, Eden will get 
  another save, with the penalty decreasing by 1.
  Wedding Rings (one try for each)
  A painting from Eden’s home
  Troll Tooth
  Mara
  If all of these are brought to Eden’s attention, she 
  will get to make a save with no penalty. After 
  five minutes, or if Eden fails all of her saves, com-
  bat ensues.
  If Eden attacks, read the following:
  Rage suddenly builds in Eden’s eyes. Anger 
  quickly spreads to the rest of her face. “You are 
  trying to pull me away from the true path. Now 
  you will die!”
  With only this 
  warning, Eden 
  grabs her weapon 
  and attacks.
  eden, 8Th paladin
  Str 14; Dex 15; Con 
  13; Int 10; Wis 8; 
  Cha 15
  Hit Dice: 8 (32 hp)
  Armor class: 0 [19]
  Attacks: +1 sword 
  (1d8 + 2)
  Save: 5
  Special: none
  Alignment: lawful 
  (chaos with arti-
  fact)
  Challenge rating/
  XP:11/1700
  6
  
  Treasure
  Eden has plate mail armor, +1 long sword, +1 
  shield, and 2 potions of healing.
  Khron will also take actions during Eden’s at-
  tacks. The head will take the following actions by 
  round: 
  Round 1: Pulse necromantic energy wave ( all in 
  room except Eden and Isaac save or age 10 years) 
  This also animates 10 zombies that break out of 
  the walls.
  Round 2: Focuses necromantic beam on one char-
  acter. (Age 1d6 x 10 years. Save to half the aging.) 
  10 zombies join combat.
  Round 3: Uses a Telekineses spell to move Isaac 
  from the font to the altar.
  Round 4: Focuses necromantic beam on Isaac.
  Round 5: Continues focusing
  Round 6: Continues focusing
  Round 7: Isaac rises as a wight, and attempts to 
  flee with Khron’s head. (Khron’s soul now in-
  habits Isaac’s body and only killing him will free 
  Isaac.)
  Zombie
  Hit Dice: 2
  Armor Class: 8 [11] or 
  shield 7 [12]
  Attacks: weapon or 
  strike (1d8)
  Save:16
  Special: Immune 
  to sleep and charm 
  spells
  Move:6
  Alignment: Neutrality 
  Challenge rating/XP: 
  2/30
  Note: In the temple 
  undead turn at 5 Hit 
  Dice higher.
  The endings
  There are 4 possible endings: Eden is redeemed; 
  Eden and Isaac die; Eden dies, but Isaac lives; or 
  the party fails.
  Ending #1: Eden Redeemed
  “Thank you friends. Khron had a grip on my 
  soul. We must end this ritual. Quickly! I will 
  grab Isaac. One of you grab the book. We cannot 
  destroy Khron.”
  After Isaac is safe and the book is secured, Eden 
  asks, “What do we do about Khron? We are not 
  powerful enough to destroy him. And he will 
  corrupt any of us. He cannot stay here. If he does, 
  he will gain more power and more undead, and 
  this will start over.”
  Allow the party to form a plan to deal with 
  Khron. Due to Isaac’s young age, he is able to 
  handle Khron without risk. Provide bonus XP for 
  a creative plan that doesn’t put anyone at risk of 
  possession. Some permanent solutions for Khron 
  could be: burial on holy ground, turning him into 
  high ranking church officials, throwing him into 
  the ocean, or competing a ritual from the tome.
  Returning to Gilramore is a joyous occasion. 
  Captain Tybalt is at the entrance of the town, and 
  rushes to meet Isaac. Tybalt grabs up Isaac and 
  loudly proclaims “You are alive! I love you, Isaac. 
  I love you. I love. . .” He devolves into crying for 
  joy. After a moment, he composes himself, and 
  addresses the party.
  “Thank you all for returning Isaac! The tavern 
  has promised free drinks for our new heroes, and 
  the inn has promised free beds. I will talk to other 
  merchants on your behalf. Thank you!”
   He then turns to Eden and stares straight into 
  her eyes. “I will never forgive you for taking my 
  son. You should burn in hell for what you have 
  done.” 
  All mundane items will be 10% below book value 
  in Gilramore for the party. The shopkeepers will 
  keep this discount for one year.
  Ending #2: The Death of the Child
  Allow the party to form a plan to deal with 
  Khron’s head. Khron’s soul is unable to influence 
  events for one year due to the ritual.
  Some permanent solutions for Khron could be: 
  burial on holy ground, turning him into high 
  ranking church officials, throwing him into the 
  ocean, or competing a ritual from the tome.
  Returning to Gilramore is a somber experience. 
  Captain Tybalt races to you as the town comes 
  into sight. “Where is Isaac? Were you able to save 
  him?” He searches frantically for his child.
  The party should convey what happened in their 
  7
  
  own words. Tybalt, beside himself with grief, 
  lashes out angrily at everyone. He takes Isaac’s 
  body (if available) to be buried.
  As Tybalt walks away, he turns and speaks a last 
  time. “At least that monster, Eden, got what she 
  deserved. Good-bye.”
  Ending #3: The Death of the Paladin
  Eden is dead, and the profane skull no longer 
  pulses its dark magic. You collect Isaac, uncon-
  scious and alive, and make the return trip to 
  Gilramore.
  As you end the weary trip, Tybalt waits at the 
  edge of town. He runs to you, with a big smile 
  on his face. “Isaac! You’re okay! I love you. I love 
  you. . . “ He devolves into sobs of joy.
  A few moments later, he composes himself. 
  “Thank you for rescuing my son. What of Eden?”
  Let the party explain what happened. Tybalt is 
  grateful for the return of Isaac. He has mixed 
  feelings about Eden.
  “I cannot thank you enough for rescuing Isaac, 
  but my heart mourns for Eden. She was a good 
  person and did not deserve to have her life end-
  ed that way. I will buy the rounds at the tavern 
  tonight in her honor. And yours.” 
  Ending #4: Failure by the Party
  Khron completes the ritual, raises an army, and 
  attempts to plunge the world into undead chaos. 
  Perhaps another adventuring party will stop him 
  before it is too late.
  THUS ENDS EDEN’S LAMENT
  8
  
  MAPS
  Eden’s House
  Ground Floor
  Eden’s House
  Second Floor
  9
  
  The Cabin
  10
  
  The Temple
  11
  
  Journal enTry #1 
  Dated one month earlier
  The high priestess Atarah has given me this artifact to hold on to until we can figure out 
  what to do with it. It is a very ugly and nasty thing. I can feel its evil just by being around 
  it. Its eyes just glowed at me! 
  Journal enTry #2
  one day after Entry #1
  I have begun to study the artifact. I must understand this head if it shall be destroyed. I 
  will take every precaution.
  Journal enTry #3
  Three days after Entry #2
  I have learned what the head does. It disgusts me. It can create undead through some 
  ability with its eyes.  I must study it further. Maybe there is a way to block its terrible 
  power.
  Journal enTry #4
  One day after Entry #3
  I have figured out how to work it. If I focus my mind it shoots a bolt of black energy. It 
  seems to have a mind of its own. I can feel its call upon my soul. It is a good thing my 
  resolve and will are so strong, a lesser person may fall to its lure.
  Journal enTry #5
  An undated entry
  The vulgar thing’s call has become louder. It has told me its name. This doom is called 
  “Khron.” I can resist it. I must resist it. I will find a way to make sure it never harms any-
  one.
  Journal Entry #6
  An undated entry 
  Khron knows where to find the tome! He knows that Mara safeguards it. He knows the 
  cabin is but two days journey from here! I must be strong. I must resist his calls until At-
  arah returns for him. I have sketched a map of where Khron wants to go.
  I shall bury it deep in the ground. Then it will not call to me anymore. 
  Journal enTry #7
  Dated one week ago
  Even when I buried it in the backyard, I still heard the unholy voice in my head. The vile 
  head has shown me fear. In all my years of service, dread has never touched my heart. I 
  must be strong! I must not listen to its whispers to kill Hayden!!
  Journal enTry #8
  The last undated entry
  I will do the will of my God. I understand now. Khron is right, and the world is too evil 
  to leave the way that it is. I will spare Hayden the suffering of this plane. When that task 
  is finished, I shall retrieve the tome, and go to an ancient temple far to the east. There I 
  will truly understand.
  
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  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 origi-
  nal material by E. Gary Gygax and Dave Arneson.
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  Matthew J. Finch
  Ghast from Monstrosities, Copyright 2012, Matt Finch
  Bonesucker from Tome of Horrors Compete, Copy-
  right 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Erica Balsley.
  Cadaver from Tome of Horrors Compete, Copyright 
  2011, Necromancer Games, Inc., published and dis-
  tributed by Frog God Games; Author Scott Greene.
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  Finch
  Zombie from Monstrosities, Copyright 2012, Matt 
  Finch
  Banshee from Monstrosities, Copyright 2012, Matt 
  Finch
  Bear, Grizzly from Monstrosities, Copyright 2012, 
  Matt Finch
  Demon Stirge from Monstrosities, Copyright 2012, 
  Matt Finch
  Ghoul, Crimson from Monstrosities, Copyright 2012, 
  Matt Finch
  Grave Risen Tome of Horrors Compete, Copyright 
  2011, Necromancer Games, Inc., published and dis-
  tributed by Frog God Games; Author Scott Greene.
  Rat, Giant from Monstrosities, Copyright 2012, Matt 
  Finch
  Tick, Giant from Monstrosities, Copyright 2012, Matt 
  Finch
  Wight from Monstrosities, Copyright 2012, Matt 
  Finch
  Wolves from Monstrosities, Copyright 2012, Matt 
  Finch
  Zombie, Pyre from Monstrosities, Copyright 2012, 
  Matt Finch
  END OF LICENSE
  ART CREDITS
  Cover Art: HermaDolph
  Page 1: Jeff Preston, http://creativecommons.org/li-
  censes/by/3.0/
  Page 2: by Daniel F. Walthall, found at: drivethrurpg.
  com/product/181517, available under a CC BY 4.0 
  license: creativecommons.org/licenses/by/4.0/
  Page 3: “Ghast” copyright 2007 by Mark Huffman
  Page 3: “Ring” Rick Hersey, Standard Stock Art: Is-
  sue(1) by Small Niche Games
  Page 5: “Cadaver” © Jack Badashski, 2016
  Page 6: “Skeleton” Skortched Urf’ Studios, artist Na-
  than Winburn
  Page 6: “Eden” Jeff Preston, http://creativecommons.
  org/licenses/by/3.0/
  Page 7: “Zombie” Kimagu, from Undead Pack
  Page 8: “Death Angel” artist Rick Hershey
  
  Page 10: Jeff Preston, http://creativecommons.org/li-
  censes/by/3.0/
  Page 11: Jenni Saveall 2012, used with permission.
  All maps made with Dungeonographer, published by 
  Inkwell Ideas, Inc.
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Edens Lament.pdf