TEXT: 839674
  800044
  5
   
  The Realms of Chirak Adventure Series Volume 1:
  Swords against
  Shaligon!
  A mysterious assault at sea...
  A capricious goddess awakens on a remote
  isle...
  A land in need of heroes...
  Now is the time to take up arms, and fight
  the evil that awakens...
  Now is the time to raise swords against
  Shaligon!
  For First Level Heroes!
  This introductory adventure is written for use with the 4th edition
  of the world's greatest fantasy role playing game and is set in the
  fabled Realms of Chirak, also available from Zodiac Gods
  Publishing. You can use this module as new tale for first level
  adventurers in any background with minimal effort.
  Tori Bergquist
  Zodiac Gods Publishing
  Swords against
  Shaligon!
  
  ROCA1 
   
  Zodiac  
  Realms of Chirak Adventure Series 1: 
  Swords against 
  Shaligon! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Introductory Adventure for use with the 
  Realms of Chirak 4th Edition Adventure Setting 
  by Tori Bergquist 
  
   
   
  1 
  Swords against Shaligon! 
  Realms of Chirak Adventure Series 1 (ROCA1) 
  By Tori Bergquist 
   
  This Adventure requires the use of the Core 
  4th Edition rule books, and is placed in the 
  Realms of Chirak adventure setting, kicking 
  off the ROC line of modules. Realms of 
  Chirak is available at the same site you 
  found this module, but you can customize 
  the scenario for any location in which there 
  is a sea riddled with piracy, excessive 
  volcanism, and ancient evils, however. 
   
  On the isle of Tynengaro a dark and 
  malevolent evil has arisen. In the middle of 
  the night children and animals from the 
  local villages are being stolen, and by day 
  the volcano at the heart of the island has 
  begun to erupt, casting an eerie red light 
  across the settlements of the main city, 
  Castagliare, a free port of the Sontaniardes. 
   
  A week ago, an ancient Lessi shaman 
  named Juvithra, said to be over one 
  hundred years old, hobbled up to the gates 
  of the city and proclaimed that an ancient 
  evil had been awakened, at the site of an 
  old gold mine on the far edge of the island. 
  “They awoke the Thirteen-Armed Goddess 
  of Death,” he wailed. “She comes now to 
  destroy us all. When thirteen children have 
  been captured they will sacrifice them, and 
  then her dark wrath will be unleashed.” 
   
  The adventurers are some of the finest 
  warriors and wizards to be found in the 
  Endless Islands. They have been assembled 
  here by the governor of the city, Elder 
  Constantos Umbriago, to combat the 
  mysterious threat to the island that 
  threatens to destroy everything…. 
   
  A Note About Shaligon: The key deity in 
  this adventure is a goddess of evil. Eviiiiillll! 
  As such, you can use her as-is, or substitute 
  your own evil goddess from your campaign 
  of choice. Shaligon is noteworthy in Chirak 
  for creating the orcish race, destroying 
  many of the good gods in the Apocalypse, 
  and changing gender once every 113 years. 
  She has 13 arms, and is driven to a horrible 
  fury that manifests via storms and 
  earthquakes… 
   
  Essential Plot 
  The PCs are hired by Governor Constantos 
  Umbragio to seek out the old Lessi Shaman 
  named Juvithra, and use him as a guide to 
  find the old gold mine, of which the 
  governor has no knowledge. He sent out a 
  contingent of musketeers, and none 
  returned. The PCs are his last hope! 
   
  Realms of Chirak Adventure Series 1: Swords 
  Against Shaligon is Copyright 2010 by Nicholas 
  Bergquist, all rights reserved. All contents are 
  copyrighted and owned by the individual authors or 
  illustrators.  
  Published under the Open Gaming License v 1.0a 
  Written and Edited by Nicholas Torbin Bergquist, 
  who knows that only a fool of an author has himself 
  for an editor 
  Published by:  Zodiac Gods Publishing 
  Artists: various royalty free/open domain pieces. 
  Some artwork in this book is ©2007 Reality Deviant 
  Publications, used with permission. Other artwork 
  includes a photo depiction of a statue of Kali and a 
  work by Gustav Dore. 
  
   
   
  2 
  Tynengaro 
   
   
   
  The island of Tynengaro was settled about 
  two centuries ago by colonists from 
  Espanea, the principle island kingdom of the 
  Sea of Chirak. The early colonists were a mix 
  of humans, halflings, and a handful of 
  Pardainse dwarves (sea-faring artificers). 
  The island itself was revealed to be 
  populated by the indigenous islanders 
  called the Lessi, a primitive people who 
  practiced ancestor worship and feared the 
  dreaded volcano. The volcano itself, which 
  was dormant until recently, was called 
  Shaligon’s Woe in the native language. 
  Despite the forbidding name, the colonists 
  liked it here and settled down, not at all 
  worried about any threat to their persons. 
   
  Within a decade, the colonists had 
  discovered gold. The gold mine brought 
  prosperity to the colony, which became a 
  bustling place of activity and a primary 
  source of gold for Espanea. In this time, the 
  city of Castagliare grew from a small colony 
  to a full-fledged city. Unfortunately, this 
  only lasted for about two decades when 
  something unusual happened. Most locals 
  think the mine simply dried up, but a 
  handful knows better: the miners dug too 
  deep, and they broke in to something, a 
  vast open cavern of darkness, containing an 
  immense temple buried in lava. 
   
  Looming overhead in the cavernous lava 
  dome was a frightening statue of a thirteen 
  armed woman, armed to the teeth and 
  
   
   
  3 
  surrounded in skulls. It was a temple of 
  Shaligon, buried since the era of the 
  Apocalypse! As the story goes, ancient 
  servants erupted forth, killing some of the 
  miners, while the rest fled, sealing the mine 
  shut behind them. 
   
  The city was a colonial holding of Espanea 
  for some time until a few decades ago 
  during the Revolt of the Sea Captains, when 
  most of the Sontaniardan city states 
  declared their independence. Castagliare 
  became a haven during the war for 
  independent traders looking to avoid 
  threatened shipping lanes, and so for a time 
  it was quite prosperous. Eventually, though, 
  the war ended and the importance of the 
  city diminished. Today it is a second-run 
  free port, 
  relying mainly 
  on its export of 
  rum, linens and 
  coconuts to 
  keep things 
  alive. 
   
  One of the local 
  merchants, a 
  man who has 
  lived most of 
  his life on the 
  island named 
  Lemarko, 
  stumbled across 
  the sealed 
  entrance to the 
  mine. 
  Overwhelmed 
  with greed, 
  Lemarko found 
  a handful of 
  fellow 
  conspirators, and they requisitioned the 
  dynamite necessary to blast open the mine 
  entrance. There, for a short period, they 
  began to mine gold, as they discovered that 
  contrary to popular belief, the mine was not 
  dry, but was loaded with gold veins 
  untapped! 
   
  Tragically, after a few weeks Lemarko and 
  his crew came to the end of the mine and 
  discovered the ancient temple of shaligon. 
  Dark spirits rushed out and possessed him 
  and his men, twisting them in to monsters. 
  Shortly thereafter, an orcish longship set 
  shore on the far side of the island, and the 
  orcess pirate, Captain Yarona Bloodstead 
  set forth, drawn by the siren’s call of her 
  dark goddess……The temple had awakened! 
   
  The plan of 
  Shaligon’s minions 
  is to bring the 
  temple back, to 
  restore Shaligon’s 
  glory by excavating 
  it. They plan to do 
  so by offering 13 
  pure virgin 
  sacrifices of 
  children to the 
  goddess on the 
  next new moon. 
  When they do this, 
  the volcano will 
  come to life and 
  erupt, pushing the 
  temple back up to 
  the surface, while 
  flooding the island 
  in a cascade of fiery 
  death. 
   
  
   
   
  4 
   
  Arriving At Tinengaro 
   
  The PCs begin their journey on the sea, 
  aboard the Seaspray, a ship manned by the 
  doomed capatain Piramantis. In the middle 
  of the night, the Speaspray is battered by a 
  ferocious storm, and the vessel is cast about 
  in the waves like a toy in the maw of a great 
  dog. Unexpectedly, the ship is grappled by a 
  subterranean Kraken of the deep! Its initial 
  attack snaps the mainmast, sending the 
  entire pole, rigging, and crow’s nest (with 
  watcher) screaming in to the deep. PCs 
  awaken in their cabins to this sound. 
   
  Tentacles of the Deep 
  Level 1 Soldier XP 100 
  (HP: 30 each; Bloodied 15; Init +0, 
  Perception+0  
  AC 16, FT 15, RF 13, WL 11 
  ST 18 (+4), DX 11, CN 15 (+2), INT 7 (-2), WS 
  10, CH 10 
  Basic Attack: Smash, melee reach 2, +4 vs. 
  AC; Hit: 1D10 dmg 
  Special Attack: Thrashing Attack, 
  Immediate Reaction on Bloodied; Close 
  Burst 3; +4 vs. Ref; Hit: 1D10+4 and all 
  targets are knocked prone and shift 3). 
   
  There should be 1 tentacle for each PC in 
  the group (more if you desire). When the 
  last tentacle has been destroyed, the image 
  of the demiurge Kalie’Yana appears in the 
  storm clouds, but is quickly obliterated by a 
  cloudy, lighting-filled image of the dark 
  goddess Shaligon. 
   
  The PCs find the ship wracked by the storm 
  with no sails or rigging left. A quick 
  investigation reveals that the ship seems to 
  be abandoned, except for one or two other 
  passengers, if the DM needs to add in some 
  extra NPCs to help the party out. The 
  missing crewmen is an unsolved mystery, 
  which the DM is welcome to develop at a 
  later date. Suffice to say, the Seaspray is a 
  notorious vessel, a haunted ship manned by 
  a cursed captain, which regularly falls prey 
  to terrible events! The DM could have this 
  ship reappear in a future port with the 
  same formely missing crew, tipping the PCs 
  off as to its mysterious nature. 
   
  The ship will eventually drift or steer in to a 
  reef off the shore of Tynengaro, where the 
  PCs may end up experiencing a few 
  overland encounters (see below) before 
  meeting up with some friendly coastal 
  fishermen or inland game hunters who 
  happily escort the PCs to the city of 
  Castagliare, and a meeting with the 
  governor. 
   
  Assistance 
  The governor is delighted to meet the 
  adventurers. He will relay to them a 
  truncated version of the island’s history, 
  although he knows only what the old Lessi 
  shaman told him about the gold mine being 
  the source of the evil which steals children 
  and slaughters farmers and fishermen on 
  the island. He’s recruiting mercenaries, and 
  offers the PCs a generous sum of money to 
  put this debacle to rest. 
   
  The PCs are given some gear to help them 
  out, including muskets if they so desire, as 
  well as two +1 weapons or implements that 
  the governor is willing to part with (choose 
  
   
   
  5 
  according to what would aid the PCs). 
  Wizards in the group will be offered a 
  Spell Gem: this lets them recover one daily 
  spell as a standard action, to be released by 
  simply crushing the stone (this is a one-use 
  item, and the governor has no idea how 
  powerful it is). Constantos also offers them 
  a guide, a halfling named Singo Furburner, 
  who will lead them to Juvithra. 
  There is a chance that the constable of 
  Castagliare, named Umaris, will approach 
  the PCs if given the chance. He asks them to 
  look for his son; a stalwart paladin named 
  Carasos, who led a party of forty men in to 
  the bleak wilderness around the volcano to 
  stop the evil, and never returned. He can’t 
  offer much, but will promise 100 gold to the 
  party if they bring back Carasos or his signet 
  ring if he is found dead. 
   
  Singo Furburner 
  Singo is a native islander to Sontaniardes 
  who’s seen his fair share of close calls and 
  near death experiences. He’s unfazed by 
  the erupting island’s impending doom, and 
  will be useful in a pinch for a good scrap. 
   
  Singo’s Purpose: Singo is here as a foil for 
  the DM, an NPC who can assist if needed in 
  combat, find or point out the odd clue the 
  PCs have missed, act as a general nuisance 
  or provide comedy relief, as needed. He can 
  be treated with as little attention as 
  possible or as much attention as the player’s 
  can stand before lynching the DM for 
  excessive bad comedy. Use him as needed! 
  Also, my apologies and thanks to Phineas 
  Fingers! 
   
   
  Singo Furburner 
  Halfling male rogue, level 2; unaligned 
  ST 14 (+3), DX 18 (+5), CN 11 (+1), IN 12 
  (+2), 
  WS 10 (+1), CH 15 (+3) 
  HP 27; Bloodied 13; FT 13, RF 19, WL 13 AC 
  17 
  (leather); Skills: Thievery +10, Stealth +10 
  Attacks: 
  Basic Attack with dagger+2(the Quixotic 
  Sax): 
  (at will; +9 [Dex] vs. Ref; 1D4+6 dmg); 
  Exploits include: Piercing Strike, King’s 
  Castle, Easy Target, Fleeting Ghost 
  Armed with The Quixotic Sax (Dagger +2, 
  Hallucinatory). This long dagger grants +2 
  to attack and damage, +1D6 per plus to 
  critical, and has a special attack: 
  Quixotic Hallucination (Encounter; 
  Standard; Arcana, Psychic; One Target; Dex 
  vs. AC; Hit: 1[W]+Dex damage and will 
  cause a target to begin hallucinating if 
  struck; the victim will think ordinary objects 
  and people around him are turning in to 
  ferocious dragons! Target is pushed 3 
  squares and stunned. (save ends). 
   
   
  Overland Travel and Wandering 
  Encounters 
  Traveling across Tynengaro can be very 
  dangerous, especially with the island over 
  run by monster minions of Shaligon, 
  volcanic ruptures, and spooked wildlife. The 
  island itself is only 30 miles across. For each 
  mile, roll 2D6. On a 2 or 12 something 
  happens, and you can roll or pick from the 
  following encounters: 
   
   
  
   
   
  6 
  2D6  
  Encounter 
  2  
  gang of kobolds (2D6 various) 
  3  
  marauding orc warband (2D6 drudges, 1D6 raiders) 
  4  
  giant snake (1D3) 
  5  
  Fire beetles (2D6) 
  6  
  stampede of wild animals spooked by volcanic rumblings (+8 vs. Reflex against each PC 
  or take 1D6+4 damage) 
  7  
  Lessi villagers fleeing from burning village 
  8  
  spewing lava (DC 20 Acrobatics test to cross, or Athletics DC 20 to jump; 2D10 dmg) 
  9  
  cannibals (2D6 human rabble) 
  10  
  angry dragon (Black Dragon, level 4 solo; can be negotiated with) 
  11  
  minions of shaligon (1D6 skeletons) 
  12  
  massive volcanic eruptions! (+7 vs. Reflex or 1D10 damage and knocked prone) 
   
  Traveling to the Lessi Village of Imbriar 
   
   
  After the PCs equip themselves 
  appropriately and depart, they march their 
  way off to the Lessi village. The village is 
  called Imbriar, and the PCs will have a 
  relatively uneventful time getting there, 
  barring any wandering encounters or 
  events (see below). On arriving at the 
  village, however, they will find it being 
  sacked and pillaged by orcs! 
   
  Encounter: 10 orc drudges (XP 440) and 2 
  orc raiders (XP 300) 
   
  The old shaman is named Merada, and he is 
  barricaded in a hut, but all of the Lessi 
  warriors have fallen in battle as the PCs 
  arrive. The orcs will have at least 2 drudges 
  and one raider trying 
  to bash their way in to the hut while the 
  rest run interference. It will take them 2 
  rounds to bash through, after which it will 
  take 2 rounds to slay the old man. If the PCs 
  can get there in time and stop the 
  assassination, the old shaman will serve as a 
  guide to finding the old mine. If the PCs fail, 
  then the villagers will return, and the young 
  apprentice to the shaman, a boy named 
  Ermas, will lead them there instead. If the 
  shaman yet lives, he will also explain to the 
  PCs how delighted he is that they came, as 
  promised in the vision he received from 
  Kalie’Yana. If pressed he will explain that in 
  his vision, Kalie’Yakan sent a guardian of the 
  deep (the tentacle) to find worthy heroes to 
  stop the evil of Shaligon and her temple, 
  and the PCs passed the test… 
  (Quest Award: 100 XP per PC for saving the 
  shaman from death) 
   
   
   
   
   
   
  
   
   
  7 
  The Old Mine 
   
  Finding their way through the mine will require a DC 20 Dungeoneering check for every thirty 
  feet of movement. Failure to make the check (by neglect or a bad roll) means something 
  unusual happens: 
   
  1D8 
   
  Mine Event 
  1-2   
  A rumbling quake catches the adventurers off-guard; rocks tumbling from the 
  ceiling create a minor hazard (+4 vs. Reflex; 1D6 damage) 
  3-4 
  Bats! Swams of bats are disturbed in the ceiling by the adventurers. No real 
  danger unless the PCs attack. If they do, then 1D3 Shadow Bats drop from the 
  ceiling to defend the pack 
  5-6 
  A false pit in the ground has been placed by the orc cultists (+5 vs. Reflex; 1d10 
  falling damage; pit is 10 feet deep and requires an Athletics test DC 12 to escape 
  without rope; 25% chance that 2D6 orc drudges will appear to take advantage of 
  the trapped adventurer) 
  7-8 
  Strange gasses fill the air and make the adventurers light-headed (+4 vs. 
  Fortitude; 1D6 damage and character is stunned; 25% chance that 2D6 orc 
  drudges will appear to take advantage of the stunned adventurers) 
   
  1. Entrance 
  The mine entrance is guarded by a 
  particularly fearsome foe:  
   
  Encounter: 1 deathlock wight named 
  Veritos (175 XP) and 6 skeletons (700 xp).  
   
  The wight is an undead risen minion of 
  Shaligon named Veritos. He has a Scimitar 
  +1 on his person, and wears the vestments 
  and unholy symbol of Shaligon. Veritos and 
  his crew rise from the ground after the PCs 
  have entered the mine, cutting them off 
  from outside. Any cleric in the group 
  attempting to turn them will find that they 
  receive a +5 Defense bonus due to the 
  malign presence of Shaligon in this region. 
   
  2. The Bottomless Pit 
  Somewhere deep in the mine is a 
  descending shaft that plunges straight 
  down, where once a vein of gold was 
  followed. The pit requires a DC 15 
  Perception check (passive Perception will 
  count) to spot in the darkness; the lip of the 
  pit is higher on one side, making it harder to 
  spot; looks like a decline, on casual glance.  
   
  Bottomless Pit Level 1 Trap: Attack: +7 vs. 
  Reflex; falling damage 3D10 30 ft, XP 125 
   
   
   
  
   
   
  8 
   
   
  3. The Secret Passage of 
  Fire  
  Towards the end of the mine complex is a 
  length of tunnel riddled with dog-sized 
  holes in the walls and ceiling. Once the PCs 
  have fully entered the complex (assuming 
  they do nothing about the holes), the bugs 
  will attack. From these holes pour fire 
  beetles! The first action of the fire beetles 
  will be to belch their burning bug napalm. 
  After that they will attack from their holes, 
  which provide concealment -2 defense 
  bonus. 
   
  Encounter: 6 Fire Beetles (XP 600) 
  4. Miners’ Last Stand  
  Here the old miners fell when they 
  unleashed Shaligon’s minions by accident. 
  Lurking among the bones (which includes 
  the bones of a large and hideous demonic 
  creature) are the following undead: 
   
  Encounter: 1 Boneshard Skeleton (200 XP), 
  10 decepit skeletons (250 XP), 1 Phantom 
  Warrior named Carasos (175 XP).  
   
  An attempt to communicate with the 
  phantom warrior that the PCs are here to 
  stop the menace will lead to his turning to 
  help them; if the temple is destroyed, he 
  can rest at last. The other undead are not 
  
   
   
  9 
  under his command, however. Carasos will 
  not attack the PCs, and the undead around 
  him will not attack unless provoked. The 
  decrepit skeletons all carry sticks of 
  dynamite. If battle break out, they will run 
  at the PCs, striking a flint lighter on the 
  walls as they do and lighting their dynamite 
  as a minor action. At the start of their next 
  round, the dynamite explodes. 
   
  Dynamite (Close burst 10; +7 vs. Ref; Hit: 
  3D10 damage, Miss: half damage; Skeleton 
  is destroyed.) 
  If the PCs attempt to negotiate or speak 
  with the undead instead of attacking, 
  Carasos will point to a seemingly bare wall, 
  where they digging stopped. If the PCs 
  remain passive and wait, he will go to the 
  wall and reveal the secret door to the 
  Shrine of Shaligon, and enter, beckoning 
  them to follow. 
   
  The other skeletons will linger behind, 
  allowing the PCs to pass. Later, should the 
  PCs see the need for it (see below) a PC 
  who returns and asks for dynamite will find 
  the skeletons freely hand it over, to aid in 
  destroying the pillars of the temple.  
  (Quest Award: 100 XP per PC for 
  befriending Carasos) 
   
   
  5. The Shrine of 
  Shaligon 
  Either through careful 
  searching or with the help of 
  Carasos the ghost the PCs 
  uncover the hole opening in 
  to the subterranean shrine. 
  Here is the massive statue 
  and shrine to Shaligon, and a 
  small temple complex half 
  buried in lava. There are 
  several sub-areas here,and 
  the following foes in each 
  location: 
   
  5a. The Prison Chamber:  
  Here the 13 children and 
  shaman are being held.  
   
  Encounter: 1 Orc Raider 
  guards the children (XP 150).  
   
  The prison chamber is 
  situated beneath the raised 
  altar, and the access is behind 
  
   
   
  10 
  the altar podium, which is also behind the 
  statue (below).  
  (Quest Award: 50 XP per child saved.) 
   
  5b. The Shrine Proper:  
  Here is the shrine itself. The mutated 
  Lemarko and one of his men are here, 
  turned in to abominable beasts (use Evistro 
  carnage demon stats). Leading them is an 
  orcish priest of Shaligon, named Kisetra. If 
  you think your PCs can handle it, there will 
  be twelve evil orc cultists in here as well. 
   
  Encounter: Kisetra (eye og gruumsh) and 
  12 orc drudges (640 xp) 
   
   
   
   
   
   
   
   
  5c. The Great Statue:  
  At the top of the shrine behind the 
  sacrificial altar is the giant statue of 
  Shaligon. This statue will come to life if the 
  PCs free the children or if Kisetra has two 
  full uninterrupted rounds to chant (which 
  the mutated guardians will try to buy her 
  time for by pressing the attack). The statue 
  is immense, and unstoppable. PCs who 
  make a DC 15 Insight check realize that if 
  they can avoid its attacks and trick it in to 
  striking the main support pillars, the 
  chamber will collapse. One of the pillars is 
  already out, there are three more to go. If 
  they actually try to fight it, use the Stone 
  Golem (XP 3200) but a DC 10 insight check 
  will tell them they don’t stand a chance! 
   
  There are three ways to destroy the pillars: 
  hit them (doing 25 hit points of damage), 
  apply some dynamite from the skeletons in 
  area 4 (works like a charm, but big 
  explosion), or trick the statue in to hitting it 
  instead: To trick the statue, the PCs must 
  make a DC 18 Acrobatics test to get in front 
  of an altar, then a taunt attack (DC 15 
  Intimidation) to draw its attention. Each 
  round they do this, the statue is attacking 
  with its fists. When it tries to hit the 
  intimidator, he may make a DC 20 
  Acrobatics or Athletics check to get out of 
  the way and sprint to safety as it smashes 
  one of the two pillars.  
   
  When two pillars are down, the roof begins 
  collapsing, and everyone still in the 
  chamber is subject to a +8 vs. Ref attack 
  (2D10 falling rubble damage) until they 
  escape; to escape, roll each round for a DC 
  15 Endurance and DC 15 
  Athletics/Acrobatics. Each failure is another 
  
   
   
  11 
  attack from the roof; whe/if one is made, 
  they escape!  
  (Quest Award: 200 XP per PC for 
  destroying the statue) 
   
  5d. Ceremonial Preparations Chamber 
     This small chamber is used by the priests 
  of Shaligon for proper anointment and 
  ritual bathing. There are two small cistern-
  basins in the floor filled with a mixture of 
  water and blood. Discarded orcish garb lies 
  on the floor. 
   
  5e. Rest Chamber 
     Here the faithful orcish guards mentioned 
  in area 5b above take their turns sleeping 
  on crude fur blankets and woven rugs. 
   
  Conclusion: Treasure of 
  the Shrine 
  The altar has 6 100 gp gems imbedded on it. 
  There is a large gemstone in the forehead of 
  the 
  statue, although getting it may prove very 
  difficult. The orcs are all wearing 
  ceremonial robes adorned with gold and 
  semi-precious stones; each robe yields 50 
  GP of loot. Finally, Kiestra wields a Wand of 
  Eldritch Pain +2, and has an Amulet of 
  Protection +1. Unfortunately, this treasure 
  is most likely buried when the temple roof 
  collapses! If the PCs befriended Carasos, he 
  will lay before them his sword (Long sword 
  +2), Shield of Protection, Horned Helm, and 
  sigil ring, then fade away. 
   
   
  
   
   
  12 
   
  Open Game Content and Licenses 
  This printing of The Realms of Chirak Adventure Series 1: Swords 
  against Shaligon! is done under the Open Game License 
  version 1.0a The Realms of Chirak Adventure Series 1: Swords 
  against Shaligon! is copyright 2009 by Nicholas Bergquist Zodiac 
  Gods Publishing. 
   
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity in accordance with Section 1(e) of 
  the Open Game License, version 1.0:  
  All names of people, places, things, logos and events in this book, 
  including but not limited to: Zodiac Gods Publishing, Chirak, The 
  Realms of Chirak, Zodiac Stones, Zam Redar, Lady Poe, Ennata 
  Poe, Arvyllia Poe, Orgain, Mardieur Mardieux, Akquinarios, 
  Piscrael, Malib, Gerigos, Ithenor, Kalie’yana, Minhauros, Ga’Thon, 
  Thousandspawn, Shaligon, Pornyphiros, Boolion, Xernethian, 
  Zamedian, Eradariin, red elves, tuadathen, animates, cannesh, 
  pardainse dwarves, Espanea, Mercurios, Correnstal, Dragos, 
  Kasdalan, Syrgia, Xoxtocharit, Hoagarit, Legoras, Masiria, 
  Grelmaine, Sabiri, Kobal, Amorgas, Huron, Beltraine, Nubirion, 
  Shaddizhar, Pelaeus, Therias, Ermanica, Carnassus, Tuat, Cythria, 
  Nithiad, Esterehabau, Sontaniardes, Kaldinia, Yellow Kingdoms, 
  Sapphiritic Kingdoms, Maegar, Rasvana, Sedara Braims, Rovas, 
  Andos, Barcen, Theliad, Zamedian, Xernethian, Eradariin, 
  Kulaidoriin, Umbraiin, Nythtilian, Pardainse, and any and all other 
  fictitious nationalities, cities, locations, characters, deities, events 
  and storylines as described within The Realms of Chirak. 
   
  Designation of Open Game Content: The following material is 
  hereby designated as Open Game Content and may be used 
  pursuant to the terms of the Open Game License: all creature, 
  character, item, spell, and trap “stat blocks” and their 
  accompanying names, including the stat blocks and generic names 
  of any such creatures, items, spells, and traps original to this 
  adventure module, except for those specifically designated as 
  Product Identity, above. No named creature and no non-stat-
  block related content are to be considered open content. 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed 
  or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used 
  
   
   
  13 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License. 
   
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected. 
   
  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such 
  provision shall be reformed only to the extent necessary to make 
  it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce 
  R. Cordell, based on original material by E. Gary Gygax and Dave 
  Arneson. 
  The Realms of Chirak copyright 2009 by Nicholas Bergquist, Zodiac 
  Gods Publishing 
  ROCA1: Swords of Shaligon! Is copyright 2010 by Nicholas 
  Bergquist, Zodiac Gods Publishing  
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  14 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Zodiac Gods Publishing/Swords Against Shaligon!.pdf