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  DUNGEON BACKDROP: 
  RAGING SWAN PRESS
  THE DEATH KING’S FORLORN ISLE
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  DUNGEON BACKDROP: THE DEATH KING'S FORLORN ISLE 
  A keening gale tears across the Bitter Sea, parting the clouds above to unveil a turgid crimson moon. Ominous rumbling resounds from the 
  churning waters below. The surface of the sea boils and bubbles like a witch’s cauldron—its waves foaming and swelling like a suppurating 
  sore until a mass of jagged black rock erupts from the lightless depths. The Forlorn Isle has risen. Legend claims the small island holds the 
  tomb of an ancient king whose crimes were so heinous his name was stricken from history. After his death, the weight of his evil deeds 
  caused the isle to sink into the Bitter Sea. 
  But once every year, when the Blood Moon casts its baleful gaze upon the world, the cold brine rejects its cursed burden and the 
  Forlorn Isle rises again, eagerly awaiting fresh victims. Despite the impressive tally of adventurers lost to the basalt bowels of the so-
  called Death King’s ruined keep, many brave souls have sailed there over the years, drawn like moths to a ﬂame by legends of lost 
  ancient treasure. When dawn breaks, the bleak island sinks into the deep once more, entombing alive those who would steal its 
  sinister secrets. 
  You are a GM, but you are busy. You want to write your own modules, but you just don’t have the time. And you don’t want to use 
  commercial modules. You want to make your campaign your own. That’s where the Dungeon Backdrop line comes in! Each Dungeon 
  Backdrop presents a fully ﬂeshed out and lovingly detailed self-contained dungeon ready for you to use as you see ﬁt. Stock the 
  dungeon with your own monsters (and—perhaps—their treasure), decide their back story and you are good to go.   
  Every Dungeon Backdrop is carefully designed to be easily inserted into almost any fantasy campaign and is compatible with virtually 
  any fantasy roleplaying game. Dungeon Backdrops: we describe the dungeon, you add the monsters (and the treasure). 
  C RE DI TS 
  Design: Bart Wynants 
  Development: Creighton Broadhurst  
  Art: William McAusland, Matt Morrow and Bart Wynants. Some 
  artwork copyright William McAusland, used with permission. 
  Cartography: Dyson Logos, Tommi Salama and Bart Wynants 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2019.
  USING A D UN GEON BAC KDROP 
  Tweak and modify this dungeon to make it your own. The parts of 
  this supplement describing the actual dungeon itself feature 
  extensive space for you to make notes—adding treasure, 
  opponents and so on. 
  •
  Location Descriptions: The various location descriptions 
  provided herein only describe the basic appearance of the 
  dungeon’s rooms, chambers and corridors. They do not 
  include descriptions of any monsters lurking therein. 
  Remember when describing the dungeon to your players the 
  snarling orcs (or whatever) are probably more noticeable than 
  the room’s features. Also remember, creatures in the dungeon 
  will modify their home to better suit their needs. For example, 
  the aforementioned orcs may have set up a rough camp—
  mention these changes when describing the area.  
  •
  Treasure: The text only presents the details of minor treasures 
  the PCs could discover in the course of their adventure. Most 
  is of little value, but serves to underline the ﬂavour of the 
  dungeon. Remember to add level-appropriate treasure when 
  designing the dungeon.  
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  
  C O NTE NTS 
  D UN GEO N BAC KGR OU N D 
  Ten centuries ago, a multitude of small kingdoms jostled for 
  power in the land that would become the Duchy of Ashlar. Petty 
  rulers controlled these territories, waging constant war against 
  one another to amass wealth and power. Amongst them was 
  Raakus Muurhaja, an evil man renowned for his cruelty and 
  treachery. From his basalt fortress of Helvettiin, which stood 
  perched upon a lonely islet in the Bitter Sea, Raakus ruled with an 
  iron ﬁst. Every full moon, the tyrant sent his soldiers to pillage the 
  surrounding lands and abduct women and children. Those who 
  were carried off to his dark citadel were never seen again. It was 
  whispered Raakus served the demon lord Dagon and that his 
  captives were being sacriﬁced to the Shadow in the Sea.  
   
  Despite their animosity towards one another, the other 
  kingdoms banded together in a bid to destroy Raakus. They 
  raised a great army and besieged Helvettiin as the tyrant-king 
  rained evil spells onto the attackers from the parapets of his jet-
  black tower. After two days, the victorious besiegers sundered 
  Helvettiin’s bronze gates and Raakus was slain by King Voitto in 
  hand-to-hand combat. Fearing Dagon’s wrath, Voitto ordered his 
  men to entomb Raakus’ broken body in the dungeons beneath his 
  own fortress. Helvettiin was razed to the ground and the name of 
  Raakus Muurhaja stricken from history. 
   
  Three days after the citadel’s destruction, the isle inexplicably 
  sank beneath the sea. It rises again every year when the Blood 
  Moon hangs low in the night sky. 
  ADVENTURE SETUP O PTIO NS 
  When designing the challenges lurking in the Death King’s Forlorn 
  Isle, you have three basic options, for the isle’s setup. 
  OPTION 1: RAAKUS RETURNED! 
  Raakus is a powerful undead being (for example, a wight, lich or 
  anything else you desire). In this scenario, the Death King seeks to 
  escape his sunken prison and conquer the lands of Ashlar anew. 
  Helvettiin’s passages are crawling with the undead—the remains of 
  those who have drowned in its reeking halls.  
  OPTION 2: SHADOW OF THE DEATH KING 
  The tyrant-king may be dead, but his spirit lingers on. Raakus’ 
  ghost patiently waits for adventurers to ﬁnd a way into his crypt, at 
  which point he seeks to possess one of them; an unwitting vessel 
  to carry Raakus to the mainland. If an NPC provides the hook for 
  this scenario, they might secretly serve Dagon and seek to 
  orchestrate Raakus’ return through the heroes’ unwitting actions. 
  OPTION 3: HELVET TIIN’S HEIRS 
  With the Death King imprisoned, dormant or destroyed, evil sea-
  dwelling creatures (such as sahuagin, scrags or the like) lair in 
  Helvettiin’s ruins. This option works on its own but also works if 
  you decide Raakus and his undead servants are trapped in his 
  crypt (area 8) while other creatures roam the rest of the dungeon. 
  COLDWATER 
  In Ashlar, the nearest settlement of note to the Forlorn Isle is the 
  dismal, smuggler-haunted village of Coldwater. For more 
  information about Coldwater, refer to Appendix 1: The Village of 
  Coldwater or Village Backdrop: Coldwater. 
  Credits 
  1 
  ....................................................................................................
  Using a Dungeon Backdrop 
  1 
  ................................................................
  Contents 
  2 
  .................................................................................................
  Dungeon Background 
  2 
  ..........................................................................
  Adventure Setup Options 
  2 
  ....................................................................
  Option 1: Raakus Returned! 
  2 
  ..........................................................
  Option 2: Shadow of the Death King 
  2 
  ...........................................
  Option 3: Helvettiin’s Heirs 
  2 
  ............................................................
  Coldwater 
  2 
  ...............................................................................................
  Adventure Hooks 
  3 
  ..................................................................................
  Helvettiin and the Forlorn Isle 
  4 
  ..............................................................
  Reaching the Isle 
  5 
  ...................................................................................
  Helvettiin at a Glance 
  6 
  ............................................................................
  Generic Dungeon Features 
  6 
  ...........................................................
  Notable Locations 
  6 
  ...........................................................................
  Helvettiin 
  8 
  ................................................................................................
  1: Entrance 
  8 
  .......................................................................................
  2: Sloped Passage 
  8 
  ..........................................................................
  3: Flooded Chamber 
  8 
  ......................................................................
  4: Hall of the Guardian 
  9 
  ...................................................................
  5: Cruciform Chamber 
  10 
  .................................................................
  6: Barricaded Room 
  10 
  .....................................................................
  7: Secret Passage 
  11 
  ..........................................................................
  8: The Death King’s Crypt 
  11 
  ............................................................
  Conclusion 
  12 
  ...........................................................................................
  Appendix 1: Coldwater at a Glance 
  13 
  .................................................
  Whispers & Rumours 
  13 
  ....................................................................
  Village Lore 
  13 
  ....................................................................................
  Villagers 
  13 
  .........................................................................................
  Notable Locations 
  14 
  ........................................................................
  Notable Folk 
  14 
  ..................................................................................
  OGL V1.0A 
  15
  ...........................................................................................
  �2
  ADDITIONAL GM RESOURCES 
  Depending on your design for the Forlorn Isle, the following 
  resources might be useful to you: 
  •
  20 Things #4: Smuggler’s Lair  
  •
  20 Things #29: Lich’s Lair 
  •
  Monstrous Lair #22: Sahuagin’s Sunken Cave 
  •
  Village Backdrop: Coldwater (or other Village Backdrop if 
  you choose not to use Coldwater)
  
  A DVE N TUR E HOOKS 
  Seafaring characters could easily be shipwrecked on the sharp 
  rocks of the Forlorn Isle and explore the place in search of a 
  means of escape.  
   
  Alternatively, use one of the hooks below to lure the party to 
  the Forlorn Isle. Each of the hooks below uses a different notable 
  NPC from the village of Coldwater; if you have placed the Forlorn 
  Isle in your own campaign simply substitute suitable NPCs for 
  those names below. 
  •
  Iargo’s Fate: Last year, Iargo Itkunen (N male half-orc ﬁghter 
  1) went to Helvettiin to seek its treasures. He never returned, 
  and his mother Uzlen Itkunen (N female half-orc barbarian 1) 
  is desperate to get his body back for a proper burial. Uzlen 
  owns and operates Coldwater’s only shipwright business of 
  note and offers a reward appropriate to the characters’ levels. 
  She can also provide them with a sturdy ﬁshing boat to reach 
  the  Forlorn Isle. 
  •
  The Onyx Trapezohedron: While her motives remain 
  unclear, Elina Vuolle (LN female human wizard 6), the ruler of 
  the dismal village of Coldwater, hires the characters to 
  recover the Onyx Trapezohedron. This mystical gemstone is 
  said to have been owned by the Death King and yet 
  languishes in his sunken crypt. According to whispered 
  legend, the Death King received the black jewel from Dagon 
  himself, and it is said to be the source of his power. Elina 
  offers the party a reward consummate with their level along 
  with something else of great value—the thanks of a 
  noblewoman of Ashlar, if they retrieve the gem. 
  •
  What’s in a Name? The scholar Armas Hujanen (LE male half-
  elf wizard 5) seeks to learn the Death King’s true name, 
  claiming it can be woven into a spell to sink the cursed isle for 
  good. He pays the characters handsomely to look for clues in 
  Helvettiin, but depending on your design probably has some 
  deeper purpose. Normally Armas can be found in his home in 
  Coldwater researching the place’s strange preponderance of 
  hideously ugly villagers, but he makes a special effort to seek 
  out visiting adventurers. He offers to pay the party 
  handsomely for their efforts. 
  �3
  IN YOUR CAMPAIGN 
  Dungeon Backdrop: Death King’s Forlorn Isle is not like a normal 
  commercially available adventure. While we have done the bulk 
  of the work for you describing the dungeon in detail, setting out 
  its history, designing plot hooks to get your characters to the 
  dungeon and so on, there is still (a little) work left: you must 
  stock the dungeon with appropriate monsters and treasures and 
  make any other changes or additions you see ﬁt. In short, you 
  must make Helvettiin and the Forlorn Isle your own!  
   
  This Dungeon Backdrop is designed for use with the Duchy 
  of Ashlar and the Gloamhold megadungeon or the Lonely 
  Coast. However, the isle is entirely self-contained and so with 
  minimal effort it can be easily modiﬁed to ﬁt almost any 
  campaign world. 
   
  The major salient components of the adventure comprise: 
  •
  Sunken Island: A cursed island surfacing only once a year 
  promises a unique dungeon setting. 
  •
  Time Limit: The characters only have until dawn to explore, 
  loot and escape the dungeon. 
  •
  A Perplexing Puzzle: Helvettiin contains a clever puzzle for 
  the characters to solve; characters failing to solve the 
  problem must battle a powerful animate guardian. 
  •
  Raakus Muurhaja: The Death King was an evil tyrant who 
  ruled the land in ancient times. Legends claim he was 
  granted eternal life by Dagon. The remainder of Raakus’ 
  story has been left deliberately vague for you to design. 
  WHISPERS & RUMOURS 
  A character may hear one or more rumours about the Death 
  King’s Forlorn Isle. The character can learn this information in 
  several ways: perhaps by overhearing two locals gossiping, 
  chatting with regulars over a few drinks at the local taverns and 
  so on. Use the table below, to determine which rumours the 
  character learns. 
   
  Entries 1, 3, 4 and 6 are always true. Decide on the others 
  based on your own preferences.   
  1.
  Once every year, when the Blood Moon rises, the Forlorn 
  Isle rises from the Bitter Sea. When dawn breaks, it sinks 
  back into the sea’s frigid depths. (True) 
  2.
  Fire won’t burn on the Forlorn Isle. Both magical and 
  mundane ﬂames are quickly snuffed out by the evil magic 
  permeating the salt-caked basalt rocks. 
  3.
  Many centuries ago, an evil tyrant built a fortress called 
  Helvettiin on the Forlorn Isle. The old kings of Ashlar allied 
  against him and razed the citadel to the ground. (True)  
  4.
  Only a small section of catacombs remains of the citadel 
  which once stood on the Forlorn Isle. Entombed within is 
  the body of an evil tyrant whose crimes were so vile his 
  name was stricken from history. Sages later named him the 
  Death King. (True) 
  5.
  The Forlorn Isle sits atop the cyclopean tomb of a dark, 
  primeval god who sleeps deep beneath the sea. The Death 
  King was his faithful servant in life and the god raised him 
  from the dead as his immortal champion. 
  6.
  Few adventurers ever return from the Forlorn Isle. Those 
  who do claim the Death King’s tomb is sealed by a massive 
  stone door inscribed with a strange Elven poem. So far, no-
  one has managed to open it. (True) 
  
  H E LVET TI I N A ND THE FORLORN ISLE 
  A bleak, crag-jagged islet in the Bitter Sea, the Forlorn Isle 
  surfaces approximately one mile east of Coldwater every year on 
  the night of the Blood Moon. But one structure stands upon the 
  Forlorn Isle—the Death King’s mighty citadel of Helvettiin which 
  was reduced to rubble centuries ago. Beneath these dismal ruins 
  lie the dungeons of the fortress, accessible only via heavy bronze 
  doors set into the rock on the isle’s west ﬂank. 
   
  A rugged mass of black stone, pock marked by barnacles and 
  swathed in reeking seaweed is all that now remains of the isle. 
  Crabs, clams and other shellﬁsh brought up from the bottom of 
  the sea provide a feast for countless seagulls whose screeching 
  ﬁlls the fog-shrouded sky with their shrill, haunting cacophony 
  which mariners say are the screams of all those souls lost on and 
  near the isle.  
   
  Measuring but a half-mile across, the Forlorn Isle takes little 
  time to explore. 
  1.
  The Bitter Sea: Jagged rocks lurk just beneath the surface of 
  the dark, choppy waters. A shallow-keeled boat is the best 
  option to reach the isle. Even then, the characters must 
  navigate the treacherous waters and avoid being 
  shipwrecked. 
  2.
  Black Silt beach: Pitted yellow bones and 
  rusted weapons— the remains of 
  those who besieged 
  Helvettiin ten 
  centuries ago—
  jut from the 
  j e t - b l a c k 
  s l u r r y 
  covering the ground like so many charnel toadstools. If you 
  are using “Optional Event: Rival Party” footsteps lead through 
  the foul slurry to area 6. 
  3.
  Crags: Impaled upon the countless sharp spires of rock are 
  the wrecks of several small and medium-sized boats. The cliffs 
  on the isle’s west side are 50 ft. high and slick with algae.  
  4.
  Grove of Sacriﬁce: Thick, reeking seaweed hangs from this 
  dismal copse of dead, blackened trees like slimy spider webs. 
  Nailed to the trunks and hidden beneath layers of algae and 
  barnacles are the barnacle-encrusted skeletons of over a 
  dozen victims; their weathered skulls gazing out unseeingly 
  across the churning sea. 
  5.
  Citadel Ruins: Rising 30 ft. above the surrounding rubble like 
  a glistening black needle, a single crumbling tower wall forms 
  the sole remnant of the Death King’s dark citadel. On stormy 
  nights, the tip is wreathed in a nimbus of blue-green ﬁre; a 
  phenomenon known as “Serat’s Torch”; mariners consider it  a 
  warning from the sea goddess herself. 
  6.
  Dungeon Entrance: This foreboding cavern hewn into the 
  cliffside hides the only known entrance to Helvettiin’s dreary 
  dungeons. When the characters reach this locale proceed to 
  “Helvettiin at a Glance”. 
  �4
  
  RE ACHI NG T HE ISL E 
  Whenever the Forlorn Isle rises, the very waters roar at its 
  abomination and the howling wind rails against such an unholy 
  blight. More often than not, a raging storm follows in the wake of 
  the Forlorn Isle’s resurgence, increasing the danger and difﬁculty 
  involved in reaching its black-silted shore. Unless the characters 
  possess magical means of reaching the isle, getting there by boat 
  is their only option.  
   
  In order to reach the Forlorn Isle by boat, a character steering 
  the boat must be vigilant against hidden dangers. The party 
  suffers 1d3 events on the way to the island. Effects preceded by 
  “A” occur only when the result is rolled a second time 
  1.
  The painful groan of splintering wood brieﬂy drowns out the 
  thunder’s roar as the boat grinds across sharp rocks lurking 
  beneath the surface. 
  A. The characters’ boat breaks apart on some hidden rock 
  and the party is shipwrecked, washing ashore on the 
  Forlorn Isle’s black beach. The characters are now stuck 
  on the isle without a ready means of escape and are 
  possibly missing some of their equipment and supplies. 
  (In this instance, “Optional Event: Rival Party” provides a 
  means for the party to escape the island.) 
  2.
  Barbed lightning strikes the waves nearby, followed by a 
  cacophony of rolling thunder. 
  A. A ﬁery bolt strikes the boat! All characters suffer 3d6 
  electricity damage (save against breath weapon halves) 
  and the boat catches ﬁre. 
  3.
  Driven by the lashing gale, a massive wave approaches! It 
  rises like a black wall, towering menacingly above the 
  characters before crashing down, swamping the boat. 
  A. The wave is strong enough to knock a character 
  overboard. (The character must roll equal to less than 
  their Strength score on 5d6 or be knocked overboard). 
  4.
  As a nearby ﬂash of lightning illuminates the sea, one 
  character catches a split-second glimpse of an enormous pale 
  grey tentacle writhing just beneath the water. 
  A. The same character sees a great three-lobed alien eye 
  staring back at them from the deep and is affected as 
  though by a fear spell (save against spell negates). 
  5.
  Floating face-down in the frozen brine is the corpse of a 
  fellow adventurer, slain by the creatures of Helvettiin. 
  A. 1d4 zombies latch onto the boat and attack the 
  characters. 
  6.
  Coruscating green ﬂame blazes from Helvettiin’s ruined 
  tower. A character wise in the ways of religion interprets this 
  as a warning from Serat, Mistress of Storms, to turn back while 
  they still can.  
  �5
  OPTIONAL EVENT: RIVAL PARTY 
  The characters may not be the only ones interested in 
  unearthing Helvettiin’s treasures! At any point during the 
  adventure, a rival adventuring party may arrive at the isle intent 
  on looting its treasures. (Or these adventurers could be Dagon 
  cultists come to the isle for some unspeakable purpose).  
   
  These rival adventurers are likely to complicate matters for 
  the party. If the characters lost their vessel or equipment on the 
  journey to Helvettiin, such a rival party might provide convenient 
  replacements. The rival adventuring party comprises: 
  •
  Marke Ahti (NE middle-aged female human wizard) cares 
  only for herself and lusts after the Onyx Trapezohedron. 
  •
  Albin Toivio (CE male human ﬁghter) believes he is the 
  Death King’s descendant and dreams of claiming his 
  birthright. 
  •
  Kaarle Vaito (CE male human cleric [Braal or Dagon]) lusts 
  after the Onyx Trapezohedron and dreams of using it to 
  further his master’s goals. 
  •
  Ventla Kupias (CE female human rogue) wants loot and the 
  comforts it brings—no matter how many corpses she must 
  climb over to get them. 
  Assign these NPCs levels as you deem appropriate.
  THE ONYX TRAPEZOHEDRON 
  An ancient object of fell and awesome power, learned sages 
  have come to believe the Onyx Trapezohedron was the source of 
  the Death King’s power and a direct conduit to his fell master—
  Dagon, the Shadow in the Sea. Peasants, adventurers and other 
  uneducated types have a wide-range of wild, and often 
  implausible, theories about this transparent black stone. 
  Characters native to Ashlar—or those that spend any time 
  investigating the Onyx Trapezohedron learn the following.  
  •
  The Onyx Trapezohedron holds the souls of all those slain 
  by the Death King. He used their energy to power his most 
  powerful and evil magics. 
  •
  Hewn from the very stuff of the Abyss, the Onyx 
  Trapezohedron is not onyx at all, but something else entirely 
  more sinister. 
  •
  The Onyx Trapezohedron is the Forlorn Isle’s keystone; 
  remove it from the island and it won’t sink back below the 
  waves. Bring it back to the island once it has been removed 
  causes the isle to immediately sink again.  
  •
  The Death King’s soul lurks in the Onyx Trapezohedron 
  waiting for an unwary explorer to claim the gem as their 
  own. When they do, that person is doomed! 
  Some, none or all of the above may be true, depending on your 
  setup. 
  
  H E LVET TI I N AT A G L ANCE 
  The dungeons of Helvettiin provide a small, self-contained 
  adventure location set amid the crags of a mysterious sinking 
  island. Use the descriptions below as a starting point and adapt 
  them as necessary to suit your own design ideas.  
  GENERIC DUNGEON FEATURES 
  Ten hundred years spent at the bottom of the sea have rendered 
  Helvettiin’s drowned ruins uniformly dark, wet and slimy. All 
  dungeon locations share several generic features. 
   
  Illumination: Unless otherwise note, it is dark in the dungeon. 
   
  Walls: Skilled masons built Helvettiin’s walls in ages past. 
  Barnacles, mussels and seaweed cling to the dripping wet stones, 
  providing a rough yet slippery surface.  
   
  Floors: Loose, cracked ﬂagstones comprise the dungeon’s 
  ﬂoor. Fine silt, wet seaweed and rotting algae coat every inch, 
  making it easy to slip and lose one’s footing. 
   
  Bronze Doors: These heavy doors are pitted and tarnished 
  with age. A thick crust of peeling verdigris conceals time-eaten 
  carvings resembling a tentacled sea monster. Doors open into the 
  area they ward. 
   
  Ceiling: The barrel-vaulted ceiling in the dungeon is 15 feet 
  high and dangerously sagging in places. Grey-green stinking 
  seaweed hangs from the many cracks between the stones. 
   
  Seawater: All the water in the dungeon is salt water—it oozes 
  from the masonry and forms puddles on the ﬂoor. Silt, grey-green 
  seaweed and small crustaceans and like lurk in such puddles. 
  NOTABLE LOCATIONS 
  Helvettiin comprises the following notable locations: 
  1.
  Entrance: Great weathered bronze doors looming inside a 
  dark hollow in the rock comprise the dungeon’s entrance. 
  2.
  Sloped Passage: This narrow passage has a slippery ﬂoor 
  which descends sharply toward area 3. 
  3.
  Flooded Chamber: Long ago, this was Helvettiin’s dreaded 
  torture chamber. It now sits half-submerged in seawater at the 
  lowest part of the dungeon. 
  4.
  Hall of the Guardian: An ensorcelled statue guards the 
  entrance to the Death King’s crypt. Only those who solve its 
  riddle may pass.  
  5.
  Cruciform Chamber: This is the largest room in the complex. 
  Two hidden alcoves provide ideal spot for an ambush. 
  6.
  Barricaded Room: The dilapidated old guardroom is where 
  the last adventuring party to explore the island barricaded 
  themselves inside. 
  7.
  Secret Passage: Undisturbed since Helvettiin’s fall, seawater 
  this razor-sharp clam-lined passage lined. 
  8.
  The Death King’s Crypt: The citadel’s former prison is where 
  the Death King was entombed by his enemies. 
  �6
  DUNGEON DRESSING 
  Use the entries below, to breathe life and detail into the locales 
  described on these pages. Alternatively, use the information 
  below to describe otherwise empty areas.  
  1.
  Tiny crabs nest in the seaweed. Characters disturbing the 
  weeds are swarmed by 2d12 diminutive crabs. 
  2.
  The corpse of an adventurer lies twitching on the ﬂoor, its 
  blotchy skin bloated with rot. If disturbed, the abdomen 
  bursts open and 1d6 eels slither out. 
  3.
  Splashing noises sound from a shallow puddle where a 
  large, ill-tempered moray eel is trapped beneath the 
  seaweed. It attacks anyone who approaches. 
  4.
  A rotted skull sitting in a corner abruptly rises a few inches 
  off the ground and scuttles towards the party, gnashing 
  broken yellowed teeth. A large hermit crab inhabits the 
  skull’s brain pan. 
  5.
  A faint sulphurous odour and a slight ripple in the air hint at 
  the presence of noxious gas. It could be harmless, 
  suffocating or even explosive (unless rumour #2 is true). 
  6.
  A soft green glow shimmers across the wet basalt walls. 
  Investigation reveals the source as bioluminescent algae. 
  THINGS TO FIND 
  Use this list, to determine what minor objects or features of 
  interest the party discover if they take the time to search. Modify 
  the value of items below to suit your campaign.  
  1.
  Jet-black mussels encrust a centuries-old corpse huddled 
  against the dripping wall. The mussels contain a total of 2d6 
  blood-red pearls, each worth 10 gp.  
  2.
  A seven-foot long trident impales a cracked human skull to 
  the ﬂoor with two tines. 
  3.
  A rusted tinderbox and four unburnt torches, warped and 
  split by the salty water, lie scattered about. 
  4.
  Slimy algae cover a length of rope lying stretched across 
  the ﬂoor. Sturdy dwarven knots mark every ﬁve-foot section. 
  The nearest end is cut and frayed, while the other trails off 
  into the darkness ahead. 
  5.
  Scores of pale ﬂeshy tentacles protrude several inches from 
  cracks in the wall. They quiver slightly when approached. 
  The “tentacles” are edible molluscs feeding off the algae in 
  the dungeon. A party of hungry adventurers could subsist 
  on them for several days. 
  6.
  Four heavy, bloated wineskins hang from a tangle of 
  seaweed. While their contents have soured, the skins are 
  intact and could be used as improvised ﬂoatation or 
  breathing devices.
  
  �7
  
  H E LVET TI I N 
  1: ENTRANCE 
  Great weathered bronze doors looming inside a dark hollow in 
  the rock form the entryway to the dungeon. 
  The hollow stretches wide like the maw of some enormous sea 
  monster oozing its foetid breath. Several feet into its gullet a set of 
  tall bronze doors stands ajar, mutely beckoning—or perhaps daring
  —you to step inside. 
  Illumination: The Blood Moon’s pale crimson light illuminates the 
  entranceway with dim light. Beyond ten-foot inside, however, 
  darkness reigns. 
   
  Bronze doors: These tall double doors open when the isle 
  rises from the deep and magically close when adventurers reach 
  area 8 or interact with the statue or puzzle in area 4. They also 
  open when the Onyx Trapezohedron (found in area 8) is brought 
  within ten-foot. 
  2: SLOPED PASSAGE 
  This narrow passage has a slippery ﬂoor which descends sharply 
  toward area 3. 
  The dripping black walls of this sharply descending passage are 
  encrusted with mussels and barnacles. Strands of rank seaweed 
  and rotting algae hang from the ceiling like slimy green cobwebs.  
  Slippery Slope: The eastern branch of this passage descends ﬁve 
  feet on either side of the door leading to area 3. Characters 
  moving down the passage must roll equal or less than their 
  Dexterity score on 3d6 to avoid slipping and landing prone in 
  front of the door. 
   
  Murky Water: The water in the southern branch gradually 
  deepens to approximately two-foot deep in front of the door to 
  area 3. 
   
  Door: The door to area 3 is bolted shut from the inside, and is 
  slightly swollen with moisture. However, the mortar around the 
  hinges has worn away. 
  3: FLOODED CHAMBER 
  Long ago, this was Helvettiin’s dreaded torture chamber. It now 
  sits half-submerged in seawater at the lowest part of the dungeon. 
  Rotted seaweed and several bloated bodies ﬂoat atop a black 
  mirror of ice-cold brine in this dank, dark chamber. Heavy shackles 
  blossoming red with rust line the walls. 
  Chest-Deep Water: The water conceals an impressive array of 
  rusty torture devices, greatly hampering movement. 
   
  Doors: The doors to the side chambers have small trellised 
  windows. 
   
  Side Chambers: These contain more torture implements, as 
  well as the rotted corpse of a drowned adventurer, swathed in 
  dark seaweed.
  �8
  GM NOTES 
  The deep water in area 3 is perfect for undead or aquatic 
  creatures to hide in and ambush the characters. 
  
  4: HALL OF THE GUARDIAN 
  An ensorcelled statue guards the entrance to the Death King’s 
  crypt. Only those who solve its riddle may pass. 
  Shattered skulls and broken bones lie strewn across the cracked 
  ﬂagstones of this battle-scarred chamber, A gigantic headless, 
  four-armed giant blocks the west doorway.  
  Battle Damage: The damage to the ﬂagstones, walls and bones 
  was inﬂicted by a heavy, blunt instrument. Clever characters easily 
  identify the statue as the likely culprit.  
   
  North Doors: These heavy doors are hard to open and can be 
  pushed open with a +1 on the open doors roll. 
   
  West Doors: The doors leading west are blocked by a massive 
  statue. A short poem is engraved into the left-hand door, while the 
  right has eight images embossed upon it. 
   
  Giant Statue: The “statue” is a stone golem (or other kind of 
  animate guardian). It remains dormant until someone tries to force 
  open the west doors or turns the wrong image. Once animated, it 
  hunts down and attacks all intruders. The golem returns to its 
  dormant state in front of the doors when it has not encountered 
  any intruders for one hour. 
   
  Text: Crude Elven runes spell a strange poem, engraved into 
  the bronze doors: 
  NOW I LIVE
  DESIRE NOT SO LONG
  NO, LOST ONE 
  RISE, DEVIL 
  I WON 
  Images: Eight embossed images are arranged in a circle, 
  representing a collection of mythical creatures. Clockwise from 
  the top, they depict a: 
  1.
  Winged lion 
  2.
  Cyclops 
  3.
  Two-headed serpent (one head at each end) 
  4.
  Man-scorpion hybrid 
  5.
  Basilisk 
  6.
  Minotaur 
  7.
  Horned dragon 
  8.
  Griffon 
  Closer inspection reveals each individual image to be mounted on 
  an axle, allowing it to be turned like a key. 
  SOLVING THE RIDDLE 
  The poem is a palindrome; its sequence of letters looks identical 
  when viewed from either end. The correct solution is to turn the 
  two-headed serpent: the only creature sharing the poem’s 
  peculiar property. 
   
  When the correct answer is given, the door’s guardian steps 
  aside and the doors to area 8 creak open. 
  �9
  GM NOTES 
  A rampaging stone golem could make short work of low-level 
  characters. When faced with a lower level party, play the golem 
  as a slow, ponderous brute, giving the characters a chance to run 
  and hide until the construct returns to its dormant state. 
  (Alternatively, replace the golem with a more appropriate 
  guardian creature). 
  
  5: CRUCIFORM CHAMBER 
  This is the largest room in the complex. Two hidden alcoves 
  provide ideal ambush opportunities. 
  A single pale glowing eye without pupil or iris unblinkingly gazes 
  at you from the chamber’s centre. Seawater drips from the thick 
  curtains of algae lining the walls, ﬁlling the air with the constant 
  murmur of falling water. 
  Glowing Eye: The “eye” is a large luminescent jellyﬁsh with its 
  tentacles entangled in the seaweed wrapped around the central 
  pillar. Though harmless while trapped, it can still deliver a nasty 
  sting if disturbed or touched. 
   
  Hidden Alcoves: Concealed by curtains of dripping algae, 
  these alcoves provide an excellent hiding place or spot from 
  which to launch an ambush. 
   
  Doors: The northern door is barricaded from inside. The 
  southern door stands slightly ajar affording a narrow view of what 
  lies beyond. 
  6: BARRICADED ROOM 
  This dilapidated old guardroom is where the last adventuring 
  party to explore the isle barricaded themselves inside. 
  Huddled in the far corner are the decayed remains of a dead 
  adventurer clad in rusted chainmail. Oily, stinking water oozes from 
  the south wall, covering the stones in a waxy sheen. 
  Remains: Kept in place by the weight of its armour, the corpse in 
  the corner has remained relatively intact. A silvered crossbow bolt 
  is buried in the back of its skull. The prominent brow and broad 
  jawbone suggest the bones belong to a healthy and muscular 
  male half-orc. A pewter medallion bearing the image of Serat, the 
  Mistress of Storms, hangs from his neck. The body has been 
  comprehensively looted of all portable, valuable items. 
   
  Barricade: Several spikes and assorted debris were used in 
  barricading the doors leading to this room. It seems the southern 
  door was subsequently cleared—possibly to allow someone to 
  leave…  
   
  Oozing wall: Water seeps from a ﬁve-foot wide section of 
  stone along the south wall. The water has a distinct ﬁshy odour. 
   
  Secret Door: Marked by the area of oozing wall, this secret 
  door is easier (-1 on the d6 rolled to spot it) than normal to notice. 
  However, its mechanism is rusted and in poor repair and requires 
  a successful ﬁnd/remove traps roll to operate or a successful open 
  doors roll to force open. When the door (or the one in area 8) is 
  opened for the ﬁrst time, a deluge of reeking brine pours out 
  soaking everyone standing in front of the door. 
  �10
  GM NOTES 
  If evil aquatic creatures dwell in Helvettiin (Adventure Setup 
  option 3), area 5 is a likely place to encounter their leader. 
  The corpse in area 6 belongs to Iargo Itkunen. Those who knew 
  Iargo in life can conﬁrm this when shown his medallion of Serat. 
  Iargo’s mother, Uzlen, desperately wants his body returned for 
  proper burial. 
  
  7: SECRET PASSAGE 
  Undisturbed since Helvettiin’s fall, this passage is ﬁlled with 
  seawater and lined with razor-sharp clams. 
  The walls of this narrow passage bristle with razor-edged clams. 
  Matted strands of pale grey algae hang from the ceiling almost all 
  the way to the ﬂoor. 
  Illumination: Dripping algae extinguish all open ﬂames and 
  reduces the light radius from other sources to 5 feet (dim light). 
  The slightly swaying algae throws weird shadows on the walls 
  which look, to nervous explorers, a bit like questing tentacles. 
   
  Grey Algae:  A profession of wet and slimy grey algae hangs 
  from the ceiling, almost reaching the ﬂoor. The algae obscures 
  vision of what lies further into the passageway. 
   
  Dagger Clams: Growing up to sixteen inches long, these leaf-
  shaped clams sport keen serrated edges meeting in a sharp point. 
  Characters squeezing through the passageway suffer 1d6 damage 
  for every 5 feet moved that round; a successful save against 
  breath weapons negates this damage while moving slowly and 
  carefully at no more than half speed gives a +2 bonus to this 
  saving throw. 
   
  Secret Doors: From the secret passage, the rear of the two 
  secret doors is obvious; characters in the passageway 
  automatically spot both doors. 
  8: THE DEATH KING’S CRYPT 
  The citadel’s former prison is where the Death King was 
  entombed by his enemies. 
  The smell of mould and decay hangs heavily in this ancient prison. 
  Seven dismal cells, each one sealed by a tarnished bronze door, 
  line the walls. 
  Cell Doors: These doors have small trellised windows and are 
  bolted shut from the outside, but not locked. 
   
  Cells: Each cell holds the barnacle-encrusted, seaweed-
  choked skeleton of one of Raakus’s soldiers. 
   
  Secret Door: This secret door is easier (-1 on the d6 rolled to 
  spot it) than normal to notice. However, its mechanism is rusted 
  and in poor repair and requires a successful ﬁnd/remove traps roll 
  to operate or a successful open doors roll to force open. When 
  this door (or the one in area 6) is opened for the ﬁrst time, a 
  deluge of reeking brine pours out. 
   
  Sarcophagus: The Death King’s basalt sarcophagus is plain 
  and devoid of adornments. Its heavy lid can be pushed aside with 
  a combined Strength score of 40 or a successful bend bars/lift 
  gates roll.  
   
  On the inside of the lid, the name “Raakus Muurhaja” has been 
  scratched deep into the stone at least a dozen times. Along with 
  Raakus Muurhaja’s mouldering remains the sarcophagus contains 
  a glistening black gem of irregular cut—the Onyx Trapezohedron. 
  �11
  GM NOTES 
  Unless you decided Raakus walks again (Adventure Setup option 
  1), the sarcophagus in area 8 contains Raakus’ withered cadaver—
  the Onyx Trapezohedron clutched in one ﬁst. The ﬁngers of his 
  other hand are worn to stumps from scratching his name into the 
  sarcophagus’ lid.  
  Refer to the Onyx Trapezohedron sidebar for more information 
  about this fell stone and its powers.
  
  C O NC LUS I ON 
  When the foul creatures of Helvettiin have been defeated, the 
  adventure doesn’t necessarily end. Below are several suggestions 
  on how to continue the story. Several of the options below 
  may be combined to keep Helvettiin and the Forlorn Isle at 
  the forefront of the characters’ minds for many more months. 
  •
  Tip of the Iceberg: If the characters take the Onyx 
  Trapezohedron hidden in area 8, part of the ﬂoor in 
  area 4 collapses, revealing a labyrinth of tunnels 
  burrowing deep down into the island’s bedrock. Will 
  the characters be able to explore these hitherto 
  unknown passageways before the Forlorn Isles 
  sinks below the ocean’s waves once more? 
  •
  Fate of the Forlorn Isle: What happens to the isle 
  after the characters leave (perhaps with the Onyx 
  Trapezohedron in their possession)? Does the 
  isle sink to the bottom of the Bitter Sea, never to 
  return or does it remain on the surface as a 
  now-permanent ﬁxture? In the latter case the 
  characters might claim the ruins of Helvettiin 
  as a new base of operations. If they don’t, 
  the island is quickly visited by a succession 
  of pirates, smugglers, adventurers and 
  freebooters; more than one group are 
  bound to claim the island as their own. 
  No doubt many deaths will result as the 
  various groups battle for dominion over 
  the isle. 
  •
  Raakus’ Revenge: Countless sacriﬁces 
  to Dagon have earned the Death King 
  immortality many times over. By 
  breaching his crypt, the characters may 
  have paved the way for his return! It is 
  even possible one of the characters has 
  become possessed by Raakus’ ghost 
  (Adventure Setup option 2), which then uses 
  the unfortunate’s body as a vehicle to ﬁnally 
  escape the Forlorn Isle.  
  •
  Murder Most Foul: Assuming the characters found 
  Iargo Itkunen’s body in the barricaded room (area 6) they 
  can deduce the boy was murdered by a companion and not 
  one of Helvettiin’s creatures. If they tell his mother of their 
  discovery and suspicions she asks them to hunt down his 
  companions and ﬁnd out which one is responsible for his 
  death. Can the characters solve the year-old murder? 
  •
  The Onyx Trapezohedron: The strange black gemstone 
  found in the Death King’s crypt is said to be the true source 
  of Raakus’ powers and is a sacred object for the Shadow’s 
  followers. The cult of Dagon is prepared to go to great 
  lengths to recover the gem, and if they learn the party 
  possesses the Onyx Trapezohedron the cultists make 
  repeated attempts to secure the gem.
  �12
  
  A PPEN D IX 1: COL DWATER AT A GL ANCE 
  Ruler: Lady Elina Vuolle 
  Government: Overlord 
  Population: 188 (109 humans, 59 deformed humans, 18 half-orcs, 
  1 gnome, 1 half-elf) 
  Alignments: CN, N, NE 
  Languages: Common, Orc 
  Resources & Industry: Smuggling, ﬁshing 
  An isolated place, perched upon an inhospitable coast at the head 
  of a muddy coastal path, Coldwater is not an easy, or pleasant, 
  place to visit. Few who visit the village do so a second time. The 
  village huddles at the mouth of a steep-sided valley leading down 
  to the sea. Here, the seabed quickly drops away and the waters 
  are deep, dark and cold. 
   
  Widely (and correctly) thought of as a haven for smugglers 
  and other miscreants, rumours swirl as thickly about the village as 
  the persistent sea fogs that often blankets the place for days at a 
  time. Other rumours—whispered in taprooms up and down the 
  coast—speak of darker things: of unwholesome practises carried 
  out in worship of some ancient, depraved power; of travellers 
  going missing near the village; and of an ancient set of steps 
  buried at the base of nearby cliffs and revealed only at particularly 
  low tides. 
   
  Whatever the truth, Coldwater’s folk are sullen, distrustful of 
  outsiders and some are said to suffer from horrible deformities. 
  Even the village’s ruler—the aged Elina Vuolle—hates the place and 
  leaves its folk to mainly fend for themselves. Two powerful 
  commoner families dominate day-to-day life: the Eerolas and the 
  Purhos. Trapped in a low-grade, but vicious, family feud the two 
  families subtly work against one another and use the other 
  villagers as their pawns. Street-ﬁghts, kniﬁngs and the like are not 
  uncommon occurrences in Coldwater. 
   
  As well as being beset by all sorts of foul rumours, Coldwater 
  stands perilously close to a great swath of stunted, warped and 
  discoloured vegetation known locally as the Blight which sprawls 
  across the wind-swept hills north of the village. 
  WHISPERS & RUMOURS 
  While in Coldwater, a character may hear one or more rumours. 
  The PC can learn this information in several ways: perhaps by 
  overhearing two locals gossiping, chatting with regulars over a 
  few drinks at the local taverns and so on. Use the table below, to 
  determine which rumours the character learns.  
  1.
  Armas Hujanen is digging in his cellar for something best left 
  buried. He dug so deep, his house almost collapsed! 
  2.
  Elina Vuolle has nothing but disdain for Coldwater and its folk. 
  She’s tried to sell it—and her title—several times. 
  3.
  A mysterious set of stairs pierces the cliffs of Devil Cove; they 
  are only accessible at particularly low tides. 
  4.
  Many of the Purho are horribly disﬁgured; they take a 
  perverse pleasure in their appearance and often drown 
  healthy babies born into the family.
  VILLAGE LORE 
  A character may know something about Coldwater, its history and 
  surrounds. Determine how knowledgeable the characters are and 
  then impart some (or all) of the information below: 
  •
  Coldwater is a dump—the place is a dismal cesspit of the 
  worst sort. The people are sullen and tremendously ugly; 
  there is no reason to go there. 
  •
  he folk of Coldwater are of the worst moral ﬁbre. Many are 
  smugglers and rumours of an evil cult based in the village 
  refuse to die. 
  •
  A nearby cove has a strange feature buried in its cliffs—a 
  sunken staircase only accessible at particularly low tides. 
  VILLAGERS 
  Appearance: Dark of hair and pale of skin, many of the villagers 
  appear to be unwell in a general, non-speciﬁc way; some are 
  horribly disﬁgured. 
   
  Dress: Villagers wear loose, ill-ﬁtting woollen or leather 
  clothes suited to their trade. 
   
  Nomenclature: male Arvo, Ilari, Kaarlo, Valto, Viljo; female 
  Aila, Eeva, Helmi, Pia, Ulla; family Eerola, Itkonen, Purho, Varala. 
  D20 MALE NAME
  D20 FEMALE NAME
  1
  Arvo Varala
  1
  Pia Varala
  2
  Ilari Eerola
  2
  Ulla Eerola
  3
  Valto Purho
  3
  Aila Purho
  4
  Kaarlo Itkonen
  4
  Pia Itkonen
  5
  Viljo Eerola
  5
  Helmi Eerola
  6
  Reku Tornio
  6
  Aamu Toiva
  7
  Pentti Neuvo
  7
  Elsa Itkonen
  8
  Immo Tuuli
  8
  Tilda Kostio
  9
  Soini Viti
  9
  Rauna Tiera
  10
  Niko Miela
  10
  Ulla Miela
  11
  Antti Vartia
  11
  Siiri Vartia
  12
  Klaus Vesi
  12
  Elina Vesi
  13
  Kalle Toivio
  13
  Ilta Toivio
  14
  Manu Ora
  14
  Ventla Ora
  15
  Joakim Tiera
  15
  Veela Tiera
  16
  Erkki Mielo
  16
  Miina Mielo
  17
  Kuura Purho
  17
  Auni Purho
  18
  Kaapro Eerola
  18
  Inga Eerolo
  19
  Piri Eerola
  19
  Ilta Eerola
  20
  Auku Purho
  20
  Vinina Purho
  �13
  
  NOTABLE LOCATIONS 
  Most of Coldwater comprises peasant homes. A few locations, 
  however, are of interest to adventurers: 
  1.
  Vuolle Manor: Perched on the side of the valley, Vuolle 
  Manor overlooks the village. Its battlemented walls give 
  spectacular views of the surrounds. 
  2.
  Waterside: The harbour is the busiest—and smelliest—place in 
  the village. Here, a gallimaufry of ﬁshing vessels and small 
  merchant craft jostle for berths. 
  3.
  Itkonen’s: Here, Uzlen Itkonen builds and repairs ﬁshing 
  vessels and small merchant craft. The dockyard is always busy.   
  4.
  Sauli Eerolas’s Home: Here dwells the patriarch of the Eerola 
  family. 
  5.
  Crooked House: This partially sunken building is the home of 
  Armas Hujanen. Part of the cellar’s foundations has collapsed, 
  giving the house its name. 
  6.
  Chapel of the Mistress: Dedicated to Serat (the uncaring 
  Mistress of Storms) this small chapel is one of the most 
  substantial buildings in the village. On misty nights its bells 
  toll endlessly to guide home those still out on the water. 
  7.
  The Stooped Man: Coldwater’s only inn and tavern, the 
  Stooped Man is a bastion of cheap alcohol, surly service and 
  draughty, ﬂea-infested accommodation. 
  8.
  Atro Purho’s Home: Atro Purho dwells in this large, 
  ramshackle building. Extensive cellars intersect with a sea 
  cave; here much of the Purho’s clandestine business is 
  conducted. 
  9.
  Devil’s Cove: Strange goings on and several disappearances 
  conspire to keep the populace away from this nearby cove. 
  10. Devil’s Point and the The Sunken Stair: Only exposed at 
  particularly low tides, these stairs lead to a chamber 
  containing a seemingly unopenable pair of stone doors. 
  NOTABLE FOLK 
  Most of the population are nothing more than hardworking 
  peasants. A few, however, are of interest to adventurers: 
  Armas Hujanen (location 5; LE male half-elf wizard 5) Armas has 
  come to Coldwater to study the high incidence of deformity in 
  the populace. 
  Atro Purho (location 8; N male deformed human rogue 4) Young 
  and dynamic, Atro has an implacable hatred for the Eerolas 
  blaming them for his own ill fortunes. 
  Elina Vuolle (location 1; LN female old human wizard 6) Elina 
  hates Coldwater (and her lot). 
  Sauli Eerola (location 4; NE male middle-aged human ﬁghter 2) 
  Patriarch of the Eerola family, Sauli once served as a soldier 
  but now runs the family “shipping” business. 
  Uzlen Itkonen (location 3; N female half-orc barbarian 1) Uzlen 
  runs the local shipbuilding business and tries to stay out of the 
  Eerola’s and Purho’s feuding as much as possible.
  �14
  
  OGL V1.0A 
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  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 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Village Backdrop: Coldwater. ©Raging Swan Press 2015; Author: Creighton Broadhurst. 
   
  Dungeon Backdrop: The Death King's Forlorn Isle. ©Raging Swan Press 2019; Author: Bart Wynants. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of Dungeon Backdrop: The Death King's Forlorn Isle 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. The moral right of Bart Wynants to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  �15
  
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Dungeon Backdrop/Raging Swan Dungeon Backdrop The Death Kings Forlorn Isle/Raging Swan Dungeon Backdrop The Death Kings Forlorn Isle.pdf