TEXT:  
   
   
   
  Varn karagoss 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Varn Karagoss 
   
  Rumours & Hooks  
  In an old, wax sealed tube is a map to Varn 
  Karagoss (translation in old Varnori: Place of 
  Ending). The location is leagues to the distant 
  north, surely encased in ice and snow. Some rare 
  texts suggest the site is an ancient burial ground 
  of the giants. 
   
  Legends say that Varn Karagoss, an ancient 
  shrine and graveyard, is maintained by the Frost 
  Giants of the White Drifts. The dying journey to 
  the temple to offer not only themselves, but great 
  tithes, gilding their transition to the next life.  
   
    
  Varn Karagoss: Place of Ending.  
   
  Long forgotten by men of the present day, every 
  giant knows and dreads the great boneyard of 
  their forebears; the secret place where the giants 
  go to die.  
   
  Located far to the distant north, locked within the 
  glaciers and ice floes of the White Drifts, the 
  blessed temple awaits, summoning the sick and 
  decrepit to settle their life debt, and honour the 
  old gods.  
   
  Since before written history, the Frost Giants 
  have been charged with maintaining the ice 
  temple, holding to the first rituals and entombing 
  their brethren. Each decade, the keepers light the 
  great signal fires of Karagoss, summoning their 
  kin from across the mountains to bring forth their 
  dead and dying, as they have done for millennia. 
   
  Those that make the final trek do not venture 
  alone; they are accompanied by family, guards, 
  pilgrims, and those of holy office (shamans, 
  priests, etc, depending on the race and clan). 
  Perhaps more importantly (from an adventurer’s 
  point of view) the giants are also accompanied by 
  valuable gifts, offerings to appease the spirits and 
  induce a favourable reincarnation.  
  The adventurers might become involved in this 
  adventure by (i) finding an old map referencing 
  the boneyard of the giants, (ii) seeing the signal 
  fires from nearby mountains and travelling to 
  investigate, or (iii) happening upon a dying hill 
  giant shaman, who begs the party to take her 
  heart to Varn Karagoss, and earn her kin’s eternal 
  gratitude. 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The White Drifts 
  Crossing the White Drifts is a journey not 
  undertaken lightly. The snow fields run for 
  leagues, followed by glaciers and ice floes, in 
  temperatures low enough to freeze a man’s heart.  
  In the unthawed north, nothing grows and few 
  creatures are tenacious enough to survive. For the 
  most part, the artic wastes are a collection of arid 
  but awe inspiring vistas, overseen by the 
  glimmering aurora borealis. 
   
  
   
  3 
   
  Each day a character spends on foot trekking 
  through the White Drifts requires a Con check to 
  avoid losing 1 Con due to extreme exhaustion. 
  This Con loss does not begin to return until the 
  adventurer is back in normal climes (or a place of 
  relative comfort, such as an inn). 
   
   
   
   
   
   
   
   
   
   
   
   
  First Leg 
  The first leg of the journey requires navigating the 
  ice floes of the Artic Sea. The adventurers will 
  need to charter a ship for this purpose, or captain 
  a vessel of their own.  
   
  Either way, the voyage takes 1d3+4 days 
  (depending on the weather and thickness of the 
  ice). Each day there is a 30% chance of a random 
  encounter. If an encounter occurs, roll 1d8, 
  adding +1 during the last two days: 
   
  1. Bergs forward bow! During the night the 
  ship becomes embroiled in a maze of 
  giant icebergs. A group Luck save is 
  required to avoid a collision, sinking the 
  ship.   
   
  2. A stowaway makes their presence felt on 
  board. If the ship is large, an 11 yr old 
  orphan thief named Ruper is filching 
  purses and food (Dex 17). If the ship is 
  small, the stowaway is a Sprite (Nixie 
  LFG p.125 or Xornling LFG p.130) 
  instead. 
  3. A Varnori Longship with 20 rowing 
  benches (about 50 crew) is on a training 
  mission in remote waters. There is a 75% 
  chance they take the opportunity to 
  “blood” the crew, and attack (as Bandit, 
  with 20% Berserkers, LFG p.114). 
   
  4. Severe Thundersnow (a blizzard with 
  lightning) 
  ravages 
  the 
  region, 
  with 
  howling winds and massive waves. If the 
  ship is small, individual Luck saves are 
  required to prevent PCs being swept 
  overboard. If the ship is large, a Group 
  Luck check is required to prevent ship 
  damage (30%), being blown off course 
  (40%, adding 1d3 days to the voyage), or 
  being sunk (30%). 
   
  5. 2d6 Argosan Stranglers begin tracking 
  the ship from beneath the ice floes. They 
  wait until the vessel gets stuck in thick 
  ice, or nightfall, to attack.   
   
  Argosan Strangler, AC 13, HD 4+1, Bite 2d6, 
  19: special, S19 D13 C14 I4 P10 W9 Ch5, L7, 
  Mv 30 ft or 60 ft swimming. On a natural 19 the 
  target is strangled, suffering 2d6 damage per 
  round on the monster’s turn (opposed Str check 
  to break free). Once per hour, may spend an 
  action to spray sticky acid from its tentacles up to 
  30 ft (single target). A Luck (Dex) save avoids 1d6 
  damage per round for 1d6 rounds.  
   
  6. 1d4+2 Artic Falcons (as Giant Eagle LFG 
  p.106) are hunting in the skies overhead, 
  circling out from gigantic iceberg eyries. 
  Humans make excellent chick food. 
   
  7. A thick fog envelops the ship for 4d6 
  hours, slowing travel and making hazard 
  spotting difficult. A Group Luck save is 
  required to avoid any icebergs (see entry 
  1). 2d4 Will o’ Wisps (LFG p.129), the 
  souls of lost sailors, attempt to lure a PC 
  into the sea (when they attack). One of 
  the wisps is able to use the Silent Image 
  spell (shadows and light only) to assist in 
  the deception. 
   
  
   
  4 
   
  8. A flotilla of 1d3+3 primitive catamarans 
  round a nearby iceberg, on their way to 
  Varn Karagoss. Each boat carries 1d3+2 
  Hill Giants (LFG p.110, half of whom 
  are elderly/dying, in no condition for 
  combat). Some humans to snack upon 
  would surely make their trip more 
  bearable.  
   
  9. A small dark cloud, about 1000 ft across, 
  is moving at low altitude across the sky. 
  An exceptionally rare contingent of 
  1d3+1 Storm Giants (LFG p.110) are 
  borne aloft by weather magic unknown to 
  man. One of the storm lords is dying, 
  and en route to Karagoss. The cloud 
  seems to match the party’s ship for a 
  time, the giants curious to see humans 
  this far north. There is a 50% chance 
  they make contact, querying the business 
  of such childlike beings in the frozen 
  wastes.  
   
  Second Leg 
  The second leg of the journey to reach the 
  boneyard requires 10 days of navigating snow 
  fields, frozen glaciers and treacherous crevasses.  
   
  Each day there is a 35% chance of a random 
  encounter. If an encounter occurs, roll 1d8:  
   
  1. 1d4+1 Frost Giants (LFG p.110) are 
  journeying across the snow, with an 
  oversized chest to be delivered to a rival 
  chief (contains blood money in coins and 
  gems, 2d4 x 100gp worth). They are 
  startled to find humans this far north, but 
  relish such scrumptious delicacies!  
   
  2. Crevasse! A snow covered crevasse 
  suddenly opens beneath the party, 
  requiring a Luck (Dex) save to avoid 
  falling 2d10 x 10 ft. The skeleton of an 
  old explorer is at the bottom (1 x Carry 
  Loot, 1 x Trinkets & Curios, LFG p.136, 
  141). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. 1d4+2 Ice Bulettes (LFG p.102 but 
  amphibious 
  and 
  immune 
  to 
  cold 
  damage) burst from the ice, eager to 
  devour the party. The ice cracks and 
  shudders 1d4 rounds before the pack 
  arrives. 
   
  4. The corpse of a stunning 5½ ft female 
  Elf in black and green furs is encased in 
  the ice. The body is well preserved, and 
  clearly very old (although precisely how 
  old is uncertain). If dug out, 1 x 
  Valuables and  1 x Trinkets & Curios 
  (LFG p.147, 141) may be retrieved. 
   
  5. 2d4 Feathered Maws spy the party from 
  the high thermals above, and begin to 
  circle. They will wait until sunset to 
  attack, swooping in with the glaring sun 
  behind them. 
   
  Feathered Maws, AC 15, HD 3+1, Poison Limb 
  (special) and Bite 1d8+1, 19: Special, S14 D18 
  C12 I3 P14 W12 Ch4, L6, 120 ft flying. 
  Feathered Maws are 6 ft carnivores with 14 ft 
  wings, tentacle limbs, elongated necks and gaping, 
  toothy jaws. Rarely spotted, they prefer cooler 
  climes and tend to high mountains and snow 
  fields. A maw’s limbs carry an oily poison (Luck 
  
   
  5 
   
  (Con) save or paralysed for 1d4 hours), which 
  allows them to feed on a live victim at their 
  leisure. On a natural 19, the maw’s poison 
  penetrates 
  the 
  victim’s 
  skull, 
  imposing 
  a 
  moderate madness (Luck (Will) save resists).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6. 1d4+1 Mammoths are walking in a line 
  along a nearby ridge, glacier or snow 
  field. The largest of the herd, a 15 ft 
  fearless brute (13 HD), breaks off to 
  challenge the party, issuing a blasting 
  trumpet that echoes for miles. The male 
  charges anyone that does not signal 
  submission. 
   
  7.  A sudden Blizzard engulfs the area, 
  dumping blinding snow and dropping 
  temperatures even further. PCs must  
  make Con checks or suffer frostbite, 
  losing 1d2 Str. There is a 50% chance Ice 
  Bulettes take the opportunity to attack 
  (ranged attacks are impossible).  
   
  8. The party crests a small rise, revealing a 
  human tucked in furs. llvard (Varnori, 
  bedraggled and sunburnt) can be heard 
  muttering to himself (or is he chanting?). 
  It’s hard to tell over the howling wind. 
  Ilvard might be a monk seeking 
  enlightenment, an artic druid dedicated 
  to keeping the uninitiated at bay, or an 
  exiled rune seer who fell out of favour 
  with the closet Jarl. Or perhaps he is a 
  simple hermit, unfond of visitors.  
   
  Varn Karagoss 
  The temple of the frost giants is fashioned of 
  hardened snow and ice, erected on a glacier 
  plateau, surrounded by a deep chasm. Everything 
  here is giant sized: the benches, shelves, doors, 
  stairs, etc, making navigation/searching more 
  difficult. Thick plumes of black smoke waft into 
  the sky from signal fires stoked by the temple’s 
  keepers, guiding the giants across the drifts.  
   
  Two long bridges stretch across the chasm to 
  reach the temple, lit by braziers day and night. At 
  the time the PCs arrive, giant kin are coming and 
  going, entering the temple with their dying and 
  dead. Many wear voluminous, hooded robes of 
  white (escort), sky blue (dying) and yellow (other 
  pilgrim). Nearby are several smaller temporary 
  buildings and/or tents that the pilgrims rest in for 
  a few days as the ceremonies are performed. 
  When the end comes, the dying throw 
  themselves into the chasm, adding their bodies 
  (and tithes) to their ancestors 200 ft below.  
   
   
   
   
   
   
   
   
  Area 1 – Entry Bridges  
  The 100 ft by 25 ft entry bridges are made of 
  hardened snow and ice, lined with braziers. 
  Smoke from the signal fires wafts nearby, cloying 
  the air. At the head of each bridge are 1d3 frost 
  giant guards. The guards are here more as a point 
  of ceremony than any sentry concern, and are lax 
  about their duties. There is a 75% chance the 
  guards are distracted (throwing rocks into the 
  distance, casting rune bones, drinking, dozing, 
  etc). The guards are accompanied by 1d3 
  Hoarfrost Wolves (as modified Dire Wolf 
  below). 
  
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lower Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Frost Giant, AC 15, HD 12+4, Giant Halberds 
  3d8+2, 19: Causes Injuries, S21 D10 C16 I11 
  P11 W14 Ch11, L12, 50 ft. Throw boulders, 
  humans, barrels etc up to 120 ft for 4d6 damage. 
  Reach 15 ft. Creatures of 2 HD or less must 
  make a Luck (Will) save or flee for 2d6 rounds. 
  The giants will not hurl PCs into the chasm 
  (adding humans to the ancestor pile would be 
  desecration).  
   
  Hoarfrost Wolf, AC 13, HD 3+4, Bite 2d4+1, 
  19: a random limb is frozen with ice, paralysing it 
  for 1d4 hours (Luck (Con) save resists), S18 D15 
  C17 I2 P13 W14 Ch6, L6, 60 ft. Advantage when 
  tracking and on attack rolls when flanking. 
  Hoarfrost wolves are immune to cold damage.  
   
  Area 2 – Nave of Supplicants 
  This massive hall is approximately 150 ft by 100 
  ft on the south eastern side (adjacent to Area 4). 
  The 50 ft drawbridge is in a constantly lowered 
  position while the signal fires burn. The vaulted 
  
   
  7 
   
  ceiling is 60 ft high, ice carved in intricate bas 
  reliefs reflecting giant history. Massive 15 ft 
  diameter pillars support the ceiling, decorated 
  with symbols of protection, death and renewal. 
  Tiled paths of black stone contrast the ice hewn 
  walls.  
   
  A 35 ft by 60 ft raised dais dominates the centre 
  of the gathering chamber, lit by hanging lanterns. 
  The dying are presented on the 20 ft high 
  platform to Thraago, a frost giant priest garbed in 
  scarlet vestments and a deep hood (75 hp, 
  criticals on 18+, Huge Hammer 3d8+3). 
   
  4d6 giants (60% Hill, 30% Frost and 10% Storm) 
  gather in the sanctified hall, where all are equal 
  and bloodshed forbidden under elder law. Some 
  stand and some sit on snow hewn benches set 
  about the walls. A non-giant entering the chamber 
  is unheard of, but will be extended the same 
  protections as any other (outside however, is an 
  entirely different matter).  
   
  Hill Giant, AC 12, HD 8+2, Giant Club 2d8+2, 
  19: Causes Injuries S20 D8 C15 I6 P9 W12 Ch8, 
  L9, 40 ft. Throw boulders, humans, barrels etc 
  up to 120 ft for 3d6 damage. Reach 10 ft. 
  Creatures of 2 HD or less must make a Luck 
  (Will) save or flee for 2d6 rounds. Advantage on 
  smell related checks. 
   
  Storm Giant, AC 18, HD 16+6, Giant Trident 
  3d10+2, 19: Causes Injuries S22 D12 C18 I14 
  P15 W16 Ch14, L16, 50 ft. Throw boulders, 
  humans, barrels etc up to 120 ft for 5d6 damage. 
  Reach 10 ft. Creatures of 2 HD or less must 
  make a Luck (Will) save or flee for 2d6 rounds. 
  May cast Fog Cloud, Lightning Bolt or Control 
  Weather once/day. 
   
  If the giants are defeated, or otherwise stolen 
  from, they carry 2 x Carry Loot and 2 x Valuables 
  (LFG p.136, 147). 
   
   
   
  Area 3 – Disciples’ Chambers 
  1d3+1 frost giant disciples live in this 55 ft bed 
  chamber with 25 ft ceilings, decorated with 
  austere, giant size bunks, tables and scarlet robes. 
  A spiral staircase in the centre of the room leads 
  to the upper level. There are no books, maps or 
  scrolls (the frost giants employ complex oral 
  histories and do not keep written records). A 
  search of this room scrapes together 1 x Carry 
  Loot, 1 x Trinkets & Curios and 1 x Potion (LFG 
  p.136, 141, 150). 
   
  Area 4 – Preparation Room 
  This 40 ft room contains 18 ft shelves of oils, 
  unguents and incense, as well as huge chests of 
  ceremonial robes (especially sky blue robes with 
  a thick black line down the centre, which the 
  dying put on before dropping into the chasm). 
  1d3 frost giant priests are here to prepare the 
  dying for their final descent.  
   
  Area 5 – Last Sanctuary 
  These twin 35 ft sanctuaries are the last chambers 
  the dying see before their end.  Entry is via runed 
  archways obscured with heavy scarlet curtains. 
  The chambers within are windowless, lit by 
  phospherant glow bugs in lanterns.  
   
  A single frost giant priest waits inside. After 
  proclaiming the final litanies, the priest opens the 
  door to the chasm and uses an iron winch to 
  wind out a wooden platform painted sky blue. 
  The supplicant stands on the platform until they 
  are suspended above the chasm. Finally, the 
  priest intones the blessed note of ending, at the 
  completion of which the supplicant leaps, steps 
  or topples into the abyss. 
   
  Temple - Upper Level 
  The spiral staircase from Area 3 accesses the 
  upper level of the temple (and continues up to 
  the top level); a 130 ft square chamber, divided in 
  half by heavy black curtains. Windows allow 
  some light during the day, but at night visibility is 
  poor, lit only by glow bugs in oversized lanterns.  
  
   
  8 
   
  Each half belongs to one of the Sisters of Ice and 
  Snow. The sisters are incredibly old and infirm 
  frost giant twins, alive solely by means of strange 
  magic even they do not properly understand. 
  They came to Karagoss decades earlier to die, 
  but did not perish; somehow sustained by 
  otherworldly forces. They are dark oracles, able 
  to predict the future or see into the past through 
  repugnant blood rituals. They will perform the 
  rites for any that ask, but plucking at the strands 
  of fate imposes 1d4 Luck drain and a moderate 
  madness. The offeree may ask the soothsayers 
  one question about the past, present or future, 
  and the GM must answer truthfully (albeit 
  cryptically or in riddles at the GM’s discretion).  
   
  Soothsayers, AC 12, HD 12+4 (half normal hp), 
  No physical attacks (incapable), 19: NA, S6 D6 
  C10 I14 P15 W18 Ch7, L16, 10 ft. The 
  soothsayers are too fragile to fight with weapons, 
  but may cast up to three of the following spells 
  once per week (9
  th level): Cone of Cold, Fog 
  Cloud, Thunderwave, Magic Missile, Shield. 
   
  If the sisters are slain and the level searched, 1 x 
  Trinkets & Curios and 1 x Valuables (LFG p.141, 
  147) may be found amongst the enormous 
  sleeping furs. 
   
  Temple - Top Level 
  The spiral staircase from Area 3 and the upper 
  level continues to the top level; a 110 ft wide 
  tower, 50 ft deep with a 200 ft ceiling. Chains of 
  copper and silver descend from hooks on the 
  ceiling to connect with a 10 ft diameter crystal orb 
  in the centre of the room.  
   
  The orb collects lightning from occasional bolts 
  attracted to the metal spines sprouting from the 
  top of the temple. The orb is used by those 
  supplicants too fearful to plunge to their doom; it 
  stores deadly electricity that will stop a giant’s 
  heart by touching it.  
   
  Anyone approaching the orb can feel a distortion 
  in the air, and discerns a slight hum emanating 
  from it. Touching the orb (by hand or conductive 
  metal) sends waves of lightning strobing through 
  the target, causing 10d6 damage each round until 
  dead. A Luck (Con) save allows the PC to wrench 
  their hand free of the orb, ending the lightning 
  chain. 
   
  The Chasm 
  The 200 ft deep chasm is sheer and treacherous, 
  prone to breaking away in great shards when 
  heavy weight is applied. Scaling the slippery cliff 
  requires 
  1d4 
  Str 
  (Athletics) 
  checks 
  at 
  disadvantage by each climber (proper climbing 
  gear grants automatic success with enough time, 
  or negates disadvantage if in a hurry). A failed 
  check requires a Luck (Dex) save to avoid falling 
  at a random point (if the climber survives, they 
  must roll on the Injuries & Setbacks table), or if 
  tied off to other PCs/an anchor point, slamming 
  into jagged ice for 4d6 damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At the bottom of the chasm are hundreds of giant 
  corpses, stacked up over the centuries, the older 
  layers buried beneath rising ice, or swallowed by 
  shifting cracks. Spread amongst the dead is a 
  
   
  9 
   
  literal hoard of treasure. A quick scavenge 
  scrapes together 1 x 7 HD Lair Treasure and 1 x 
  Valuables. A full excavation (taking at least a 
  week) produces 1 x 12 HD Lair Treasure, 3 x 
  Valuable and 3 x Trinkets & Curios (LFG p.140, 
  147, 141). 
   
  As might be expected, the boneyard of the giants 
  is not unguarded. 3d4 Frost Worms are 
  hibernating about 100 ft down the cliffs, in a 
  hidden 
  burrow. 
  They 
  awake 
  when 
  the 
  adventurers approach within 60 ft.  
   
  Frost Worm, AC 15, HD 7, Bite 2d8, 19: 
  special, S19 D10 C15 I3 P8 W14 Ch4 L9, Mv: 
  40 ft or 5 ft burrowing.   
   
  Frost worms are armour plated, 15 ft predators 
  with segmented jaws, found in freezing climes of 
  ice and snow; typically the Ironhull peaks or the 
  White Drifts. They hunt for flesh in small 
  groups, 
  detecting 
  their 
  prey 
  through 
  a 
  combination of smell, tremor sense and 
  echolocation. On a natural 19-20 attack roll, the 
  worm exhales a blood freezing fog (10 ft 
  diameter) causing a Slow effect (as the spell, Luck 
  (Con) save resists). In times of great scarcity, frost 
  worms revert to a stasis like dormancy until a 
  warm blooded creature approaches within 60 ft. 
  Frost worms are immune to cold damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The frost worms take 1d4 rounds to awaken, at 
  which point they burrow up through the cliffs, 
  bursting out to snap at PCs. At the GM’s 
  discretion, the worm attacks might snap climbing 
  lines, dislodge anchor points and so on, requiring 
  Dex checks or Luck saves to avoid disaster.  
   
  Aftermath 
  Graverobbing the giants is potentially very 
  lucrative, but also extremely dangerous. If the 
  PCs manage to get away with any treasure but are 
  identified, the giants will take steps to punish 
  them, including sending out tracking parties, 
  hiring bounty hunters and blockading mountain 
  passes until the PCs are turned over to them. If 
  the PCs are not easily identified, the smarter 
  giants make discrete inquiries through human 
  fences and other agents, or perhaps even employ 
  sorcery to facilitate their revenge. The giants 
  never forgive, and they never forget, but careful 
  PCs might just escape their wrath entirely. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2014 Jeremy Mohler, used with permission. All rights reserved.  
  Some artwork copyright Shutterstock, used with permission  
  Some artwork copyright 2015 JEShields, used with permission  
  Some artwork copyright 2017 Luigi Castellani, used with permission. All rights reserved. 
  Some artwork copyright 2015 Earl Geier, used with permission.  
  Some artwork copyright 2015 Jacob E Blackmon, used with permission.  
   
    
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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  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.  
   
  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.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
  
   
  11 
   
   
  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.  
   
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  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  
   
  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 
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  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
   
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #22 Varn Karagoss [parchment] (LowFG).pdf