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A D20 SYSTEM FANTASY ADVENTURE FOR 5TH TO 7TH LEVEL HEROES

CREDITS
AUTHOR: ROB STONE
EDITOR: JANICE M. SELLERS CREATIVE DIRECTOR: ROB STONE ADDITIONAL DEVELOPMENT: MICHAEL J. ECKERT LAYOUT & GRAPHIC DESIGN: MARK ARSENAULT COVER ILLUSTRATION: PATRICK KEITH INTERIOR ILLUSTRATIONS: JIM BRANCH, THOMAS DENMARK, PATRICK KEITH, DAVID K. WONG CARTOGRAPHER: ANNA M. DOBRITT COVER DESIGN: PATRICK KEITH NPC GENERATOR SOFTWARE: JAMIS BUCK (WWW.RPGPLANET.COM/DND3/GENERATORS) PLAYTESTERS: TABITHA ABERTS, MICHAEL J. ECKERT, ALDO GHIOZZI, NOAH MCLAUGHLIN, , MICHAEL THULANDER, ANDY VOLOKITIN, PETER WILLIS, RALPH WOLTERBEEK.

DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1(E) OF THE OPEN GAMING LICENSE, VERSION 1.0A: ANY AND ALL CITIZEN GAMES LOGOS AND IDENTIFYING MARKS AND TRADE DRESS, INCLUDING ALL CITIZEN GAMES PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO HEROS JOURNEY, CASTLE DUNMERE, SECRET AT GREENROCK, MASK OF THE DRAGON, AND TOME OF THE DRAGON; ALL DESCRIPTIVE TEXT OF PERSONALITIES (INCLUDING CHARACTERS AND NPCS), GEOGRAPHIC LOCATIONS , SPELLS, EQUIPMENT, MAGIC ITEMS, HISTORIC EVENTS, ORGANIZATIONS; ANY ELEMENTS OF THE MYRRA SETTING, INCLUDING BUT NOT LIMITED TO CAPITALIZED NAMES, NAMES OF ARTIFACTS, CHARACTERS, COUNTRIES, CREATURES, GEOGRAPHIC LOCATIONS, GODS, HISTORIC EVENTS, MAGIC ITEMS, AND ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, THEMATIC ELEMENTS, AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, LOGOS, SYMBOLS OR GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT. DESIGNATION OF OPEN GAME CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF THE SECRET AT GREENROCK ARE DESIGNATED AS OPEN GAME CONTENT: ALL CHARACTER, NPC AND CREATURE STATISTIC TEMPLATES (I.E., FROM SIZE TYPE DOWN TO ADVANCEMENT RANGE; ALL SKILLS, FEATS, SPECIAL ATTACKS (SA) AND SPECIAL QUALITIES (SQ); ALL TEXT UNDER THE POWERS SECTION OF MAGIC ITEMS AND ARTIFACTS; ALL TEXT UNDER THE SPELL EFFECT SECTION OF SPELLS; ANY TEXT CONTAINED HEREIN WHICH IS ALREADY OPEN GAME CONTENT BY VIRTUE OF APPEARING IN THE SYSTEM REFERENCE DOCUMENT OR OTHER OGC SOURCE.
Copyright 2001 by Citizen Games (www.citizengames.com). All rights reserved. Heros Journey, The Secret at Greenrock and Myrra are trademarks owned by Citizen Games. D20 System and the D20 System logo are trademarks owned by Wizards of the Coast, Inc. and are used in accordance with the D20 System License version 1.0. A copy of this license can be found at www.wizards.com. Dungeons & Dragons and Wizards of the Coast are registered trademarks owned by Wizards of the Coast, Inc. Used with permission. Reference to other copyrighted material is not intended as a challenge to the respective copyright holders.

THE SECRET AT GREENROCK

TABLE OF CONTENTS
INTRODUCTION ...................... 3
PREPARATION ........................................................ 3 ADVENTURE BACKGROUND ..................................... 4 ADVENTURE SYNOPSIS ..................................................... 4 HERO HOOKS ....................................................... 4 CITY OF SPOOL ................................................................. 5 THE BRAWL ...................................................................... 5 THE DANCING TOAD ....................................................... 6 DARKTOWN ....................................................................... 6 THE GUILD HALL ............................................................ 7 RUMORS ............................................................... 7 THE JOB ............................................................................ 8 THE RIVER ........................................................................ 9 THE FARMHOUSE .............................................................. 9 THE ROAD TO GREENROCK .......................................... 10 GREENROCK TOWNSHIP ........................................ 10 THE AREA ................................................................... 10 THE TOWN .................................................................. 10 6. THE LIBRARY OF HISTORY ......................................... 16 7. SECRET STAIRS ............................................................ 18 8. BOTTOM OF STAIRS .................................................... 18 9. THE HISTORY OF MYRRA .......................................... 18 10. STOREROOMFURNITURE ...................................... 18 11. STOREROOMSILVER AND CHINA ......................... 18 12. SECRET ROOM .......................................................... 18 13 & 14. CAVERN PASSAGEWAY ..................................... 18 15. A DARK, WET PLACE .............................................. 18 16. LARGE CAVERN ........................................................ 18 17. CAVE-IN .................................................................... 19 SPIDER CHAMBER ALERT INFORMATION .................... 19 18. SPIDER CHAMBERFOOD STORAGE ...................... 19 19. SPIDER CHAMBERNESTING ................................. 19 20. SPIDER CHAMBERTHE WEB ................................ 19 21-23 BURIAL CHAMBERS .............................................. 19 24. ON THE EDGE OF THE LAKE .................................. 19 20 FAILURE ............................................................. 20 SUCCESS! ............................................................. 20 SUGGESTED EXPERIENCE (XP) ............................ 20 APPENDICES ......................................................... 21 APPENDIX ANEW MONSTERS ................................ 21 APPENDIX BMAIN NPCS ...................................... 22 APPENDIX CWILDERNESS ENCOUNTERS ............... 23 APPENDIX DRANDOM CITY NPCS ....................... 24 APPENDIX EROGUE NPCS ................................... 25 APPENDIX FTREASURES ......................................... 26 APPENDIX GJAWNEE HIEROGLYPHICS ................... 27 APPENDIX H: GREENROCK AREA MAP ..................... 29 OPEN GAMING LICENSE (TEXT) ................................ 30

ADVENTURE CONCLUSION

ARRIVAL AT GREENROCK.... 11
RUMORS .............................................................. 12 THE QUARRY ....................................................... 12 INTO THE CAVERN ............................................... 13 0. INTO THE CREVICE .................................................... 13 1. ENTRYWAY .................................................................. 13 2. STONE CHAIRS ........................................................... 13 3. ENTRANCE TO THE HALL OF GIANTS ....................... 13 4. THE HALL OF GIANTS ............................................... 13 INDIGO GAS TRAP ...................................................... 16 4A. THE HALLWAY ......................................................... 16 4B. FALSE DOOR ............................................................ 16 QUEST TRAP ................................................................ 16 5.THE ARCHIVES ............................................................ 16

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INTRODUCTION
The waves flattened to a glassy sea as the White Lady dropped anchor. The crew secured the sails and set the watch as a small boat was lowered into the water. The ocean licked at the sides of the boat as the occupants edged closer and closer to the shore. Back on the White Lady, folks milled about the ship, eagerly anticipating the signal for all to come ashore. Thorvald Calderon watched anxiously as the men pulled the boat up onto the beach. They had finally reached the new world. Thirty days at sea had taken its toll on the passengers. At least a dozen people lay ill in the cabins belowdecks. If this truly was the Myrra of legend, if this really was the fabled homeland of the Jawnee, it was well worth the journey. A cry came from the crows nest. The message spread quickly throughout the ship. The long-awaited signal to come ashore had finally been made. Six hundred years passed. Cities were built, wars were fought, and people lived and died.
he Secret at Greenrock is the first in a series of adventures that take place on a continent known as Myrra. Each of the adventures is designed to be played either individually or as part of an ongoing campaign. Though the adventure is designed for Levels 5 through 7, modifications can be made to allow loweror higher-level heroes to participate.

PREPARATION
If youre holding this adventure in your hands, its assumed that youve already obtained copies of the DUNGEONS & DRAGONS Players Handbook, Dungeon Masters Guide, and Monster Manual. The gray boxes hold text that may be read aloud. You will also find above and below the gray boxes information concerning the area or locale that the heroes are in. Statistics for the NPCs and any new monsters, referred to in the text, can be found in the Appendices. You will notice references to the DMG, PHB, and MM with numbers adjacent to them. The number is the page on which the information appears and the letter abbreviations refer to official Dungeons and Dragons rulebooks: DMG: Dungeon Masters Guide PHB: Players Handbook MM: Monster Manual

THE WHITE LADY

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ADVENTURE BACKGROUND
The majority of the residents of the country known as Northlandere are relatively new to Myrra. They migrated here some six hundred years ago. Deep in the mountains called Leonor are secret places, buried and forgotten for over a millennium. The Secret at Greenrock places the heroes in the center of a stunning discovery that could alter what is known of history. Long ago, an evil sect known as the Draconis ruled Myrra. They claimed to be dragon worshippers and claimed to call upon the power of their deities to enforce their rule. In truth they were diabolical sorcerers who through arcane manipulation had harnessed an evil magic that gave them absolute control over the peaceful mythic beings they claimed to worship. Wars were fought between the Jawnee and the Draconis, each time resulting in a Jawnee defeat. Finally, the Jawnee struck back against the Draconis and the dragons, using a little magic of their own, and banished them from Myrra. Unknown to the current residents of Northlandere, one of the dragons and two of the Draconis were sealed in a tomb near the town of Greenrock. Theyve been in stasis for a millennium and would have remained so but for the persistent kelnar (dwarves) mining the very rock that was meant to seal the Draconis and dragon for eternity. This rock that the kelnar call grintine was never meant to be cut and used for building things. In fact, no one except the kelnar have been able to cut it. Nevertheless, it has become Northlanderes most valuable resource. When the party arrives at the tomb, the Draconis have already departed. Only the sleeping dragon remains. The heroes will be faced with the decision of whether or not they should free Shikara, the dragon. As they go through the adventure they will have the opportunity, via clues and observations, to solve The Secret at Greenrock.

they wont spend too much time in the city before arriving at the Guild Hall. At the Guild Hall, the adventurers will meet a man named Art Goldspin who will tell them of the disappearance of the kelnaran (dwarven) mining team. He will offer them 500 gold pieces each and passage on a river boat to journey to Greenrock and determine what happened to the kelnar. At some point, the adventurers will be approached by an NPC calling himself Doc Davitori. He will attempt to convince the heroes to allow him to accompany them to Greenrock. Along the way, the heroes will have opportunities to gain knowledge about the history of Myrra, clues about what may be in the cavern, rumors, etc. They will also pick up a few followers (unknown to them). A Guild enforcer and two henchmen will attempt to shadow the heroes on their journey to Greenrock. His intention is to ensure that the heroes fulfill their contract. This is standard procedure for contracts given to new Guild members to preserve the integrity of Guild Law. Meanwhile, a Zamistadt spy will be following the party as well. Her intentions are to sabotage the groups mission in order to continue the halt in grintine mining. Upon arriving in Greenrock, the heroes will sense the fear in the citizens and discover why no one in Greenrock was hired for the job. They were all too afraid of what might be down there. The descent into the cavern and subsequent passage through the temple is both dangerous and simple. As long as the adventurers stick to their mission of finding out what happened to the kelnar, they will probably miss most of the danger. If they go digging around where they shouldnt , they will probably set off most of the traps left for tomb raiders.

HERO HOOKS
One of the heroes is Jawnee and is in possession of fragments of history from the period in which the dragons were banished. This hero seeks the truth of what happened and believes that it may be hidden near Greenrock. One of the heroes is kelnar and is a cousin of one of the missing miners. There exists tremendous loyalty to family within the kelnar and he cannot turn down the opportunity to try to rescue his cousin. One of the heroes family members has been imprisoned by the Guild. In exchange for successfully carrying out this mission, the Guild agrees to release the family member.

ADVENTURE SYNOPSIS
The heroes arrive in the capital city of Spool aboard the sailing vessel Northwind. This will most likely be their first journey to the city. They arrive amid rumors of war between Northlandere and the Arani to the south. The weather is bad. It has been raining for several days. With luck,

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CITY OF SPOOL
Spool (large city): Nonstandard; AL LN; 40,000 GP limit; Population 22,461; Mixed (tsoli 60%, tsain 30%, kelnar 5%, jawnee 5%) Authority Figures: Duke Bandarr Crane; Mayor Dovan Marche; Lord Caintierre (Guild Lord); Lady Margritte Willoughby (High Merchant)

CITY DISTRICTS
Court Calderon: The Dukes estate Tintagel Place: The noble houses East End: The merchant district Westfield: The district adjacent to the waterfront Bardstown: The district between Southtown and Westfield Southtown: The poor district, including the notorious Darktown

FOOD AND LODGING

CITY OF SPOOL
The city of Spool is the capital of Northlandere. This is the suggested starting point for the adventure. Use the following scenario to introduce new heroes to Spool. The Northwind enters the port of Spool shortly before daybreak. The crew will already be unloading at the dock by the time the heroes are on deck. As you climb the ladder and step onto the deck of the ship, you notice that more than a dozen ships are docked at Spool and at least two dozen are anchored in Harmony Bay. The smell of salt and fish fills the air. Dockworkers, sailors, and fishermen mingle with travelers and locals. The captain will mention that the Guild Hall is the place to go to look for work in Spool. If the heroes ask for directions, the captain will inform them that he rarely leaves the waterfront but thinks that the Guild Hall is somewhere near the South Gate. As the heroes go ashore it begins to rain. There are no inns or taverns on the waterfront. The people in the streets seem to move in one direction. If the heroes ask someone, theyll say that theyre on their way to Sothton. Sooner or later the heroes will discover that Southtown is a district within the city gates.

Bed and Breakfast (lodging & meal for one) East End 10 gp Westfield 6 gp Bardstown 2 gp Southtown 5 sp Meal (includes ale, wine, or meade) East End 2 gp Westfield 10 sp Bardstown 4 sp Southtown 1 sp

The guards at the gate allow the mass of people to pass through unabated. After a few blocks, the mass begins to disperse, and the heroes will find themselves in front of The Dancing Toad Inn & Tavern. If they decide to enter the tavern, proceed to The Brawl. If they decide to continue to wander the streets, proceed to Darktown.

THE BRAWL
As soon as the heroes enter the tavern, a good oldfashioned barroom brawl will ensue. As you open the doors to the tavern, the sound of glass breaking and men yelling erupts from within. The foray seems to be centered in a location near the bar.

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As the barmaid takes their orders and heads for the bar, the adventurers will notice a beautiful maiden behind the bar serving up drinks. A perceptive hero (DMs discretion) will notice that none of the bar patrons (who seem to flirt with any one of the four barmaids of lesser beauty) seems to notice the womans striking beauty. (Felinn Enderon, Rg3, HP 19) If someone asks Felinn about work in the city, she will offer basic information, including mentioning the Guild Hall as the place to go for work. If asked about the Guild Hall, she will provide directions. What the heroes probably wont notice is Felinns husband sitting in the corner of the Toad near the door. (Jerram Enderon, Wr5, HP 49) As long as the heroes are polite to Felinn, Jerram Enderon will remain silent. If they are rude to her in any way (DMs discretion) they can expect a repeat of the brawl that ensued when they first entered the tavern, this time focusing on the individual who started the trouble. After an hour in the Toad, the rain begins to let up and the heroes may wish to continue their journey. If they follow Felinns directions, they will pass through a district known as Dakton by the locals. When they leave the Toad, they will be discretely followed (Spot DC 23) by Thyra Garthaen (see Appendix B).
Jawnee warrior

DARKTOWN

Darktown is a dangerous place to be, even during the daytime. Roving gangs of thieves rule the streets with manipulation and intimidation. The residents of Darktown fear the gangs, which have a reputation second only to the Guild. Many believe that the gangs are run by Guild enforcers. There are a many rundown inns and taverns in Darktown. Most inns will have no vacancy, since the majority have been turned HE ANCING OAD into boarding houses or brothels. With a little effort, After the brawl, the heroes will find a few vacant the heroes will find a place to spend the night. tables if they decide to stay until the rains subside. On a role of 1 or 6 on 1d6, the heroes will encounAfter a few minutes, a barmaid will approach them. ter a gang of thieves. (Roll 2d6 for the number of thieves in the gang. See Rogue NPCs in the back of As you gather around the table, a barmaid ap- the module for stats.) The thieves will stay around proaches. Shes average looking, with a little too only until things start to get rough. If the band of much make-up applied to her right cheek to cover heroes consists of four or more, the gang will attempt up a bruise. What will ya have, friends? to intimidate them. If they are fewer than four, the gang will go so far as to brandish weapons, but will fight only if the heroes initiate the assault. The PCs will sustain nothing more than bumps and bruises (as long as they play it cool and dont brandish any weapons). The brawl will end with some poor unfortunate dwarf being tossed into the street.

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THE GUILD HALL


On the windswept cliffs outside the city walls of Spool stands the old keep that once protected the citizens from invading armies. The great structure is now known as the Guild Hall, a place where adventurers and thrill-seekers alike gather to boast of their exploits. At about the time that the heroes arrive, a crowd begins to gather in the courtyard. A man is led to wooden stocks and secured. Hear ye, hear ye. Being found guilty of crimes against the Guild, it is by proclamation of the Guild Lord that this man be publicly flogged and then imprisoned in the city jail for a period of one year. The crowd begins to cheer as the man is flogged repeatedly for several minutes. Then the man is freed from the stocks and led away in chains. If the heroes attempt to interfere they will be stopped by the guards.

RUMORS
Rumors fill the air as the heroes wander around the Guild Hall. If they bother to inquire, roll on the following table: Roll 1d6 1: An army of ogres was discovered in the mountains near Greenrock. Seventy men were killed as they attempted to flee. 2: A new metal was discovered in the grintine quarries at Greenrock. 3: A sea serpent was spotted on the river between Dunhue and Spool. 4: A raiding party from the Kingdom of Ar was captured at Hobb Hill. 5: A sorcerer has kidnapped the daughter of Duke Bandarr Crane and imprisoned her in the dungeon beneath Blacks Keep. 6: A dead body was discovered in the well near the South Gate.

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THE JOB
After asking around for information, the heroes will eventually find themselves in the office of the Guild Herald. When the herald finds out that the heroes are new to the city, he will tell them: It seems that theres a person (or persons?) that is missing, and the Wardred Mining Company is mounting a search party to look for him. The heroes will be paid 500 gold coins each if they are able to find evidence of the missing persons whereabouts. They will be provided transportation and lodging for the two-day trip to the site of the disappearance. After the heroes agree to the job, a man calling himself Doc Davitori (see Appendix B) will approach them. They will recognize him as the dwarf who was tossed into the street from The Dancing Toad. Doc Davitori will attempt to find out why the adventurers are here. He will even go so far as to mention the disappearance in Greenrock. If the heroes

disclose what theyve been hired to do, Doc Davitori will insist that they allow him to accompany them. He will boast of his healing abilities and knowledge of the area. If asked of the brawl at the tavern, he will call it a misunderstanding and avoid the subject. Whether or not the heroes disclose the information or allow Doc Davitori to join them, he will follow them. Once the adventurers agree to the terms, they will be introduced to Art Goldspin of Wardred Mining Company. He will lead them to a boat dock near the southwest city wall. There they will board a riverboat bound for the town of Greenrock. The captain, called simply Morden, and six crewmen set sail upriver. The heroes ride alongside other passengers, including kelnar workers, Doc Davitori, three male tsoli dressed in commoners clothing (Rachid Dorran, the Guild enforcer, and his men), and a female tsoli also dressed as a commoner (Thyra Garthaen). The boat (called The Starky) is an eighty-two-foot, single-masted river-cutter. Like all river-cutters, it is equipped with a sail and oars to assist in navigating the river.

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THE RIVER
The river, called The Vine, stretches from the Leonor mountain range down through Greenrock and Dunhue and empties into Harmony Bay near Spool. It has become as much a part of the Northlandere culture as the sea. Riverboats routinely traverse The Vine, carrying passengers and goods. The first day will hold little or no surprises for the band of adventurers. They will anchor shortly before nightfall, one mile south of the town of Dunhue. During the night, the captain discovers that the boat is taking on water. He is forced to ditch the boat in a sandbar near the shore. Along with the other passengers and crew, the heroes are forced ashore. They find themselves on the edge of a wood. If they follow the river south, they will come upon a path that leads from the river into the wood. At the end of the path, near the rivers edge, a raft is tied to a tree limb. It is large enough for one or two people. If they follow the river north, after a few hours, they will end up in the town of Dunhue. From Dunhue they can either purchase horses or walk to Greenrock if they choose to do so. As the heroes contemplate their next move, a successful Spot (DC 15) will notice movement on the trail near the edge of the wood. Successful Listen checks (DC 15) will reveal that whatever it was, it is now on its way deeper into the wood. If the heroes decide to follow the path, it will take them for a quarter mile through the wood before emerging in a meadow. In the center of the meadow is a farmhouse. Thyra Garthaen and Doc Davitori will follow the heroes. The captain and crew will stay with the boat. Rachid Dorran and his men will head north toward Dunhue, where they will acquire horses so that they can ride to Greenrock ahead of the party. Roll once on the Wilderness Encounter Table before the heroes exit the wood.

see Gus through one of the windows. On a roll of 1-5 (1d6), his dog will hear the party and begin to bark. Gus will look up from his book and go to the door to see whats the matter. If the heroes are courteous to Gus and apologize for the disturbance, he will invite them in to share his fire and a warm mug of cider. If the PCs mention that they are headed for Greenrock, Gus will say: Ah, Greenrock. The kelnar and that grintine, is what they call it. Wasnt meant to be mined, that rock. Was meant to seal the gates, it was. If the heroes press him for more information (like What gates?), hell avoid their questions and ramble on: A trapper was telling me the 1st Brigade is camped outside the walls. The Wolfpacks what they call em. Because of the wolf banner they carry. Anyway, says the word is theyre going for training at Nine Hills, but theyre really on their way to Kar-Kar. Never can tell with that General Longbow. Gus will rifle through a stack of papers on his desk, then hand one of the heroes an aged parchment. The writing is ancient and unlike any that the heroes have encountered in Northlandere. If a member of the party casts Comprehend Languages he will read the following: Mitos raised his arms and it seemed as though the mountains began to melt around us. The rock turned from jet black to emerald green as it cooled. The entrance to the tomb was forever sealed. The Draconis threat was extinguished. The people were free to live their lives again. If Gus is asked where he obtained the parchment he will claim to have rescued it from a pile of burned books. It was the only page remaining in what seemed to be someones journal. Gus will tell the heroes that they are welcome to spend the night in his barn. If they decide to do so, they will experience no more encounters for the evening. If they decide to continue on their way to Greenrock (during the night), roll on the Wilderness Encounter Chart every two hours. It will take them approximately 10 hours to walk to Greenrock.

THE FARMHOUSE
As you approach the small, one-story farmhouse, your eyes begin to adjust to your surroundings. Behind the house is a large barn with a corral attached to it. Between the barn and the house is a well. The owner of the house, Gus Olenthar, is awake at his desk, reading. As the heroes approach, they will

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THE ROAD TO GREENROCK


The following day, the party will discover that Gus and his dog have disappeared. There are signs of a struggle. Papers litter the floor and the front door stands wide open. A simple search will turn up nothing. If the heroes decide to thoroughly search the house and grounds, however, a DC 23 Spot will allow them to discover a hidden trap door that leads to the basement. There they will discover Gus and his dog, tied up. Gus will have no recollection as to who or what did this to him. Gus will insist that he is okay and that the heroes should get on with their journey. He will give them directions to follow the path to the east and it will lead them to the road. If the heroes follow the path it will lead to a well traveled road. On the road to Greenrock the heroes may encounter any one of the following (on a roll of 5-6 roll on the chart): 1- A platoon of eight soldiers from the Wolfpack. 2- A merchant moving north. 3- A merchant caravan moving south. 4- Travelers on their way north. 5- Travelers on their way south. 6- Roll on Wilderness Encounter Table.

The heroes are on the edge of the frontier now, and as the day turns into night the glimmering lights of Greenrock Township come into view.

GREENROCK TOWNSHIP
THE AREA
Greenrock lies only a few kilometers to the west of the Leonor Mountains. It is bordered on the south by The Vine (a large river) and on the east by the grintine (a greenish rock with a texture like granite) quarries from which the town gains its name.

THE TOWN
Greenrock Township enjoys a rich diversity in its populace. Kelnar, tsoli, and Jawnee alike inhabit this frontier town. The chief industry is mining, so the kelnar are more respected in Greenrock than in other cities. The Jawnee were the original inhabitants of the land and are sometimes considered to be inferior to the more numerous tsoli. Even so, Greenrock is as peaceful as a town can be on the frontier.

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ARRIVAL AT GREENROCK
When the PCs arrive at Greenrock, they will find that the only vacancy is at an inn outside of the south gate of the city walls in a district known as Rock Town. They will also notice an influx of soldiers from the Army of the North. Encampments line the eastern wall of the city. They will recognize the wolf banner that Gus Olenthar mentioned flying above the encampment. If the heroes ask around, the consensus will be that the army is on its way to Nine Hills for its yearly training.

CITY DISTRICTS
Wardred Park: The noble houses Stonefield: The merchant district Goldston: The district between Wardred Park and Stonefield Easton: The poor district Rock Town: The district outside the city walls, where the quarry workers live

FOOD AND LODGING


Bed and Breakfast (lodging & meal for one) Stonefield 6 gp Goldston 3 gp Easton 5 sp Rocktown 2 sp Meal (includes ale, wine, or meade) Stonefield 1 gp Goldston 10 gp Easton 3 sp Rocktown 1 sp

CITY OF GREENROCK
Greentock (small city): Nonstandard; AL LN; 15,000 GP limit; Population 11,461; Mixed (kelnar 60%, tsoli 20%, tsain 10%, jawnee 10%) Authority Figures: Baron Pikk Wardred; Mayor Augustus Wardred; Lord Alexian Farkann (Guild Lord); Okkam Goldspin (Head of Mining Operations)

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THE SECRET AT GREENROCK

RUMORS
As in Spool, rumors fill the air in Greenrock. If the heroes inquire, roll on the following table: Roll 1d6 1: The Wolfpack is on its way to Kar-Kar to secure the city and expand Northlanderes borders. 2: Wardred Mining Company is purposely halting grintine production to drive up the price. 3: The Duke has refused to pay the high prices for grintine and ordered that all production cease. 4: The kelnar have lost the ability to cut grintine, so all production has ceased. 5: An Arani spy has kidnapped the daughter of Duke Bandarr Crane and imprisoned her in the dungeon beneath Blacks Keep. 6: The Sultan of Ar has been assassinated by someone sent by Duke Crane.

pull the wagons are kept. As Bleekor escorts them to one of the bunkhouses, they will notice a few familiar faces. Rachid Dorran and his men smile as the heroes approach. They are no longer dressed as commoners, but are in their Guild uniforms, each adorned with a black raven on a field of red (the symbol of the Guild). Dorrans booming voice says: The Guild thanks you for your allegiance. Glad to see that you are fulfilling your contract. The quarry cuts into the side of a mountain of greenish rock that fades to a reddish stone approximately 500 feet above. Stacks of 3-foot-square blocks of the greenish rock are being loaded onto large wagons. Bleekor will accompany the heroes to the edge of the cavern and then will step back and watch as they descend. Doc Davitori will insist on being behind the toughest-looking fighter type.

THYRA GARTHAEN
Thyras been quite busy since joining up with the heroes. She sabotaged the riverboat and caused it to take on water, resulting in the boat being ditched. She tied up Gus Olenthar and hid him and his dog in the basement and then made it look as if they were kidnapped. Upon arriving in Greenrock, Thyra knocked Doc Davitori out and staged her own disappearance so that she could arrive at the cavern before the heroes. Unfortunately for Thyra, her plan to further sabotage the heroes journey from within the cavern was foiled when she was captured by a group of giant spiders and taken to the food storage chamber (area 18).

THE QUARRY
The heroes will probably spend the night in the Three Maidens Inn. (since there are no other vacancies) The following morning, as they wake everyone and prepare for their trip the quarry, they will discover Doc Davitori tied up in his room with a nice bump on his head. He has no knowledge of who or what hit him. They will also discover that Thyra Garthaen is missing. If the heroes ask around, no one will remember seeing Thyra leave. The adventurers can walk the mile between Greenrock and the quarry, where they will meet the interim kelnar-in-charge, Bleekor Rockbreaker. There are two large bunkhouses, a barn, and a corral where mammoths and the large horses used to

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INTO THE CAVERN


0. INTO THE CREVICE
The Heroes enter through the 3' x 2' crevice into a 30' high, 10' wide cave that leads to the entryway to a structure. He will hear the whisper of a young girl say: It is not dead as we had hoped. It slept for eternity as long as the truth remained hidden. Now all is lost. A thousand tears in the Pool of Eternal Sorrows will right the wrong, however late it may be. But the evil walks again. The skeleton will speak only once. When the voice stops, there will not be a second opportunity.

1. ENTRYWAY
Two six-foot statues guard the entrance (10' h x 10' w) to the temple. They appear to have the facial structure of a Jawnee, but are much taller than an average Jawnee man. Between the two statues is a set of large (10' h x 5' w) iron double doors. The door on the right is slightly ajar and the faint odor of death permeates from somewhere within. The door will open with minimal effort. The party will immediately notice the decaying bodies of two fallen kelnar. Anyone within the entryway will need to make a Fortitude save (DC 14) in order to keep from becoming physically ill from the stench of the bodies. If anyone fails the save, he will be temporarily overcome by the uncontrollable desire to vomit. After a few minutes inside the entryway he will grow accustomed enough to the smell to continue on. The corridor runs north to south with a turn approximately 30 feet from the entrance. On the west wall is a door. The dead appear to have been ripped to pieces by the shiny wire which fills the corridor and is tangled around the bodies. Upon closer examination the party will notice tiny holes in the floor and walls in the area where the bodies lie.

3. ENTRANCE TO THE HALL OF GIANTS


Only the light from your torches illuminates a large stone staircase that rises up six steps to two large (15' x 8') stone doors. The doors are covered with intricate etchings of arcane symbols. The sound of people wailing and crying seems to originate from behind the door. From this point on, the natural light from the entrance to the cavern has all but disappeared. Except for whatever light sources they may be carrying, the heroes find themselves in total darkness. Stone Doors: 6 in. thick; hardness 20; HP 150; AC 5; break DC 45; Open Locks nil. A successful Read Magic will allow the party to learn that the door is enchanted with Protection from Evil and a Ward vs. Evil. Anyone of good alignment may touch the door without any effect. Those of Neutral alignment will feel uneasy. Anyone of Evil alignment who touches the door or attempts to pass through the doorway must save versus Spell against a 4d6 lightning bolt (save for half damage). Anyone within 1 foot of the evil character will take damage as well.

2. STONE CHAIRS
The door to this 10' x 20' room is unlocked. Inside the room are four large stone chairs, two each on both the north and south walls. Chained to the southeast chair is the skeletal remains of what appears to be a humanoid. As the party enters the room the sound of a young girl crying can be heard, apparently coming from somewhere in the room. A thorough search of the room will reveal no one other than the heroes and the skeleton. If anyone has the ability to speak with the dead, he will have a chance to learn the following from the skeleton.

4. THE HALL OF GIANTS


The 40' x 30hall is bordered on the east and west walls by 9-foot-tall statues (four on each side). They are featureless, standing like stone suits of armor. Near the southeast portion of the hall are the decaying remains of three kelnar. The heroes have by now grown accustomed to the stench of death and need not roll a save this time. The bodies appear to have been decapitated; their

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heads are missing. Also on the east and west walls are doors. The door on the west wall is locked. If someone rolls a successful Listen, he will hear the faint sound of rain resonating from somewhere in the distance. Each time a statue is touched, roll 1d6. A roll of a 6 will trigger the Indigo Gas Trap. Indigo Gas Trap DC18, 1 CON*, 3d6 CON If any character is reduced to 0 Con or below he is unconscious and must sleep for 24 hours to regain the temporary Con loss.

4A. THE HALLWAY


This is a north-south hallway approximately 40' long and 8' wide. On the south end of the hall is an empty shelf. Upon closer examination, wax residue can be found on the shelf. On the north end of the hallway an identical shelf can be found. This shelf, however, has a brass candle holder sitting on it. The candle has completely melted to a pool of wax.

5. THE ARCHIVES
The door to this room is locked. Wood Door: 2 in. thick; hardness 5; HP 15; AC 5; break DC 18; Open Lock DC 25. Bookshelves line the walls of this room. Hundreds of books containing land deeds, birth and death records, and family histories are on the shelves. If the heroes thoroughly search this room, they will find one item that is particularly interesting, a map of the Jawnee city of Modar-Urbanus. The unique thing about this city is its subterranean location beneath the ruins of the city of Modar. Modar-Urbanus has always been considered a myth.

4B. FALSE DOOR


This door is locked. If it is successfully unlocked, the trap will not trigger until the door is opened. If the heroes attempt to break the door down, they will find that it is a false door. A simple search of the inside of the door panel will reveal a small button that unlocks the secret door on the north wall. Wood Door: 2 in. thick; hardness 5; HP 15; AC 5; break DC 18; Open Lock DC 25. Quest Trap (No saving throw; affects one creature) Whoever opens the door will be compelled to proceed to the caverns below the temple, where he will cross the Pool of Eternal Sorrows and toss the scepter into the lake.

6. THE LIBRARY OF HISTORY


Bookshelves also line the walls of this room. However, it appears that all of the books have been stacked in the center of the room and burned. If the heroes search the debris thoroughly, they will find one book that remains intact: Book of Kirnaveen, wizard spells, each spell can be used once, DMG200, roll 4 times on 3rd lvl table, roll 3 times on 4th lvl. table, roll once on the 5th level table.

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7. SECRET STAIRS
A stone stairway in the center of the room descends into the darkness. A 10' x 8' secret room, with a set of stone stairs going down. The secret door (Spot, DC 20) can be located, but the opening device is located behind the false door (Area 4b). Or the heroes may decide to break (DC 30) the door down.

Concealed by the canvas is a stone table inscribed with hieroglyphics. A Comprehend Languages spell will reveal that they are names: Janee, Shain, Arani, Kelnar, Shreen, Tsoli, Gruul, Draconai, Tyrran, Athyr, Mudan, Oban.

11. STOREROOM - SILVER AND CHINA


Similar to Room 10. This room has four cabinets (one on each wall). Each contains a complete set of dishes, cups, and saucers for twelve people. A drawer in each cabinet contains silverware for twelve people. Each cabinets tableware is in a different style, with one motif for each season (winter, summer, spring, autumn).

8. BOTTOM OF STAIRS
As you near the bottom of the stairs, the familiar stench of death permeates the air. This room is partially caved in, and the remains of another kelnar can be seen partly covered by debris. There is a secret door (DC 20) on the north wall.

12. SECRET ROOM


Two stone crypts are in the center of this room. On the south wall is a shelf with twelve silver goblets on it. Each goblet is an ornately detailed work of art. Inside the crypts are ornate sarcophagi which are empty.

9. THE HISTORY OF MYRRA


As your light source illuminates this room, you notice immediately that the walls, ceiling, and floor of this room are covered with hieroglyphics. The strange symbols seem to shimmer as the light falls upon them. Standing at each corner of the room are 7-foot-tall statues. These statues are featureless, much like those in the chamber at the top of the stairs. Each statue holds an 8' spear. There are two doors on the north wall. The cave-in from Room 8 partially fills this room. If the heroes cast a Comprehend Languages, see Appendix G. One of the statues is a stone golem (MM108). It will remain motionless until one of the doors on the north wall is opened or a character attempts to take a spear.

13 & 14. CAVERN PASSAGEWAY


The door opens to reveal a natural cavern. Strange plants that give off a violet glow grow along the walls of the cavern. The temperature in the cavern is cooler and the heroes will notice a damp feeling.

15. A DARK WET PLACE


This area is very damp. Water drips from the ceiling and a small pool of water is in the center of the passage. An ochre jelly hangs from the ceiling. (Spot DC 25) If anyone passes beneath it, it will attempt to drop on the unsuspecting hero. Ochre Jelly (MM145)

10. STOREROOM-FURNITURE
This room is stacked to the ceiling with chairs of all types. Against the west wall is a large banquet table covered with canvas. Chairs are also stacked on top of and underneath the table.

16. LARGE CAVERN


The cavern ceiling is approximately 150 feet high. The upper reaches of the ceiling of this cavern cannot be seen with regular torches. To the right of the entrance is a large pool of water (approximately 50 feet across). In the center of the pool is large stone.

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17. CAVE-IN
This room has caved in. If the PCs dig through the rubble they will discover the skeletal remains of two humanoids. They appear to be tsoli. They appear to have been buried beneath the debris for a long time.

21-23 BURIAL CHAMBERS


Roll 1d6 for spider encounters. A 6 means 1d4 young adult spiders are in the room. The chambers are littered with bones. Skulls of kelnar, jawnee, and tsoli alike fill each chamber. In addition, rotting cloth, rusted armor and weapons can be found. Most of what the heroes find is of little value. A Spot check (DC 20) will reveal two silver +2 daggers, in rotting leather scabbards, in Area 22 sheathed.

SPIDER CHAMBER ALERT INFORMATION


As the heroes enter the spider chamber, they will have numerous opportunities to alert the spiders of their presence. Each time someone moves from one location to the next (e.g., from a passageway into a cavern), roll 1d6. A 6 will result in the mother dispatching two of the young adults to investigate.

24. ON THE EDGE OF THE LAKE


Approximately 50 feet from the entrance is a small lake. Your torches partially illuminate the area and you can just make out the other side, which is about 200 feet away. In the center of the lake is a stone slab, upon which lies a sleeping dragon. The dragon appears to be chained to the slab. Chained to the stone in the center of this small subterranean lake is Shikara (HP 123), a young adult fire dragon. On the shore opposite the entrance to the cavern is an altar with a scepter on it. Scepter: +2 Holy Weapon. Infused with holy energy, this weapon deals +2d6 damage to evil opponents. If an evil creature wields this weapon, it gains a negative level while doing so. The ceiling of this cavern forms a dome, the center of which looks to be man-made. Adorning the ceiling is a mural of the sun, as if mocking the dragon below (the only sun shell ever see). The single inhabitant of the lake is a 10' long wraith shark (Appendix A). As long as no one disturbs the water of the lake, the shark will remain hidden. The moment the water is disturbed, the shark will attack.

18. SPIDER CHAMBER-FOOD STORAGE


This room contains a half-dozen mummified humanoids, two of which are the two remaining kelnar. Thyra Garthaen is also being held in a web cocoon. A Neutralize Poison (PHB 232) will revive them. Also in this room are two Young Adults; Monstrous Spider, Medium - HP 11.

19. SPIDER CHAMBER - NESTING


This room contains half a dozen egg sacks. Guarding the room are four Young Adults; Monstrous Spider, Medium - HP 11.

20. SPIDER CHAMBER - THE WEB


This cavern is covered from floor to ceiling with spider webs. Your light source seems to disappear into the sheer vastness of the web. If the heroes decide to enter the cavern, they must make a Reflex save (DC 20) not to become entangled in the web (Escape DC 26; Break DC 32; HP 6). This is where the mother spider spends most of her time. Four young adults keep her company. Mother; Monstrous Spider, Huge - HP 55; MM210) Young Adults; Monstrous Spider, Medium HP 11

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If the heroes figure out the riddle: It is not dead as we had hoped. It slept for eternity as long as the truth remained hidden. Now all is lost. A thousand tears in the Pool of Eternal Sorrows will right the wrong, however late it may be. But the evil walks again. They will submerge the scepter into the waters of the lake, which breaks the spell holding Shikara, and the chains holding her will fall from her. As you lower the scepter into the cool waters of the subterranean lake, a blinding light fills the cavern. The ground beneath you begins to shake and chunks of rock begin to fall from above, as sunlight fills the cavern through a huge opening in the ceiling. The massive chains that hold the sleeping dragon clang against the side of the stone slab as they break apart. Enormous eyes look down at you as the head of the dragon raises above the lake. At this point Shikara will awake. Her initial response will be to defend herself, so she will take a defensive posture. As long as the heroes do not attack her, she will not attack them. After a few moments, if the heroes have not attacked Shikara, she will realize that they have released her. They will hear the breathy voice of a young woman say: You are indeed brave and good, heroes. May the light always shine upon your path and may good fortune find you and yours. With that, her great wings begin to buffet the air around the heroes as she rises high above them and through the opening in the ceiling. Other than the chance encounter with any remaining spiders, the heroes will meander their way out of the tomb unscathed. All traps have been disarmed and all doors vaporized by the powerful magic infused in the release of Shikara.

ADVENTURE CONCLUSION
FAILURE
If the heroes fail to free Shikara and the last two kelnar, they may still claim their reward if they make it out of the cavern alive.

SUCCESS!
If the heroes accomplish all of the objectives, Shikara is free. The surviving kelnar are rescued from the spiders lair. The heroes are met by Rachid Dorran, who thanks them for their allegiance to the Guild. As you board a riverboat for Spool, you glance toward the mountains. Through the misting rain, you cant be sure, but you could almost swear that a large shape just passed through the clouds. You turn back toward your comrades just as a deafening roar fills the air. You turn quickly, but whatever it was is gone. You hear only the wind and the rain falling on the deck of the boat as you drift toward your next heros journey.

SUGGESTED EXPERIENCE (XP)


If the heroes free Shikara and the two kelnar: Four or fewer heroes = 1,500 XP ea. Five heroes = 1,000 XP ea. Six or more heroes = 800 XP ea. If the heroes free only Shikara or only the kelnar: Four or fewer heroes = 1,000 XP ea. Five heroes = 800 XP ea. Six or more heroes = 600 XP ea. If the heroes free no one BUT finish the job they were hired to do: Four or fewer heroes = 800 XP ea. Five heroes = 600 XP ea. Six or more heroes = 400 XP ea.

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APPENDICES

APPENDIX A: MONSTERS
SHIKARA
Dragon (Fire) Hit Dice: 13d12+39 (HP 123) Initiative: +0 Speed: 40 ft, fly 150 ft (poor) AC: 21 (-1 size, +12 natural) Attacks: Bite +19 melee, 2 Claws +14 melee, 2 Wings +14 melee, Tail Slap +14 melee Damage: Bite 2d6+7, Claw 1d8+3, Wing +1d6+3, Tail Slap 1d8+10 Face/Reach: 5 ft by 10 ft / 10 ft Special Attacks: Breath Weapon Special Qualities: Blindsight, Fire Subtype, Immunities, Keen Senses Saves: Fort +11, Ref +8, Will +9 Abilities: Str 25, Dex 10, Con 17, Int 12, Wis 13, Cha 12 Skills: Listen +14, Search +14, Spellcraft +14, Spot +14, 4 more skills @ 13 ranks each Feats: Cleave, Flyby Attack, Hover, Power Attack Challenge Rating: 6 Alignment: Always CG SA - Breath Weapon (Su): Cone of Fire, 40 feet long, every 1d4 rounds; damage 6d10, Reflex half DC 19. SQ - Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragons range is 90 feet. SQ - Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save. SQ - Immunities (Ex): Immune to sleep and paralysis. SQ - Keen Senses (Ex): Dragons can see four times as well humans in low-light conditions and twice as well in normal light. This one also has darkvision with a range of 300 feet. Spells Known (cast 5/4): [***list?]

WRAITH SHARK
Large, Undead (Incorporeal) Hit Dice: 10d8 (HP 76) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: Fly 60 ft. AC: 15 (+3 Dex, +2 Deflection) Attacks: Incorporeal Bite +5 melee Damage: 3d6 Incorporeal Bite and 1d6 permanent Constitution drain Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Constitution drain Saves: Fort +1, Ref +4, Will +6 Abilities: Str , Dex 16, Con , Int 5, Wis 12, Cha 2 Skills: Hide +8, Intimidate +12, Intuit Direction +8, Listen +10, Search +10, Sense Motive +8, Spot +10 Feats: Alertness, Blindfight, Combat Reflexes, Improved Initiative Climate/Terrain: Any water and underground Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Chaotic Evil Advancement: 10-15 HD (Large Size)

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APPENDIX B: MAIN NPCS


DOC DAVITORI
Male kelnar Ftr4/Rog3: CR 7; Size M (4 ft., 2 in. tall); HD 4d10 + 3d6; HP 38; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +7/ +2 ranged; SV Fort +5, Ref +7, Will +3; AL CN; Str 16, Dex 12, Con 10, Int 10, Wis 12, Cha 4. Languages Spoken: Common, Kelnaran. Skills and Feats: Appraise +2, Balance +3, Concentration +2.5, Craft +2, Disable Device +6, Hide +1, Innuendo +2, Listen +1, Move Silently +1, Profession +3, Read Lips +4, Ride +8, Sense Motive +6, Spot +1, Tumble +7; Cleave, Combat Reflexes, Lightning Reflexes, Power Attack, Quick Draw, Track. Possessions: 7,200 gp in gear. Doc Davitori believes he is a cleric. He watched a cleric heal a person once and feels he can do the same. He tried the incantation (which was wrong) and the hero got better. Thus, he has since sold himself as a cleric. He will always attempt a spell (which does not work). He brushes it off as having a bad day. Then he will dig into his magic bag filled with healing scrolls, herbs, and whatnots to accomplish the task. Doc Davitori is greedy and always takes what he can get away with. He has a magic bag filled with numerous useful items for healing and thieving. He uses these items only when in desperate straits to make himself useful to a party. Doc Davitori will always avoid dangerous situations and never put himself in harms way. But he will pick out the most useful (to him) hero in the group and do everything for that individual. (His first choice is a paladin. Next choice is a strong fighter.) Doc Davitoris goal is to have that hero protect him when (not if) the group gets mad and turns on him. Doc Davitori wants everything and always wants first pick. He wont use anything he has unless his life depends on it.

THYRA GARTHAEN
Thyra Garthaen, female arani (human) Rog6 (Zamistadt Spy): CR 6; Size M (5 ft., 6 in. tall); HD 6d6+24; hp 44; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +6 melee, or +8 ranged; SV Fort +6, Ref +9, Will +3; AL LE; Str 15, Dex 19, Con 18, Int 15, Wis 12, Cha 12. Languages Spoken: Arani, Common, Kelnaran. Skills and Feats: Bluff +9, Craft +9, Disable Device +10, Escape Artist +11, Hide +13, Intuit Direction +10, Listen +1, Move Silently +4, Open Lock +13, Pick Pocket +13, Profession +7, Search +11, Spot +10, Swim +11; Ambidexterity, Expertise, Shield Proficiency, Two-weapon Fighting. Possessions: 5,600 gp in gear.

RACHID DORRAN
Rachid Dorran, male tsoli (human) Ftr4( Guild Enforcer): CR 4; Size M (6 ft., 2 in. tall); HD 4d10+8; hp 36; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee, or +5 ranged; SV Fort +6, Ref +2, Will +1; AL N; Str 16, Dex 13, Con 14, Int 16, Wis 11, Cha 9. Languages Spoken: Abyssal, Common, Elven, Halfling. Skills and Feats: Craft +7, Diplomacy -0.5, Disable Device +4, Disguise +2, Forgery +6, Hide +1, Listen +2, Move Silently +1, Search +5, Spellcraft +3.5, Spot +5, Tumble +3, Use Rope +3, Wilderness Lore +2; Alertness, Blindfight, Cleave, Combat Reflexes, Improved Unarmed Strike, Power Attack. Possessions: 3,300 gp in gear.

GUS OLENTHAR
Gus Olenthar, male tsoli (human) Drd7: CR 7; Size M (5 ft., 10 in. tall); HD 7d8+7; hp 49; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +7 melee, or +9 ranged; SV Fort +6, Ref +6, Will +6; AL NG; Str 14, Dex 18, Con 12, Int 18, Wis 12, Cha 12. Languages Spoken: Common, Druidic, Giant, Jawnee, Kelnaran, Tsoli. Skills and Feats: Alchemy +5, Appraise +7.5, Concentration +11, Craft +14, Escape artist +9, Handle animal +8, Heal +4, Hide +4, Intuit direction +11, Knowledge +6, Knowledge (religion) +5, Listen +1, Move silently +4, Perform +3, Profession +11, Scry +9, Spot +1, Wilderness lore +10; Am-

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bidexterity, Brew potion, Craft magic arms and armor, Empower spell. Possessions: 7,200 gp in gear. Druid Spells Per Day: 6/5/3.

IDRIS MALKAEN
Idris Malkaen, male tsoli (human) Rgr5 (Riverboat Captain): CR 5; Size M (5 ft., 4 in. tall); HD 5d10; hp 35; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +6 melee, or +7 ranged; SV Fort +4, Ref +3, Will +2; AL LN; Str 13, Dex 15, Con 10, Int 11, Wis 12, Cha 8. Languages Spoken: Common. Skills and Feats: Concentration +7, Craft +8, Handle Animal +7, Hide +2, Innuendo +3, Listen +1, Move Silently +8, Spot +1, Wilderness Lore +8; Improved Unarmed Strike, Quick Draw, [Track], Weapon Focus (Short Bow, Composite). Possessions: 4,300 gp in gear. Ranger Spells Per Day: 1.

APPENDIX D: WILDERNESS ENCOUNTERS


Encounter NPCs Moose Hawk (day) Owl (night) Bear, black Mountain Lion Wild Pig Wolf Porcupine Snake Skunk Weasel, Giant Butterfly, Giant (Moth at night) Mosquito, Giant Wild Horse Wild Dogs Ghost Faerie NPC Bandits # 1-6 1 1 1-3 1 1-6 1-8 1 1 1 1 1-4 1-8 1-12 1-8 1 4-24 1 Roll 01 02-05 06-10 11-15 16-20 21-30 31-40 41-45 46-50 51-55 56-60 61-65 66-70 71-80 81-90 91-95 96-99 00

FELINN ENDERON
Felinn Enderon, female tsain (half elf) Rog3: CR 3; Size M (5 ft., 4 in. tall); HD 3d6+3; hp 19; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +4; AL CG; Str 12, Dex 18, Con 12, Int 14, Wis 17, Cha 18. Languages Spoken: Common, Elven, Orc, Undercommon. Skills and Feats: Bluff +10, Disable Device +8, Disguise +10, Forgery +8, Gather Information +9, Hide +4, Intimidate +10, Listen +10, Move Silently +4, Read Lips +5, Search +8, Spot +10, Tumble +9; Expertise, Improved initiative. Possessions: 2,500 gp in gear.

JERRAM ENDERON
Jerram Enderon, male human War5: CR 4; Size M (5 ft., 10 in. tall); HD 5d8+20; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +9 melee, or +8 ranged; SV Fort +8, Ref +4, Will +2; AL CN; Str 19, Dex 17, Con 18, Int 12, Wis 12, Cha 12. Languages Spoken: Celestial, Common. Skills and feats: Climb +12, Hide +3, Jump +11, Listen +1, Move silently +3, Ride +8, Spot +1, Swim +10, Wilderness lore +4; Point blank shot, Twoweapon fighting, Weapon focus (short bow). Possessions: 4,300 gp in gear.
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APPENDIX D: RANDOM CITY NPCS


(Roll 1d8)

3. ILIA
Ilia, male human Exp5: CR 4; Size M (5 ft., 0 in. tall); HD 5d6-5; hp 15; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +6 ranged; SV Fort +0, Ref +4, Will +4; AL NE; Str 11, Dex 16, Con 9, Int 15, Wis 11, Cha 11. Languages Spoken: Common, Giant, Sylvan. Skills and Feats: Animal Empathy +6, Balance +9, Bluff +8, Climb +1.5, Decipher Script +4, Disguise +8, Escape Artist +5, Heal +0.5, Hide +3, Intuit Direction +6, Knowledge +2.5, Listen +0, Move Silently +10, Sense Motive +3, Spellcraft +10, Spot +0, Use Magic Device +2, Wilderness Lore +1; Blindfight, Run, Skill Focus (Balance). Possessions: 4,300 gp in gear.

1. LIQUAPHIA
Liquaphia, female elf (high) Nob9: CR 8; Size M (5 ft., 2 in. tall); HD 9d8-18; hp 28; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +7/+2 melee, or +8/+3 ranged; SV Fort +1, Ref +5, Will +8; AL CG; Str 13, Dex 15, Con 7, Int 17, Wis 14, Cha 18. Languages Spoken: Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Gnoll, Gnome, Goblin, Ignan, Infernal, Kelnaran, Orc, Sylvan, Terran, Undercommon. Skills and Feats: Bluff +11, Concentration +2, Disguise +12, Handle Animal +18, Hide +2, Knowledge (Religion) +16, Listen +18, Move Silently +2, Ride +3, Search +5, Sense Motive +13, Speak Language +12, Spot +6; Power Attack, Skill Focus (Handle Animal), Skill Focus (Knowledge (Religion)), Skill Focus (Listen). Possessions: 12,000 gp in gear.

4. LAUCIOL
Lauciol, male half-elf War12: CR 11; Size M (5 ft., 2 in. tall); HD 12d8+24; hp 77; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +14/+9/+4 melee, or +11/+6/+1 ranged; SV Fort +10, Ref +3, Will +5; AL CE; Str 15, Dex 8, Con 15, Int 6, Wis 13, Cha 12. Languages Spoken: Common, Elven. Skills and Feats: Balance +1, Hide -1, Jump +5, Listen +4, Move Silently -1, Search -1, Spot +4, Swim +11; Alertness, Blindfight, Combat Reflexes, Point-blank Shot, Weapon Focus (Long Sword). Possessions: 27,000 gp in gear.

2. HEIL
Heil, male half-elf War16: CR 15; Size M (5 ft., 9 in. tall); HD 16d8+32; hp 100; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +20/+15/+10/+5 melee, or +18/+13/+8/+3 ranged; SV Fort +12, Ref +7, Will +5; AL NE; Str 19, Dex 14, Con 15, Int 12, Wis 10, Cha 7. Languages Spoken: Common, Elven, Gnoll. Skills and Feats: Climb +17, Gather Information -1, Handle Animal +10, Hide +2, Jump +18, Listen +1, Move Silently +2, Ride +18, Search +2, Spot +1; Blindfight, Mounted Combat, Power Attack, Rideby Attack, Spirited Charge, Two-weapon Fighting. Possessions: 77,000 gp in gear.

5. IGOR
Igor, male human Nob2: CR 1; Size M (5 ft., 7 in. tall); HD 2d8-4; hp 7; Init +0; Spd 30 ft.; AC 10; Attack +0 melee, or +1 ranged; SV Fort -2, Ref +0, Will +2; AL LE; Str 9, Dex 11, Con 6, Int 9, Wis 9, Cha 12. Languages Spoken: Common. Skills and Feats: Appraise +4, Gather Information +3, Handle Animal +6, Hide +0, Intimidate +5, Listen -1, Move Silently +0, Spot +5; Exotic Weapon Proficiency (Sword, Bastard), Skill Focus (Spot). Possessions: 2,000 gp in gear.

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6. QILLANUPHIA
Qillanuphia, female elf (high) Com1: CR 1; Size M (4 ft., 10 in. tall); HD 1d4-1; hp 3; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +0 ranged; SV Fort 1, Ref +0, Will +2; AL NE; Str 15, Dex 11, Con 8, Int 14, Wis 14, Cha 8. Languages Spoken: Common, Elven, Gnoll, Gnome. Skills and Feats: Climb +6, Hide +0, Listen +4, Move Silently +0, Pick Pocket +2, Search +4, Spot +8, Use Rope +6; Skill Focus (Use Rope). Possessions: 4 gp in gear.

APPENDIX E: ROGUE NPCS


ASTA
Asta, female human Rog1: CR 1; Size M (5 ft., 3 in. tall); HD 1d6-2; hp 4; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort -2, Ref +4, Will +1; AL CE; Str 12, Dex 14, Con 6, Int 13, Wis 13, Cha 5. Languages Spoken: Celestial, Common, Gnoll, Halfling. Skills and Feats: Decipher Script +5, Hide +4, Intuit Direction +5, Jump +5, Listen +1, Move Silently +4, Perform -1, Pick Pocket +6, Profession +5, Search +5, Sense Motive +3, Speak Language +2, Spot +1, Use Rope +6; Improved Initiative, Pointblank Shot. Possessions: 900 gp in gear.

7. EIRIK
Eirik, male human Adp9: CR 8; Size M (5 ft., 10 in. tall); HD 9d6+18; hp 60; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +5 melee, or +3 ranged; SV Fort +5, Ref +2, Will +10; AL NG; Str 13, Dex 8, Con 15, Int 16, Wis 19, Cha 9. Languages Spoken: Abyssal, Common, Draconic, Giant. Skills and Feats: Concentration +10, Escape Artist +1, Hide -1, Intimidate +2, Knowledge (Arcana) +15, Knowledge (Nature) +15, Listen +6.5, Move Silently -1, Scry +14, Search +6, Spot +4, Wilderness Lore +16; Craft Wand, Enlarge Spell, Heighten Spell, Scribe Scroll, Spell Focus (Transmutation). Possessions: 12,000 gp in gear. Adept Spells per Day: 3/4/3/2.

MISHA
Misha, male human Rog1: CR 1; Size M (5 ft., 8 in. tall); HD 1d6; hp 6; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack -1 melee, or +3 ranged; SV Fort +0, Ref +5, Will +1; AL N; Str 8, Dex 16, Con 10, Int 9, Wis 9, Cha 16. Languages Spoken: Common. Skills and Feats: Disable Device +3, Disguise +7, Forgery +3, Hide +7, Listen -1, Move silently +3, Pick Pocket +5, Profession +1, Search +3, Spot +3, Use Magic Device +7; Dodge, Iron Will. Possessions: 900 gp in gear.

8. HERDIS
Herdis, female human Exp3: CR 2; Size M (6 ft., 0 in. tall); HD 3d6+3; hp 14; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +0 melee, or +6 ranged; SV Fort +2, Ref +5, Will +5; AL NG; Str 6, Dex 18, Con 12, Int 16, Wis 14, Cha 13. Languages Spoken: Abyssal, Aquan, Common, Gnoll, Infernal, Orc. Skills and Feats: Alchemy +5.5, Animal Empathy +4, Climb +0, Concentration +1.5, Diplomacy +6, Disguise +3, Escape Artist +10, Gather Information +2, Hide +10, Listen +4.5, Move Silently +4, Open Lock +12, Sense Motive +10, Speak Language +2, Spot +2; Point-blank Shot, Skill Focus (Sense Motive), Skill Focus (Open Lock). Possessions: 2,500 gp in gear.

SVAN
Svan, male human Rog3: CR 3; Size M (6 ft., 2 in. tall); HD 3d6-3; hp 12; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +4 ranged; SV Fort +0, Ref +5, Will +3; AL LE; Str 14, Dex 15, Con 9, Int 15, Wis 14, Cha 14. Languages Spoken: Abyssal, Aquan, Common. Skills and Feats: Appraise +7, Balance +6, Bluff +8, Craft +8, Disable Device +7, Disguise +8, Forgery +8, Hide +2, Listen +10, Move Silently +2, Pick Pocket +7, Search +7, Spot +2, Tumble +8, Use Rope +10; Quick Draw, Skill Focus (Listen), Skill Focus (Use Rope). Possessions: 2,500 gp in gear.

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DENOR
Denor, male human Rog5: CR 5; Size M (5 ft., 11 in. tall); HD 5d6+5; hp 23; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +4; AL CE; Str 11, Dex 16, Con 13, Int 13, Wis 16, Cha 9. Languages Spoken: Common, Gnoll. Skills and Feats: Balance +11, Climb +5, Decipher Script +7, Escape Artist +10, Gather Information +7, Hide +3, Jump +8, Listen +3, Move Silently +10, Perform +8, Read Lips +7, Search +9, Spot +7, Tumble +9; Improved Initiative, Quick Draw, Skill Focus (Perform). Possessions: 4,300 gp in gear.

APPENDIX F: TREASURES
Area 5: Any of the books in the library can be sold in Spool for 10 to 100 gp (1d10 x 10) each. Area 6: Book of Kirnaveen ,wizard spells, each spell can be used once, DMG200, roll 4 times on 3rd lvl table, roll 3 times on 4th lvl. Table, roll once on the 5th level table. Area 9: (4) +2 spears. Area 11: Fine China (2,500 gp) Area 11: Silverware (1000 gp) Area 12: Silver Goblets (100 gp ea.) Area 24: Scepter of Tears. +2 Holy Weapon. +2d6 damage toward evil. If an evil creature wields it, the creature loses 1 Con permanently. Additionally it will lose 1 Temp Con every round it holds the scepter. The scepter gives the bearer a 10' Protection from Evil dome and will glow as a Detect Evil if within 50' of an evil creature or presence.

ASLEIF
Asleif, female human Rog5: CR 5; Size M (5 ft., 5 in. tall); HD 5d6+10; hp 27; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +4 melee, or +6 ranged; SV Fort +3, Ref +7, Will +4; AL NG; Str 12, Dex 16, Con 15, Int 15, Wis 16, Cha 11. Languages Spoken: Common, Elven, Orc. Skills and Feats: Bluff +7, Climb +8, Decipher Script +10, Diplomacy +7, Disable Device +10, Escape Artist +11, Hide +3, Innuendo +11, Jump +9, Listen +5, Move Silently +9, Read Lips +9, Search +4, Spot +5, Swim +9, Tumble +4, Wilderness Lore +5; Alertness, Expertise, Shield Proficiency. Possessions: 4,300 gp in gear.

ERLING
Erling, male human Rog1: CR 1; Size M (6 ft., 2 in. tall); HD 1d6+2; hp 8; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort +2, Ref +4, Will +2; AL N; Str 12, Dex 14, Con 14, Int 16, Wis 14, Cha 13. Languages Spoken: Common, Giant, Gnome, Ignan. Skills and Feats: Bluff +5, Decipher Script +7, Disguise +3, Gather Information +5, Hide +2, Innuendo +6, Intuit Direction +6, Jump +3, Listen +2, Move Silently +2, Read Lips +7, Sense Motive +6, Spot +6, Use Magic Device +5, Use Rope +6, Wilderness Lore +4; Combat Reflexes, Run. Possessions: 900 gp in gear.

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APPENDIX G: JAWNEE HIEROGLYPHICS


If someone in the party has the spell Comprehend Languages, he will be able to decipher the hieroglyphs in the room: 2,500 years ago, the Jawnee established a settlement near the site of what would become the great city of Xi-Lan. Little is known about whence the Jawnee migrated, only that there was some sort of cataclysm that caused them to leave their native land and take up residence in the southern forests of Myrra. It wasnt long before the Jawnee encountered the other residents of this region. The Draconis were friendly at first. For a time they lived in peace with their island neighbors. The Jawnee artisans and craftsmen created great works of art that the Draconis marveled at and took back to their island to furnish their lavish palacelike homes. The Jawnee and Draconis lived in relative harmony for 500 years, during which time the Jawnee built the forest cities of Xi-Lan and Modar. It was shortly after this period that the Draconis revealed to the Jawnee their true nature. Among the visitors from the island were ones who were not humanoids after all, but an ancient race of dragon that had taken the humanoid form to disguise the truth. The Draconis worshipped the dragon and coexisted with them in their dragon society. Another 500 years passed. The Draconis and the dragon traveled frequently to the forest cities. As time went on the Draconis began to demand more and more treasures from the Jawnee as a sort of tax to protect them and allow them to live in the southern region of Myrra they called Janar. It was also during this time that the desert kingdom of Ar, to the north of Janar and beyond the Misty Mountains, established the city of Ar as the capital of its state. The Jawnee paid the tax without complaint for another 500 years, until the first war between Janar and Ar took place. The promised support from the Draconis never came, and the Jawnee were defeated and forced to live under the rule of the Sultan of Ar. With this new ruler came demands by the Arak, the people of Ar, and specifically by the Zamistadt (Ars government). The Jawnee began to send their treasures (which had formerly been sent to the Draconis) to the Zamistadt as a forced tribute.

Of course, the Draconis were not happy about this. They had suddenly lost what had become their main source of income. They demanded that the Jawnee divert their treasures from the Zamistadt back to them. The Zamistadt governor who now ruled Janar refused. In retaliation, the Draconis released a terror upon the Jawnee that nearly drove them into extinction. The dragons began to attack Xi-Lan. The event was known as the Draconis Triduum . For three days they attacked the Jawnee without ceasing. On the fourth day, they stopped. A few days after that a merchant caravan from Modar arrived at the city gates. News of the horrors that they found quickly made its way back to Modar and on to Ar. The entire populace had been annihilated. Every man, woman, and child had been killed. Over thirty thousand bodies filled the city streets. The Jawnee in Modar began to retreat into subterranean passages beneath the city. The Zamistadt, hearing of the devastation at Xi-Lan, released their hold on Janar and declared it a free state. The Jawnee began to construct an elaborate subterranean city, meanwhile supplying the Draconis with the treasure they demanded. This time, the forced tribute was doubled. On the 100th anniversary of the Draconis Triduum, the entire populace of Modar vanished. A week went

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by before a delegation of Draconis arrived at the city gates to find them wide open. Their subsequent search revealed that the entire city was empty. The strangest thing was that the only thing missing was the people. All of their belongings, livestock, etc. were still there. Stores were still stocked with goods. Laundry still hung on the lines. It was as if they had simply vanished into thin air. Unknown to the Draconis, the Jawnee had retreated into the subterranean city they had named

Modar-Urbanus. All entrances to the underground city had been carefully concealed, and the people were ordered to remain below ground for a period of six months before they were allowed to travel above ground to gather food. The Jawnee lived in this manner for over 400 years. The Draconis had long since given up on them and found another people to oppress for its treasures. During this period the Jawnee shamans began to work on a ritual that would free the people from their underworld existence and allow them once again to walk the earth above ground. The ritual was perfected, and so it began one day and lasted for 100 years. Shaman after shaman took his place in the ritual chamber. Children were born and men died during this time, but the ritual continued. The great ritual was to be completed on the 500th anniversary of the Draconis Triduum. And so it came to pass that on the anniversary of the Draconis Triduum, the great Jawnee shaman Xeros ascended the stairs of the ritual chamber with a powerful talisman born of 500 years of magical incantation, the Persona Draconis (Mask of the Dragon). Xeros emerged from Modar-Urbanus and felt the cool night air on his face. The moon had set and the breeze had grown to a whisper when he donned the mask. Speaking ancient, forgotten words, he commanded that this anniversary of the Draconis Triduum would bring the fall of the Draconis and the dragon. A few moments passed, and then the wind began to increase, thunderheads moved quickly to cover the moon, and the ground beneath him began to shake. The mountains themselves seemed to be falling around him. Lightning began to fill the sky as the side of a mountain somewhere in Myrra split open. A great rushing of wind began to descend on the chasm, and the dragon and Draconis were swept into the abyss. Then the Tyrran descended from their hidden valley in the Leonor Mountains and sealed the opening with the power of Op-tatosep.

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