TEXT:   
   
  
    
   
  
    
   
  Credits 
  Design: Jim Baney 
  Editor: John Feldman 
  Cover Art: “Faelourn” 
  Interior Art: Ryan Sumo 
   
  Introduction 
  Temple of the Horned Goddess is a 
  Labyrinth Lord ® adventure designed for 
  five or more characters of 4th--5th level. 
  The total experience points for this module 
  is approximately 13,000xp.   
   
  Background 
  The small mining outpost of Hardin’s Point 
  was doing fairly well until about a three 
  months ago. Miners kept moving further 
  into the jungle hills looking for precious 
  metals and gems and then the trouble 
  began.  
  Mysterious creatures, known as skinks to 
  the townsfolk, started attacking miners in 
  the outlying mines and along jungle roads. 
  The miners tried to defend themselves, but 
  the hit and run tactics of the skinks left 
  them helpless. The outpost council 
  decided to hire mercenaries to put an end 
  to these attacks. The hired swords took the 
  retainer and never returned.  
  Now the council has decided on another 
  tactic--hire adventurers, luring them with 
  tales of ancient temple ruins and wealth 
  untold. They’ve sent agents far and wide in 
  search of the right people to get the job 
  done. In step the PCs. 
   
  Stop: If you are a player in this adventure, 
  please stop reading. The following 
  information is intended for the Labyrinth 
  Lord to run the adventure. Don’t spoil the 
  mystery awaiting you! 
   
  Labyrinth Lord note on hit points: The 
  average hit points (hp) will be 4.5 per HD 
  and you may wish to increase or decrease 
  the hit points for monsters depending on 
  the strength of the adventuring party. 
   
  Adventure Track 
  Published adventures don’t always fit 
  neatly into a group’s current campaign. 
  The following outline explains the 
  background information, NPCs and other 
  pertinent information to make this an 
  enjoyable adventure. 
   
  1. PCs enter Hardin’s Point. 
  2. PCs gather clues and hear rumors 
  about the recent attacks and possible 
  treasure hidden in a ruined jungle temple. 
  3. PCs move into the jungle to locate the 
  temple. 
  4. PCs get attacked by jungle monsters. 
  5. PCs encounter skink lair. 
  6. PCs encounter the temple ruins of the 
  Horned Goddess. 
  7. If PCs are successful, return to the 
  outpost for payment and further 
  adventures. 
   
  Notable NPCs and Organizations 
  Captain Golrin Parath 
  Leader of Hardin’s Point, Captain Parath, 
  is a harsh but fair man. His force of will has 
  kept the outpost a profitable business. He 
  has explored the local area and knows 
  about the ruined temple but has kept it 
  quiet. He hasn't completely explored it and 
  wants any riches all to himself. 
   
  Heather Sivron 
  Heather is the owner of the Flying Fish 
  Tavern. She is a former adventurer who 
  has recently settled in Hardin’s Point, 
  using her hard earned wealth to expand 
  the tavern and compete with the only inn in 
  town. She has heard many rumors since 
  she’s been here and for a price will offer 
  up some information. 
   
  Quint Twobridge 
  Owner of the Rusty Anchor Inn and 
  Tavern, Quint has lived in Hardin’s Point 
  since its establishment. He has enjoyed a 
  monopoly on lodging in the village until the 
  Flying Fish Tavern expanded to include 
  some rooms for let. This has upset him 
  greatly. 
  1 
  
  2 
   
  The Fang Smashers 
  This tribe of Orcs has been on the move 
  through the jungle for several weeks. They 
  lost a territorial battle and need to find a 
  home soon. The tribe has had some recent 
  internal fights and the tribal leadership is in 
  dire straits.  
  They’ve skirted Hardin’s Point knowing 
  they are too weak to attack the outpost. 
  Their scouts have located a ruined temple 
  and are in the process of exploring it for 
  possible habitation. They are in a greater 
  than normal ill temper and will rather fight 
  than flee if encountered in the jungle. 
   
  LL note: You may want to use this orc 
  tribe as a random jungle encounter which 
  the PCs may stumble upon if they become 
  lost or if you need additional encounters.  
   
  Leader Grishnak, AL C, MV 120’ (40’), 
  AC 4, HD 4, HP 18, #AT 1 (Battle Axe), 
  DG 1d8+2 (due to strength), SV F4, ML 9, 
  XP 140, 53 gp and 4 diamonds (55gp 
  each). 
   
  Sub-Leader K’Gok, AL C MV 120’ (40’), 
  AC 5, HD 2, HP 9, #AT 1 (Battle Axe), DG 
  1d8+1 (due to strength), SV F2, ML 8, XP 
  20, 35gp, gold ring (30gp) and a emerald 
  gem (75gp) 
   
  Males/Females: No. Enc. 1d8, AL C, MV 
  120’ (40’), AC 6, HD 1, HP 5, #AT 1 (Short 
  Sword), DG 1d6, SV F1, ML 8, XP 10 - 
  each carries 1d10 gp and 1d4 gems. 
    
   
   
   
   
  Hardin’s Point 
  Hardin’s Point sits on the northwest tip of 
  the Kutora continent along the jungle 
  coast. It was established by shipwrecked 
  sailors and miners who eventually returned 
  home to gather supplies for a return to the 
  area. It’s been said that a large vein of 
  Mythinen has been discovered among the 
  low lying coastal hills. However, the village 
  folk and miners like to keep secrets and 
  riches to themselves.  
   
  1. Stone Tower - Village Headquarters 
  When Captain Parath took over leadership 
  of the outpost, he noticed a complete lack 
  of defensive buildings that could resist 
  attacks until help arrived. 
  He commissioned the building of a stone 
  tower, which when completed, was three 
  stories tall, dominating the village. The first 
  story is the town headquarters. Here 
  miners can stake a claim, sell their 
  precious metals and make complaints. The 
  second story is the residence of Captain 
  Parath and his mistress. The third story is 
  an armory and has a ladder to the roof 
  where a large ballista has been placed. 
   
   
  
  3 
   
  2. Rusty Anchor Inn and Tavern 
  This building is a patchwork of several 
  smaller buildings. The interior is sparsely 
  furnished, lacking in amenities. The food is 
  standard fare, hardy, but nothing to brag 
  about. Most of the furniture is rough hewn 
  and has seen better days.  
  There is always an armed guard at the 
  entrance keeping a look out for drunks and 
  troublemakers. The owner, Quint 
  Twobridge, has become obsessed with 
  trying to undermine the increased business 
  the Flying Fish Tavern is raking in. He 
  always seems in a foul mood these days. 
   
  If the players want to hire some help, this 
  is about the only place in Hardin’s Point to 
  do it. Most of the hirelings will be miners 
  and other fortune-seekers still waiting for 
  their mining claims to be approved. See 
  page 46-48 of the LL Book for hiring 
  retainers. Due to the remote location of 
  Hardin’s Point the wages will be 25% 
  higher. 
   
   
   
  3. Mercantile Store 
  This business, run by Jarvis Calfran, is the 
  hub of activity in the village on most days. 
  Miners and locals visit the store to 
  purchase a wide variety of goods. They 
  include, shovels, pick axes, wheel barrows 
  and dried meats. Other basic staples such 
  as flour, salt, and beans can also be found 
  in large quantities. Jarvis is quite friendly 
  and has heard all the rumors about mineral 
  strikes, roving monsters, and hidden 
  temples. 
   
  4. Tavern 
  A recently renovated and expanded 
  business, the Flying Fish Tavern, has seen 
  business boom in recent months at the 
  expense of the Rusty Anchor. Heather 
  Sivron, the proprietor, has sunk her life 
  savings into the place and wants to build a 
  common sleeping room to house 
  newcomers and corner the market on 
  lodgings. The food is very good and fairly 
  priced. The Tavern has a wide selection of 
  beers, ales and wine. Two undercover 
  guards roam the tavern and its grounds to 
  keep things quiet. 
   
  
  4 
   
  Encounter 1: Jungle Trek          
  (Maximum 370 XP) 
  Set the Scene 
  The dirt road that winds through the 
  outpost eventually turns into a well-worn 
  path and then nothing more than an 
  overgrown trail. The thick jungle vegetation 
  presses in with each step. The PCs will 
  have to keep a sharp eye out on the trail 
  so avoid becoming lost. There’s a 20% 
  chance that the player characters may 
  become lost in the jungle without a town 
  guide or ranger. If this happens then you 
  can use the monsters below to get them 
  back on the path.  
  This part of the adventure module is 
  considered “sand box” play. The 
  encounters can be used in different order 
  or not at all. It’s up to you, the Labyrinth 
  Lord, to make the adventure unique for the 
  players. 
   
  Action 
  In this encounter the PCs may come in 
  contact with several jungle monsters that 
  are strong and vicious. You can use either 
  or both to make the jungle come “alive” so 
  to speak. 
   
  Drag Vine No. Enc 1d4, AL N, MV 
  20’ (10’) climb, AC 8, HD 2+3, hp 12, #AT 
  1 special, DG 1d4+2 thorn stab, poison 
  spores. SV F2, ML 9, XP 80 
  Description: Drag vines are long vines of 
  vegetation that hang from trees or lie on 
  the ground to snag their next victim. 
   
  Combat/Tactics: Drag vines lie in wait for 
  their victims to get close to them then 
  attack with lashing vines hoping to grab as 
  many targets as possible. When they have 
  dragged a number of targets close 
  enough, they release spores to render 
  their victims unconscious so that they can 
  stab them to death with their thorns. 
   
  The drag vine will drop to grab their victim 
  (DEX check -2, Druids DEX check +2), 1 
  hp damage for successful grapple. Then 
  the drag vine will release poisonous 
  spores (save vs. poison or take 1d4 hp of 
  damage). If a successful save is made, the 
  vine will release the victim who will be 
  dropped and knocked unconscious for 1d6 
  rounds (no save). If the victim fails the 
  poison spore save, the drag vine will stab 
  the victim with a large spore doing 1d4 hp 
  of damage. The PC can make a DEX 
  check each round to break free. If so, they 
  will fall and take 1d6 damage. 
   
  Moss Monster (1), AL N, MV 15” (15’) 
  reach, AC 5, HD 5, HP 23, #AT 2 moss 
  arms, DG 1d4/1d4, SA: infection (see 
  below), SV F4, ML 10, XP 350. 
   
  This hulking creature looks like a small hill 
  of moss. Beneath this moss, however, 
  there is a thick bark like skin. It moves 
  slowly, but steadily, never resting. Arms, 
  like thick moss covered branches, swipe at 
  everything around it, whether it is living or 
  not. A dim flicker of gold glows from its 
  mossy lump of a head. Wherever it goes, 
  animals flee. 
   
  Combat/Tactics: Moss monsters prefer to 
  attack from hiding, moving silently towards 
  their target. They strike from nothing and 
  keep hitting until they kill. If the target runs 
  away, they readily give chase. 
   
  Infection: Moss grows on the victim’s body 
  wherever it is touched by a moss monster, 
  growing until they eventually become moss 
  monsters. Remove curse or better is 
  needed to remove the infection. If the 
  moss is removed in another way (like 
  cutting it off) it leaves a wound that does 
  not heal naturally and causes 1 hp of 
  damage per round. If it is not removed, it 
  keeps growing over a period of three days, 
  after which the process is complete and 
  the target becomes a moss monster. After 
  that, only a wish can restore the victim. 
  (Note that resurrection does not work. The 
  infestation does not kill you, it only 
  transforms.) 
  
  5 
   
  Encounter 2: Finding the Skinky lair 
  (Maximum 350 XP) 
  Set the Scene 
  Place the player characters in the jungle 
  near the underground entrance. You can 
  use the PCs sense of smell to locate the 
  skinks lair by the foul-smelling odor flowing 
  from it. Skinks are small reptilian 
  humanoids with gray and white bushy tails-
  -a cross between a skunk and a lizard. 
  They live in tropical groves and swamps. 
  They are fast and stealthy ambushers that 
  are bipedal in nature. 
   
  Read or paraphrase the section below 
  to the PCs 
   
  Piles of garbage, scattered bones and 
  other small items are scattered about at 
  the underground entrance. If it wasn't for 
  the extremely bad smells coming from this 
  place you would have never found it. The 
  entrance is camouflaged by tree limbs, 
  leaves, and other jungle debris. Four small 
  lizard-like creatures with bushy tails stand 
  near the entrance. They carry spears 
  tipped with obsidian. 
   
  Action 
  The PCs have several options here--they 
  could try to attack outright and risk the 
  guards alerting the rest of the lair. Or they 
  could sneak up and attack from different 
  sides.  
  The PCs could also try to use ranged 
  weapons from jungle concealment to 
  minimize counter attacks. If the PCs fail to 
  gain entrance, the skinks will move out into 
  the jungle trying to locate the intruders and 
  kill them. 
   
   
   
   
  Skink Guards (S) (4) AL C, MV 60’ (20’) 
  Swim 100’ (30’), AC 5, HD 3, hp 14, #AT 1 
  (spear), DG 1d6, SA Stink Cloud - A skink 
  can spray a small cloud of foul smelling 
  scent, save vs. paralysis - the victim will be 
  unable to move for 1 round , SV F3, ML 9, 
  XP 65. 
  If the skinks are reduced to half of their hp, 
  they will attempt to flee down the tunnel to 
  warn their comrades in Cavern 1. There is 
  a 20% chance that the Skinks in Cavern 2 
  will hear any combat and move to the 
  entrance to investigate. 
   
  Treasure: One skink will have a diamond 
  worth 40gp and the other will have a gold 
  torc around its neck worth 50gp. 
   
   
   
   
   
   
  
  6 
   
  Encounter 3: Skink guard quarters 
  (Maximum 717 XP) 
  Set the Scene 
  After defeating the guards, allowing them 
  to alert their comrades or making them 
  retreat into the jungle, the PCs come upon 
  the skink guard quarters. This area is has 
  several sleeping pallets made out of large 
  jungle leaves and branches. Several 
  rudimentary bowls and plates are stacked 
  in one corner. Woven leaf baskets contain 
  some kind of flour substance that has a 
  pleasant smell. 
   
  It’s possible the skinks guarding the 
  entrance have retreated here and have 
  sounded the alarm, so make the 
  necessary adjustments in the number of 
  skink guards encountered at this location. 
   
  Action 
  Skink Guards (S) (6) AL C, MV 60’ (20’) 
  Swim 100’ (30’), AC 5, HD 3, hp 14, #AT 1 
  (spear), DG 1d6, SA Stink Cloud, SV F3, 
  ML 9, XP 65. 
   
  Skink Sub-leader (SL) (1) AL C, MV 
  60’ (20’) Swim 100’ (30’), AC 4, HD 4+1, 
  hp 19, #AT 1 (short sword), DG 1d6+2 (+2 
  Short Sword - “Kamblast"),SA Stink 
  Cloud, SV F4, ML 10, XP 85. 
   
  The sub-leader will rally his troops by 
  leading the charge into battle. The skinks 
  will fight till they are reduced to half their 
  hit points. Then they will attempt to flee 
  down the cavern halls to either the main or 
  royal chambers. 
   
  Treasure: The skink sub-leader has a +2 
  Short Sword called “Kamblast”. This 
  short sword is finely decorated with a dark 
  steel construction and superb 
  craftsmanship.  
  It has the ability to detect evil and cursed 
  items and by all appearances seems to be 
  a +2 sword. However, if the holder is killed, 
  he or she must make a save vs. spells with 
  failure meaning their soul is absorbed into 
  the sword.  
  A raise dead or resurrection will not return 
  the person to life. Only a wish will restore 
  to life anyone who soul is forever eaten by 
  Kamblast. 
   
  The sub-leader has a gold torc (110gp 
  value) around his neck along with a leather 
  bag containing a silver ring (non-magical, 
  15gp value) and 32gp. 
   
  Each skink guard has a silver torc (55gp 
  value each) around their necks and a small 
  leather bag with 1d4 gems each (20gp 
  value each) 
   
  
  7 
   
  Encounter 4: Main Cavern         
  (Maximum 175 XP) 
  Set the Scene 
  After the characters battle the skink guards 
  in their quarters the PCs will come upon 
  the following.  
   
  Read or paraphrase below: 
   
  The tunnel you traversed seems to slope 
  gently downwards. You come upon the 
  entrance to another cavern that has a 
  small amount of rubble on the floor. The 
  cavern is filled with stalagmites on the floor 
  and ceiling. Several stairs have been cut 
  into the walls of the cavern leading to 
  ledges above. Two other tunnels lead to 
  the west and the south. 
   
  The entrance to this cavern has an alarm. 
  There is a pressure plate under the rubble 
  near the entrance. It is triggered by 
  creatures weighing more than 60lbs. The 
  pressure plate is connected  to a guard 
  post ledge above the entrance by a vine 
  running along the wall.  
   
  Several ladders have been lashed together 
  to gain access to the ledges the skinks use 
  as their living quarters. LL note: You may 
  decide to split up the females among the 
  ledges or put them all in one place. 
   
  Action 
  Skink females (F) (10) AL C, MV 50’ (15’), 
  Swim 100’ (30’), AC 7, HD 1, hp 5, #AT 1 
  (claws or teeth), DG 1d4, SV F1, ML 9, XP 
  10 (females are incapable of causing a 
  Stink Cloud) 
   
  The skink females will attempt to throw 
  rocks down the ladders to defend the 
  ledges. In melee, the females will attack 
  only with claws or teeth. They will fight till 
  they've taken half damage then attempt to 
  flee to the entrance or towards the King-
  Shaman Lair (Encounter 5). 
   
  Treasure: If the ledge is searched 
  carefully, the PCs will find a small leather 
  purse with 5 garnet gemstones (worth 
  15gp each), and a small brass ring with 
  symbols on the inside (ring of first strike). 
  [This ring allows a spell caster to gain the 
  first initiative at the beginning of the 
  first  round of combat and +1 to initiative 
  thereafter.] 
   
   
  
  8 
   
  Encounter 5: King-Shaman Lair 
  (Maximum 766 XP) 
  Set the Scene 
  The royal lair is too far away from the main 
  chamber for the skink king-shaman and his 
  royal retinue to hear any combat. It is 
  possible (25% chance) that some guards 
  from Encounter 2 or 3 and skink females 
  from Encounter 4 made their way into this 
  chamber. 
   
  Read or paraphrase below: 
   
  This large chamber has a raised platform 
  at one end with a great chair placed in the 
  center. In the chair sits a large skink 
  flanked by two guards. The walls of this 
  chamber are filled with paintings of skinks 
  in battle with a many different creatures. 
   
  Action 
  This is the King-Shaman of this pack. He 
  will offer to talk to the PCs using a ring of 
  all speech. He will offer safe passage to 
  the PCs in exchange for them leaving. He 
  will talk with a pleasant voice to gain the 
  PCs confidence, offering several 
  gemstones worth a total of 100gp in value. 
  If the PCs balk at the “peace talks” he will 
  give a war scream and attack with his two 
  guards and royal retainers. 
   
  Note: the letters in parenthesis next to the 
  monsters name equates to the 
  approximate position of the monster on the 
  map. 
   
  Skink King-Shaman (KS) (1), AL C, MV 
  60’ (20’) Swim 100’ (30’), AC 3, HD 5, hp 
  23, #AT 1 (+2 spear), DG 1d6, SA Spells 
  (has web spell memorized), Stink Cloud, 
  SV F3, ML 10, XP 200 - gold torc (200gp 
  value) 
   
  Skink Royal Guard (RG) (2), AL C, MV 
  60’ (20’), AC 4, HD 4, hp 18, #AT 1 
  (spear), DG 1d6+1, SA Stink Cloud, SV 
  F4, ML 10, XP 80 - silver torc (50 gp 
  value) 
  Skink Royal Retainers (RR) (2) AL C, MV 
  60' (20'), AC 6, HD 2, hp 9, #AT 1 (spear), 
  DG 1d6, SA Stink Cloud, SV F2, ML 9, XP 
  40, Each retainer wears a silver torc (50 
  gp value) 
   
  The royal guard will move to attack and the 
  king will move behind them and cast a web 
  spell (see page 41 of the Labyrinth Lord 
  rule book). While the royal guard and the 
  retinue try to finish off the PCs, the king 
  will flee down the steps to the cavern floor 
  to safety. 
   
  Treasure: Ring of All Speech--When 
  worn, the wearer can speak and 
  understand any spoken language. Wooden 
  (locked/trapped) chest has 17pp, 59gp 
  and 137sp. 
   
  Trap Trigger failed roll - effect: chest heats 
  up causing 1d4 damage.  
   
   
   
  
  9 
   
  Temple of the Horned Goddess 
  (Maximum 120 XP ) 
   
  Encounter 6 – Audience Chamber 
  Set the Scene 
  The entrance to the skink lair is very close 
  to the sunken temple. The skinks have 
  never explored the area because of self 
  preservation and the fear of the unknown. 
  The temple has sunk over time into the 
  marshy ground of the jungle. The roof is 
  now almost level with the jungle floor. The 
  only way to get down would be to use 
  ropes or a magical spell (i.e. levitation, 
  flying, etc). Just as the heroes approach 
  the opening to the temple, two Orc will 
  gather vine rope and move off to hid in the 
  jungle.  
  The Orc brethren are currently on the 
  losing end of a battle with some Ghouls in 
  the temple below. The survivors have only 
  just arrived in the audience chamber and 
  are quite terrified, tired and disorganized. 
  Just as the first characters come down into 
  this chamber. Because of this, the Orcs 
  are not expecting anyone, but other Orcs, 
  to drop and rope and descend into the 
  temple. The chance of surprise is only 
  30%. 
   
  Read or Paraphrase: 
   
  Your party has just completed a harrowing 
  jungle trek. Many obstacles and monsters 
  were overcome. Up ahead you see what 
  looks like a man-made stone structure on 
  the jungle floor. As you move closer you 
  see that part of the stone has collapsed 
  revealing an opening in the ground. Your 
  light source can barely make out a floor 
  about 15’ below. 
   
  If one of the characters make a descent, 
  roll for initiative and read: 
   
  As you make your way into the chamber. 
  Your light brings this room into focus. 
  Majestic tiled reliefs of people and 
  creatures tending to fields of wheat, corn 
  and other grains line the walls. Nine huge 
  hand-worked columns support the ceiling 
  in spanned arches. A large, tiled star 
  points to a massive iron structure against 
  the northern wall. Three exits can be seen-
  -one to the south through an archway, 
  another is a closed wooden door to the 
  east, and the third is in the northeast part 
  of the chamber leading to the west. 
   
  Having only recently discovered these 
  ruins, the Orcs are here guarding the only 
  entrance they know of. 
   
  Action 
  Fang Smasher Orc Tribe Scouts (4), AL 
  C, MV 120’ (40’), AC 6, HD 1, HP 5, #AT 
  1, (short sword or spear), DG 1d6, SV F1, 
  ML 8, XP 10. 
  Treasure: Each orc carries 1d20 gp each. 
   
  The Orcs will fight until one of them is 
  wounded or killed since this is not their lair 
  to defend. They will seek to move down 
  the hall towards the training room to seek 
  reinforcements. Little do they know that 
  their fellow scouts have met their demise 
  at the hands of the ghouls.  
   
  If they are trapped between the PCs and 
  the ghouls, the Orcs will attempt to rush 
  through the PCs and escape out the roof 
  entrance.  
  
  10 
   
  Encounter 7 - Hearth Room      
  (Maximum 532 XP) 
   
  Set the Scene 
  Place the characters at any entrance to 
  this room. The room will be completely 
  dark. 
   
  Read or paraphrase: 
   
  The room has some reliefs of the harvest 
  time carved into the walls and around a 
  huge fireplace. A small pile of bones and 
  rags lie on the floor. A flock of small two-
  headed winged creatures hang from the 
  ceiling. They immediately take flight and 
  swarm to the ground. 
   
  Cryo Stirges (15) AL N, MV 30’ (10’) Fly 
  180’ (60’), AC 7, HD 1, HP 5,  #AT 2 
  (breath weapon or beak), DG 1d4/1d3, SV 
  F1, ML 9, XP 30. SA first attack gains +2 
  to hit as the Cryo Stirge swoops down 
  using its breath weapon. If it is a 
  successful hit, the victim must save vs 
  breath weapons or take 1d4 damage.   
   
  Action 
  The Stirges will immediately release from 
  their ceiling perch and swarm, en mass, to 
  any creature entering the hearth room. 
  They use their cold breath weapon on the 
  first run. On the second and subsequent 
  attacks the Cryo Stirge will attempt to 
  attach itself to the victim, having two 
  attacks (one per head) each round. If a 
  beak attack is successful, the Cryo Stirge 
  will do automatic damage by sucking blood 
  (1d3) each round thereafter until removed 
  or killed.  
  A Cryo Stirge that is attached will be easier 
  to hit, giving the opponent +2 to attack. [LL 
  note: Make a morale check when the first 
  Stirge is killed and if successful, make 
  another morale check when 50% of the 
  Cryo Stirges have been killed.]  
   
  The Stirges use the chimney to get to the 
  outside. The top of the chimney is smaller 
  than the bottom. Only a halfling or gnome 
  would have any chance (40%) of climbing 
  to the surface. 
   
  Treasure: A ruby gem (45gp value) and 
  37gp are scattered around the room from 
  past victims. 
   
  Treasure: Ring of Piety - This ring gives 
  the wearer a +3 bonus to saving throws, a 
  +1 bonus to wisdom, and allows the 
  wearer to memorize double the number of 
  spells for levels 1-4. This ring only works 
  for single class clerics or druids.  
   
   
   
   
   
   
   
  
  11 
   
  Encounter 8 - Chapel                 
  (Maximum 1125 XP) 
  Set the Scene 
  This encounter will really test the 
  adventuring party. The animated statues 
  will remain still until three or more 
  characters near the center of the room. 
  They are tasked with guarding the chapel 
  against any intrusions. They have the 
  ability to detect clerics (of any alignment) 
  and will not attack them. The statues are 
  expertly crafted to depict satyrs. The eyes 
  are green gems and the skin is white 
  marble streaked with gray. 
   
  Roll for initiative and read the following 
  when at least three adventurers are 
  near the center of the room: 
   
  The tiled mosaic theme continues in this 
  room. The walls are covered with 
  depictions of humans and other creatures 
  bowing and worshiping a horned woman 
  standing on a pedestal. The ceiling has 
  been painted to resemble a field of wheat 
  recently harvested. A stone statue of a 
  satyr stands in each of the four corners of 
  the room. 
   
  Animated Statues (3) AL N, MV 60’ (20’), 
  AC 4, HD 5, HP 18, #AT 2 (fists), DG 
  2d6/2d6, SV F5, ML 12, XP 200 
   
  Action 
  The animated satyr statues will become 
  "active" and attack the PCs. Remember, 
  they will not attack any cleric. The satyrs 
  will actually move out of a cleric’s way to 
  avoid hitting him. The PCs may eventually 
  notice this and use this to their tactical 
  advantage. If the PCs attempt to leave the 
  room, the statues will follow for 50’ and 
  then return to the chapel. 
   
  LL note: The secret door in the chapel is 
  locked and trapped by a pendulum 
  hammer. Unless the trap is detected, it will 
  swing down into the doorway causing 1d6 
  damage when the door is opened. 
   
  Treasure: Small gold statue of a horned 
  woman (150gp value), 4 emerald gems 
  encrusted on a small bronze bucket (75gp 
  value each).  
  The animated statues have emeralds for 
  eyes (75gp value each). Also in the chapel 
  is a potion of infravision. This potion 
  grants the imbiber infravision out to a 60' 
  range. It has no affect on those already 
  possessing infravision. The duration will be 
  3d4 hours. 
   
   
  
  12 
   
  Encounter 9 - Training Room   
  (Maximum 1840 XP)  
  Set the Scene 
  This room was used by monks to hone 
  their fighting skills and the straw men were 
  used as moving targets. The straw men 
  were forbidden to hold edged weapons. 
  The monks are no more, yet the straw men 
  have remained. Throughout the years they 
  have become hateful and bitter at the 
  treatment they have had to endure at the 
  hands of the monks. Unable to leave the 
  room, they wait ready to exact revenge 
  upon anyone that enters. 
   
  Read or paraphrase: 
   
  You enter a chamber that is 30’ wide and 
  50’ long. Human-sized figures fashioned of 
  straw and wood lie against the wall. 
  Hundreds, if not thousands, of cuts have 
  been made to the walls from many weapon 
  strikes. 
   
  Straw Men (4) , AL C, MV 40’ (20’), AC 8, 
  HD 5, hp 23, #AT 2 (club), DG 1d6, SA 
  Hayseed (see below), ML 12, XP 460. 
  Once per day a straw man can emit an 
  irritating cloud of pollen. The pollen cloud 
  will affect every creature within 40’. This 
  will make them cough and sneeze causing 
  -2 to hit for 1d6 rounds. 
  Fire based attacks will do double damage 
  to the straw men. 
   
  Action 
  The straw men will become activated as 
  soon as any character enters the room. 
  The straw men will pickup their clubs and 
  immediately attack with silent fury. If the 
  straw men suffer losses, they will emit 
  clouds of hayseed pollen.  
  The PCs must save vs breath weapons or 
  suffer -2 to hit for 1d6 rounds. The straw 
  men will attack until destroyed. If attacked 
  by fire they will take double damage due to 
  their flammable nature. 
   
  Treasure: +3 Spear, “Scholar’s Brush”-
  This 7’ spear created by the monks of the 
  Horned Goddess is made of white wax 
  wood with an 8 inch long spear head made 
  of a combination alloy, Mythinen and steel, 
  at its tip. It has a thick red tassel which is 
  used to distract the enemy.  
  The “Scholar’s Brush” functions as a +3 
  spear and has the following special ability-- 
  the wielder can block any melee attack 
  made against him or deflect any missile 
  attack by hitting the opponent’s AC.  
  This can be done a number of times per 
  round equal to the wielder’s number of 
  attacks. This function is used in lieu of 
  making an attack that round. 
   
  Also two potions of Cure Light Wounds 
  can be found among the rusty weapons 
  scattered around the room. 
   
   
   
   
  
  13 
   
  Encounter 10 - Weapons Vault 
  (Maximum 50 XP)  
  Set the Scene 
  Place the characters near the open 
  archway leading to the vault. There is no 
  light source inside vault at this time.  When 
  the PCs enter the room and observe the 
  contents, the Dream Monsters will "throw" 
  down rocks to attack the heroes from the 
  ceiling above. 
   
  Roll for initiative and read or 
  paraphrase: 
   
  Stacks of rusted spears, swords, and 
  shields line the walls. An iron lamp hangs 
  from a chain attached to the ceiling in the 
  middle of the room. 
   
  Mind Ripper (1) , AL N, MV 60’ (20’), AC 
  5, HD 1, hp 6, #AT 1, DG 1d6 (bite) + save 
  vs. poison, SD Illusions (see below), ML 8, 
  XP 50 
   
  Action 
  Damage from the Mind Ripper seems to 
  originate from natural occurrences; PCs 
  who come in contact with the dream 
  monster sustain 1d6 hp of damage from 
  what appears to be falling rock. In such 
  cases, the "falling rock" hits the victim's 
  head or chest area, and each PC who is 
  affected must roll 1d20 to remain 
  conscious.  
  (This is actually a “save vs. poison" to 
  determine if the monster's poison puts the 
  character to sleep. Characters who fail the 
  save remain asleep for one hour.) 
   
  If the players get suspicious and state that 
  their characters believe that this is an 
  illusion, then the PC with the highest INT 
  should "save against his INT”. On a 
  successful roll, the illusion fades and the 
  party sees the actual form of the dream 
  monster--a 2’ tall gray spider. 
   
   
  Treat the Mind Ripper as any normal 
  spider after the illusion fails. If the Mind 
  Rippers hit points are reduced to 50% or 
  less, it will attempt to flee through the 
  arched doorway in the room. 
   
  Treasure: Rod of Spell Storing 
  This powerful rod can store spells cast into 
  it to be used at a later time. The rod can 
  hold 2d6 + 3 spell levels of either cleric or 
  wizard spells but cannot hold both types at 
  the same time. The spells must be cast 
  into the rod to be stored, and any spell 
  caster can place spells into the rod 
  regardless of the caster’s level.  
  If too many levels of spells are stored in 
  the rod, or if a cleric spell is cast into the 
  rod holding wizard spells (or vice-versa), 
  the rod will release all stored spells at 
  random targets and crumble to dust. 
   
  Once spells are stored, the caster who 
  knows the command word can invoke a 
  stored spell. Each spell has a different 
  command word, set by the caster of the 
  spell when the spell is stored.  
  There is a 20% chance (non-cumulative) 
  that if all stored spells are cast, the rod will 
  crumble to dust. Otherwise, the rod can be 
  reused. All rod spells are cast at the 
  current wielder’s level.  
  
  14 
   
  Encounter 11 - Granary             
  (Maximum 372 XP) 
  Set the Scene 
  This long hallway was used by the temple 
  monks as storage for grain. Some of the 
  grain has been blessed and placed in a 
  special bowl hanging from a wall mounted 
  statue at the far end of the granary. This 
  blessed grain is the key to open the doors 
  to the Temple Chamber. 
   
  Roll for initiative and read or 
  paraphrase:   
   
  Piles of rotted sacks and barrels are 
  stacked in holding areas along this large 
  hall. This area may have once stored 
  grain. Part of a large door has been 
  smashed at the western end with debris 
  scattered on the floor. Strange, motley 
  creatures approach you from the end of 
  the hall. With mouths hanging open, they 
  let out a chilling scream and move towards 
  you. 
   
  Ghouls (6), AL C, MV 90’ (30’), AC 6, HD 
  2, HP 9, #AT 3 (2 claws, bite), DG 
  1d3/1d3/1d3 + SA, SV F2, ML 9, XP 47. 
  Any successful attack requires the 
  opponent to make a saving throw vs 
  paralysis. If the victim fails, the paralysis 
  lasts 2d4 rounds. All humans slain will rise 
  to become ghouls in 24 hours, unless a 
  bless spell is cast upon the body. 
   
  Action 
  The ghouls “live” in and around the crypt 
  area. They are cursed monks, tasked to 
  protect this area from intruders. They 
  will  not pursue opponents past the 
  audience chamber door. 
   
  Treasure: Each ghoul carries a small 
  silver holy symbol (6) around its neck. 
  The symbol is a woman's face with horns. 
  (15gp value to the right buyer) 
   
   
   
  
  15 
   
  Encounter 12 - Crypt                 
  (Maximum 1760 XP) 
   
  Set the Scene 
  The characters would have defeated the 
  ghouls at this point and may be in need of 
  some healing. Place the PCs at the 
  entrance of the circular crypt room. 
   
  Read or paraphrase:  
   
  You see a rather long room with a closed 
  iron door at the southern end. Situated 
  along the western wall are two closed 
  stone crypts. Several bodies of fallen orcs 
  lie near the tombs. The walls are plain 
  stone with no decorations of any kind. 
   
  Mummies (2), AL C, MV 60’ (20’), AC 3, 
  HD 5+1, HP 24, #AT 1, DG 1d12, SA 
  Disease, SV F5, ML 12, XP 860 
  Any being seeing a mummy must make a 
  save vs paralysis or become paralyzed 
  with fear. This effect will cease if the 
  mummy leaves the victim’s line of sight or 
  if the mummy engages in combat. When 
  an opponent is hit they take 1d12 damage 
  and succumb to Mummy Rot. Mummy Rot 
  can only be removed by a remove curse 
  spell. Victims heal at 1/10th the normal 
  rate. 
   
  Special Defense: Mummies are unaffected 
  by charm, sleep and hold spells. They can 
  only be harmed by magical weapons, 
  spells, and fire-based attacks. 
   
  Action 
  Some members of the orc scouting party 
  didn't make it out of the crypt area before 
  dying at the hands of the ghouls. If the 
  characters attempt to open the crypts, this 
  action will animate the remains into the 
  mummies. The mummies will attack with 
  fury but will not follow any PCs that retreat 
  past the audience chamber door. 
   
  Treasure: One crypt will contain a Ring of 
  Damage Absorption. This ring is usually 
  found as a platinum ring set with a blue 
  diamond, and is most often found near a 
  mutilated body! The ring detects as magic 
  but does not reveal other details. While 
  wearing the ring, the user takes no effect 
  whatsoever from anything (weapons, 
  spells, poisons, etc.). Any effect or 
  damage is stored within the ring (no limits). 
  When the ring is removed (or falls off), all 
  damage, spells, etc, are released on the 
  former wearer. The ring can be removed 
  without releasing damage only by casting 
  a dispel magic and a remove curse at the 
  same time that the ring is removed (and 
  even if this is done, all damage, spells, etc, 
  will still remain in the ring). 
   
  In stressful situations the ring has a 
  tendency to slip off the finger of the wearer 
  (will fall off on a 1 on 1d12 - how often to 
  roll is up to the LL). The ring cannot be 
  fixed in place by any means! If a glove is 
  worn over the ring, the glove will fall off 
  also, even if the glove is sewn or tied to a 
  shirt sleeve, etc.  
  The ring will be highly coveted by thieves 
  for its obvious value. It holds every spell, 
  whether good or bad, and therefore any 
  damage taken can have healing spells 
  such as cure light wounds cast after them 
  (or before) and will be released 
  simultaneously with any and all damage 
  that was stored. This way damage that 
  would normally kill a character can be 
  cured while the ring is on, and when the 
  ring is removed the healing is subtracted 
  from the damage before the character 
  takes it. 
   
  The other crypt will contain a potion of 
  nutrition. The imbiber of this potion can 
  survive for one week without needing any 
  food or water, and will suffer no ill effects 
  as a result. Also found are 20 gold pieces.  
   
  The Orcs, if searched, have 15gp and 
  29sp each. 
  
  16 
   
  Encounter 13 - Temple Chamber 
  (Maximum 4420 XP)  
  Set the Scene 
  The door to this room is magically sealed. 
  The only way to open it is with blessed 
  grain from the statue in the granary room. 
  The PCs must pour the grain into the 
  cupped hands which then triggers the 
  magical lock to open. The metal wall will 
  become a door and open for the heroes.   
   
  If the PCs move into the chamber read 
  below:  
   
  As you take a step into the room its 
  appearance starts to change. The floor 
  becomes a wheat field that has been 
  recently harvested. The walls that were 
  once plain stone become tall grass, 
  reaching all the way to the ceiling. The 
  ceiling looks like the sky with clouds 
  floating high above. In the center of the 
  wheat field a star-burst has been carved 
  pointing towards a raised dais. Beyond 
  that a stone stairway leads to a raised 
  platform on which sits a statue of a horned 
  woman holding a scythe. 
   
  These changes are an illusion that cannot 
  be dispelled by any magical or non-
  magical means. The Horned Goddess 
  wanted her worshippers to be comfortable 
  in her presence and the wheat fields gave 
  comfort. 
   
  Action 
  The barbed Hellings will appear out of the 
  tall grass on both sides when the PCs get 
  halfway into the room. They will move 
  slowly and cautiously, swinging their heads 
  back and forth to get a better look at the 
  intruders. Occasionally they will bat their 
  wings in fury without taking flight.  
   
  A barbed Helling will call out in a slurred 
  voice: “Why have you desecrated our 
  Goddess’s Temple? Why do you not bow 
  down to the great Ta’nask?” 
   
  Regardless of the PCs reply, it will say, 
  “Your response is of no consequence. We 
  have deemed you unworthy to be in this 
  place. Prepare to meet our Goddess in the 
  afterlife and be damned to suffer eternal 
  pain for violating her blessed temple!”  
   
  They will attack with full fury. 
   
  Barbed Hellings (3) AL C, MV 90’ (30’) 
  Flying 120’ (40’), AC 3, HD 7, HP 32, #AT 
  3 (2 claws, bite), DG 1d8/1d8/2d6, SA 
  dazzling light causing blindness for 1d4 
  rounds. SD invisibility once per day, SV 
  F7, ML 10, XP 1140 
   
  A barbed Helling looks like a large lizard 
  with a set of leathery membranous wings 
  and glowing pupil-less yellow eyes. The 
  creature’s fore and hind limbs end in two-
  toed claws with wicked barbs. A serpentine 
  tail rounds out the Helling’s fearsome 
  appearance. A thick slime covers this foul 
  beast but is not poisonous. The Hellings 
  eyes can emit a dazzling bright light which 
  blinds all opponents within 30' who fail to 
  save vs. petrifaction. 
   The effect lasts for 1d4 rounds. This 
  blindness causes a -2 penalty on 
  Dexterity-based skill checks. All checks 
  and activities that rely on vision (such as 
  reading and Spot checks) automatically 
  fail. all opponents are considered to have 
  total concealment (50% miss chance) to 
  the blinded character.   
  Player characters who remain blinded for a 
  long period of time grow accustomed to 
  the these drawbacks and can overcome 
  some of them. The Helling also has the 
  ability to turn invisible once per day. 
   
  Treasure: A giant emerald is set into one 
  of the statue’s eyes (1000gp value) but the 
  other eye is vacant. 
   
   
  
  17 
   
  New Monsters 
   
  Skinks 
  No. Encountered 1d20 
  Alignment Chaotic 
  Movement 60’ (20’) Swim 100’ (30’) 
  Armor Class 5 
  Hit Dice 3 
  # of Attacks 1 
  Damage 1d6 (spear) 
  Special Attack Once per day - emit a foul 
  smelling scent 
  Save F3 
  Morale 9 
  XP 65 (Females 10 XP each) 
   
  Description: Skinks are small reptilian 
  humanoids with gray and white bushy tails-
  -a cross between a skunk and a lizard. 
  They live in tropical groves and swamps. 
  They are fast and stealthy ambushers that 
  are bipedal in nature.  
   
  Culture: Skink culture is crude and primal. 
  They are primitive in technology and most 
  of their weaponry is made of stone, bone, 
  and wood. They do use soft metals like 
  gold in ornaments and clothing, but their 
  natural fear of fire makes it hard for them 
  to work these metals. 
   
  Skinks are ruled by religious councils and 
  they revere the Great God Urmungl, a 
  Chaotic deity who doesn't actually stand 
  for anything, but simply demands 
  obedience from its followers. The 
  priesthood rules with an onyx fist and 
  skinks must make ritual sacrifices often. 
   
   
   
   
   
   
  Barbed Hellings 
  No. Encountered 1d4 
  Alignment: Chaotic 
  Movement: 40’ (10’) Fly 120’ (40’) 
  Armor Class 3 
  Hit Dice 7 
  #Attacks 3 (2 claws, bite) 
  Damage 1d8/1d8/2d6 
  Special Dazzling light causes blindness, 
  invisibility 1x per day 
  Save F7 
  Morale 10 
  XP 1140 
   
  AL C, MV 90’ (30’) Flying 120’ (40’), AC 3, 
  HD 7, HP 32, #AT 3 (2 claws, bite), DG 
  1d8/1d8/2d6, SA dazzling light causing 
  blindness for 1d4 rounds. SD invisibility 
  once per day, SV F7, ML 10, XP 1140 
  A barbed Helling looks like a large lizard 
  with a set of leathery membranous wings 
  and glowing pupil-less yellow eyes. The 
  creature’s fore and hind limbs end in two-
  toed claws with wicked barbs. A serpentine 
  tail rounds out the Hellings fearsome 
  appearance.   
  A thick slime covers this foul beast but is 
  not poisonous. The Helling’s eyes can emit 
  a dazzling bright light which blinds all 
  opponents within 30' who fail to save vs. 
  petrifaction. The effect lasts for 1d4 
  rounds. This blindness causes a -2 penalty 
  on Dexterity-based skill checks. All checks 
  and activities that rely on vision (such as 
  reading and Spot checks) automatically 
  fail. all opponents are considered to have 
  total concealment (50% miss chance) to 
  the blinded character. Player characters 
  who remain blinded for a long period of 
  time grow accustomed to the these 
  drawbacks and can overcome some of 
  them 
   
  Hellings have the ability to render 
  themselves invisible once per day. 
  Generally, they use this ability to 
  unbalance a party of adventurers 
  trespassing in their lair. 
  
  18 
   
  “That’s a Wrap” - Ending the adventure 
  With the barbed Hellings destroyed and 
  the skink threat eliminated the outpost of 
  Hardin’s Point can rest easy..for now. 
   
  The adventurers are hailed as heroes 
  upon their return to Hardin’s Point. Word 
  spreads to the surrounding mines that the 
  skink threat and the mysteries of the 
  sunken temple have been revealed (much 
  to the chagrin of Captain Parath). The 
  outpost will want to have a festival 
  honoring the players and they will always 
  be welcomed in Hardin’s Point.  
   
  Future adventures 
  There are a number of other adventure 
  ideas that can start from Hardin’s Point. 
  Here a few suggestions: 
  • 
  There are rumors that a compass-like 
  device was placed in a ancient fortress 
  up the coast that the jungle has 
  completely claimed in vegetation. The 
  compass artifact has the ability to 
  located a vault with the FarDeep that 
  holds untold treasures. 
  • 
  Pearl farms, up the coast, have come 
  under repeated attacks by creatures 
  from the sea. They are looking for stout 
  adventures to defend their property 
  and defeat the marauders. 
  • 
  The adventures move into the interior 
  of the jungle and discover a small 
  village of Halflings have has been 
  struck by a plague. Many members of 
  the village have died or will die soon 
  without a cure. The village healer 
  knows the cure to the plague but is to 
  weak to gather the herbs needed. She 
  agrees to give the players a map to the 
  area where the herbs grow. The area is 
  a swampy region that has been 
  overrun by undead. 
   
   
  Pre-generated Player Characters 
  Bral Paradhus 
  Bral wears close fitting breeches of a rich, 
  reddish brown leather and a sleeveless 
  leather vest. Medium of height and stature, 
  he has fair hair and bronze skin. His prize 
  possession is a royal blue cloak 
  embroidered with silver thread. Arcane 
  symbols are stitched along the hem and 
  appear to sparkle in the moonlight. Bral is 
  handsome and unlike many of those 
  studying the arcane arts, appears to be a 
  bit of a ladies’ man. 
   
  Bral loves the mastering of a new spell, 
  and he is secretly in awe of the power of 
  arcane manipulation ... but life seems to 
  consist of far more than mere studious 
  application. There are new horizons to 
  explore, new challenges to meet, on 
  occasion new risks to take. 
   
  Stats: Magic-user 5th level, AC 4, HP 15, 
  Str 11, Int 15, Wis 10, Dex 13, Con 12, Chr 
  14 
  Armor: Bracers of Armor (AC 5) 
  Weapons: Dagger, staff with continual light 
  cast upon it 
  Equipment: Small leather bag, backpack, 
  iron rations (1 week), spellbook with the 
  following spells: 1st level--hold portal, light, 
  shield, sleep, 2nd level-rope trick, false 
  gold, magic mouth, ray of enfeeblement, 
  knock, 3rd level--feign death 
   
  
  19 
   
  Hud Ardgough 
  Towering well over 6½’, Hud is 200 lbs of 
  muscle. His black chain armor covers the 
  traditional garb of his kinsmen. The tartan 
  of the rugged hill folk of the west. Hud’s 
  flame red hair is braided into a long 
  ponytail and likewise his long forked beard. 
  A large wooden round shield is 
  emblazoned with the red horse, his tribe’s 
  totem, and checkered with the tartan of the 
  hill folk. 
   
  Like many of the young warriors of his 
  tribe, Hud felt the sea calling to him. 
  Wanderlust took him to faraway ports 
  where he made his living selling his sword. 
  Hud dreams of returning to his hill people a 
  famous and wealthy adventurer. 
   
  Stats: Fighter 4th level, AC 3, HP 25, Str 
  15, Int 10, Wis 12, Dex 13, Con 14, Chr 9 
   
  Armor: Chainmail and shield, AC 4 
   
  Weapons: Longsword, dagger, and spear 
  Equipment: Backpack, 50’ rope, iron 
  rations (1 week), large leather bag. 
   
   
   
   
   
   
   
   
   
  Rurik Duskblade 
  Small and slender, Rurik Duskblade’s 
  youthful appearance belies the coiled steel 
  muscle of a natural athlete. Rurik comes 
  from a clan of plains dwelling warriors 
  known for their ability to run long 
  distances. Endurance is bred into his 
  people and his monastic training of mind 
  and body have tempered the young monk 
  into a true warrior. Rurik, having taken his 
  monastic vows, wears simple garb, linen 
  robe and sandals. Like the other monks, 
  he keeps his head shaven but for a long 
  braided ponytail. 
   
  Rurik was born in the eastern plains not far 
  below the Roaring Waters Monastery in 
  Cartha. His parents died when he was very 
  young and was taken into the monastery to 
  walk the path of enlightenment. Within the 
  stone walls of the monastery, the quiet boy 
  found his calling. He began his training 
  with drive and dedication rarely seen in 
  such a young pupil. Now his training is 
  complete, he has been given his mystic 
  name at his rite of passage, and Rurik is 
  ready to embark upon a journey towards 
  greater wisdom. 
   
  Stats: Monk 5th level, AC 5, HP 21, Str 12, 
  Int 11, Wis 16, Dex 15, Con 14, Chr 11 
  Armor: None 
   
  Weapons: Longsword +1, javelins (3) 
  Equipment: hooded lantern, small and 
  large leather bags, iron rations (1 week) 
  
  20 
   
   
  1 square = 10 feet 
  
  21 
   
   
  1 hex = 5 miles 
  
  22 
   
   
  
  23 
   
   
  1 square = 5 feet 
  
  24 
   
  Open Game License 
  Version 1.0a 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or 
  co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly 
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  Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. Copyright Notice 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams, based on the 
  original material by E. Gary Gygax and Dave Arneson 
  Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel 
  Proctor. 
  These trademarks are used under the Labyrinth LordTM Trademark License 1.1 available at www.goblinoidgames.com 
   
  Temple of the Horned Goddess by Knightvision Games, Copyright 2011 Knightvision 
  Games.  knightvisiongames.com 
   
  End of License 
   
   
  
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - ST1 Temple of the Horned Goddess.pdf