TEXT:  
   
   
  Tomb of 
  Horutep 
  
   
  2 
   
  Tomb Of Horutep 
   
   
  Rumour & Hooks: 
  High atop a tall plateau, hidden deep in the elder 
  forest, lies the Tomb of Horutep. Marked by a 
  gigantic, bestial statute, the tomb is said to be the 
  final resting place of a bygone prince. 
   
   
  Warning: The tomb contains powerful monsters 
  and deadly traps. If appropriate, remind players 
  about party retreats (LFG p. 45), rescues (LFG 
  p.48) and hirelings (LFG p.35). 
   
  Unless otherwise indicated, the tomb has 
  masonry walls, 8 ft ceilings, and expertly cut 
  flagstone floors. The air is still and musty, with 
  dust covering all surfaces. The tomb is eerily 
  silent and completely dark. Adventurers will need 
  to bring their own light source.  
   
  The tomb has been sealed for centuries and 
  there are no wandering monsters inside, unless 
  the GM desires otherwise (something might have 
  crawled out of the chasm in Area 4, for example). 
   
  Area 1 – Entry Hall 
  Beneath the colossal beast sculpture is a 5 ft wide, 
  25 ft long tunnel, ending in a stone door. The 
  corridor includes two expertly trapped flagstones 
  at the 10 ft and 20 ft mark, which require a Perc 
  (Detection) test at disadvantage to spot.   
   
  If either of the traps are triggered, 10 ft blocks of 
  ceiling stone drop down, crushing those below. A 
  Luck (Dex) save is required to avoid being 
  reduced to zero hit points. The large blocks are 
  connected to vast chains controlled by a water 
  timer that slowly hauls the ceiling back into place 
  after 15 minutes.  
   
  The doorway to the tomb depicts a humanoid, 
  horned head, surrounded by plaques of tarnished 
  bronze inscribed with mysterious runes. 
   
   
  The door is protected by a Wizard Lock spell 
  cast at 8
  th level. If the party cannot dispel or  
  otherwise overcome the magic warding, the door 
  may be broken down with the right tools and 
  sufficient time (albeit making lots of noise in the 
  process). After bypassing the door, the party may 
  enter the Tomb of Horutep.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A short corridor and steps descend into the large 
  entry hall beyond, approximately 15 ft wide and 
  40 ft long. The walls are decorated with faded 
  murals 
  depicting 
  pale 
  skinned 
  humans 
  worshipping a god-like giant holding the moon 
  overhead with four arms. Six ceramic urns, of 
  faded red colouration, are placed along the walls. 
  They contain pairs of severed hands preserved in 
  embalming fluid.  
   
  Area 2 – Offering Chamber 
  This oddly shaped room is approximately 30 ft 
  on each side. Along the southern wall are six 
  open bronze urns, green with verdigris. Inside the 
  urns is dust of various shades. 
   
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On the northern wall are two life sized bronze 
  statues (also green with verdigris) of bare chested, 
  warriors (one male, one female) with leather 
  skirts, holding spears. The statues are enchanted 
  guardians and will animate and attack anyone 
  who attempts to pass them, seeking to drive 
  intruders back to the entry tunnel before 
  returning to their starting location.  
   
  The guardians are fearless, cannot be bargained 
  with, and are immune to all mind affecting magic.  
   
  If an offering is left in one or more of the bronze 
  urns, the guardians do not animate (or cease 
  attacking and return to their starting location, if 
  an offering is made mid-combat). 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bronze Guardians  
  Armor Class: 16 
  Hit Dice: 11 
  Attacks: Spear (2d8) 
  Nat 19: the target’s weapon is snatched away by 
  the guardian and crushed. A Luck (Dex) save 
  resists.  
  S:21 D:11 C:23 I:- P:13 W:- Ch:- 
  Luck: 11 
  Move: 30 ft 
   
  Area 3 – Altar Room 
  This small chamber is about 20 ft on each side, 
  with an iron door (unlocked). Inside is a man 
  sized alabaster statue of the four armed god (from 
  
   
  4 
   
  Area 1), glaring imperiously. Further into the 
  room is a low stone bench, and four sealed 
  ceramic urns (containing hearts preserved in 
  embalming fluid) on the eastern and western 
  walls. The ceiling here is adorned with bas-relief 
  of the moon and stars. On the northern wall is a 
  raised altar of black basalt, carved with runic 
  scrawl. Anyone who glances at the runes feels 
  uneasy. An adventurer studying the runes is 
  immediately struck with a severe madness: “The 
  Moon speaks to me, and through me, to all 
  mankind. She alone protects us from the Sun 
  devils” (a Luck (Will) save resists).  
   
  Area 4 – The Chasm 
  This 30 ft long, 15 ft wide chamber is split down 
  the middle by a deep chasm. The chasm is 10 ft 
  wide at its narrowest point and drops down 300 
  ft. The chasm walls are covered in red, yellow, 
  orange and brown coloured mould.  
   
  Most of the mould is harmless, but 1d6 
  dangerous yellow mould are also present. The 
  mould has been in and out of stasis like 
  dormancy for centuries. A living creature or open 
  flame within 60 ft of the mould will awaken it 
  after 2d4 rounds. Applying fire directly to the 
  mould causes double damage, but it awakens in 1 
  round.  
   
  The mould is ravenous and will immediately 
  attack, seeking to incapacitate, merge with and 
  finally incubate inside the adventurer’s corpses.      
   
  Yellow Mould 
  Armor Class: 10 (automatic hit in melee) 
  Hit Dice: 3 
  Attacks: Projectile Spore (see below) 
  Nat 19: the spore is extra strong, bursting in a 10 
  ft radius.  
  S:6 D:- C:16 I:2 P:14 W:- Ch:- 
  Luck: 6 
  Move: Immobile 
   
  Yellow mould is immobile but attacks by way of 
  projectile spores up to 60 ft that burst in a 10 ft 
  diameter. Failing a Luck (Con) save against the 
  spores means that the adventurer dies a horrible 
  choking death in 1d6 rounds. An adventurer 
  protecting their nose and mouth with a mask has 
  advantage on the check.  
   
  A narrow, 2 ft wide stone arch bridge spans the 
  dark chasm. A Perc (Detection) check notices 
  that the various moulds are also on the underside 
  of the bridge.  
   
  An adventurer struck by a yellow mould 
  projectile spore whilst on the bridge risks being 
  knocked off. A Dex (Acrobatics) check resists.  
   
  Treasure:  
  There is no treasure in this chamber. An 
  adventurer with the apothecary skill has a 25% 
  chance of harvesting a single dose of yellow 
  mould, for use as a choking dust poison 
  (assuming the mould was not destroyed by fire).  
   
  Area 5 – Servant’s Crypt 
  In the centre of this 30 ft long, 15 ft wide 
  chamber is a large stone crypt, 20 ft long, 5 ft 
  wide and 7 ft tall. 
   
  The crypt is inscribed with moon worship 
  hieroglyphs and benedictions in the Old 
  Ramoran tongue. The crypt is completely sealed, 
  but may be broken into with the right tools and 
  sufficient time. Alongside some of the walls are 
  three verdigiris bronze urns (sealed, containing 
  dust and 2d20 gp worth of precious metal 
  trinkets; the prized belongings of the servants 
  noted below).   
   
  Inside the crypt are the mummified bodies of 
  eight of Horutep’s servants. Their ghastly ritual 
  murders transformed 1d8 of the poor souls into 
  shades, bound for eternity to the tomb and their 
  prince. Time has utterly erased all vestiges of 
  their personalities. The shades now exist only as 
  supernatural forces of base hunger, manifesting as 
  shadowy humanoids. The shades are only 
  released if the party opens the crypt or urns.  
   
   
  Shades  
  Armor Class: 12 
  Hit Dice: 4 
  Attacks: Touch (1d6+1 + Str drain) 
  Nat 19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists). 
  
   
  5 
   
  S:- D:16 C:- I:10 P: 13 W:10 Ch:7  
  Luck: 7 
  Move: 40 ft 
   
  Shades are Incorporeal Undead with the usual 
  benefits (LFG p.94). Their chill touch drains 1 
  Str with a successful hit. An adventurer reduced 
  to zero Str is instantly slain and has a 50% chance 
  of being reborn a shade, compelled to join the 
  eternal vigil of the tomb.  
   
   
   
   
   
   
   
   
   
   
  Treasure:  
  The only treasure in this room are the trinkets in 
  the three bronze urns. 
    
  Area 6 – Twin Guardians 
  This 15 ft diameter antechamber houses two 
  stone statues carved in the likeness of Old 
  Ramoran Moon Priests, bare chested and 
  tattooed, with a flowing skirt and sandals. The 
  golems hold a crescent moon in each hand.  
   
  The statues are golems and activate if anyone 
  attempts to pass them. The golems seek to kill 
  intruders, or drive them into the chasm to the 
  northwest. The golems are slow, and cannot 
  jump. They will not attempt to navigate the 
  chasm. 
   
  Stone Golems 
  Armor Class: 16 
  Hit Dice: 11+3 
  Attacks: 2 Crescent Moons (2d8) 
  Nat 19: bear hug (see below). 
  S:21 D:11 C:23 I:- P:13 W:- Ch:- 
  Luck: 11 
  Move: 20 Ft 
   
  These golems are 7 ft statues that move in a 
  robotic, grinding fashion. They have a 50% 
  chance of negating hits by non-magical weapons. 
  Golems do not sleep, eat, or breathe, and are 
  immune to all mind based effects, including 
  sleep, charm, fear, illusion, stun and madness. 
  Golems automatically sense physical creatures 
  within approximately 30 ft. They have 60% Magic 
  Resistance, except against Stone to Flesh, 
  Transmute Rock to Mud, Stoneshape or Move 
  Earth spells which cause 6d8 damage (once only). 
  A golem that hits a target with both Crescent 
  Moon attacks forces a Luck (Con) save to avoid 
  rolling on the Injuries & Setbacks table.  
   
  Treasure:  
  The eyes of both golems are sapphires worth 900 
  gp each (total 3,600 gp).  
   
  Area 7 – Audience Room 
  This 15 ft wide, 25 ft long audience room has a 
  ceramic tiled floor, covered in dust. Jet black 
  steps are set into the eastern corner, flanked by 
  two marble columns and a 6 ft marble sculpture 
  of a full moon. Behind the moon sculpture is a 
  tarnished iron door bearing the winged serpent 
  sigil of House Horutep. In the western corners of 
  the room are two further marble pillars.  
   
  The audience chamber is a trapped. If three or 
  more humanoid creatures enters at once, the 
  entire floor - except for the raised steps, and the 
  marble pillars - drops away, disintegrating in a 
  shower of tiles into a 200 ft chasm.  
   
  A Luck (Dex) save allows an adventurer to grab 
  hold of a pillar, spring onto the steps, or leap out 
  of the room to save themselves. 
   
  An adventurer who studies the room gains a Perc 
  (Detection) test to notice one or more nearby 
  tiles are not sitting completely flat. Pulling up a 
  tile reveals the chasm beneath.  
   
  The iron door to the sarcophagus chamber is 
  expertly locked. There is no key to unlock it. A 
  Dex (Traps & Locks) check at disadvantage picks 
  the lock.  
   
  
   
  6 
   
  Area 8 – Sarcophagi Chamber  
  This 15 ft square chamber has two upright 
  sarcophagi leaning against the eastern corners of 
  the room. The sarcophagi have gold edging but 
  are otherwise relatively plain.  
   
  The eastern corridor is flanked by two black 
  ebony urns (sealed, they contain the preserved 
  innards of the two mummies). The corridor ends 
  in a tarnished iron door inscribed with a chart of 
  unfamiliar stars.  
   
  Two mummies sleep in the sarcophagi. They 
  awake and attack only if someone disturbs the 
  iron door to the east. They will not stop attacking 
  until the intruders are dead or driven into the 
  entry tunnel.  
   
  Mummy 
  Armor Class: 13 
  Hit Dice: 7 
  Attacks: Fist (1d12 + Mummy Rot) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck. 
  S:19 D:8 C:16 I:3 P:10 W:14 Ch:3 
  Luck: 9 
  Move: 30 ft 
   
  Mummies are Undead with the usual benefits 
  (LFG p.95). They are particularly susceptible to 
  fire which causes double damage. Mummies have 
  no real intelligence and simply follow the orders 
  of their master, even if their master has long since 
  passed. Their touch inflicts Mummy Rot, a 
  magical curse that causes 1 Con loss and prevents 
  healing of all kinds until the adventure ends (a 
  Luck (Will) save resists). A Cure Malady spell 
  will lift the mummy’s curse. 
   
  Treasure:  
  In the sarcophagi are 1 x Carry Loot (LFG p.136) 
  and 1 x Trinkets & Curios (LFG p.141).  
   
  Area 9 – Invocation Circle 
  The door to this area is expertly locked (the key 
  is in Area 10). A Dex (Traps & Locks) check at   
  -1 penalty with disadvantage picks the lock.  
   
  This 15 ft circular chamber is constructed entirely 
  of black basalt. In the centre of the room is a  
  white marble spiral about 3 ft wide. Three large 
  stone shelves protrude from the northern, 
  southern and eastern walls.  
   
  The shelves hold various metal trinkets (ancient 
  bracelets, necklaces, etc worth 1d10 x 300 gp) 
  and three ceramic urns containing preserved 
  human brains. Two of the brains have bite marks 
  in them.  
   
  If Detect Magic is used, the white marble spiral 
  radiates divination magic. Standing in the spiral 
  induces a powerful feeling of hunger. An 
  adventurer who stands in the spiral, and eats part 
  of one of the preserved brains, falls into a magical 
  stupor for 1d3 minutes.  
   
  During this time, the character communes with 
  an inscrutable entity from beyond the stars, with 
  unpredictable results. Roll 1d10: (1) Gain 1 Int, 
  (2) Gain 1 Will, (3) Gain 1 Perc, (4) Gain 1 Cha, 
  (5) Gain the ability to cast Charm Monster once 
  per week, (6) Gain the ability to cast Dimension 
  Door once per week, (7) Lose 1 Perc, (8) Lose 1 
  Will, (9) Lose 1 Int, (10) make a Luck (Will) save 
  or die of soul destroying horror. These effects are 
  permanent and not subject to mortal magic. 
   
  Additionally, the adventurer must roll on the 
  DDM table (LFG p.57), and gains a severe 
  madness (LFG p.91). These effects can be 
  removed in the usual way.  
   
  Area 10 – Horutep’s Crypt 
  The door to this area is expertly locked (the key 
  is in Area 10). A Dex (Traps & Locks) check at   
  disadvantage with a -3 penalty picks the lock.  
   
  The 3 ft wide corridor before the chamber 
  proper is trapped. Four alcoves with frescos 
  depicting ancient battle scenes each conceal a trio 
  of horizontal spear holes. There is a 50% chance 
  of setting off a spear alcove by stepping on a 
  pressure plate. An adventurer who carefully 
  examines the dust covered floor notices a trapped 
  flagstone with a Perc (Detection) test at a -2 
  penalty. If triggered, the spears cause 3d6+3 
  damage (Luck (Dex) save for half).  
   
  
   
  7 
   
  The final chamber is an intimate 10 ft square. In 
  the corners are 2 ft gold urns containing the 
  preserved innards of Horutep.  
   
  In the centre of the chamber is an ornate 
  sarcophagus, lined with gold and studded with 
  gemstones. Horutep, a mummy, sleeps inside.  
   
  If the party had to break down the door, or set 
  off the spear traps, Horutep has already awoken 
  by the time the party enters. Otherwise he 
  awakens after 1d4 rounds, his sarcophagus 
  crumbling to pieces around him as he rises.  
   
  Horutep appears as an emaciated, linen wrapped 
  mummy with a golden crown. Three skeleton 
  crows sit on his shoulders, squawking and 
  flapping about him. He does not immediately 
  attack (except to defend himself).  
   
  Instead, the undead prince asks the party in Old 
  Ramoran “Ro tan du sular?” (what time is this?), 
  and “Tuk’n han zara” (bow before me). He will 
  wait to see how the party responds before 
  deciding what to do. Now that he has been 
  awakened, Horutep wishes to explore this new 
  world, and will seek guidance from the invocation  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  circle (Area 9). Horutep will not suffer any insult, 
  challenge to his authority or looting of his tomb. 
   
  Prince Horutep 
  Boss Monster - Mummy 
  Armor lass: 13 
  Hit Dice: 7 (90 hp) 
  Attacks: Fist (1d12+2+Mummy Rot) or Blade of 
  Ramora (1d8+5 and see Treasure below) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck. 
  S:19 D:14 C:18 I:13 P:10 W:17 Ch:8 
  Luck: 9 
  Move: 30 ft 
   
  Horutep is a Boss Monster (LFG p.95) and 
  Undead (LFG p.95) with all the usual qualities. 
  Unlike most mummies he retains fragments of 
  his personality and memory, blended with 
  unnatural arrogance and sense of divine 
  entitlement. 
   
  If Horutep is hit by a single target attack, he may 
  choose to sacrifice one of his crows instead of 
  taking damage. That crow is automatically 
  destroyed if so (the crows cannot attack).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
  Mummies are particularly susceptible to fire 
  which causes double damage. Their touch inflicts 
  Mummy Rot, a magical curse that causes 1 Con 
  loss and prevents healing of all kinds until the 
  adventure ends (a Luck (Will) save resists). A 
  Cure Malady spell will lift the mummy’s curse. 
   
  Treasure:  
  Hidden in the floor beneath the sarcophagus are 
  1 x 7 HD Lair Treasure (LFG p.140), 2 x 
  Valuables (LFG p.147), 1 x Potion (LFG p.150), 
  1 x Scroll (LFG p.152), 1 x Permanent Magical 
  Item (LFG p.152) and the key to Area 9. 
   
  Alternatively, the permanent item might be the 
  royal Blade of Ramora, a mithril bastard sword 
  with a skull motif guard. If this is the case, 
  Horutep is armed with the sword when he faces 
  the party. The blade allows the user to cast 
  Earthquake once per month. If this power is 
  invoked, the user automatically rolls on the 
  DDM table (LFP p.57). In addition, on a natural 
  20 attack roll, the sword subjects the target to a 
  Blindness spell. Test for a DDM effect each time 
  this occurs. One or both of the these powers 
  might require an extended period of attunement 
  before manifesting (LFG p.154).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If Horutep is slain, the golems and guardians stop 
  functioning, and the shades disappear. The party 
  is free to loot the area and make their way home 
  with the spoils as best they can.  
   
  The Altar Room (Area 3) and Invocation Circle 
  (Area 9) continue to function, and over time 
  might draw the attention of cultists or similar.  
   
  If the entry door in Area 1 was broken down or is 
  left unlocked, other creatures might eventually 
  make the tomb their lair. The yellow mould in 
  Area 4 is likely to spread, and/or something more 
  sinister rise from the depths of the chasm.  
   
  If Horutep is not slain, he consults with the 
  invocation circle and makes short forays into the 
  region, attempting to understand this new world. 
  Eventually he attracts cultists, who assist him to 
  learn sorcery and gather more followers. Where 
  this might all end is left for the GM to determine.  
   
   
   
   
   
   
  
   
  9 
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork copyright 2016 123RF Limited, used under licence, all rights reserved.  
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/edit 
  Low Fantasy Gaming:  https://lowfantasygaming.com/ 
   
   
   
   
   
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring), “Horutep”, “Old Ramoran”, “Ramora” and all artwork.  These and the Trade Dress of this work (font, layout, style of 
  artwork, etc.) are reserved as Product Identity.   
   
  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.  
   
  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.  
   
  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.  
   
  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.  
   
  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.  
   
  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.  
   
  
   
  10 
   
  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 in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  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 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
   
  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.  
   
  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.  
   
  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.  
   
  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.  
   
  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/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Tomb of Horutep.pdf