TEXT: 1 
   
  ONE-SHOT ADVENTURE SERIES 
  A Swords & Wizardry Adventure 
   
  Swords & Wizardry, S&W, and Mythmere Games are trademarks 
  of Matt Finch.  GM Games is not affiliated with Matthew J. Finch, 
  Mythmere Games™, or Frog God Games.   
  
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  Editor 
  Ivy Shorts 
   
  Cartography 
  Robert S. Conley 
   
  Playtesters 
  Robert S. Conley 
  Dwayne Gillingham 
  Ken Harrison 
   
  Artwork 
  Dylan Hartwell 
  Contents 
  Introduction…………………………………………....3 
   
  Skill Challenges…………………………....3 
  People, Gods, Groups & Items………………....4 
   
  Delaquain…………………………………….4 
   
  Porters of Gideon………………………...4 
   
  Lorox…………………………………………...4 
   
  Lorox’s Chest……………………………….5 
   
  Viz………………………………………………..5 
  Background…………………………………………6 - 7 
   
  Adventure Hooks…………………………8 
  Area Map Locations…………………………..9 - 12 
  Tergul’s Workshop………………………….14 - 21 
  Experience Point Options………………...22- 24 
  Appendixes 
   
  New Creature…………………………….25 
   
  New Magic Item………………………...25 
   
  New Spell…………………………………..26 
   
  New Plant………………………………….26 
  © Tim Shorts 2010 
  For More Adventures Check Out: 
  http://gothridgemanor.blogspot.com 
   
   
   
   
  
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  Knowledge Illuminates uses the Swords & Wizardry Complete rule set.  
  I’ve playtested the adventure a handful of times and was able to complete it 
  in a 3 to 4 hour game session.  Barring long digressions of the latest bad movie 
  and how they should have done it.   
  I wrote Knowledge Illuminates as a campaign starter adventure. I 
  wanted a short adventure that allowed players to test their characters and 
  flex their dungeon delving skills.  It had been a long time since we’d gone 
  through an old fashion dungeon crawl.  Another purpose of this adventure 
  was to provide the players with a few more coins to upgrade their equipment, 
  but much of the treasure, as the GM will discover, is not the loose coins the 
  players will find.  Lastly, the players could chose to clear out and repair the 
  workshop to use as a base of operations.  We know how players like to have 
  their own clubhouse.  
  While Knowledge Illuminates has gone through a few versions this latest 
  version includes the artwork done specifically for the adventure.  The art was 
  done by Dylan Hartwell, proprietor of the Digital Orc blog.  He generously 
  offer and I quickly accepted.   A big thanks to Dylan. 
  I hope you enjoy the adventure.  Now stop screwing around with the 
  intro.  Go grab some players and dice and see if they’ve got what it takes to 
  delve the secrets of the Tergal’s Workshop. 
  NOTE ABOUT SKILL CHALLENGES (SC) 
  The one nuance to game mechanics that I've included is the Skill 
  Challenge.  They are assigned to tasks that require a successful roll.  Each SC is 
  assigned a number, the player is successful if the roll is equal to or greater 
  than the target number.  The basic formula for a SC is: Character Level + 
  Attribute Bonus + d20 Roll = Result.  A GM should assign what attribute being 
  used.  These skill challenges are not essential and can be ignored.   
  
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  PEOPLE, GODS, GROUPS AND ITEMS 
  This section provides background for the people, gods, groups and items 
  mentioned in the adventure.   
   
  Delaquain  
  Goddess, also known as the Gray Maiden.  She expects her faithful to be 
  independent, fierce, and when the situation calls for it, merciful.  She prizes 
  ingenuity, confidence and courage especially when one stands against many.   
   
  Porters of Gideon 
  Group, founded after the Bane War, when the population of this plane 
  was nearly obliterated.  Supported by kings and priests, the Porters were 
  given vast amounts of money and power.  Only the most exceptional 
  individuals were permitted membership.  Their jurisdiction had no 
  boundaries.  Their resources focused on researching the locations and 
  recovery of artifacts that allowed planar travel.   
  After thirty-three years of no threats a new generation of priests and 
  kings were jealous of the Porters’ influence and withdrew their support.  
  Priests considered them heretics.  King’s considered them outlaws.  Porters 
  were hunted until every known member was executed.   
   
  Lorox 
  Demon, rules over a pocket dimension that is accessed by Lorox’s Chest 
  (see below).  It is a world populated by ghosts that live in the preserved   
  remains of villages and cities.  Lorox knows when the chest is open.   He will 
  seek escape to reap more souls to rule.  When he collects enough souls he 
  turns his victims into undead minions called Tvorns (see New Creature 
  section).  Lorox is an incredibly thin being covered with small black scales that 
  glisten like obsidian.  Its head is a long and narrow hook, like a pick ax with a 
  series of eight small eyes that run along the front of its head.  Its hands and 
  feet are much like its head, but smaller and with horrible claws that render 
  flesh from bone with ease.   
  
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  Lorox’s Chest 
  Artifact, the entrance into Lorox’s realm is contained within the chest.  
  No one is sure where or how Lorox’s pocket world was created.  The gate 
  once stood open allowing Lorox to collect souls freely.  After several failed 
  attempts to destroy it, an alliance of dwarven craftsmen and human mages 
  contained the gate within the chest.  The chest, chains and lock are made 
  from magically enhanced adamantine.  The key is made from the same 
  adamantine and only it can open the lock.  The chest measures 6’x3’x3’ and 
  is nearly weightless.  The players may attempt to destroy or dismantle the 
  chest, but will find the task nearly impossible.  Should they succeed in 
  destroying the chest, the explosion of magical power will devastate the 
  surrounding area and Lorox's gate will stand open.   
  The adamantine, the chest is made of, is worth a small fortune.  It will 
  be difficult to sell because the evil that emanates from the chest makes 
  most people nauseated.  There was no explanation why a key was created.  
  Some historians believe that the mages planned on studying the magic used 
  to create the pocket dimension.  
   
  Viz 
  A form of condensed mana.   In this adventure it appears as small 
  pebbles, but can take on many forms.  It is a highly sought commodity 
  among mages.  It is used to cast spells and imbue items with magical power.  
  A suggested effect is to allow players to cast a spell without using 
  components or a spell slot.  One viz would equal one spell level (i.e. A 2nd 
  level Web spell would require 2 viz).  The viz is consumed when used.   
  
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  Background 
  While Tergul explored the Lacson Thickets collecting samples of the local 
  fauna, he discovered a pond that produced viz.  He kept the pond’s location 
  secret.  If other mages knew, the guild would claim the pond as its own.  He 
  discreetly sold the viz to artificers outside the area and accumulated a small 
  fortune.  He hired a handful of workers to construct his secret workshop 
  located near the pond.  He built his workshop underground to hide from the 
  prying eyes of his peers and bothersome peasants who always asked for one 
  favor or another.   
  Tergul, being a religious man who followed the virtues of Delaquain, 
  included a shrine dedicated to the Gray Maiden.  Having been lifelong friends 
  with Ariwan, a priest of the temple, Tergal asked to have the shrine blessed 
  and in turn, Tergul would teach them the secrets of alchemy.   
  After the workshop was completed Tergul received an unusual gift from 
  his uncle.  The gift was a large adamantine chest with a chain and large lock 
  securing it closed.  No key.  The message he received from his uncle was to 
  tell no one of the chest.  Weeks later Tergul received the key and the news 
  that his uncle had been killed.   
  Ariwan came with two acolytes to perform the Ceremony of Passing for 
  Tergal’s uncle.  During the ceremony, the Porters of Gideon invaded Tergul's 
  workshop and demanded the chest be turn over to them.  After a heated 
  argument Tergul agreed to give them the chest knowing the Porters’ 
  reputation, but not until the Ceremony of Passing was complete.   
  Angered by the interruption and threats, Tergal opened the chest.  A 
  horrible stench of warm rot exploded from the bottomless chest.  A rope 
  ladder was secured to the inside and descended 10' before vanishing into 
  darkness.  While he marveled at the magical construction, several hideous 
  creatures (tvorns) scrambled up the ladder.  Tergal fled.  The demon, Lorox, 
  came through last.  Tergul hid in his room and barricaded the door.   
  The Porters became inpatient and searched for Lorox’s Chest.  They 
  were horrified when they found the chest open and before they could secure 
  it shut Lorox and his minions attacked.  Lorox spared the acolytes to turn 
  them into ghouls.  Ariwan attempted to escape, but the tvorns found and 
  drown him in the pool.  Lorox, bloated with fresh souls, returned to his world.   
  Angered at his cowardice, Tergul left his room to face what he’d 
  released.  He found the acolytes in the midst of transforming.  He soothed the 
  
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  young acolytes pain with an elixir.  He chained them in the room where he 
  kept living specimens for his alchemy.  
  When Tergul found the chest unguarded he secured the lock before 
  Lorox’s minions chased him away.  In the following weeks Tergul attempted to 
  leave his workshop, but the tvorns prevented him from escaping.  During this 
  time he saw the acolytes transform into hideous creatures and found the 
  body of his friend Ariwan at the bottom of the pool.  When he attempted to 
  remove his friend, he was attacked by an apparition.  
  His last days were spent cursing his uncle for delivering this evil thing 
  into his home and renounced the Gray Maiden for not protecting him.   
  
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  Adventure Hooks 
  Finding the location of the workshop will be difficult.  The players will 
  most likely find it indirectly by encountering the bandits or seeing a tvorn 
  fleeing through the thickets.  A more direct path is to have the Porters get 
  involved.   
   
  The villagers are frightened by a group of bandits.  The local lord sent a 
  patrol to find the bandits, but the half-hearted search yielded nothing.  
  The bandits continue to bully the locals making it difficult to reach the 
  town market. 
   
  Fester, a tinker, has been missing for a month.  Villagers believe he has 
  been captured or killed by the bandits.  The local lord or the villagers will 
  ask the players to investigate.  The lord has put a small bounty on the 
  bandits’ heads. 
   
  Some of the older mages remember Tergul and his sudden wealth of viz.  
  He was supposed to have a secret workshop somewhere in the Lucson 
  Thickets, but that was long ago and Tergul never returned.   
   
  The Porters of Gideon are recruiting new members.  They ask a player or 
  the party for assistance.  They wish to retrieve Lorox's Chest that 
  vanished many years ago.  The Porters of Gideon will need to see how the 
  players perform before offering them a position.     
   
  The party is traveling between villages when out from the woods a 
  hideous little creature bolts across the road.  The creature is too quick to 
  catch.  It moves through the thicket with ease.  A player can track it to the 
  pond without much difficulty. 
   
  The Church of Delaquain is still troubled by the disappearance of one of 
  its favorite sons, Ariwan.  Through pray and divination the elders have 
  been unable to contact his spirit.  They hope the players will assist in 
  finding Ariwan and putting his soul to rest. 
  
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  Notes  
  The location of the Tergul's Workshop is located within the Lacson 
  Thickets next to the Viz Pond (area 4).  The thickets have a dense underbrush 
  making movement difficult.  There are a few hunting trails, but they end two 
  hexes into the thicket. 
  Redden Rot Road is nothing more than a sparsely traveled path that 
  connects the villages.  Travelers consist of farmers taking their goods to 
  market or a craftsman making his village rounds.  Drover Stream is shallow 
  most of the year.  It is rich with fresh water clams and small game fish.  
  Travelers water their animals and refill their water skins at Recovery Ford. 
   
  1. Hangman Tree 
  Three nooses hang from a tree next to Drover Stream.  The ropes are 
  rotted and will crumble if touched.  Under the tree is a cluster of red flowers.  
  On a successful nature or alchemy roll (SC 10), the character will recognize the 
  flowers as Blood Drops (see New Plant Section), a component to increase the 
  potency of healing potions.   
  Blood Drops add one die to a healing potion result.  There are enough 
  flowers to increase two healing potions.  The hangman’s rope is a component 
  within the ink to create a Speak with Dead scroll.   
   
  2. Giant Skeleton 
  What looks to be a large white rock from a distance is really a giant skull.  
  Laying within the thick meadow grass is a large humanoid skeleton.  The 
  skeleton measures four horses in length.  A small ankheg makes its home 
  within the skull.  Mixed in the dirt under the skull are the broken skeletal 
  remains of three individuals.  If the 
  players sift through the remains they 
  will find 13cp, 2sp, a tinker’s tool kit 
  (1gp), and two rusted daggers.  One 
  of the bodies is the departed Fester, 
  the tinker.  The ankheg found him to 
  be a delightful snack.   
  
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  The ankheg will attempt a surprise attack by burrowing beneath a player 
  and collapsing the ground. 
   
  3. Bandit Hideout 
  Eight bandits live in a crude cabin hidden within the woods.  They are 
  led by Gunther.  There is one trail leading to their hideout.  A guard is posted 
  to watch the trail 50% of the time.  The bandits steal from the farmers and 
  harass travelers.  They will fight if they believe they can defeat their 
  opponents, and will run if combat turns bad.  If a strong party approaches, the 
  bandits act like poor, displaced farmers.  If the players pay for information or 
  successfully threaten (SC 10) then the bandits will answer any questions. 
  If the party kills or captures the bandits they will find 2d6cp on each 
  man.  Their main stash is in area 7.  The bandits promise to show the players 
  where their secret loot is hidden and the location of the pond, if spared.  
  James, a scrawny bandit, cannot keep his mouth shut.  When the players 
  talk he will call them names under his breath then deny he said anything.   
   
  4. Viz Pond 
  This pond is a source of viz, appearing as small glowing pebbles within 
  the water.  Next to the pond is a man-sized obelisk with two words engraved 
  into it, Tudas Tuz.  A mage will recognize this saying from his magical training, 
  Knowledge Illuminates.  If the words are spoken, the obelisk will slide 
  backwards revealing a downward spiral staircase (go to Tergul's Workshop 
  section). 
  If a player wishes to collect the viz he may gather 3d6 pebbles, but if not 
  harvested with care (SC 10) they will dissolve into the water.    
   
  8 Bandits 0 level fighters, HP: 3 each, AC: 7 [12], Atk: 1 weapon (1d4), 
  Move: 12, Save: 18, CL/XP: B/10, Special: None 
  Gunther 2nd level thief, HP: 9, AC: 5 [14], Atk: 1 weapon (1d6), Move: 12, 
  Save 13, CL/XP: 2/30, Special: +4 to hit and double damage on backstab 
  Ankheg  HD: 3, HP: 15, AC: 2 [17] underside 4 [15], Atk: 1 bite 3d6,  
  Move: 12 (burrow 6), Save: 14, CL/XP: 4/120xp, Special: spits acid 5d6 (1/
  day, save for half) 
  
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   5. Goblin Camp 
  Seven goblins have made camp here.  They have traveled a long 
  distance from their tribe.  The goblins are lost and drifting farther away.  Since 
  their food supply was exhausted a few days ago they are hungry.  They have 
  set small game traps around the perimeter of their camp.  A player has a 1 in 
  6 chance of being snared when traveling within adjacent hexes.   
  The goblins will fight anyone.  They have become mad with hunger and 
  exhaustion.  Each goblin carries 1d4cp.  They carry nothing else of value.   
  Should the players offer food, the goblins will drop their weapons to eat 
  and then fall asleep where they stand and cannot be awaken for hours. 
   
  6. Statue 
  Within the clearing stands a 10’ tall statue of a human female.  Her left 
  arm rests across her chest and the right arm is broken off.  A rusted, great 
  shield lies at her feet.  A circular outline of a building foundation surrounds 
  the statue.   
  Older than the kingdom that now rules this land, the statue was built by 
  barbarian tribes that once hunted these woods.  They knew her as Malichia, a 
  7 Goblins HD: 1d6, HP: 2 each (due to weakened state), AC: 6 [13], Atk: 1 
  weapon (1d6), Move: 9, Save: 18, CL/XP: B/10, Special: -1 to hit in sunlight 
  
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  warrior and priestess, an early incarnation of Delaquain.  The great shield 
  symbolized her as the protector of the weak.  The shield is too heavy to be 
  used effectively in battle.   
  Should a player investigate the foundation and make a perception roll 
  (SC 15) he will notice a loose stone.  Beneath the stone is a crude silver shield 
  clasp.  The silver value of the clasp is 10sp, but the historical value to a scholar 
  or a Cleric of Delaquain, is ten to twenty times more. 
   
  7. Bandit Loot 
  The bandits (area 3) buried their loot here.  Rocks mark the spot.  The 
  sack is buried a few inches below the rocks.  Within the sack is 20sp, a potion 
  of healing, and two small gems (10sp each).   
  The bandits, in all their finite wisdom, believe the potion to be poison 
  because of its green color.   
   
  
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  Notes 
  The workshop is lit by a series of Continual Light spells except in areas 
  otherwise described.  The workshop is carved out from a yellow limestone 
  and all the rooms and passages are 8’ in height.  The GM should read through 
  the room descriptions thoroughly.  Some descriptions depend on the actions 
  of the players.   
   
  1. Entry Room 
  The door is made of polished wood with brass bindings.  It swings open 
  easily.  The walls of the entry room are covered with rotting wooden slats.  
  Many of which have fallen to the ground exposing the limestone beneath.  
  Three tattered cloaks hang from pegs on the south wall directly across from 
  the door.  Three pairs of boots are lined beneath the cloaks.   
  If the players approach the south door they will hear a voice from the 
  hallway to the east (1a) say, “Turn back now.  I have unleashed horror.  By the 
  Maiden, what have I done?”   
  The cloaks and boots are worthless as the material is held together by 
  mold.  If the middle cloak is searched the player will find one viz pebble.  The 
  warning comes from Tergul who cast a Magic Mouth spell on a painting.  It 
  will repeat this warning every few rounds the players are in area 1 or 1a.  The 
  tvorns in room 2 will be alerted if they players make a lot of noise.  They will 
  prepare for a surprise attack. 
   
  1a. Talking Picture 
  The hallway is lined with paintings.  The first shows a waterfall with an 
  outline of a woman emerging through the water (25sp).  The second, a lion 
  slumbering in a grassy plain (10sp).  The third, a massive cavern in magnificent 
  detail (50sp).  The forth has trees of red with white strands dangling from the 
  branches (10sp).  The last and the largest painting, shows a gathering of 
  people in a great hall.  The crowd stands with raised goblets toasting a small, 
  timid man at the end of the table (50sp).   
  Each painting had an emotional significance to Tergul.  He cast the Magic 
  Mouth spell on the celebration painting.  It will continue its warning until it is 
  
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  dispelled or the painting is destroyed.  The rest of the paintings are in poor 
  shape.  If there is a dwarf in the party he will recognize the painting of the 
  cavern as Arbernez, the long lost adamantine mine, where the greatest of the 
  dwarven artifacts were created.  
   
  2. Chamber of Arrows 
  Inside the room is a showcase of different styles of bows and crossbows.  
  There are two weapon racks along the west wall, one holds unstrung short 
  bows, and the second holds unstrung long bows.  Several of the short barrels 
  are filled with arrows and bolts.  On the north wall there is a weapon rack 
  with a mix of heavy and light crossbows.  Hung above the fire pit is a mounted 
  head of an ape creature.  Its mouth agape revealing two sets of jagged teeth. 
  By the south wall two creatures battle over a bowstaff.  Their gray skin is 
  covered in small thorns.   
  The tvorns use their teleport ability to get behind the players, giving 
  them a rear attack bonus.  They will attack until destroyed.   
  The wood is rotted making the bows and crossbows useless.  If the 
  players search or use a Detect Magic spell, the players will find four Arrows of 
  Fireball (see New Item section).   The tvorns are fighting over a +1 bowstaff. 
   
  3. Corpse Room 
  Several mummified corpses are strewn about the room.  They wear 
  armor and grasp weapons.  Some of the bones are broken and one skull, still 
  in a helmet, has been knocked several feet away from its body.  The walls are 
  covered with torn and rotting tapestries.  In the center of the room is a large 
  chest bound by a thick chain and padlock.  Two of the skeletons still grasp the 
  handles. 
  This is where Lorox and his tvorns harvested fresh souls.  The chest is a 
  two way portal into Lorax’s realm.  The lock can only be open by the key in 
  Tergul's journal (see room 11).  Every attempt to pick the lock will result with 
  a shock doing 1d6 damage (save halves damage).  And attempts to magically 
  unlock the chest will fail.   
  The armor is useless since all the straps are rotted, but there is over 200 
  2 Tvorns HD: 2, HP: 9 each, AC: 4[14], Atk: 1d4/1d4, Move: 12/4 teleport, 
  Save: 15, CL/XP: 3/60, Special: limited teleport 
  
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  pounds of scrap metal that can be salvaged.  A broadsword and an interesting 
  mace in the shape of a boar’s head in good condition.  Neither is magical, but 
  made from a rust resistant metal.  The players will find 5d6 silver coins. 
     
  4. Mana Pool 
  The door to this room is unlocked.  A clear blue pool has thirty glowing 
  pebbles (viz) at the bottom.  An incorporeal creature hovers in the northeast 
  corner of the room.  It releases a high pitched howl and flies toward the party. 
  The water from the pool is filtered in from the pond above.  The body of 
  Ariwan is in the pool.  It is his shadow that haunts the room.  While Lorox 
  reaped the souls in room 3, the tvorns drowned the priest here and was 
  forgotten.  If the shadow is killed it will reform in one week and continue its 
  haunt.  It will not leave the room.  The only way to release the shadow is to 
  take the body from the pool and place it on the altar (room 8). 
  Each month the mana pool produces 2d4 viz.  If the viz is not harvested 
  within a few months it will dissolve.  
  Shadow HD: 3+3, HP: 15, AC: 7 [12], Atk: 1 touch (1d4 + strength drain), 
  Move: 12, Save: 14, CL/XP: 4/120, Special: drain 1 point of strength with hit, 
  hit only by magical weapons, immune to sleep and charm 
  
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  5. Dark Corridor 
  Normal light will not penetrate this darkness.  A Light spell will only reveal 
  a 10’ radius.  This corridor has two 10’ pit traps (1d6 damage) that are 
  triggered by 100 pounds or more stepping onto the section of floor.  The 
  depths of the pits are also within the darkness.  At the bottom of the second 
  pit are two skeletons.  One skeleton wears three gold rings, two are worth 
  20sp each and the third is a +1 Ring of Protection.  
   
   6. Prisoner Room 
  The door to this room is barred shut.  It will take a strength roll (SC 10) 
  to break the beam to gain access.  This room is also consumed in a magical 
  darkness.  A fetid stench fills the hallway beyond the room.  From the west 
  the players hear a savage snarling. 
  If the players can see: There are six sets of shackles secured into the 
  west wall.  A grotesque humanoid struggles against the chains.  It snarls and 
  growls at the players.  A half an arm dangles from another set of shackles.  
  Next to the door is a lever.  Wax seals the edges around the south door. 
  2 Ghouls HD: 2, HP: 9 and 6, AC: 6 [13], Atk: 2 claws (1d3) and 1 bite (1d4), 
  Move: 9, Save: 16, CL/XP: 3/60, Special: immunities, paralyzing touch 
  
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  Should a player make a successful observation roll (SC 12), he will see 
  the hole in the ceiling.  The ghoul that chewed off its arm hides in the hole.  It 
  will jump down on an unsuspecting victim gaining a surprise attack.  They 
  were once acolytes dedicated to Delaquain.  Lorox gathered their souls then 
  twisted them into eaters of the dead.   
  The lever locks the pits.  If the wax seal is broken a pressurized jet of 
  poisonous gas will quickly fill the room (see 7).   
   
  7. Poison Corridor 
  Tergul sealed the doors and set a poison trap here.  If the wax seal is 
  broken each player in the room must make a saving throw or take 1d6 points 
  of damage.  The gas has lost much of its potency through the years and 
  dissipates quickly.  
   
  8. Altar of Delaquain 
  A bench is wedged against the heavy door making it difficult to open (SC 
  10).  An eerie glow emanates from an altar to the south.  A clay urn sits atop 
  the altar.  Along the north wall are two shelves of brittle books and scrolls.  
  Two of the scrolls are in good condition.  The scrolls are magically preserved.  
  They document the burial ceremonies that a priest would perform to release 
  the soul into Delaquain's realm.  It is a valuable text worth 100gp.     
  Two metal poles stand next to the altar.  They are used to remove the 
  burial pit cover.  If the body of a faithful of Delaquain is placed on the altar 
  the body will collapse into dust.  To complete the ceremony the dust is placed 
  into an urn and then into the burial pit.  There are two urns in the burial pit.  If 
  the body of the priest in room 4 is given a proper burial the shadow will 
  vanish.   
   
  9. Storage Room 
  Several small containers, vials, coffers and bottles sit on the shelves.  
  There are scrolls in a small alcove in the wall.  The reagents within the 
  containers have lost their properties long ago.  The scrolls within the alcove 
  are delicate, but if care is taken a player can learn how to create healing, 
  strength and fire resistance potions. 
  There is a hidden compartment (SC 15) in the south wall.  Within is a tiny 
  vial, its red contents glow.  It is a concoction Tergul worked on for years, but it 
  never worked the way he wanted.  If a character drinks it he will need to 
  
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  make a saving throw at -2.  If the character fails his save he will be severely 
  sick for 2d4 days and completely incapacitated until the sickness passes or 
  the poison is removed.  If the player succeeds he will gain one point of 
  strength permanently.   
   
  10. The Workshop 
  In the center of the room is a large table covered with broken 
  alchemical equipment and smashed bottles on the floor.  Several of the 
  shelves are overturned and broken.  A large section of the floor is scorched 
  black and a section of the south wall has collapsed.  To the east a door is 
  broken in half and is propped against the side of the door jam.   
  Among the debris is a large circle with a confusing mass of the runes.  
  The runes are faded and difficult to decipher.  The circle is a trap that Lorox 
  left behind.  Hidden among the mundane runes is a Ward of Living Death (see 
  New Spell section).  A player who steps within the circle will need to make a 
  save or be turned into a ghoul in a day’s time.  The process can be reversed, 
  but the player must receive the help before the day is done or forever roam 
  the land as a ghoul.   
   
  11. Tergul’s Room 
  The northern section of the room has three tables cluttered with 
  alchemical equipment that Tergul salvaged from the destruction of his lab.   A 
  small desk is pushed against the east wall with a small coffer on it.  A 
  mummified body of Tergul rests on a bed with a tome clutched in its skeletal 
  hands. 
  Tergul spent his last days here.  The tome describes the horrors that 
  escaped from the chest and what occurred.  Within the pages of the journal is 
  the key that will unlock Lorox’s chest.  The coffer on the desk is unlocked and 
  contains 200sp.  Most of his books were destroyed, but hidden beneath his 
  bed are four books on alchemy written in Elvish.  They describe the mundane 
  and magical properties of plants, herbs and monster bits.  In each description 
  is a section on how to properly harvest and store the ingredients.  If brought 
  to a mage guild the four books are valued at 1000sp. 
   
   
   
   
  
  21 
   
  Conclusion 
  Once the players discover the key, they will have to decide what to do 
  with the chest.  In one of the adventure hooks the Porters of Gideon will 
  contact the players and attempt to convince them to give them the key and 
  chest.  The chest of Lorox is something the players can contend with when 
  they are higher level.  The Porters of Gideon will need their help when the 
  time comes.  
  The GM may allow the players to rebuild the workshop to become a 
  base of operations.  They will need to spend 1d6 x 100sp/room in repairs. 
  If the players sell the viz in large quantities it will attract the attention of 
  the mage guild.  The guild will discretely inquire about the viz then use its 
  political power and intimidation to find the location of the pond.  If the guild 
  discovers the location of the viz they will claim the land as their own.  If there 
  is a mage in the party he will be aware of this. 
  Another possible connected adventure is the picture of the cavern in 1a, 
  the Lost Mine of Arbernez.  If the mine is researched a player may discover 
  clues of its possible whereabouts.  The adamantine that makes up the chest, 
  lock and key came from this mine.   
   
   
  
  22 
   
  Experience Point Options 
  The following is an option experience reward system.  This will include 
  monsters defeated, money obtained and tasks successfully completed.  I 
  provided checkboxes so a GM can track experience easier.  This isn’t an 
  exhaustive list.  As I was writing this I though, if I was a player I would try to 
  harvest the acid gland from the ankheg.  If they can figure it out toss them a 
  few xp.   
  Since I use a silver standard I give xp for silver gained, not gold.  If your 
  campaign uses a gold standard all copper would become silver, silver to gold. 
   
  AREA MAP LOCATIONS 
  1. Hangman Tree 
   
  25xp for identifying the flowers as Blood Drops.* 
   
  25xp for using the Blood Drops to increase the potency of a healing 
  potion.* 
   
  25xp for collecting the hangman’s rope for a spell component.  
   
  2. Giant Skeleton 
   
  50xp for returning Ferster’s tools to the village. 
   
  25xp for encountering the ankheg, but retreating to fight another day. 
   
  120xp for sending the ankheg to insect hell. 
   
  3. Bandit Hideout 
   
  25xp for successfully intimidating the bandits. 
   
  10xp for each bandit that is given a dirt nap. 
   
  30xp for kicking Gunther’s ass. 
   
  25xp getting the location of the pond. 
   
  4. Viz Pond 
   
  25xp for finding the pond. 
   
  25xp for figuring out how to reveal the stairs. 
   
  25xp for successfully harvesting the viz.* 
   
  5. Goblin Camp 
   
  10xp for each goblin ripped in half. 
   
  25xp for feeding the goblins and have them fall asleep.  Cause it’s funny. 
  
  23 
   
  6. Statue 
   
  25xp for finding the silver clasp. 
   
  25xp for selling it to a scholar or cleric of Delaquain. 
   
  7. Bandit Loot 
   
  20xp for selling the gems. 
   
  20xp for the silver pieces. 
   
  TERGUL’S WORKSHOP 
  1. Entry Room 
   
  Hmm, not sure what to give players xp for in this room.  Maybe you will. 
   
  1a. Talking Pictures 
   
  25xp for selling the Water Woman Emerging painting. 
   
  10xp for selling the Slumbering Lion painting. 
   
  50xp for selling the Arbernez Cavern painting. 
   
  75xp for recognizing the Arbernez painting and not selling it. 
   
  10xp for selling the Solstice Tree painting. 
   
  50xp for selling the Overlord’s Coronation painting. 
   
  10xp for shutting up the Magic Mouth. 
   
  2. Chamber of Arrows 
   
  25xp for surprising the Tvorns. 
   
  60xp for each Tvorn destroyed. 
   
  50xp when the Arrows of Fireball are used.* 
   
  100xp for using the +1 bowstaff. 
   
  3. Corpse Room 
   
  Xsp for the amount of silver the scrap metal is sold for. 
   
  5d30xp for the silver found. 
   
  100xp for Detecting Evil on the chest. 
   
  4. Mana Pool 
   
  120xp for destroying the Shadow. 
   
  250xp for retrieving and placing Ariwan’s body on the altar (room 8). 
   
  
  24 
   
  5. Dark Corridor 
   
  25xp for detecting and avoiding the pit traps. 
   
  40xp for selling the two gold rings. 
   
  100xp for using the +1 Ring of Protection.* 
   
  6. Prisoner Room 
   
  25xp for detecting the hole in the ceiling and avoid being surprised. 
   
  60xp for each ghoul sent to their final death.   
   
  7. Poison Corridor 
   
  25xp for figuring out how to avoid the poison gas. 
   
  8. Alter of Delaquain 
   
  100xp for selling the texts. 
   
  9. Storage Room 
   
  100xp for a player who learns how to make a healing potion. 
   
  100xp for a player who learns how to make a fire resistance potion. 
   
  100xp for a player who learns how to make a strength potion. 
   
  25xp for finding the volatile Potion of Permanent Strength. 
   
  100xp for a player who successfully gains strength from drinking the 
  potion.  They get zip if they fail. 
   
  10. The Workshop 
   
  50xp for detecting and avoiding the Ward of Living Death. 
   
  50xp for preventing someone from becoming a ghoul if the trap is set off. 
   
  11. Tergul’s Room 
   
  200xp for the silver in the coffer. 
   
  1000xp for selling the magical bits of plants and monsters tomes.   
   
  50xp for discovering the key opens the chest (room 3). 
   
  * These xp entries are only counted once.   
  
  25 
   
  New Creature 
  Tvorn 
  Armor Class: 4 [14] 
  Hit Dice: 2 
  Attacks: 2 Claw (1d4/1d4) or weapon type 
  Saving Throw: 15 
  Special: limited teleport 
  Move: 12/4 teleport 
  Challenge Level/XP: 3/60 
  Tvorn is a slave race created by the demon, 
  Lorox.  Lorox molded these creatures from the sorrow, nightmares, hatred 
  and regrets from the souls he collected.  They appear as gray, molten skinned 
  humanoid creatures with ever changing distorted features.   
  The tvorns use the ability to teleport up to 40’ to position themselves 
  behind their opponents to gain a back attack bonus.  They can teleport and 
  attack in the same round.  The tvorns attack with their claws or any available 
  weapon. 
   
  New Magic Item 
  Arrows of Fireball 
  These arrows are difficult to distinguish from normal arrows since no 
  special wood or preparation is needed.  Only a Detect Magic will identify these 
  arrows as special.  When an Arrow of Fireball impacts it will explode doing 1d6 
  damage in a 10’ radius.  The arrows are destroyed when used. 
  Originally these arrows were created for sieges.  Although not a 
  replacement for a catapult they made small sieges easier by wreaking havoc 
  for the defenders.  There are variants of an Arrow of Fireball, but only a 1HD 
  fireball can be enchanted on a normal arrow.  Higher HD Arrows of Fireball 
  may be created, but the arrow must be created with special materials costing 
  a great deal more.   
  
  26 
   
  New Spell 
  Ward of Living Death 
  Spell Level: Cleric, 5th level 
  Range: GM discretion  
  Duration: Permanent until triggered or dispelled 
  A spell created by Lorox.  This ward can be cast on any permanent 
  surface (i.e. will not work in sand or dirt) and remain until it is triggered or 
  dispelled.  To be triggered the victim must enter a specific area or pass 
  through a portal.  The Ward of Living Death will change any living creature 
  into a ghoul.  This transformation takes a day to complete.  If a character can 
  get the appropriate assistance within that time then the curse can be 
  reversed.  Otherwise, the person or creature become a mindless ghoul. 
   
  New Plant 
  Blood Drops 
  These small plants are easily identified by their bright red flowers with 
  dark red tips.  They are often found near gallows or have been found covering 
  a battlefield the next year.  These flowers bloom in the late spring and go to 
  seed by midsummer.   
  They are easy to grow, but the soil needs to be soaked with blood when 
  planted.  Blood Drops mature the flowers can be harvested and added to a 
  healing potion.  Blood Drops add one die to a healing potion result.  Making a 
  normal healing potion of 1d8+1 increase to 2d8+1 and an extra healing potion 
  will increase from 3d8+3 to 4d8+3. 
  One bunch of Blood Drops is enough to increase one healing potion.  
  Alchemists often grow these in their private gardens. 
  
  27 
   
  gothridgemanorgames.blogspot.com 
  
  28 
   
  Grab your dice and hire some henchmen, you're going to need 
  them.  Knowledge Illuminates is a campaign starter adventure 
  full of possibilities.  Explore a dark fantasy world in search of an 
  unending treasure.  But within this adventure lurks a horror that 
  will haunt the players for years.  So buckle up that helmet, 
  sharpen that sword, and bring an extra pair of iron spikes, this 
  adventure is for the big boys.  
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Knowledge Illuminates .pdf