TEXT: THE SHRINE OF SRUUKOR
  Adventure Module SC1
  An adventure for four to six characters of levels 1-3
  Compatible with the Swords and Wizardry rules
  Written by Steve Gilman
  
  1 
   
  THE SHRINE OF SRUUKOR 
  Sundered Chronicles Module SC1 
   
  A Swords and Wizardry module designed for four to six characters of level 1-3. 
   
  CREDITS 
   
  Written by: 
  Steve Gilman 
   
  Editing: 
  Sarah Gilman 
   
  Cover by: 
  Sarah Gilman 
   
  Interior Artists: 
  Jason Walton 
  Ash Jackson 
   
  Copyright © 2015 Steve Gilman.  All rights reserved. The Shrine of Sruukor, The Sundered Blade, Sundered 
  Chronicles, and Sundered Blade Games are trademarks of Steve Gilman. 
   
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch.  Sundered Blade Games 
  and Steve Gilman are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games. 
   
  Some art Copyright © LPJ Design and is used under license. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined by the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, artifacts, places, etc), dialog, plots, storylines, language, concepts, incidents, 
  locations, characters, artwork, and trade dress. 
   
  Open Content: Except for material designated as Product Identity (see above), the contents of this product are 
  Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d).  No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written 
  permission. 
   
  First edition – April 2015 
   
  Visit us on the web at www.sunderedblade.com 
   
  Special thanks to my beautiful wife for all her love and support.
  
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  ADVENTURE BACKGROUND 
   
  Long ago, the region of Aranure was home to a flourishing, mostly human 
  kingdom.  This kingdom thrived and became wealthy due to the mining resources 
  that were abundant throughout the region’s hilly landscape.  Aranure’s capital 
  city, Alrandar, was once a key center for trade amongst the neighboring nations. 
  In the shadows, many worshipped the demon lord Malak and joined his cult, 
  and they built him shrines in underground complexes throughout the region.  
  They prayed to their lord and asked him to bring his minions to Aranure to 
  overthrow the king so that their leader could take his place.  Malak’s minions 
  came and warred with the armies of Aranure.   
  The kingdom was victorious in the end, but not before losing almost 
  everything.  Aranure remains scattered and kingless.  Not much remains of the 
  old kingdom but the ruins of once great cities.  Pilgrims have recently begun 
  colonizing the region, rebuilding old villages in hopes of rekindling the industry 
  that was once there. 
   
  ADVENTURE SUMMARY 
   
  The Shrine of Sruukor is a short adventure set in the town of Rockcrest and its 
  surrounding areas.  In addition to details of the town’s immediate vicinity, a short 
  story arc pertaining to the actions of a goblin tribe are detailed. 
  The goblin tribe known as the Grikak tribe has been scouring the hills of 
  Aranure looking for the Shrine of Sruukor.  The shrine is said to have the power 
  to infuse worshippers with the power of the Sruukor, one of the demon lord 
  Malak’s lieutenants.  The Grikak tribe has found this shrine in an underground 
  complex beneath the hills near Rockcrest. 
  The Grikak are using this shrine to attempt to transform themselves into 
  nilbogs (These powerful, magically changed goblins are fully detailed in the 
  Appendix).  However, many of the goblins who have prayed at the shrine for its 
  power have not transformed into nilbogs and have instead gone mad after 
  communing with the raw powers of Chaos. 
   
  PART ONE: ROCKCREST 
   
  Rockcrest is a small, self-sufficient farming village in the hills of Aranure.  In the 
  times before Aranure’s fall, Rockcrest was the first major stop along the road to 
  Alrandar.  Left in ruins after the war, Rockcrest was repopulated by pilgrims 
  
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  over thirty years ago.  Mostly farmers, the people of Rockcrest came to their new 
  home searching for peace and an easier way of life.  Until now, they had found 
  what they were looking for. 
  Recently, some farmers have begun seeing small, dark humanoid creatures in 
  in the hills to the west of town; all the sightings have been after nightfall.  One 
  particular farmer, Ned, will let his curiosity get the best of him, and get himself 
  captured by these goblins.  This event is detailed later in the adventure in Part 
  Two. 
  The town center of Rockcrest was built on the top of a hill.  Here the PCs can 
  find the local sheriff’s office and prison, the town hall, a shop, and the local tavern 
  “The Roc’s Crest”, which displays the image of a bird on a heraldic crest on its 
  sign.  While the village does not see enough travelers to warrant accommodations 
  such as an inn, Holmad, the owner of The Roc’s Crest, will agree to allow the PCs 
  to sleep in his common room for a nominal fee. 
  At the town hall resides the mayor, a man named Tindure.  His father was 
  responsible for reestablishing the town, and after his death, Tindure found no 
  complaints from the villagers when he stepped in as mayor.  A rather stoic man, 
  Tindure largely keeps to himself, but can be rather commanding should the need 
  arise.  Tindure has recently begun secret worship of Malak and provided the 
  Grikak tribe with the location of the Shrine of Sruukor.  None of the villagers 
  suspect Tindure of foul play, but the PCs have an opportunity to gain information 
  on his actions in Part Two. 
  The local sheriff, Dankel, is also a local farmer.  His boys tend his farm while 
  he sees to his official duties.  He can be found either at his office, which has an 
  attached prison, or at his farm.  Dankel was appointed sheriff by Tindure since he 
  was one of the few farmers who knew his way around a sword. 
  Kelsam is the local shop owner and blacksmith.  He sells and crafts mostly 
  farm-related goods, but he is also responsible for keeping a small stock of arms 
  should the need to assemble a militia arise.  Equipment valued 15g and under 
  may be available for PC purchase, at your discretion. 
  Farmland surrounds the town center.  Dankel’s farm can be found here, along 
  with Ned’s farm and Rilan’s farm.  Ned and Dea are husband and wife farmers 
  that are mostly uninteresting, but they become important during the events in 
  Part Two.  Rilan was once a soldier, and has since retired.  He wishes to be left 
  alone, but if convinced will accompany the PCs.  He knows a lot about the 
  surrounding area and can also act as a guide. 
   
  Rilan: Wage: 2gp/day; HD 1; HP 5; AC 7[12] or 6[13] with shield; Atk 1 spear (1d6); 
  Move 12; Save 17; CL/XP 1/15. 
  
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  The areas around Rockcrest are described below.  Some of these areas are only 
  briefly described, allowing you to provide more detail as needed.  Area 1 
  (Rockcrest) is described above, while Area 2 (The Shrine of Sruukor) is described 
  in Part Two. 
   
  
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  Random Encounters – Rockcrest Surrounding Areas 
   
  d20 Roll 
  Random Encounter 
  1-5 
  2d6 hobgoblins 
  6-12 
  3d6 goblins 
  13-16 
  1d6 wolves 
  17-18 
  1d3 zombies and 1d6 skeletons 
  19-20 
  1 bugbear 
   
  Area 1: Rockcrest 
   
  This area is detailed at the beginning of this part. 
   
  Area 2: The Shrine of Sruukor 
   
  This area is detailed in Part Two. 
   
  Area 3: Hunter Camp 
  As the forest gives way to a small clearing, your senses are 
  overcome with the scent of rotting meat.  Four crude tents 
  surround a roaring campfire where a deer is cooking after 
  being viciously skewered with a spear.  The bodies of four 
  humans lay about the camp site. 
  This camp was once the home of four hunters from Rockcrest.  Several dead 
  animals are here, once destined to be brought back to the village, but have since 
  begun to rot, much like the corpses of the hunters who killed them.  A group of 
  hobgoblins attacked and killed the hunters, and have taken up camp at this 
  location.  They have been feeding off the quarry of the hunters and resting in their 
  camp. 
   
  Hobgoblins (7): HD 1+1; AC 5 [14]; Atk 1 weapon (1d8); Move 9; Save 17; AL C; 
  CL/XP 1/15; Special: None 
   
  Treasure: The hobgoblins have looted the camp and stacked all the valuables 
  in a pile in one of the tents.  There are 4 short bows, 38 arrows, 4 daggers, 2 ropes 
  
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  50 feet in length, 10 days of trail rations, 12gp, and 5sp.  There are also 4 intact 
  tents here.  On the hobgoblins, combined, are 7 battleaxes, 13gp, 8sp. 
   
  Area 4: Ancient Graveyard 
  Through the trees, you can see several large, stone buildings 
  that have been weathered and broken through time.  Many 
  gravestones stick up from the undergrowth. 
  Long ago, this graveyard was a resting place for the early people of Aranure.  
  Through many years of disuse, the graveyard has become overgrown, and 
  something sinister has awoken the dead here.  The skeletons here are of the long 
  dead, but the zombies, with their flesh still intact, must have been more recent 
  deaths. 
   
  Skeletons (3): HD 1; AC 8 [11] with shield 7 [12]; Atk 1 strike (1d6); Move 12; Save 
  17; AL N; CL/XP 1/15; Special: Immune to sleep and charm spells 
   
  Zombies (2): HD 2; AC 8 [11] with shield 7 [12]; Atk 1 weapon or strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: Immune to sleep and charm spells 
   
  Area 5: The Lost Ogre 
   
  Lomsh is a rather unintelligent ogre, even when compared to other ogres.  He’s 
  the Grikak tribe’s muscle, and, in his rush to catch up to his masters, he has found 
  himself horribly lost.  He’s been wandering around this area for days.  If the PCs 
  encounter him near the lake, they might even hear him swearing at the water 
  something about how this land is full of lakes. 
   
  Lomsh (Ogre): HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9; Save 13; AL C; 
  CL/XP 4/120; Special: None 
   
  Treasure: In addition to Lomsh’s large club, he has a couple items tucked 
  away in a pouch: a silver necklace worth 38gp and a potion of healing.
  
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  PART TWO: THE SHRINE OF SRUUKOR 
   
  This event occurs at a time of your choosing.  This is typically when the PCs first 
  arrive in Rockcrest, but you may wish to delay the event to provide the PCs an 
  opportunity to explore the surrounding areas. 
  The village is bustling with excitement, and Dea is frantically speaking with 
  Dankel outside the Sheriff’s Office. Her husband, Ned, has gone missing.  He 
  hasn’t returned home in two nights, and one night is odd for Ned.  If pressed for 
  information, Dea will begin sobbing and mention that her “idiot of a husband” 
  had been visiting what he described as “an old mine” to the west of town.  He’d 
  been observing “short little monsters” going in and out, with more arriving over 
  the span of the few nights he spied on them.  Dea is certain her husband has been 
  taken by these creatures or worse. 
  Dea can point the PCs in the general direction of the “mine” that her husband 
  has been frequenting.  If they inquire about being shown to the location, it’s 
  suggested that Rilan would be the best in the village at navigating the surrounding 
  areas – though he will take some convincing (payment helps) to take up the sword 
  again. 
   
   
   
   
   
  
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  10 
   
  Area 1: Entrance 
  At the base of a rather steep hill, you spot a worn, moss-
  covered stone door.  The remnants of the foliage that was 
  once hiding this door are strewn about the ground. 
  The entrance to the shrine’s underground complex had been overgrown and 
  hidden, but the Grikak tribe arrive here recently and cleared the way.  If the PCs 
  look around, they can see many signs of small creatures coming in and out of this 
  door.  Even more noticeable are the signs of large objects being dragged in 
  through the doorway. 
   
  Area 2: Entry Hall 
  Four statues adorn this perfectly circular room.  Each statue 
  depicts a different humanoid creature, all of which stand 
  brandishing weapons in a snarling battle stance. 
  The four statues are of a goblin, a hobgoblin, a bugbear, and an orc.  There is an 
  inscription beneath each statue that states “Sruukor bestows his power upon all 
  of his beloved children.” 
  Eight goblins and their giant rat pets stand guard here, 2 goblins and a rat at 
  each door. 
   
  Goblins (8): HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 18; AL C; 
  CL/XP B/10; Special: -1 to hit in sunlight 
   
  Giant Rats (4): HD 1d4 hp; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; AL N; 
  CL/XP A/5; Special: 5% are diseased 
   
  Area 3: Personal Chambers 
   
  These rooms were once the personal chambers for cultists at this shrine, but have 
  more recently been filled with filthy pelts where the higher ranked goblins sleep. 
   
  
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  Area 4: Goblin Commons 
  This room was once a dining hall, but all that remains of the 
  old furniture is some rotted and broken wood.  Filthy animal 
  pelts litter the floor, which fills the room with a foul stench. 
  There are ten goblins here.  Some are resting, but at least four of them are alert 
  enough to respond quickly to the PCs entering the room. 
   
  Goblins (10): HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 18; AL C; 
  CL/XP B/10; Special: -1 to hit in sunlight 
   
  Treasure: The goblin weapons and armor are crude and not of value.  A 
  thorough ransacking of the room will turn up the following: a red garnet worth 
  59gp, a cracked peridot worth 1gp, and 4gp, 6sp, and 7cp. 
   
  Area 5: Cokak’s Quarters 
   
  Like in area 3, this room was once the personal chambers for a cultist.  However, 
  this room has been cleaned up, at least by goblin standards.  A crude bed has 
  been constructed and covered with finer animal hides.  This is the personal 
  quarters of Cokak, the Grikak tribe’s chieftain. 
  While Cokak keeps his valuables in his throne room in area 7, a search of this 
  room will reveal a letter among some of Cokak’s personal effects.  The letter is 
  from Tindure, Rockcrest’s mayor, and provides details on the location of the 
  shrine and an offer for open communication with the Grikak tribe.  Tindure has 
  been worshipping Malak in secret, and wishes for the children of Sruukor to thrive 
  in this land once again. 
   
  Area 6: Prison 
   
  This room is filled with animal pelts much like area 3, but no goblins sleep here.  
  It has instead been repurposed as a prison for the farmer Ned.  The door to this 
  room is not capable of locking, and the goblins felt no reason to barricade the 
  door in any way, instead relying on the guards in area 2 to prevent Ned’s escape. 
  Ned is mildly injured, but he can still walk.  He’s starving and thirsty, and he 
  graciously accepts any nourishment provided to him.  He is also very, very eager 
  
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  to get out and get home.  If asked why the goblins kept him alive, he’s certain 
  they spared him for the time being to make sure his flesh stayed fresh. 
   
  Area 7: Throne Room 
  A large, vaguely chair-shaped boulder has been dragged into 
  this room and set up as what appears to be a makeshift 
  throne, complete with furs and fine fabric.  There is a large 
  chest in the far-right corner of the room. 
  This is, in fact, the throne room for Cokak, chieftain of the Grikak.  He saw the 
  boulder on their way to the shrine, was amused by its chair-like shape, and 
  insisted it be brought to the shrine to become his throne. 
  Cokak sits upon his throne, but he is not alone.  His two hobgoblin bodyguards 
  stand ready at his side, and four other goblins are in the room.  Cokak reacts to 
  the PCs with hostility, and he has very little to say beyond orders to kill the PCs.  
  If the PCs wish to negotiate with Cokak, he is very hung up on the fact that the 
  PCs would have had to have gotten through (and therefore killed) some of his 
  brethren to get to the throne room. 
   
  Cokak (Goblin): HD 1+1; AC 5 [14]; Atk 1 weapon (1d8); Move 9; Save 17; AL C; 
  CL/XP 1/15; Special: None 
   
  Hobgoblins (2): HD 1+1; AC 5 [14]; Atk 1 weapon (1d8); Move 9; Save 17; AL C; 
  CL/XP 1/15; Special: None 
   
  Goblins (4): HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 18; AL C; 
  CL/XP B/10; Special: -1 to hit in sunlight 
   
  Treasure: Cokak is wearing a crude crown with a red garnet attached to it.  If 
  removed from the crown, the red garnet is worth 26gp.  He’s also holding a 
  makeshift scepter – a stick with another red garnet lashed to it.  This red garnet 
  is worth 48gp. 
  This chest is locked, but is crude in construction and can easily be bashed 
  open.  Inside is 18gp, 332sp, 121cp, and potion of healing. 
   
  
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  Area 8: Storage Room 
   
  This room has been repurposed by the Grikak into a storage room.  They have 
  stockpiled some stolen barrels of water and ale and some crates of cured meats. 
   
  Area 9: The Shrine of Sruukor 
  A large statue of a particularly angry looking orc stands at the 
  far end of this large room.  Six tree trunks have been dragged 
  into the room and set up like pews in a church. 
  The goblins have spent great care in getting this room fixed up for proper worship 
  of their lord.  Here, they beg of Sruukor to bestow his might upon them.  When 
  the PCs enter this room, a congregation of goblins are present: seven goblins sit 
  on the makeshift pews with three of their giant rat pets.  They watch a goblin who 
  is kneeling at the shrine. 
  As the PCs enter the room, dark energies flow from the shrine into the 
  kneeling goblin and then spill out from him around the room.  The spilling 
  energies affect the three rats and three of the goblins. 
  The kneeling goblin has become a nilbog.  Full details of this creature can be 
  found in the appendix.  The nilbog takes no damage from regular attacks, instead 
  healing from them, to a total of twice its maximum hit points.  He can only be 
  damaged by the effects of a healing magic or potions.  He also now emanates an 
  aura of confusion out to 20 feet.  This aura can affect the PCs as well as the goblins 
  and rats. 
  The three goblins have been driven mad by the power of raw Chaos, and have 
  become chaos goblins.  You can also find full details of these creatures in the 
  appendix.  This transformation has provided them with a power to heal 
  themselves for an amount equal to the damage they deal.  The chaos goblins no 
  longer see their tribe as allies regardless of if they are affected by the nilbog’s 
  confusion. 
  The rats have been empowered by the power of Chaos and have gained 
  power similar to those of Wizard’s Lab Rats, which are also fully detailed in the 
  appendix.  Anyone bitten by these rats has a 5% chance to gain the rat’s new 
  power for 1d6+1 turns. 
   
  
  14 
   
  Nilbog: HD 1d6 hp; AC 4 [15]; Atk 1 mace (1d6) or javelin (1d4); Move 9; Save 18; 
  AL C; CL/XP 1/15; Special: damage reversal, aura of confusion 
   
  Chaos Goblin (3): HD 1d6 hp; AC 6 [13]; Atk 1 bite (1d6); Move 9; Save 17; AL C; 
  CL/XP 1/15; Special: Vicious healing, -1 to hit in sunlight 
   
  Goblins (4): HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 18; AL C; 
  CL/XP B/10; Special: -1 to hit in sunlight 
   
  Giant Rat (Giant Strength): HD 1; AC 7 [12]; Atk bite (1d4); Move 12; Save 17; AL 
  N; CL/XP 2/30; Special: +4 to hit, +1d8 damage 
   
  Giant Rat (Flying): HD 1; AC 7 [12]; Atk bite (1d4); Move 12; Save 17; AL N; CL/XP 
  2/30; Special: flying, per the spell 
   
  Giant Rat (Heroism): HD 1; AC 7 [12]; Atk bite (1d4); Move 12; Save 17; AL N; 
  CL/XP 2/30; Special: +2 to hit and damage 
   
  CONCLUDING THE ADVENTURE 
   
  At the conclusion of the adventure, the PCs have defeated a tribe of goblins and 
  saved a local town from being destroyed by them.  There are a few loose ends 
  the PCs may want to tie up before moving on. 
  If the PCs found the letter from Tindure, they will likely want to confront him.  
  Tindure will deny writing the letter, but a search of his home (either by force or 
  with Dankel) will reveal books and icons used for demon worship.  If the villagers 
  decide Tindure’s fate, they decide to lock him away in the Rockcrest prison, but 
  the PCs may have a different punishment in mind.  Either way, Dankel is 
  appointed mayor of Rockcrest. 
  The PCs may not want to leave the shrine intact.  The villagers will insist on it 
  being destroyed and the entryway to the complex collapsed if they have a chance 
  to voice their opinion on the matter.  The shrine itself is non-magical, and breaks 
  just the same as any other stone statue. 
  There are other dangers in the areas surrounding Rockcrest, as detailed in 
  Part One.  Even if the PCs have already handled these areas, there are other 
  enemies and more in need of aid in the other regions of Aranure! 
   
   
   
  
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  APPENDIX: BESTIARY 
   
  Goblin, Redcap (Chaos Goblin) 
   
  Hit Dice: 1d6 hit points 
  Armor Class: 6 [13] 
  Attacks: 1 bite (1d6) 
  Saving Throw: 17 
  Special: Vicious healing, -1 to hit in sunlight 
  Move: 9 
  Alignment: Chaos 
  Number Encountered: 4d6 
  Challenge Level/XP: 1/15 
   
  Redcaps (or chaos goblins) are goblins driven mad by the insidious effects of raw 
  Chaos, reducing them to a bestial state. Utterly devoid of empathy with any living 
  creature, including ordinary goblins, redcaps delight in inflicting pain.  Indeed, 
  redcaps derive a strange form of sustenance from doing so. Any successful attack 
  a redcap achieves heals it for an amount equal to the amount of damage it deals 
  to its target. Worse yet, a redcap can double its total hit points in this manner. 
  Thus, a undamaged redcap with 5 hit points who manages to deal 3 points of 
  damage on its attack will now have 8 hit points and, assuming it continues to 
  remain undamaged, can be “healed” for another 2 hit points before reaching its 
  maximum potential hit points. Though thoroughly insane, redcaps work well with 
  others of their kind, forming predatory packs that attack any creature they can 
  find. Redcaps often take gruesome souvenirs of  their  victims,  such  as  fingers,  
  ears,  and  eyeballs,  which  they  use  to adorn themselves. Many also use the 
  blood of their prey to dye their tattered clothing, including their hats, the practice 
  of which gave these foul aberrations their common name.  
   
  Redcap Goblin (Chaos Goblin): HD 1d6 hp; AC 6[13]; Atk 1 bite (1d6); Move 9; 
  Save 17; AL C; CL/XP 1/15; Special: Vicious healing, -1 to hit in sunlight. 
   
   
  
  16 
   
   
  Nilbog 
   
  Hit Dice: 1d6 
  Armor Class: 4 [15] 
  Attack: 1 mace (1d6) or javelin (1d4) 
  Saving Throw: 18 
  Special: Damage reversal, aura of confusion 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 1/15 
   
  The nilbog is a goblin afflicted with a strange space-time reversal disease known 
  as nilbogism. The disease appears to occur when overly heavy use of magic strains 
  the fabric of the space-time continuum and leads to some very strange localized 
  events. The disease only affects goblins and is not transmitted by them. In 
  appearance, nilbogs are indistinguishable from goblins. 
  A nilbog constantly emanates an aura of confusion in a 20-foot-radius. A 
  creature in the area must succeed on a saving throw or be affected.  When struck 
  by any attack that would normally damage it, the nilbog actually gains hit points 
  equal to the damage the attack would have otherwise dealt. A nilbog gains any 
  extra hit points above its normal total as temporary hit points, though it can never 
  have more than twice its normal hit points. 
  The nilbog can only be damaged through the use of curative magic and effects 
  (cure light wounds and healing potions, for instance). Curative magic deals 
  damage equal to the amount it would normally heal. 
   
  Nilbog: HD 1d6 hp; AC 4 [15]; Atk 1 mace (1d6) or javelin (1d4); Move 9; Save 18; 
  AL C; CL/XP 1/15; Special: damage reversal, aura of confusion 
   
   
  
  17 
   
   
  Rat, Wizard’s Lab 
   
  Hit Dice: 1 
  Armor Class: 7 [12] 
  Attacks: 1 bite (1d4) 
  Saving Throw: 17 
  Special: Magical effects 
  Move: 12 
  Alignment: Neutrality (if intelligent, any) 
  Number Encountered: 1d8 
  Challenge Level/XP: 2/30 
   
  Wizard’s lab rats are giant rats that have been subjected to any number of strange 
  scientific or magical experiments, and have acquired one of a variety of 
  permanent conditions. To determine the condition of a given lab rat, roll once on 
  the magical potion table in the rulebook, with the lab rat gaining the indicated 
  effect as a permanent ability. Ignore poison potions (these rats would have died 
  in the laboratory) and note that a healing potion indicates a number of hit points 
  regenerated per turn. A character bitten by a lab rat has a 5% chance to gain the 
  lab rat’s condition for 1d6+1 turns. Any particular lab rat has a 20% chance of 
  possessing human-like intelligence.  
   
  Wizard’s Lab rats: HD 1; AC 7[12]; Atk 1 bite (1d4); Move: 12; Save 17; AL N; CL/XP 
  2/30; Special: Magical effects. 
   
   
  
  18 
   
  LEGAL 
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 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 Complete Rules, Copyright 2010, Matthew J. Finch 
  Nilbog from The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Roger Musson.  
  Redcap from Monstrosities, Copyright 2012, Mythmere Games, published and distributed by Frog God Games. 
  Wizard’s Lab Rats from Monstrosities, Copyright 2012, Mythmere Games, published and distributed by Frog God Games. 
  SC1: The Shrine of Sruukor, Copyright 2015, Steve Gilman 
   
  
  THE SHRINE OF SRUUKOR
  Long ago, the kingdom of Aranure 
  was lost in a war against the minions 
  of Malak, the demon lord of hate.  
  Pilgrims have recently repopulated 
  this land in hopes of finding peace and 
  an easier way of life.
  A farmer has gone missing from the 
  village of Rockcrest, and heroes are 
  needed to answer the call!
  Written in celebration of Swords and 
  Wizardry Appreciation Day 2015, this 
  module is the first in a series of short 
  adventure modules designed be played 
  either standalone or dropped into your 
  existing campaign.
  The Shrine of Sruukor is an adventure 
  module for four to six characters of 
  levels 1-3.
  Visit us on the web at:
  www.sunderedblade.com
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Sundered Chronicles (SW)/SC1 Sundered Chronicles The Shrine of Sruukor (SW).pdf