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Falkrest Abbey

The document describes an adventure for exploring the ruins of Falkrest Abbey. The abbey was once a sacred site where kings and queens were crowned, but fell into ruin. The adventure details various rooms and ruins to explore within the abbey, along with treasures and monsters that may be encountered. It also provides background lore on the abbey's history and hooks to draw characters into the adventure.

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100% found this document useful (4 votes)
2K views46 pages

Falkrest Abbey

The document describes an adventure for exploring the ruins of Falkrest Abbey. The abbey was once a sacred site where kings and queens were crowned, but fell into ruin. The adventure details various rooms and ruins to explore within the abbey, along with treasures and monsters that may be encountered. It also provides background lore on the abbey's history and hooks to draw characters into the adventure.

Uploaded by

Nico
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Level 1–3 Adventure for Old-School Essentials

FALKREST
A B B E Y

by Andrea Tupac Mollica and Giuseppe Rotondo


Area numbers

Monsters N
Secret doors Rowayn
1 square = 10’
19
Portal

Statue

18 Living Statues

17
S P
P

P P
S 6
Ghost Skele- 8 7
tons
Flayed Zombie
16 15
5
13
14 Flayed Zombie
10
Wight 4
11 Icescale Viper
12 2
9
3
Bandits

Entrance
FALKREST
A B B E Y
A Level 1–3 Adventure for Old-School Essentials by
Andrea Tupac Mollica & Giuseppe Rotondo

Cover Art Layout


Zaira DIANA AXIAN SPICE

Map by:
Giuseppe ROTONDO,
created with Dungeonscrawl

Thanks to:
J. Sebastian PAGANI, Stephen SMITH, James SPAHN

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School


Essentials logo are used with permission of Necrotic Gnome, under license.

1
The Legend of the Abbey
The forlorn Falkrest Abbey in the icy Lune Mountains is where the
Queens and Kings of Yore used to be crowned and buried, along with
their treasures. According to legends, the Fountain of St. Brynedd still
pours its miraculous water somewhere inside. But what caused the fall
of the blessed Abbey?

Quick Instructions
◈ You can set this adventure in ◈ The Enchanted Secret Garden
any cold mountainous region (room 17) can’t be found from
of your campaign world, or the outside: it’s a magical place,
easily run it as a one-shot only reachable via portals,
scenario. so climbing to the roof of the
ruins is useless.
◈ Level 1 characters may find the
scenario challenging (but not ◈ The background of the abbey is
at all impossible), while level intentionally vague, so as to allow
3 will probably have an easier referees to insert the adventure
time, especially if they have in their campaigns. These are the
magic weapons. only pieces of background that
influence the adventure:
◈ Falkrest Abbey introduces a ◆ The Kings and Queens of
bunch of new monsters. Their Yore were the rulers of a
statistics can be found in the mythical past.
Monsters section (along with ◆ A kingdom of kings
all monsters included in the and knights that is still
adventure). remembered in the ballads
and poems of the bards; the
◈ The dungeon itself is a small ruins of their castles still
portion of the original abbey. remain here and there.
Collapsed ruins are all around ◆ The abbey fell when Grusom,
and above the remaining the last abbot, was corrupted
rooms. by chaos and attempted to
reach the secret garden using
a foul demonic portal.

2
Table of Contents
The Legend of the Abbey........... 2 The Knight’s Movement..................37
Quick Instructions.................... 2 The Chessboard Puzzle...................37
Table of Contents...................... 3 OPEN GAME LICENCE................ 39
Treasure & Monster Overview.4
Hooks.......................................... 6
Rumors........................................ 7
Jora’s Last Inn & Emporium....... 8
Speaking with Jora:.......................... 8
Emporium:....................................... 8
Climbing The Lune Mountains. 9
The Falkrest Abbey.................. 10
Room Descriptions....................12
1 Entrance.......................................12
2 The Frozen Cloister......................13
The Fountain...................................13
3 Herbalist’s Dispensary.................14
4 Workshop.....................................15
5 East corridor................................15
6 Ritual Chamber............................16
7 The Library................................... 17
8 Library Office............................... 17
9 Columbarium of the Knights.......18
10 West Corridor.............................18
11 Dark Antechamber......................19
12 The Abbot’s Sepulchre...............20
Grusom, The Wight Abbot.............20
13 Empty Antechamber..................21
14 The collapsed Sepulchre............ 22
15 The Guarded Antechamber....... 23
16 The Tomb of Queen Ethofled..... 24
17 The Secret Garden...................... 26
18 The Path of Knightly Virtue...... 27
19 The Hall of Crowning................ 28
Aftermath................................ 30
Monsters.................................. 32
Appendix.................................... 37

3
Treasure & Monster Overview
Where Treasure Monsters
◆ 257sp ◆ 5 Bandits
◆ Pearl necklace (500gp) ◆ 1 Cave Bear
◆ 1 Treant
Lune
◆ 2d6 Wolfs
Mountains
◆ 2d3 Mountain Goat

◆ 1 Lune Yeti
Room 2 ◆ 53gp, 17gp ◆ 1 Icescale Viper
◆ 2 x thawing oil
◆ Potion of healing
◆ Potion of levitation
Room 3 ◆ Potion of poison
◆ Potion of gaseous form
◆ Rare tea leaves (100gp)
◆ Old recipe scroll (50gp)
Room 6 ◆ Painting (100gp) ◆ 1+ Flayed Zombie
◆ Elaborate silver letter
opener (60gp)
Room 7
◆ Book of chess rules
(30gp)
◆ Spellbook
◆ Tourmaline inkwell
Room 8 (500gp)
◆ Genealogical scrolls
(500gp)

4
◆ Silver ring (50gp)
◆ Pearl earring (100gp)
◆ Silver brooch with
amethyst (200gp)
◆ Rare perfume (50gp)
◆ Chess horse obsidian
Room 9
statuette (100gp)
◆ Topaz pendant (200gp)
◆ Silver and bronze
necklace (100gp)
◆ Golden ring with a ruby
(1000gp)
◆ Silver pastoral staff ◆ 1 Wight
Room 12 (300gp), golden nose
(600gp)
Room 14 ◆ Magic morning star
◆ Candelabra (200gp) ◆ 7 Skele-
Room 15
tons
◆ Polished chain mail with ◆ 1 Ghost
a dozen aquamarines
(1000gp)
◆ Platinum signet ring
with a mother of pearl
Room 16
horse head seal (1000gp)
◆ Gold and platinum tiara
(2.000gp)
◆ Magic dagger; jeweled
sheath (1000gp)
Room 18 ◆ 2 Iron Living Statues
Room 19 ◆ Chalice (2.000gp) ◆ Rowan the Eternal
Knight

5
Hooks
These assume the group starts at a reasonably large city, and knows
the general terms of the legend of the abbey and of St. Brynedd’s
miraculous water (page 2). Hooks 1 and 2 can go together to
force the group to make a choice. See also Aftermath at the end of the
adventure before you choose!

Hooks
◆ The healer’s daughter: Myrta the healer
desperately needs a vial of St. Brynedd’s Water
for her young daughter Syf, who lays on her
1 deathbed because of the soul plague, a terrible
magic disease that is slowly detaching her spirit
from the body.
◆ Offers: 200gp and 1 healing potion.
◆ Lortag the snobbish alchemist: Wants a vial of
2 St. Brynedd’s Water for his experiments.
◆ Offers: 3.000gp.
◆ The Earl of Locklear: Has recently discovered
his family descends from the legendary Queen
Ethofled and wants to display the queen’s crown
3 in his castle. As proven by the documents found
in room 8, his claim is false, even though he
believes it.
◆ Offers: 3.000gp for Queen Ethofled’s Crown.
◆ The graverobber’s diary: A page from an old
diary mentions an abbot with a jeweled golden
4 mask buried inside the abbey, as well as the
presence of a garden leading to a treasury where
twelve jeweled golden chalices were kept.

6
Rumors
These are the rumors the characters can gather in their starting town,
spending 1 day asking around or making researchers. On a successful
CHA (asking around) or INT (research) check, each character may roll
one rumor. Roll 1d12.

1d12 Rumors
◆ During the Age of Yore, the people used to burn the
1 dead and put their ashes in urns, along with some
jewels (True).
◆ The legend holds that the Water of St. Brynedd has a
2
distinctive azure glow (True).
◆ The Queens and Kings of Yore were often depicted
3
riding a chess horse (True).
◆ The Fountain of St. Brynedd is located in a secret
4
enchanted garden (Partially true).
◆ A tale tells of the enchanted fountain that collects St.
5 Brynedd’s miraculous tears, mentioning only a few
drops are available at any time (True).
◆ The Abbey was once protected by four powerful paladins
6 called the Heronguard, whose symbols were the chess
pieces of Rook, Bishop, King and Queen (True).
◆ The Lune Mountains used to be populated by a clan of
7
sentient living trees (True).
◆ A decrepit white dragon lies in chains in the
8
underground recesses of Falkrest Abbey (False).
◆ The last abbot of the Abbey was corrupted by chaos,
9
and caused its ruin (True).
◆ From time to time, bands of graverobbers explore the
10
Abbey’s ruins looking for lost treasure (True).
◆ The abbey is haunted by ghosts, and the winter gale
11
carries their lament (Partially true).
◆ During the strongest storms on the Lune Mountains, a
12
wind demon can be heard screaming (False).

7
Jora’s Last Inn & Emporium
At the feet of the Lune Mountains. Warm and welcoming. Big old
stone fireplace. Jora offers decent rooms, food and drinks. Also sells a
selection of equipment.

Speaking with Jora:


“A dwarf came here about a week ago, headed to the Abbey. I wonder if
he ever reached the place.”

Emporium:
◈ Adventuring Gear: Items from the list of Adventuring Gear in Old-
School Essentials are available except garlic, “I can’t suffer the stench.
And I’ve never seen a vampire, have you? I don’t think those exist after all.”

◈ Weapons and Armor: Desired item from the list of Weapons and
Armour in Old-School Essentials has 1-in-6 chance of being available.

◈ Special Items available:


◆ Ancient pilgrim's diary (30gp, 1 available): A mostly boring
recount with details about sore feet, poor meals, and repentance.
1 day to read, contains 3 random rumors. Roll 3d8 on the rumor
table (not 3d12).
◆ Winter clothes (30gp, 6 available): Boots, gloves, and cloak.
Made of heavy wool and fur. Protects from mundane cold.
◆ Yeti oil (2gp, 11 available): Greasy, lumpy, dark grey. Smeared
on the skin, protects from mundane cold. Stench of rancid lard
can be perceived from 30’. Effects last 4 days or until vigorously
washed away. Jora’s secret recipe (not really made of Yeti).

8
Climbing The Lune Mountains
Steep icy mountains, breathtaking vistas. Clear morning skies,
foreboding nights.

The path to Falkrest Abbey: From the Last Inn is a 6 miles trek at
halved movement.

Cold: Characters who are not protected from the cold must make a
save vs paralysis or suffer 1 hp from the cold at the end of each day.

Random Happenings on the Lune Mountains: 2-in-6 chance per


day. Roll 1d6.

1d6 Random Happenings on the Lune Mountains


◆ 5 Bandits. Old Beorly and his four treacherous children
Bella, Joik, Torod, and Smeel (hand axes, short bows,
winter clothes). Just out hunting, may attack if the
1
characters look weak. Their hideout is nearby: a cave
with fire wood, blankets, a coffer with 257sp, pearl
necklace (500gp), flask of wine, dried meat for 20 meals.
◆ 1 Cave Bear. Looking for food. -1 to reaction if characters
2
smeared with yeti oil are within 60’ (keen sense of smell).
◆ 1 Treant. Ompholobulous Danglebeard. Random
reaction. Basically wants travellers not to disturb
3 the trees, and hates fires. Remembers the days when
monks lived in the abbey, kept the trail clear, and were
frequently visited by knights, kings, and queens.
◆ 2d6 Wolves. White fur; hungry. -1 to reaction if
4 characters smeared with yeti oil are within 60’ (keen
sense of smell). Afraid of fire; will flee if one is wounded.
◆ 2d3 Mountain Goats (2 HD Small Herd Animals).
5
Stubborn, territorial, tasty. Fight only if disturbed.
◆ Blizzard: Furious, freezing wind, raging snow. Lasts 1d6
hours. Visibility drops to 20’. Movement rates (further)
halved. Characters who are not protected from the cold
6
must save vs paralysis or suffer 1 hp from the cold. 1-in-
20 chance per hour of encountering a raging Lune Yeti.
Curiously, it will ignore characters smeared with yeti oil.

9
The Falkrest Abbey
A vast pile of ruins on the southern side of a steep, snow-covered
peak. Broken arches, dilapidated walls, dark stone blocks scattered
among the white snow.
The upper floors have crumbled long ago, yet portions of the ground
floor still stand.

Entrances: Players can enter via several paths:

◈ Main entrance (room 1).

◈ Climbing up the ruins from the outside, and then climbing down
into the cloister (room 2) using the half-collapsed stairs or a rope.

◈ Exploring the perimeter of the ruins, characters can spot the door on
the eastern wall of room 4 and remove the rubble to enter the room.

◈ IImportant note: Rooms 17, 18, and 19 are nowhere to be found from
the outside. They are a mystical place, only reachable via portals.

General construction: Gothic architecture, cold and damp masonry


of blackened stone blocks, sprayed with snow and often veiled with
ice. An eerie luminescence dimly lights the rooms inside.

Random Happenings inside the Abbey: 1-in-6 chance per turn. Roll 1d6.

1d6 Random Happenings on the Lune Mountains


◆ 2d6 Giant Rats ponder the group as possible food
1
(random reaction).
◆ 1 Icescale Vipercomes crawling and hissing (random
2
reaction). See Monsters.
◆ 1d4 Flayed Zombies attack. Ignore this result if circle in
3
room 6 is broken. See Monsters.
4 ◆ Prolonged moaning echoing in the halls.
5 ◆ Clerical chanting resonates through the air.
6 ◆ A ghostly light reverberates just behind the corner.

10
Area numbers

Monsters N
Secret doors Rowayn
1 square = 10’
19
Portal

Statue

18 Living Statues

17
S P
P

P P
S 6
Ghost Skele- 8 7
tons
Flayed Zombie
16 15
5
13
14 Flayed Zombie
10
Wight 4
11 Icescale Viper
12 2
9
3
Bandits

Entrance

11
Room Descriptions

1 Entrance
Archway, wooden double door, displaying a chess piece (a
fallen long ago. Rook, a Bishop, a Queen and a
Footprints (mud and snow, King).
humans). Frescoes on east and
west walls, under a thin layer of ▷ Frescoes, east wall: A
ice. Lowered portcullis allows crowned woman riding a
to see the cloister. white chess horse, and a
crowned man riding a black
▷ Footprints: human-sized. A chess horse.
small group. Go through the
portcullis into the cloister ▷ Lifting the portcullis:
(room 2), and turn west. Requires a combined STR 22
to lift. Unless propped open,
▷ Frescoes, west wall: Four falls back down with a loud
paladins in splendid vests, noise, alerting the Bandits in
kneeling. Each has a shield room 9.

5
13
14 Flayed Zombie
10
Wight 4
11 Icescale Viper
12 2
9
3
Bandits

Entrance

12
2 The Frozen Cloister
Open-ceiling cloister. Columns. The Fountain
Snow, frozen grass, ruins ▷ The fountain statue: Black
from collapsed upper floors. stone king and white stone
Footsteps along south wall. queen, pouring ice-cold water
Moss-covered circular fountain from a bronze amphora they
with central statue, still pouring hold together.
water. A corpse lies facedown a
few steps south of the fountain. ▷ The fountain basin: round,
15’ wide. Bronze key (to
▷ Footsteps: From portcullis, to room 11) and 53gp glisten at
room 9. the bottom of the fountain. A
weird circling movement in
▷ Door to room 9: ajar. the half-frozen liquid, like a
ghostly eel.
▷ Central archway (north
side): Half-collapsed stairway ▷ Disturbing the water: The
to collapsed upper floor. Icescale Viper (see Monsters)
jumps out to attack.
▷ Listening: the 3 Bandits can
be heard breaking urns in ▷ The corpse: A dwarf, but his
room 9. body is turned to solid ice
(victim of the icescale viper).
▷ Listening near door to His equipment (see Grapnor
room 4: moans interrupted in the Monsters section) is not
by syncopated guzzling (a turned to ice, but is stuck with
Flayed Zombie is devouring the frozen body. Breaking the
a giant rat). frozen body allows to loot his
equipment.

▷ Thawing the corpse:


The thawing oil in room 3
returns Grapnor to life (see
Monsters).

13
3 Herbalist’s Dispensary
Dusty shelves with a ▷ Searching the shelves: 1 turn
pandemonium of mostly broken searching: roll 1d10; each item
pots and jars. can only be found once. If the
same result is rolled again,
nothing is found for that turn.

1d10 Searching the shelves


◆ Yellow, oily liquid labeled “Thawing oil”. Stops/reverts
1 freezing from Icescale viper, or nullifies penalties from
cold for 24h.
2 ◆ As number 1 above.
◆ Frozen blue liquid labeled “Wound balm”. Potion of
3
Healing.
◆ Frozen green liquid labeled “Hovering Draft”. Potion of
4
Levitation.
◆ Frozen black liquid labeled “Black Potion”, a rough
skull sketched on label. Unfortunately, a mispel for
5
“Poison”. Save vs death or drop dead in 1d4 rounds with
a bulging, black tongue.
◆ Frozen grey liquid labeled “Vaporous Transmutation”.
6
Potion of Gaseous Form.
7 ◆ Tin pot labeled “Brown decoction”. Simple tea leaves.
◆ Brass pot labeled “Blue decoction”. Rare tea leaves
8
(100gp).
9 ◆ Unlabelled brass pot, contains 4lbs of salt.
◆ Old scroll with recipe to create “yeti lotion” using wolf
10 hair, tallow, and chili peppers. Might be worth 100gp to
alchemists.

14
Ghost tons
Flayed Zombie
15
5
Flayed Zombie
10
4
Icescale Viper
2

3
Bandits

4 Workshop
Carpentry and farming tools wooden planks. All in poor
in disarray. 1 Flayed Zombie is conditions: 1-in-6 chance of
devouring a giant rat. Attacks breaking when used.
immediately.
▷ Door on east wall: stuck,
▷ Tools: saws, picks, spades, opens on collapsed ruins
hammers, nails, spikes, rakes, outside.
buckets, collapsed piles of

5 East corridor
Dark with tendrils of shadows ▷ Listening: moaning, swashing
creeping on the walls. Stench of (from room 6).
fresh blood.

15
6 Ritual Chamber
Torture wheel, torture table. ▷ Pit: circular, filled with clotted,
Smell of blood. Shadows half-frozen blood. 7 skulls
writhe on walls. Pit full of dark cemented on the floor around
liquid, encircled with skulls. the pit.
Archway on north wall opens
into a ceiling-less area (room 17). ▷ Breaking the skull circle: the
Painting hung on west wall. bones around the archway
pulverize, the purple veil
▷ Flayed Zombies: Every turn, disappears, the passage
if someone is in the chamber, becomes a solid wall (the
2-in-6 chance of 1d4 Flayed magic portal is closed). Flayed
Zombies emerging from the Zombies no longer emerge
pit, unless the skull circle is from the pit.
broken.
▷ Painting: Head-and-shoulder
▷ Archway in north wall: portrait of a sickly pale
Decorated with bones nailed man with purple holy garbs
on the wall. A beautiful, sunlit and a golden nose . Bronze
garden appears beyond the nameplate reads “Abbot
archway. A glistening purple Grusom” (see room 12). Might
mist, evaporating from the pit, be worth 100gp.
veils the passage. This is a magic
portal. Passing through leaves a
taste of blood in your mouth.

P P
S 6
Ghost Skele- 8 7
tons
Flayed Zombie
16 15
5
13
Flayed Zombie
10
4
11 Icescale Viper
2
9
3
16
7 The Library
Broken shelves, dusty tomes ▶ Book: “Royal Openings, as
ruined by mold. Large desk with revealed by Her Majesty
chair. Nomrah Thebazile”, a basic
chess guide. Open on the
▷ On the desk: Dried ink pots, page showing the L-shaped
quills. Knight movement (30gp).
▶ Elaborate silver letter ▶ A parchment with a
opener (60gp, counts as scribbled note:
dagger)

Four guards, all the ways?


This isn’t chess, damn monks
RKQB
BRKQ
QB
K ?

8 Library Office
Metal closet encased in the west tourmaline inkwell, shaped
wall. Leather tube on a shelf. like an octopus (500gp).

▷ Metal closet: Locked (key ▷ Leather tube: molded,


in room 12). Prying open worthless. Contains scrolls
requires a combined STR 28 with genealogical trees of the
(max 2 people) and a crowbar Kings and Queens of Yore,
or similar tool. worth 500gp to historians.
▶ Contains: spellbook These documents prove the
(“Grusom’s Grimoire”, blue Earl’s claim is false (see Hook
tinged leather: Read Magic, no. 3 and Aftermath at the
Light, Knock); purple end of the adventure).

17
9 Columbarium of the Knights
8 marble tombstones line ▷ Pillaging the remaining
the walls, 2 are open. Marble 6 tombstones: 1 turn to
shards on floor, as 3 Bandits are open a tombstone and urn.
plundering the tombs. Opening an urn curses the
character, who hears muttered
▷ The Bandits: Dog-ear Benn, imprecations from beyond,
Ratty Rod, and Charming which become louder and
Jeena. Each suffers -1 to all louder after each broken urn,
saves (see Pillaging, below). causing a cumulative -1 to all
Can’t be surprised if the group saves while inside the abbey.
made noise. Don’t really want
to fight, willing to leave for ▷ They contain:
a 20gp “tip”, or to join as ▶ Silver brooch with amethyst
retainers for 5gp/day each. (200gp)
From the urns they have ▶ Small vial with frozen rare
looted: a silver ring (50gp) and perfume (50gp)
a pearl earring (100gp). ▶ Chess knight obsidian
statuette (100gp)
▷ The tombstones: Decorated ▶ Topaz pendant (200gp)
with heraldic coats of arms. ▶ silver and bronze chain
Each contains an urn. 2 are necklace (100gp)
already open, their urn is ▶ Golden ring with a ruby
emptied, looted by the bandits. (1000gp)

10 West Corridor
▷ Door to 11: Reinforced wooden ▷ Doors to 13 and 15: Reinforced
door, “DAMNED” roughly wooden door, closed.
carved on it. Closed and locked
(key in fountain in room 2). A
shadow looms on it, darkness
leaks from underneath it like
a slime.

18
11 Dark Antechamber
▷ Upon entering: Torches,
candles, etc must save vs spell
or be extinguished by a gust of
icy wind. Smell of cloves.

▷ Rusty iron gate: open, to


room 12.

▷ Looking beyond the gate:


Non-magic sources of light fail
to illuminate what’s beyond
the gate except the vague
presence of floor and walls and
a glinting (from the abbot’s
nose, see room 12).

P
S
Ghost Skele- 8 7
tons

16 15

13
14 Flayed Zomb
10
Wight
11 Icescale Viper
12 2
9

Bandits

Entrance

19
12 The Abbot’s Sepulchre
▷ Unnatural darkness: Dims ▷ Robbing the corpse: Thieves
all non-holy sources of light. -1 may use their pick pockets
to attack rolls. skill to pilfer the silver
pastoral staff (300gp, counts
Dried corpse of a lean man as staff ), small brass key
sitting on a stone throne (opens closet in room 8) or
in purple pristly garbs, his golden nose (600gp) without
glassy eyes are open. Has an waking the wight. Other
elaborately decorated golden stratagems may have a 1-in-10
nose prosthetic; decorated chance of working without
silver pastoral staff on his waking the wight.
legs. A small brass key on a
string glitters on his chest. Grusom, The Wight Abbot
Smells of cloves.
▷ If awakened:
▷ The corpse: Grusom, the ▶ Speaks with a voice like
cursed Abbot, is a Wight in a a grinding stone, slow,
sort of trance. Dried-up skin, imperious.
shrunken lips showing broken ▶ If robbed, commands to be
teeth and a callous smile. given back what is his.
▶ Proposes to give the
▷ Watcher: The corpse’s eyes adventurers “the means to
always make eye-contact when defeat the most powerful ghost
you look at them, even though in the abbey, and thus loot the
you never see them move. They richest grave”.
never blink.
▷ Wants: the group to go
▷ Trying to assassinate the through the portal in the ritual
Abbot: A wight is no living chamber (room 6) and take
being. Cutting his throat, seven golden chalices for him.
beheading him, and the like,
hits automatically but only ▷ Offers: If he receives the
deals standard damage (also chalices:
note wights can only be ▶ bestows his dark blessing
harmed by silver weapons (Flayed Zombies ignore the
or magic), and immediately group, and the attacks of the
awakens him. characters become capable
of damaging Queen Ethofled
and the Eternal Knight)

20
▶ gives instructions to locate ▷ Offer refused: Attacks.
Queen Ethofled’s tomb
(room 16) and deactivate the ▷ Killing the Abbot: purges the
skeletal guards (room 15). unnatural darkness. His body
quickly decays.
▷ Plans to: replace the skulls in
the ritual chamber with the ▷ Fleeing the Abbot: Never
chalices, opening a new portal pursues. Sits back on throne
to hell, as part of a ritual to and resumes brooding; heals 1
become a lich. hp per turn.

S
Ghost Skele- 8 7
tons
Flayed Zombie
16 15
5
13
14 Flayed Zombie
10
Wight 4
11 Icescale Viper
12 2
9
3
Bandits

13 Empty Antechamber
Rusty iron gate, open, to ▷ No wandering monsters:
partially collapsed room. As long as the sarcophagus in
room 14 is intact.

21
14 The collapsed Sepulchre
Still air, quiet room. (2d6 hours of work to remove
A stone sarcophagus, partially the rubble).
under the collapsed ceiling.
▷ Propping the ceiling: 2d4
▷ No wandering monsters: turns required. Tools available
As long as the sarcophagus is in room 4. Reduces the chance
intact. of collapse to 1-in-6, and
damage to 1d6.
▷ Inspecting the sarcophagus:
Decorated with chiseled ▷ Inside the sarcophagus:
shields and stars. Merely Ashes; plate armour and shield
touching it causes dust decorated with a chess rook;
and rubble to fall from the bronze morningstar with
unstable ceiling. spiked ball (“dawn omen”, +2
to hit and damage vs undead,
▷ Opening the sarcophagus: charring their flesh -or
3-in-6 chance of causing ectoplasm if incorporeal; +4
further portions of the ceiling vs undead who cannot suffer
to fall, inflicting 2d6 damage daylight).
(save vs death to avoid) and
fully covering the sarcophagus

22
15 The Guarded Antechamber
A bronze candelabra in the ▷ Lighting the candles: Each lit
middle of the room. 7 niches candle “deactivates” a skeleton
line the north wall, each hosting (rests its head).
a standing skeletal guard
with sword and shield. They ▷ Going past the candelabra
turn their heads to scrutinize without lighting the
intruders. candles: The 7 Skeletons
animate and attack.
▷ Iron gate: open, to room 16.

▷ Bronze candelabra: Has


seven arms shaped like
skeletal arms, each hand holds
a candle (100gp).

P
S
Ghost Skele- 8 7
tons
Flayed Zombie
16 15

13
14 Flayed Zombie
10
Wight
11 Icescale Viper
12 2
9
3
Bandits

Entrance

23
16 The Tomb of Queen Ethofled
A massive stone sarcophagus, with chiseled floral decorations; a
crown chiseled on the lid.

24
▷ Upon Entering: the Ghost ▷ Opening the sarcophagus
of Queen Ethofled (see without the Ghost’s
Monsters) emerges from the permission: attacks. Never
sarcophagus: a translucent pursues.
apparition of a woman with
elaborately braided hair and ▷ The Ghost is slain: the
a crown. Superbly commands illusory wall disappears and
the group to serve her: the portal becomes visible: a
veil of sunset light leading to a
▷ Wants: The group to verdant garden.
▶ Slay the Abbot in the locked
sepulchre at the end of the ▷ Mentioning the Earl of
corridor (room 12). Locklear’s Claim: Ethofeld
▶ Disrupt the skull circle in knows the lineage of her direct
the eastern wing (room 6). descendants ended long before
the fall of the abbey, therefore
▷ Offers: She will open her the Earl’s claim is a lie.
sarcophagus and let the group
choose one of the items inside, ▷ Inside the sarcophagus:
and show them “the way to the ashes and:
most sacred place of the abbey, ▶ Polished chain mail with
the enchanted secret garden” a dozen aquamarines
(room 17). See Secret passage (1.800gp)
below. ▶ Platinum signet ring with
a mother of pearl horse head
▷ Offer refused: Dismisses seal (1000gp)
the group with disdain and ▶ The Crown of Ethofled:
disappears. a gold and platinum tiara
shaped like a circle of waves
▷ Secret passage: A magic (2.000gp)
portal behind an illusory ▶ Dagger, “Maid of honour”
wall. If Ethofled’s tasks are etched on the hilt. If kept
completed, she invites the together with its jeweled
group to visit the Secret sheath (1000gp), the blade
Garden, and removes the is always as sharp as a razor
illusory wall. “Bring your wits and feels much lighter than
with you, and visit the enchanted it looks, and grants +1 to
garden, to see if you are worthy”. attack rolls, damage, AC, and
CHA.

25
17 The Secret Garden
Open ceiling garden, beautiful ▷ Inscription: “THE FOUR
with wildflowers and green OF THE HERONGUARD,
grass. Cast in a still, dreamy ALWAYS”.
autumn. Stone chess board on
the floor, stone chess pieces at ▷ Secret Passage to room 18:
the side. Inscription on a large Placing all the 16 pieces like
marble slab on the northern wall. a (simplified) sudoku, so that
each line and row on the board
▷ Random Happenings: no has four different pieces,
rolls here. opens the secret passage
under the marble slab, and the
▷ Portal to Room 6: Open, inscription magically turns
unless the circle in room 6 is into “PATH OF KNIGHTLY
destroyed. VIRTUE”.

▷ Portal to room 16: Hidden


behind illusory wall unless
queen Ethofled removed it, or
died (see room 16).

▷ Climbing up outside:
Characters may climb the
garden’s walls to reach the
roof of the ruins, but once
the garden is at their backs, it
disappears.

▷ Chess board: only has 4x4


black and white tiles, each tile
about 2’ large.

▷ Stone chess pieces: 2’ tall,


all grey. 4 Rooks, 4 Bishops, 4
Kings, and 4 Queens. No other
pieces.

26
18 The Path of Knightly Virtue
Still air, light flows into the ▷ The checkered path:
corridor from the garden. Characters crossing the
Checkered floor, 3×7 black and checkered floor moving like a
white tiles, each about 3’ large. knight chess piece reach the
2 Iron Statues stand still at the end of the corridor unharmed.
northern end of the corridor. Otherwise the Iron Statues
animate and attack. On a
▷ Random Happenings: no successful hit, the character
rolls here. is shield-bashed out into the
garden.
▷ Iron Statues: armored
knights holding a shield ▷ Fleeing the statues: they
engraved with a rampant never pursue out of the
horse. corridor, and return to their
initial position.

Rowayn
1 square = 10’
19

18 Living Statues

17
S P
P

P P
S 6

27
19 The Hall of Crowning
Eerie multicolored beams of ▷ Marble statue: St. Brynedd,
light cut through the dark, a young girl in a humble
as if from high stained-glass tunic, with a benevolent
windows. Marble statue of smile, holding a small pewter
a girl near the east wall. An basin. Drops of azure water
armored knight is kneeling in drip from her eyes and collect
front of an altar, with jeweled inside the basin, emitting a
chalices on it. distinct azure glow. Enough
liquid to fill a vial. Once
▷ Random Happenings: no collected, it takes a year to
rolls here. replenish the basin again.

▷ Knight: Rowayn, the Eternal ▷ The chalices: 12 richly


Knight is an ageless man with chiseled gold, studded with
white hair, eyes as distant and precious stones. Each must be
hard as a winter sky, wears an worth a fortune.
elaborately etched plate mail.
See Monsters. ▷ Taking one chalice: The
group may collect the Saint’s
▷ As soon as the group enters: tears and carry the liquid
The knight stands. “Welcome. safely. Flayed Zombies will
It’s been centuries since anyone keep away from the filled
visited this sacred place, but chalice. The chalice is worth
my vow still holds. You proved 2.000gp.
worthy, by reaching this place,
so you may take one Grasalys ▷ Taking more than one
[pointing at the chalices], and chalice: The Eternal Knight
fill it at the Saint’s Fountain, if won’t allow it, and is ready to
you want. St. Brynedd’s tears fight, aided by the two Iron
may heal all ailments of the Statues from room 18. Will
body and the soul, but use your always concede mercy if the
judgement. It will take one year opponent surrenders, but they
for the basin to fill again”. will no longer be allowed to
take the Saint’s tears from the

28
fountain. In all cases, once body, the soul and the mind,
outside the abbey all chalices completely restoring full
turn to dust, except the one health. It may bring back to
containing the Saint’s tears. life the recently deceased
(24 hours). If used against a
▷ Killing the Knight: The chaotic undead creature, it is
Abbey rumbles, rubble begins completely destroyed (save vs
to fall from the ceilings. Every death to only take 3d8 damage
turn, characters must save vs instead). It takes one year
death or suffer 1d4 damage for the fountain to produce
from falling blocks. enough water for one use.

▷ St. Brynedd’s tears: The


liquid heals all ailments,
diseases, poisons, wounds,
amputations, curses of the

Rowayn
19

18 Living Statues

17
S P
P

29
Aftermath
Based on the chosen hook(s), the adventure may have the following
consequences, if suited to your campaign style.

◈ The Healer’s daughter: If the characters give Myrta the Saint’s


tears and save her daughter, they gain a loyal, grateful healer ally
who can sell healing potions at a discounted price, and cure common
diseases.

◈ Lortag the alchemist: Lortag can send the group to more


adventures in search of rare substances, as well as prepare for them
the potions they desire at a discounted price (see Alchemist in Old-
School Essentials). Over time, his research into the Saint’s tears may
develop into necromancy and turn him into a villain.

◈ Choosing Lortag over Myrtag: Myrta’s daughter dies after


infecting her mother with the soul plague. The disease kills her too,
but before dying she curses the group and each member character
must save vs death or become infected. Characters suffering the
soul plague have 6 months to find a cure or their soul will leave the
body. Regular cures (including cure disease spell) don’t work. They
will need to find some truly miraculous source of healing, a wish, or
divine intervention. Or embark on a quest to locate the supernatural
source of the soul plague and destroy it.

◈ The Earl of Locklear: The earl can send the group to more adventures
in search of rare monsters to make trophies for his halls; may also
lend money and/or introduce them to other aristocratic NPCs. The
genealogical scrolls in room 8 prove his claim is false. He’ll be eager
to buy them (2.000gp) in order to destroy them. Clever players may
blackmail him instead.

30
Based on course of action, the abbey may become something else:

◈ Grusom the Abbot is killed, the Eternal Knight is not: Destroying


the abbot and the circle in the ritual room may allow a cleric (player
or NPC) to rebuild and restore the abbey to its original splendor.

◈ Grusom the Abbot receives the seven chalices: After one week
the Flayed Zombies gain +1 HD, and Grusom gains +2 HD. His long
term plan is becoming a lich. His renewed powers prevent the abbey
from collapsing, and turn it into a nightmare citadel.

◈ The Eternal Knight is killed, Grusom the Abbot hasn’t received


the seven chalices: After one week the abbey crumbles, the Saint’s
fountain is lost forever. The ruins may become the foundation of a
Lune Yeti King’s ice palace (Lair with 3d6 Lune Yetis + 1 king with
8+4 HD; Lair Treasure: D x 4; they may also unearth from the ruins
any unreclaimed treasure from the adventure).

31
Monsters
BANDIT ▷ Feral: Always attack on sight.
AC 6, [13] HD 1 (4hp), Att 1 ×
weapon (1d6 or by weapon), ▷ Moaners: Can easily be heard
THAC0 19, [0]MV 120’ (40’), SV moaning or sobbing.
D13 W14 P13 B16 S15 (T1), ML 8,
AL Neutral or Chaotic, XP 10 ▷ Undead: Immune to effects
that affect living creatures
CAVE BEAR (e.g. poison). Immune to
AC 5 [14], HD 7 (31hp), Att 2 x mind-affecting or mind-
claw (1d8) × bite (2d6), THAC0 reading spells (e.g. charm,
13 [+6], MV 120’ (40’), SV D12 hold, sleep).
W13 P14 B15 S16 (3), ML 9, AL
Neutral, XP 450 GIANT RAT
AC 7 [12], HD ½ (2hp), Att 1 ×
▷ Bear hug: If a victim is hit by bite (1d3 + disease), THAC0 19
both paws in the same round, [0], MV 120’ (40’) / 60’ (20’)
the bear hugs for an extra 2d8 swimming, SV D12 W13 P14 B15
automatic damage. S16 (1), ML 8,AL Neutral, XP 5

▷ Sense of smell: Poor eyesight, ▷ Disease: Bite has a 1-in-20


but keen sense of smell. When chance of infecting the target
hungry, will follow a track of (save versus poison). The
blood by scent. disease has a 1-in-4 chance of
being deadly (die in 1d6 days).
FLAYED ZOMBIE Otherwise, the victim is sick
Ferocious animated corpses and bedridden for one month.
without skin. Victims of cruel
rituals, or reincarnated evil souls ▷ Afraid of fire: Will flee fire,
from hell. unless forced to fight by
summoner.
AC 8 [11], HD 2-1 (8hp), Att 1 ×
bite (1d4), THAC0 18 [+1], MV ▷ Attacking in water: May
60’ (20’), SV D12 W13 P14 B15 S16 attack without penalty;
(1), ML 12, AL Chaotic, XP 20, excellent swimmers.
NA 1d4 (2d6), TT None

32
GOAT GRAPNOR
AC 7 [12], HD 2 (9hp), Att 1 × butt Black beard; as stingy as dwarves
(1d4), THAC0 18 [+1], MV 240’ can be; otherwise cheerful and
(80’), SV D12 W13 P14 B15 S16 (1), carefree like a child. Happy to
ML 5, AL Neutral, XP 20 join the group. Came in search
of a “dead sorcerer buried with a
GHOST OF QUEEN platinum eye”.
ETHOFLED Level 1 dwarf
The mournful spirit of a
renowned Queen of Yore. A AC 4 [15] (chainmail), HP 8, Att 1
translucent apparition of a × hand axe (1d6), THAC0 19 [0],
woman with elaborately braided MV 60’ (20’), SV D8 W9 P10 B13
hair and a crown. S12, AL Neutral, STR 9 INT 11
WIS 10, DEX 10 CON 14 CHA 7
AC 3 [16], HD 4** (18hp), Att 1 ×
touch (1d6 + dementor), THAC0 ▷ Equipment: winter clothes,
16 [+3], MV 120’ (40’) / 240’ (80’) chainmail, hand axe, silver
flying, SV D10 W11 P12 B13 S14 dagger, broken lantern, tinder
(4), ML 12, AL Neutral, XP 175 box, 17gp.

▷ Undead: Makes no noise, until


it attacks. Immune to effects
that affect living creatures
(e.g. poison). Immune to
mind-affecting or mind-
reading spells (e.g. charm,
hold, sleep).

▷ Mundane damage
immunity: Only harmed by
silver weapons or magic.

▷ Dementor: A successfully
hit target loses 1d4 INT point;
INT points lost this way are
recovered at the rate of 1 per
day. A target drained of all INT
is permanently driven mad.

33
ICESCALE VIPER ▷ Immunity: Unaffected by
A mischievous, translucent, white- sleep spells.
blueish, magical snake that dwells
in very cold climates. LUNE YETI
Large (8’ tall), ape-like, man-
AC 6 [13], HD 2* (9hp), Att 1 × eating monsters, the yetis of the
bite (1d4 + freezing), THAC0 18 Lune Mountains have their fur
[+1], MV 90’ (30’), SV D12 W13 covered in icy crystals that have a
P14 B15 S16 (1), ML 7, AL Chaotic, chance to reflect magic.
XP 25, NA 1d4 (1d4), TT None AC 4 [15], HD 4+2** (21hp), Att 2
× claw (1d6), THAC0 15 [+4], MV
▷ Afraid of fire: Will flee fire 150’ (50’), SV D10 W11 P12 B13
immediately. S14 (4), ML 8, AL Neutral, XP
275, NA 1d6 (1d6), TT D
▷ Freezing: Victim’s body
(not equipment) is turned ▷ Damage reduction: Half
to solid ice (save vs petrify). damage from magical
The thawing oil in room 3 can weapons.
revert this effect.
▷ Magic resistance: +4 bonus
▷ Immunity: Immune to cold to all saving throws against
effects and damage and cold magic.
based attacks and spells.
▷ Spell turning: 10% chance of
▷ Infravision: 60’. reflecting spells back onto the
caster.
▷ Vulnerable to fire: 50% extra
damage. ▷ Surprise: On a 1-4, due to
camouflage in snow and ice.
IRON LIVING STATUE
AC 2 [17], HD 4 (18hp), Att 2 × ▷ Vulnerable to fire: 50% extra
blow (1d8), THAC0 16 [+3], MV damage.
30’ (10’), SV D10 W11 P12 B13 S14
(4), ML 11, AL Neutral, XP 75

▷ Absorb metals: Hits with


non-magical, metal weapons
cause damage, but the
weapon may become stuck
in the statue (save versus
spells). Stuck weapons can be
removed if the statue is killed.

34
▷ Undead: Makes no noise, until
it attacks. Immune to effects
that affect living creatures
(e.g. poison). Immune to
mind-affecting or mind-
reading spells (e.g. charm,
hold, sleep).

SKELETON
AC 7 [12], HD 1 (4hp), Att 1 x
weapon (1d6 or by weapon),
THAC0 19 [0], MV 60’ (20’), SV
D12 W13 P14 B15 S16 (1), ML 12,
AL Chaotic, XP 10

▷ Undead: Make no noise, until


they attack. Immune to effects
that affect living creatures
ROWAYN, THE ETERNAL (e.g. poison). Immune to
KNIGHT mind-affecting or mind-
An ageless man with white hair, reading spells (e.g. charm,
eyes as hard and distant as a hold, sleep).
winter sky, wears an elaborately
etched plate mail. A sacred
wight knight, sworn to guard the
crowning hall and the fountain of
St. Brynedd.

AC 2 [17], HD 6* (27hp), Att 2 ×


long sword +1 (1d8 + 1), THAC0
14 [+5], MV 90’ (30’), SV D10
W11 P12 B13 S14 (6), ML 12, AL
Lawful, XP 500

▷ Equipment: Wears an ornate


plate mail +1, wields a long
sword +1.

▷ Mundane weapon
immunity: Only harmed by
silver weapons or magic.

35
TREANT ▷ Energy drain: A successfully
AC 2 [17], HD 8 (36hp), Att 2 × hit target permanently loses
fist (2d6), THAC0 12 [+7], MV one experience level (or
60’ (20’), SV D8 W9 P10 B10 S12 Hit Die). This incurs a loss
(8), ML 9, AL Lawful, XP 650 of one Hit Die of hit points,
as well as all other benefits
▷ Distrust fire: And those who due to the drained level (e.g.
wield it. spells, saving throws, etc.). A
character’s XP is reduced to
▷ Surprise: On a 1–3, in a forest, halfway between the former
due to being mistaken for a and new levels. A person
tree. Encounter occurs at 30 drained of all levels becomes
yards or less. a wight in 1d4 days, under the
control of the wight that killed
▷ Animate trees: Each them.
individual can animate 2 trees
(within 60’; may switch trees WOLF
at will). These fight as treants AC 7 [12], HD 2+2 (11hp), Att 1 ×
with movement rate 30’ (10’). bite (1d6), THAC0 17 [+2], MV
180’ (60’), SV D12 W13 P14 B15
WIGHT S16 (1), ML 6 (8 in larger packs),
AC 5 [14], HD 3* (13hp), Att 1 × AL Neutral, XP 25
touch (energy drain), THAC0
17 [+2], MV 90’ (30’), SV D12 ▷ Training: At the referee’s
W13 P14 B15 S16 (3), ML 12, AL discretion, captured cubs may
Chaotic, XP 50 be trained like dogs. Wolves
are difficult to train.
▷ Undead: Make no noise, until
they attack. Immune to effects ▷ Strength in numbers:
that affect living creatures Packs of 4 or more wolves
(e.g. poison). Immune to have morale 8. If the pack is
mind-affecting or mind- reduced to less than 50% of
reading spells (e.g. charm, its original size, this morale
hold, sleep). bonus is lost.

▷ Mundane weapon
immunity: Only harmed by
silver weapons or magic.

36
Appendix
The Knight’s Movement
The Knight’s movement:
Knowledge of the knight’s So for example a character may
L-shaped move is required to move like this in room 18:
safely go through room 18. Of
course, the group may just go
through and face the living
statues.
Players may figure they need to
move like the Knight from the
inscription in room 17, and may
get a further hint to it from the
book in room 7.

The Chessboard Puzzle


Solving the chessboard puzzle in the enchanted secret garden (room
17) is required to open the passage to room 18. Players may find hints
on the marble inscription in the same room, as well as in the scroll in
room 7.

If you want, you may print the hand-outs in the following page.

37
38
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DESIGNATION OF PRODUCT IDENTITY applied to any Open Game Content distributed using this
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OPEN GAME LICENCE
be unenforceable, such provision shall be reformed only on original material by Simon Tilbrook.
to the extent necessary to make it enforceable. Gas Spore from the Tome of Horrors, Copyright 2002,
15 COPYRIGHT NOTICE Necromancer Games, Inc.; Authors Scott Greene and
Open Game License v 1.0 © 2000, Wizards of the Coast, Clark Peterson, based on original material by Gary
Inc. System Reference Document © 2000, Wizards of the Gygax.
Coast, Inc.; Hippocampus from the Tome of Horrors, Copyright
Authors Jonathan Tweet, Monte Cook, Skip Williams, 2002, Necromancer Games, Inc.; Author Scott Greene
based on original material by E. Gary Gygax and Dave and Erica Balsley, based on original material by Gary
Arneson. Gygax.
System Reference Document © 2000-2003, Wizards of Jackalwere from the Tome of Horrors, Copyright 2002,
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Necromancer Games, Inc.; Author Scott Greene, based
Skip Williams, Rich Baker, Andy Collins, David Noonan, on original material by Gary Gygax.
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Lurker Above from the Tome of Horrors, Copyright
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Necromancer Games, Inc.; Author Scott Greene, based END OF LICENSE

40
The forlorn Falkrest Abbey in the icy Lune Mountains is
where the Queens and Kings of Yore used to be crowned
and buried, along with their treasures. According to
legends, the Fountain of St. Brynedd still pours its
miraculous water somewhere inside.

But what caused the fall of the blessed Abbey?

42

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