TEXT: A
  The Monastery of 
  Inexorable Truth
  David Pryzbyla
  SW 1 - An adventure for characters of 3rd to 4th Level
  Compatible with the Swords & Wizardry game
  
  1
  The Monastery of 
  Inexorable Truth
  Credits
  Author: David Pryzbyla
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Image: Brian Brinlee
  Map: Dyson Logos
  Interior Art: Gary Dupuis, Forest 
  Imel, Matt Morrow, Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Swords & Wizardry, S&W, and Myth-
  mere Games are trademarks of Mat-
  thew J. Finch.
  Purple Duck Games is not affiliated 
  with Matthew J. Finch, Mythmere 
  Games™, or Frog God Games.
  All Text is considered Open Game 
  Content.
  An adventure for characters of 3rd to 
  4th Level.
  Compatible with the Swords and 
  Wizardry Game
  Charred Corpse
  
  2
  The Monastery of Inexorable Truth
  A Swords & Wizardry adventure for characters of 
  3rd to 4th Level
  Long ago the monks of the Order of Veracity 
  retreated from civilization and carved a 
  monastery from the rock of the northern 
  mountains. Here the seasons are mainly 
  distinguished by the severity of the cold and 
  snow. Few visitors troubled the monks, and 
  most years, only supply caravans and a few new 
  acolytes reached the monastery.
  The monks prayed, mortified their flesh, 
  practiced their physical arts, and studied their 
  holy books. They sought knowledge untainted 
  by the opinions or interpretations of men. They 
  beseeched their god, Ket the Unbroken, for 
  Truth.
  Decades passed and the monks’ faith never 
  wavered. Well satisfied, Ket provided that which 
  they desired, in the form of the magical Codex 
  of Inexorable Truth. The monks were overjoyed, 
  but soon learned that truth does not always 
  provide peace and solace. Truths can also 
  be secrets that should never be told, and the 
  Codex exposed facts that many monks regretted 
  learning. Some of these truths set monk against 
  monk. Many died in outbursts of rage brought 
  on by the words they read in the Codex. A few 
  escaped to civilization and renounced allegiance 
  to Ket. Ket transformed the remaining monks 
  into guardians that are neither alive nor dead.
  Myths soon surrounded the Codex of Inexorable 
  Truth, a book that would truthfully answer any 
  question. Adventurers dreamed of what they 
  might achieve with such knowledge and trekked 
  north in search of the Codex. Many found 
  the monastery, as its location was no secret. 
  Rumors claim that some adventurers returned 
  and achieved wealth, power, or fame. These are 
  just rumors, but rumors are enough to send a 
  man into the frigid northern mountains.
  For the Referee
  The adventure assumes that the monastery is 
  located in a cold and rocky place far from the 
  urban centers of civilization. The referee should 
  determine how difficult it is for the characters 
  to reach the monastery and whether other 
  adventurers are also simultaneously seeking the 
  Codex of Inexorable Truth.
  Inhabitants of the settlements nearest the 
  monastery will certainly know its location, and 
  may warn travelers to avoid the place. Few 
  adventurers that journey to the monastery ever 
  return, and those that do survive often become 
  haunted and withdrawn shells of their former 
  selves. The Referee should provide these 
  settlements, as they are not included as part of 
  the adventure.
  Using The Codex of Inexorable Truth
  The Referee must prepare for the characters’  
  use of the Codex. This is a magical item of 
  immense potential, reminiscent of the fabled 
  Wish spell. Characters can ask questions that 
  result in the acquisition of vast wealth or power. 
  The questions they ask, however, are always 
  balanced by an additional answer to a question 
  they do not ask. This second answer is often a 
  consequence of the first question and something 
  that may be very difficult to accept. The Codex 
  itself is described fully in a later section of the 
  adventure.
  For example, a character may first ask: How 
  can I loot King Cedric’s treasury? The Codex 
  will provide an answer that describes how to 
  successfully complete this task. But it will also 
  answer a second unasked question, such as: 
  What personal cost will be associated with 
  looting the treasury? The answer might be the 
  death or ruin of family members or a best friend, 
  which will inevitably come to pass if the treasury 
  is looted. Additional ideas for the second answer 
  are included in the description of the Codex.
  The Codex is an unusual item that can be 
  difficult to adjudicate, but offers outstanding 
  hooks for future drama and adventure. For this 
  
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  reason, this adventure works much better as 
  part of a campaign rather than a one-shot. In a 
  campaign, the repercussions of using the Codex 
  can inspire future adventures and play out over 
  many game sessions. The Referee should try his 
  utmost to learn ahead of time what questions the 
  characters may ask; otherwise, it could be difficult 
  to provide answers on the spur of the moment.
  Adventure Hooks
  The Referee should find it easy to introduce 
  rumors regarding the Codex. There are many 
  reasons characters might wish to ask questions 
  of the Codex of Inexorable Truth.
  1. The characters wish to accomplish some 
  impossible task, ranging from a daring theft to 
  raising a friend from the dead, and the Codex is a 
  possible solution to the problem.
  2. An employer or superior sends the characters 
  with a question for the Codex. Perhaps the 
  question is sealed and should not be read until 
  they reach the Codex. This option makes the 
  Referee’s job of answering the question much 
  easier, and works well if no character would be 
  willing to ask a question of his own.
  3. Followers of Ket hire the characters to learn 
  the true fate of the monastery. The followers 
  may not reveal that they hired other adventuring 
  parties that never returned.
  4. Adherents of a rival god want the Codex 
  so that they can destroy it and weaken Ket’s 
  remaining power.
  Ket the Unbroken
  Ket usually attracts Lawful worshippers that 
  pursue a contemplative or monastic way of life. 
  For this reason, Ket has remained obscure and 
  has never gained a large number of adherents. 
  However, the followers of Ket tend to be more 
  dedicated than the worshippers of most gods. 
  They usually live in groups devoted to meditation 
  and physical training.  The monks of Ket, styled 
  the Order of Veracity, believe their god earned his 
  name when he would not break under torture by 
  a cabal of rival gods. Ket’s symbol is an addition 
  sign in a perfect circle.
  Ket believes that the collapse of the monastery 
  was the fault of the monks. They could not handle 
  the Truth they sought and thus engendered their 
  own demise. Ket wants others to find and use the 
  Codex, although he will not allow it to be removed 
  from the monastery. Ket finds mortal reactions to 
  the truth fascinating, and wishes to maintain both 
  the enticement of the Codex and the obstacles to 
  reaching it. For the latter reason, the monastery’s 
  guardians sometimes absorb fallen adventurers 
  into their ranks.
  Monastery Interior
  The first monks were ingenious builders as 
  well as devout worshipers. They tapped into 
  subterranean magma channels and used magical 
  means to transport the heat throughout the 
  monastery. Battles during the monastery’s fall 
  damaged the heating system and circulation of 
  the magma. Now, the temperature within the 
  monastery varies widely: some sections are 
  below freezing while other areas range from 
  warm to very hot. The magma itself is only visible 
  from three places: areas 8, 16, and 22.
  Lantern and torch brackets are mounted on the 
  walls of all rooms and corridors; the Referee 
  should decide whether any brackets still hold 
  lanterns or torches. Unless stated otherwise, all 
  ceilings are about 12 feet high. The doors are 
  made of wood. If an area has no number, there is 
  nothing of intrinsic interest except that devised by 
  the Referee.
  About fifty monks inhabited the monastery before 
  it was destroyed. Some of the bodies are still 
  inside, while others are buried in the snow on 
  the mountainside; the latter corpses are not 
  described in this adventure. Adventurers have 
  looted most areas of the monastery, although the 
  treasury remains intact.
  
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  All corridors are considered 
  to be 10 ft. wide.
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  Map of the Monastery
  
  5
  Wandering Monsters
  Check once every three turns for wandering 
  monsters, with a 1 in 6 chance per check. Note 
  that magma men will not venture into areas with 
  below freezing temperatures. The agonized 
  monks may take unconscious adventurers to the 
  worship hall (area 23) for conversion to agonized 
  initiates.
  1. 1d3 Agonized Monks: HD 4; AC 6 [13]; Atk 
  weapon or strike (1d8) or cry of anguish; Move 
  15; Save 12; AL L; CL/XP 5/240; Special: cry 
  of anguish (+2 save or flee in terror 1 turn), 
  alertness, deflect missiles, +2 weapon damage 
  bonus.
  2. 1d6 Charred Corpses: HD 2; AC 8 [11]; Atk 
  strike (1d8) + 1d4 heat damage); Move 18; Save 
  16; AL C; CL/XP 3/60; Special: immune to sleep 
  and charm spells.
  3. 1d3 Magma Men: HD 6; AC 4 [15]; Atk strike 
  (1d8); Move 6; Save 11; AL N; CL/XP 7/600; 
  Special: Ignite materials, ooze through cracks 
  and move along any stone surface, vulnerable to 
  cold.
  4. 1d3 Ice Spiders: HD 2+2; AC 6[13]; Atk 
  bite (1d6) or ice shell; Move 18; Save 16; AL 
  N; CL/XP 4/120; Special: ice shell (+1 save or 
  immobilized), surprises 1 in 5
  1. Monastery Entrance. An archway carved 
  from the mountain rock frames an open doorway. 
  Blown snow forms drifts that extend a few feet 
  into the corridor.
  Climate: Very cold.
  Archway: The symbol of Ket the Unbroken 
  is carved at the apex of the arch: a plus sign 
  circumscribed by a circle.
  Door: Open. The heavy wooden door is banded 
  with iron and can be barred from the inside. The 
  bar is missing.
  Lever: A large iron lever protrudes from the 
  stone to the left of the door. Pulling the lever 
  moves a chain that rings a bell in the anteroom 
  (area 2). The sound of the tolling can be heard 
  through much of the monastery.
  Adventurer Corpse: Just inside the doorway, 
  the snow-covered body of a halfling adventurer 
  rests against the east wall. The snow has 
  drifted high enough that the outlines of the 
  corpse will not be obvious. The halfling’s face 
  is blistered from the heat touch of a charred 
  corpse and his leather armor has been rent by 
  claws. He still grips a worn short sword coated 
  in dried blood.
  Treasure:  Fleeing companions looted the 
  halfling but did not find a blue sapphire hidden 
  in a hollow boot heel (900 gp).
  2. Anteroom. A long wooden bench lines the 
  east wall. A dead man sits on the bench. Light 
  from above illuminates the center of the room.
  Climate: Very cold.
  Doors: North door closed but unlocked. West 
  door is open.
  Skylight: A 2-foot square shaft carved through 
  the stone of the mountainside provides 
  illumination.
  Floor: The skylight shines upon a large symbol 
  of Ket the Unbroken carved into the floor at the 
  center of the room.
  Bell: A large metal bell hangs from the 
  ceiling near the skylight. A chain runs from 
  the bell into a hole in the south wall. The 
  chain connects to the lever at the monastery 
  entrance (area 1).
  Adventurer Corpse: The frozen man has 
  clearly been looted of valuables. He wears 
  leather armor and an empty sword sheath. An 
  overturned backpack lay on the floor behind 
  his feet. Closer inspection shows that the 
  fingers of his right hand are broken, which 
  occurred when his sword was taken. Odd 
  spider web patterns of frost cover his exposed 
  skin, evidence that a creeping chill killed him 
  (see New Monsters).
  3. Cloak Room. Three bodies lay upon the floor, 
  arranged in a crude triangle. At least a dozen 
  cloaks hang from hooks upon the east wall. Boots 
  are stationed beneath some of the cloaks.
  Climate: Above freezing due to warmer air 
  drifting in from the north.
  Doors: South door closed but unlocked. North 
  
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  door is open.
  Monk Corpses: Three monks fought and killed 
  each other after questioning the Codex of 
  Inexorable Truth. One monk still holds a sword 
  he thrust through the chest of a second. The 
  mouth of the second has bitten into the calf of 
  the third. The foot of the third is tangled with 
  the legs of the first. All wear brown robes and 
  boots.
  Hanging Cloaks and Boots: The brown cloaks 
  and sturdy winter boots show obvious signs of 
  decay.
  4. Room of Reflection. A square column 
  of stone extends from floor to ceiling in the 
  northeast portion of the room. Wide passages 
  exit from the northeast and southwest corners. 
  The northeast corridor is illuminated by a reddish 
  glow.
  Climate: Warm as a pleasant spring day.
  Door: South door open.
  Column: Monks carved words into all four 
  faces in a dialect of the Common Tongue. 
  These are prayers beseeching Ket for clarity of 
  thought and action before entering the exercise 
  hall (area 17).
  Illumination: Light from the magma bridge 
  (area 16) spills from the northeast corridor.
  5. Damaged Column. A floor to ceiling stone 
  column occupies the northeast portion of the 
  room. It has clearly been damaged and large 
  sections are missing. Chunks of stone surround 
  the column.
  Climate: Above freezing due to warmer air 
  drifting in from the northeast.
  Doors: South door closed but unlocked. West 
  door closed and locked.
  Column: This column was originally similar to 
  the column in the room of reflection (area 4). 
  Crazed monks desecrated the stone, smashing 
  the words after learning horrific truths from Ket. 
  With some effort the chunks of stone may be 
  partially deciphered. The words were prayers 
  beseeching Ket’s aid in finding the path towards 
  truth and understanding.
  6. Penitent Monk. Frigid air wafts through the 
  doorway. A robed man kneels in the center of the 
  room, head bowed to the floor. This room feels 
  much colder than the room with the damaged 
  column.
  Climate: Very cold, sharply colder than area 5. 
  The chill emanates from Ket’s ire and does not 
  abate even if the door is left open.
  Door: Closed and locked.
  Kneeling Monk: This monk felt deep shame 
  after defacing the column in area 5. He ran 
  into this room to hide from his fellows and pray 
  for Ket’s forgiveness. Ket rejected his pleas 
  and froze him in place. Icicles hang from the 
  corpse’s eyebrows and beard. The brown robe 
  is brittle and will shatter if touched, triggering a 
  cold trap.
  Cold Trap: Anyone touching the monk’s robe 
  must make a saving throw as the garment 
  shatters. A failure causes 2d6 points of damage 
  as icy shards of robe pummel the defiler; in 
  addition, the character feels a deep chill that 
  causes him to move and attack at half speed for 
  3 turns. With a successful save, the character 
  takes 1d6 points of damage and feels a lesser 
  chill that causes him to move and attack at half 
  speed for 1 turn.
  Treasure: The monk flung a well-crafted 
  hammer and chisel into a rear corner. The monk 
  also wears an amulet of protection +1 with the 
  symbol of Ket in relief upon the surface.
  7. Ice Spider Lair: Frost crystals coat the walls of 
  this frigid corridor.
  Climate: Very cold.
  Doors: North and west doors are closed but 
  unlocked. East door is open.
  Bones: The bones of ice spider victims are 
  piled in the western end of the area. Most 
  bones are from animals such as rats and 
  wolves, but a few are from the humanoid races.
  Creatures: A colony of ice spiders (see New 
  Monsters) occupies the eastern end of the 
  corridor, near the door to the anteroom (area 2). 
  They hide along the ceiling in their frosty webs 
  and wait for prey to enter the corridor.
  
  7
  Ice Spiders (3): HD 2+2; HP 18, 11, 8; AC 6 
  [13]; bite (1d6) or ice shell; Move 18; Save 16; 
  AL N; CL/XP 4/120; Special: ice shell (+1 save 
  or immobilized), surprise.
  Treasure: A thorough search of the bones 
  uncovers the following items.
  •	 97 gp, 123 sp, and 57 cp.
  •	 A brass belt buckle with geometric designs 
  carved into the surface (3 gp).
  •	 An amber die with eight faces and black 
  enamel pips (50 gp).
  •	 A thick silver ring with the dwarven word 
  DUNEDIN etched into the outer surface 
  (300 gp).
  8. Magma View. The corridor ahead is 
  illuminated by a dim red light.
  Climate: The eastern end of the corridor is 
  cool, but grows hot nearing the portion that 
  passes above the magma. The western end of 
  the corridor is very warm.
  Doors: Both doors are closed but unlocked.
  Corridor: A magma pool passes a few feet 
  below the corridor, heating the walls and floor 
  just above, which are very warm to the touch.
  Windows: On both the north and south walls 
  of the corridor, round windows about 2 feet in 
  diameter look out over the magma pool. The 
  windows are comprised of transparent disks of 
  some crystal set into the stone. While tough, 
  the crystal is not impossible to shatter.
  9. Warning Chamber. The room appears to be 
  empty.
  Climate: Above freezing.
  Doors: Northwestern door open. Northeastern 
  door closed and locked. Southern door closed 
  but unlocked.
  Warning on Northeastern Door: Large words 
  are scrawled in white chalk on the northeastern 
  door in the Common Tongue. Nearly illegible, 
  the two lines must have been written in a hurry: 
  DO NOT ENTER-BROTHERS NO MORE. 
  The warning refers to the ghouls locked in the 
  kitchen (area 10).
  Dried Blood: An irregular patch of dried 
  blood darkens the stone floor in front of the 
  northeastern door, left by the wounded monk 
  that wrote the warning.
  10. Kitchen. This room obviously is a kitchen. 
  Iron stoves, wooden worktables, bowls, dishes, 
  and cutlery are scattered about. A dead man sits 
  atop one of the stoves.
  Climate: Slightly below freezing.
  Doors: Both doors are closed and locked. Ket’s 
  symbol is inscribed on the inside of each door, 
  and prevents the ghouls inside from unlocking 
  the doors and escaping.
  Monk Corpse: A dead monk sits atop one 
  stove, desiccated lips grinning widely. A cleaver 
  with dark stain upon the blade rests in his lap. 
  Closer inspection shows that he must have sat 
  upon the stove while it was still very warm, as 
  the portion of his robe between his buttocks and 
  the stove is burned. Ket has not allowed the 
  ghouls to desecrate the monk.
  Ice Spider
  
  8
  Chimneys: Pipes run from the two stoves into 
  holes in the ceiling. The holes are shafts that 
  exit the mountainside.
  Food: All foodstuffs have rotted or gone bad, 
  though some spices may still be edible.
  Barrels: Three untapped barrels rest against 
  the south wall. All contain ale. In addition, one 
  barrel holds the pickled body of a dead monk 
  with a missing left arm. The ghouls do not know 
  that this preserved body exists.
  Creatures: Eight ghouls occupy the kitchen, 
  unable to leave due to the symbols of Ket 
  carved into the doors. If they hear noise outside 
  the room, the ghouls will congregate at the door 
  nearest the noise.
  Ghouls (8): HD 2; HP 13, 11, 10, 9, 8, 7, 5, 3; 
  AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 
  9; Save 16; AL C; CL/XP 3/60; Special: Immune 
  to charm and sleep spells, paralysis.
  Treasure: The monk in the barrel has a thick 
  gold belt (600 gp) wrapped around the stump of 
  his left arm as a crude but failed tourniquet.
  11. Dining Hall. Two rows of wooden tables 
  and bench seats occupy the center of the room, 
  accommodations enough for at least two score 
  monks. Dishes and cutlery are scattered over the 
  tables and floor.
  Climate: Very cold.
  Doors: Both doors are open.
  Frost Covered Table: The surface of one of 
  the tables in coated with frost, evidence of the 
  creeping chill attached to the underside.
  Scattered Blood: Spots of dried blood are 
  evident on the floor, walls, and tables, but no 
  bodies are present. Many monks battled here, 
  and some became the ghouls in the kitchen.
  Ceiling: A 5-foot diameter symbol of Ket the 
  Unbroken has been carved into the center of 
  the ceiling.
  Creature: A creeping chill clings to the 
  underside of the frost-covered table, and will 
  attack anything warm and living that comes 
  near.
  Creeping Chill (1): HD 5+5; HP 29; AC 6 [13]; 
  Atk touch (1d4+1 + frost shell); Move 18; Save 
  16; AL N; CL/XP 6/400; Special: frost shell 
  (save, or move and attack at half speed for 3 
  turns), vulnerable to heat and fire.
  12. Acolyte Monk Quarters. Broken wooden 
  furniture is scattered throughout the room. There 
  is no clear path through the wreckage.
  Climate: Very cold.
  Doors: None.
  Broken Bunk Beds: Originally, fifteen bunk 
  beds were arranged perpendicular to the east 
  and west walls, with two footlockers set before 
  each pair of beds. The beds were broken apart 
  as monk fought against monk. Now, sections 
  of wood frames, old and frozen bedding, and 
  damaged footlockers provide an obstacle to 
  movement.
  Ceiling: A 5-foot diameter symbol of Ket the 
  Unbroken has been carved in the center of the 
  ceiling.
  Creeping Chill
  
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  Monk Corpses: The corpses of two monks 
  lay beneath the wreckage. They clearly died in 
  agony.
  Treasure: A thorough search may uncover 
  a few items of note. Sewn into one mattress 
  is a pouch containing 35 gp, 13 sp, and a 
  platinum ring (1100 gp) etched with a geometric 
  design of overlapping circles. One overturned 
  footlocker has a false bottom hiding two items: 
  a sky blue potion of healing labeled FOR 
  WOUNDS and a +1 hand axe with a gold-
  banded haft and red enamel heraldic symbols 
  upon the head. The axe also returns to the 
  hand when thrown. 
  13. Assistant Abbot’s Quarters. A single bed 
  rests against the wall opposite the door, a dresser 
  along the wall to the left and a desk on the wall to 
  the right. A painting hangs above the desk.
  Climate: Very cold.
  Doors: None.
  Desk: Disorganized stacks of papers sit upon 
  the desk, old and frozen. The paper will shatter 
  if roughly treated. Most papers contain boring 
  tabulations of monastery life written in the 
  Common Tongue, but one on the right side 
  of the table is of interest. Here, the assistant 
  abbot describes excitement building within the 
  monastery because decades of prayers have 
  been answered. Ket the Unbroken has provided 
  a miraculous book that will reward the faithful 
  with Truth. Surely the abbot will then spread the 
  Word by sending monks to all nearby lands.
  Painting: About 3 feet high and 2 feet wide, this 
  oil-based painting depicts a busy harbor filled 
  with ships. Signed “Annimus Clem” in the lower 
  left corner. The assistant abbot brought the 
  painting to remember his boyhood home.
  Ceiling: A large symbol of Ket the Unbroken 
  has been carved in the center of the ceiling
  Treasure: Other organizations that worship 
  Ket might find the papers of interest. The 
  painting was not considered worth stealing by 
  adventurers because of its size and fragility. It 
  is a valuable work by Annimus Clem, an artist 
  well known to collectors and worth 5000 gp if 
  sold at the proper venue. The painting will only 
  earn this price if undamaged and in the original 
  frame.
  14. Monk Quarters. Wooden beds are arranged 
  in two rows perpendicular to the eastern wall of 
  the room.
  Climate: Very cold.
  Doors: None.
  Beds: There are two rows of seven beds for a 
  total of fourteen. The bedding is old and frozen. 
  A footlocker sits at the foot of each bed; all have 
  been thoroughly looted.
  Adventurer Corpse: A female dwarf in leather 
  armor lay face down across one of the beds, 
  head crushed by a blunt object. A short sword 
  is on the floor near her hand. Members of her 
  adventuring party killed her after questioning 
  the Codex and then stole her gear.
  Ceiling: A 5-foot diameter symbol of Ket the 
  Unbroken has been carved in the center of the 
  ceiling.
  Treasure: A broken silver necklace (75 gp) 
  rests in the northeast corner of the room. The 
  man that struck the deathblow ripped it from the 
  dwarf’s neck and flung it away in rage.
  15. Abbot’s Quarters. An overturned dresser 
  and desk partially block the doorway. Torn papers 
  are scattered on the floor around them.
  Climate: Very cold.
  Doors: None.
  Secret Door: Closed.
  Dresser: Though the dresser was damaged 
  in the fighting, it is still ornate and obviously 
  crafted by a master. The legs end in elaborate 
  clawed feet, and arms rise from the back to 
  hold a missing mirror.
  Statue: In the northeast corner sits a bronze 
  statue of boy carrying an urn above his head. It 
  weighs about 200 lbs.
  Bed: A bed rests against the west wall.
  Ceiling: A large symbol of Ket the Unbroken 
  has been carved in the center of the ceiling.
  Papers: Torn and mutilated papers cover the 
  floor. The paper is brittle and will break apart if 
  handled roughly. All are written in the Common 
  Tongue. Careful examination of the papers 
  
  10
  reveals a few passages of interest.
  Ket has written the Truth that verifies what I always 
  suspected:  Varinus only pretended to be my friend, and 
  to serve. He covets what I earned through piety and 
  diligence and will do anything to gain my position. I 
  may have to kill him.
  The acolytes have turned against me. They gather 
  outside. Soon, it will be time to show them why I am 
  abbot.
  The abbot barricaded this room but was 
  eventually overwhelmed and fled to the escape 
  route (area 28), where a creeping chill killed 
  him.
  Creature: A creeping chill hibernates upon the 
  wall above the doorway.
  Creeping Chill (1): HD 5+5; HP 25; AC 6 [13]; 
  Atk touch (1d4+1 + frost shell); Move 18; Save 
  16; AL N; CL/XP 6/400; Special: frost shell (save, 
  or move and attack at half speed for 3 turns), 
  vulnerable to heat and fire.
  Treasure: Even in its damaged state, the 
  dresser would still be worth 1,000 gp if returned 
  to civilization. The statue could bring about 500 
  gp.
  16. Magma Bridge. A reddish light leaks through 
  large gaps in the corridor walls. The passage is 
  uncomfortably hot.
  Climate: Very hot.
  Doors: None.
  Corridor Damage: When the monastery’s 
  heating system failed, the magma altered 
  course to flow beneath the corridor. The 
  intense heat has weakened the stone. Cracks 
  crisscross the walls and pieces of the walls 
  have fallen into the magma below. On each 
  side of the corridor, from roughly knee to head 
  height, a half dozen jagged holes look out 
  over the bubbling red magma. The magma 
  illuminates the corridor and nearby portions 
  of the adjacent rooms. The bubbling magma 
  randomly projects magma blobs through the 
  holes.
  Burnt Spots: The floor and walls are dotted 
  with black spots where magma blobs struck the 
  surface. This discoloration may provide a clue 
  to the origin of similarly blackened surfaces 
  around the heating center (area 22).
  Magma Blobs: Whenever someone moves 
  through the corridor, there is a 2 in 6 chance of 
  being struck by a magma blob for 2d6 damage. 
  A successful saving throw reduces the damage 
  by half. Magic can protect against magma 
  damage.
  17. Exercise Hall. Stacks of exercise mats and 
  piles of wooden practice weapons line the long 
  west wall of the room.
  Climate: Hot in the southern section, cooling to 
  merely warm in the northern section.
  Doors: East and west doors are closed but 
  unlocked. North door is open.
  Illumination: The southern quarter of the room 
  is illuminated by the reddish glow emanating 
  from the magma bridge (area 16).
  Monk Corpses: A half dozen rotted corpses in 
  tattered brown robes are scattered throughout 
  the area. Only shreds of skin are still attached 
  to the bones, while the robes are so decayed 
  they will break apart if disturbed. The bodies 
  were killed by a variety of means and have no 
  loot.
  Ceiling: The ceiling is this room is slightly 
  arched and a few feet higher than the other 
  rooms of the monastery. Four 5-foot diameter 
  symbols of Ket the Unbroken have been carved 
  in the ceiling at regular intervals.
  Worn Floor: For decades, the monks ran 
  around the perimeter of the room as part of 
  their training, wearing a clear path into the 
  stone.
  Creatures: There is a 3 in 6 chance of 
  encountering wandering agonized monks in this 
  area.
  Treasure: An adventurer lost a longbow in the 
  southeast corner of the room. Near the bow is a 
  magic-user’s scroll of dispel magic.
  
  11
  18. Storage Room. Rotted exercise mats, 
  practice weapons, and towels are heaped in a 
  deep pile that covers the floor.
  Climate: Warm.
  Door: Closed but unlocked.
  Contents: The items stored here are in various 
  states of decay and of no particular value. 
  Looters have sifted through everything.
  19. Laundry. Large wooden tubs are arranged 
  around a hole in the ground. A waist-high wall of 
  stone surrounds the hole.
  Climate: Above freezing.
  Door: Open.
  Secret Door: Well-hidden, reduces chance to 
  find secret doors by 1.
  Well: The hole in the ground was a well that 
  went dry after the magma flows shifted. The 
  well descends about 100 feet to a lava tube. 
  The pit trap in the treasury (area 20) also ends 
  up at the lava tube; thus, there are two shafts 
  leading upward from the lava tube. The Referee 
  should decide whether the lava tube goes 
  anywhere interesting or is a dead end.
  Washing Implements: Scattered about the 
  room are soap, beating sticks, water pitchers, 
  clothes presses, etc.
  Adventurer Corpse: The battered and rotted 
  corpse of a man rests at the bottom of the well. 
  It is difficult to tell whether a battle or the fall 
  killed him. He has not been looted.
  Treasure: The adventurer has the following 
  items of note.
  •	 50 gp, 60 sp, 100 cp
  •	 +1 Leather Armor
  •	 Ring of Fire Resistance
  •	 5 scrolls of Cure Light Wounds
  20. Treasury. Chill air wafts from the corridor as 
  a thick slab of stone swings aside.
  Climate: Very cold, although the room will 
  warm to above freezing if either of the two 
  secret doors is left open.
  Secret Doors: Both are well hidden, reducing 
  the chance to find secret doors by 1.
  Adventurer Corpses: Four dead adventurers 
  lay in the corridor leading to the exercise hall 
  (area 17), about halfway between the door and 
  the room. The agonized monks killed them.
  Pit Trap: A pit trap activated by a pressure plate 
  occupies a 10-foot square at the center of the 
  room. The plate opens on a steeply inclined 
  shaft that descends 100 feet to end up below 
  the well in the laundry (area 19). The springs 
  attached to the plate are corroded and the plate 
  will not close automatically. The central bronze 
  knob on the control pedestal in the heating 
  center (area 22) can deactivate the trap.
  Creatures: When either secret door opens, 
  agonized monks will move toward the sound. 
  Two of the agonized monks carry battered short 
  swords (1d6).
  Agonized Monks (4): HD 4; HP 22, 20, 20, 13; 
  AC 6 [13]; Atk weapon or strike (1d8) or cry of 
  anguish; Move 15; Save 12; AL L; CL/XP 5/240; 
  Special: cry of anguish (+2 save or flee in terror 
  1 turn), alertness, deflect missiles, +2 weapon 
  damage bonus.
  Agonized Monk
  
  12
  Treasure: Acolytes pledged their wealth to 
  Ket when joining the monastery. Most of their 
  personal goods were sold for coin before 
  making the arduous journey north; it was not 
  economical to ship large or heavy luxury items. 
  The monastery was expensive to supply, so 
  this wealth was very important to continuing 
  the worship of Ket. The small amount of 
  accumulated treasure has not been looted.
  •	 Two small chests of coins: 2547 gp, 3256 
  sp, 1257 cp.
  •	 Miscellaneous jewelry (3500 gp)
  •	 Jade idol (350 gp)
  •	 4 silver braziers (475 sp)
  •	 12 decayed white wolf pelts
  •	
  Bag of holding
  •	
  Horseshoes of speed
  The dead adventurers also carried some items 
  of interest.
  •	 130 gp, 154 sp, 87 cp
  •	
  Rope of climbing
  •	
  +1 light mace
  •	
  Potion of healing
  •	
  Potion of levitation
  21. Sloping Corridor. The corridor has a 
  noticeable, but safely navigable slope.
  Climate: Hot.
  Door: East door closed but unlocked.
  Corridor Slope: The corridor slopes down from 
  the exercise hall (area 17) to the heating center 
  (area 22). The total descent is about 5 feet. The 
  slope was designed to contain magma if there 
  was an overflow from the pool in the heating 
  center. There have been occasional overflows, 
  and the floor and lower walls of the western end 
  of the corridor show noticeable discoloration.
  22. Heating Center. A low stone railing 
  surrounds a large hole in the floor. Reddish light 
  emanates from the hole.
  Climate: Hot.
  Doors: None.
  Magic Aura: The residual magic of the heating 
  system permeates the room.
  Magma Pool: The only magma visible within 
  the room occupies the central pool. The magma 
  surface is about 2 feet below floor level. 
  Although there is more magma to the north of 
  the room, the walls block access.
  Burnt Floor: Adventurers have occasionally 
  fiddled with the control pedestal and caused 
  the magma pool to overflow. The floor, walls, 
  stone benches, columns, and control pedestal 
  are blackened to a depth of about 3 feet. 
  Combined with the fact that both exit corridors 
  slope upward, the discolored stone is very 
  suggestive.
  Stone Benches: Two long stone benches 
  occupy alcoves in the southern portion of the 
  room. The monks would sit here and bask in 
  the heat.
  Columns: Two chipped and cracked columns 
  flank the magma pool at the north end of the 
  room. They are carved with mystic symbols that 
  maintained the magic of the heating system. 
  Any magic-user would recognize the magical 
  nature of the symbols.
  Tapestries: Behind each column a tapestry 
  depicts a contemplative man sitting cross-
  legged. This represents Ket. The tapestries 
  have not been damaged by the magma 
  because Ket protects them.
  Control Pedestal:  Centered between the 
  columns and immediately north of the magma 
  pool, a waist high pedestal of black stone sits 
  upon a circular dais. The combined height 
  of the pedestal and dais is about 6 feet. The 
  symbol of Ket has been carved into the top of 
  the pedestal. Brass knobs are positioned at 
  each of the four “ends” of the plus symbol. At 
  the center of the plus symbol is a larger brass 
  knob, for a total of 5 knobs.
     Markings are etched about the circumference 
  of each knob, and the grooves produced by 
  the etching are filled with black enamel to 
  make them clearly visible. There are 20 evenly 
  spaced markings about each knob. If turned, 
  the knobs produce an audible click as each 
  mark engages some spring like mechanism.
     The center knob activates or deactivates 
  the pit trap in the treasury (area 20). If turned 
  one full rotation to the left, the trap is active; if 
  
  13
  turned one full rotation to the right, an active 
  trap becomes inactive.
     The four smaller brass knobs once controlled 
  the flow of heat throughout the monastery. Now 
  they only cause a malfunction. If any of the 
  smaller knobs are rotated even one click, the 
  magma in the pool begins to rise. In 3 rounds 
  the magma overflows the pool and continues 
  to rise. Once the magma begins to fill the 
  room, the level rises more slowly, 1 foot every 
  6 rounds, as the volume of the room is much 
  greater than that of the pool. The magma flow 
  stops once its depth within the room reaches 
  about 3 feet. After a day, the magma recedes to 
  its former level within the pool.
     Uncovered skin that merely contacts the 
  magma will be burned for at least 1d6 points 
  of damage per round. The magma will ignite 
  flammable objects. Magical fire resistance will 
  protect against magma damage.
  Creatures: If the control pedestal is touched, 
  magma men emerge from the magma pool, 
  ooze up and over the stone railing, and attack 
  the intruders. After the magma men engage, 
  charred corpses enter the room from the 
  direction that has not yet been explored: either 
  the western or eastern corridor.
  Charred Corpses (4): HD 2; HP 9, 8, 8; 7; 
  AC 8 [11]; Atk strike (1d8 + 1d4 heat damage); 
  Move 18; Save 16; AL C; CL/XP 3/60; Special: 
  immune to sleep and charm spells.
  Magma Men (2): HP 33, 33; HD 6; AC 4 [15]; 
  Atk strike (1d8); Move 6; Save 11; AL N; CL/XP 
  7/600; Special: Ignite materials, ooze through 
  cracks and move along any stone surface, 
  vulnerable to cold.
  23. Worship Hall. Two rows of kneeling 
  humanoids occupy the far end of the room.
  Climate: Below freezing.
  Doors: None.
  Kneeling Humanoids: Two rows of 5 frozen 
  humanoids face the hallway leading to the 
  Sanctuary of the Codex (area 25). Most were 
  monks but three were clearly adventurers. Ket 
  assembled these bodies to serve as future 
  agonized monks. One of the monks holds a 
  short sword and one of the former adventurers 
  carries a long sword. Agonized monks will 
  bring unconscious intruders here so that Ket 
  may begin their transformation into agonized 
  monks; the new recruits will join the kneelers 
  until the ranks of the agonized monks must be 
  replenished.
  West Alcove: Stacks of rotted prayer mats.
  East Corridor: A torn drapery partially blocks 
  the entrance. About halfway down the corridor, 
  a dead adventurer lies in a fetal position, having 
  died from a gut wound inflicted by a comrade 
  that questioned the Codex of Inexorable Truth. 
  His boots and weapons are gone, and an 
  empty pack rests nearby. Hair and skin were 
  embedded in his fingernails as he attempted to 
  resist his attacker.
  Creatures: The kneeling humanoids will not 
  animate or disturb intruders that enter the room. 
  However, depending on events in the Sanctuary 
  of the Codex (area 25), Ket may activate 
  them as agonized initiates that have all the 
  capabilities of agonized monks except the cry of 
  anguish.
  Agonized Initiates (8): HD 4; HP 29, 22, 20, 
  18, 16, 15, 11, 11; AC 6 [13]; Atk weapon or 
  strike (1d8); Move 15; Save 12; AL L; CL/XP 
  5/240; Special: alertness, deflect missiles, +2 
  weapon damage bonus.
  Treasure: None. The adventurers and monks 
  were looted long ago.
  24. Holy Items. Shelves line the walls of the 
  room, holding a variety of haphazardly arranged 
  objects: books, small statues, icons.
  Climate: Above freezing.
  Doors: None.
  Monk Corpse: A dead monk clutches a painted 
  clay statue to his chest. The statue depicts a 
  serene man sitting cross-legged; one of the 
  arms has been broken off.
  Treasure: The room has been picked over 
  many times, and the remaining items are only 
  of value to a collector or worshipper of Ket the 
  Unbroken.
  
  14
  •	 Various stone and clay statues depicting 
  Ket sitting cross-legged or reading a book.
  •	 Painted icons of a man in monk’s robes 
  holding a book. The books do not 
  resemble the Codex of Inexorable Truth.
  •	 Damaged books and scrolls that are very 
  brittle. Most of the writings are in the 
  Common tongue, and describe ascetic 
  pursuits designed to prepare Ket’s 
  adherents for ultimate truth.
  25. Sanctuary of the Codex. A ragged drapery 
  hangs across the corridor and obscures a 
  descending flight of stairs.
  Climate: Very cold, much colder than the 
  nearby rooms and hallways. Ket keeps this 
  place cold.
  Doors: None.
  Codex of Inexorable Truth: The Codex rests 
  in the center of a stone table along the west 
  wall. Both the table and book are free of any 
  dirt or dust. The book is closed. For more 
  information on the Codex, see the section 
  Codex of Inexorable Truth.
  Other Tables: Two dust covered wooden 
  tables sit near the north wall.
  Creatures: If the book is removed from the 
  table before a question has been asked, the 
  agonized initiates in the worship hall (area 
  23) will rise and block the corridor leading 
  from the Sanctuary to the worship hall. They 
  will not allow anyone to leave before at least 
  one question has been asked. Note that the 
  agonized initiates will not attempt to prevent 
  removal of the book from the room (since it 
  can’t be removed from the monastery), but 
  only want to make sure a question has been 
  asked once the book has been handled. The 
  agonized initiates will fight until destroyed.
  26. Winter Gear Storage. Wooden crates 
  are stacked along the walls. Shelves line two 
  alcoves.
  Climate: Very cold.
  Door: Open, with broken hinges as if it had 
  been subjected to great force.
  Secret Door: Closed. The monks knew that 
  brigands might find their isolated monastery a 
  tempting target, so they made sure to include a 
  hidden exit.
  Wooden Crates: Contain a variety of items that 
  would be useful in cold weather: socks, gloves, 
  coats, leggings, etc. Some of it might still be 
  usable.
  Shelves: Hold foodstuffs in boxes, pottery jars, 
  and metal containers. Most were dried items 
  that would travel well, such as jerky and fruit, 
  but are no longer edible.
  27. Preparation Room. Wooden benches and 
  racks line the walls of this cold room.
  Climate: Very cold.
  Door: Open, with broken hinges as if it had 
  been subjected to great force.
  Small Southern Room: Contains racks with 
  skis, poles, and snowshoes. Gear is fragile from 
  long exposure to the cold.
  Creature: The creeping chill that killed the 
  abbot in the escape route (area 28) moved into 
  this room and then entered hibernation. It has 
  been waiting in the southern room for many 
  decades.
  Creeping Chill (1): HD 5+5; HP 40; AC 6 [13]; 
  Atk touch (1d4+1 + frost shell); Move 18; Save 
  16; AL N; CL/XP 6/400; Special: frost shell 
  (save, or move and attack at half speed for 3 
  turns), vulnerable to heat and fire.
  28. Escape Route. Frost coats the dark stone of 
  this rough tunnel. A body clothed in a brown robe 
  lays face down upon floor.
  Climate: Very cold.
  West Exit: An opening in the mountainside 
  blocked by rocks, bits of wood, and blown 
  snow. From the outside, this is considered a 
  secret door.
  Abbot’s Corpse: The abbot fled a group 
  of rebellious acolytes, only to be killed by a 
  creeping chill before he could escape; the 
  creeping chill now hibernates in the preparation 
  
  15
  room (area 27). A knife sticks out of the abbot’s 
  shoulder but clearly was not the cause of his 
  death. His robe is frozen to the ground.
  Treasure: The abbot wears a pendant bearing 
  the symbol of Ket in relief upon a small silver 
  disk (50 gp). A belt pouch stuck between his 
  body and floor contains 15 gp and 33 sp. Two 
  bottles are also lodged between the body and 
  the floor: one contains a light blue invisibility 
  potion and the other a dark blue healing potion.
  Codex of Inexorable Truth
  This magical book is a treasure of surpassing 
  beauty that any man would covet. Two hand 
  spans wide and twice as high, the Codex has a 
  cover of gleaming electrum. The words engraved 
  upon the cover shift form to suit the language and 
  culture of the reader. A rough translation of the 
  cover proclaims: “One Question, Two Answers”.
  The Codex contains an indeterminate number of 
  pages. In fact, the purpose of the Codex requires 
  no particular page count. The Codex cannot 
  be opened until it has been asked a question. 
  Then the questioner may open the Codex to 
  the first page and will find that the question has 
  been answered wholly and with no ambiguity. 
  The answer is always written in a language the 
  questioner can understand; if the questioner 
  cannot read the answer, it is instead imprinted 
  upon his mind. Oddly, only the questioner can 
  see the words of the answer.
  The answer will use as many pages as 
  necessary but no more. The questioner will also 
  find that a second unasked question has been 
  answered, and that he cannot stop reading until 
  he reaches the end of the second answer. The 
  second answer always provides information that 
  would best remain unknown. Many successful 
  questioners have returned to civilization broken 
  men, shattered by the unwelcome knowledge 
  forced upon them by the second answer.
  The Codex cannot be permanently removed 
  from the monastery. The moment it leaves 
  the monastery, it disappears from the thief’s 
  possession and then reappears upon its pedestal 
  in the Sanctuary of the Codex (area 25).
  Creating the Second Answer
  The second answer is what makes the Codex 
  of Inexorable Truth both an intriguing magic 
  item and a challenge to adjudicate. Devising the 
  second answer can be very difficult. Keeping 
  in mind that there is no way to fully catalog the 
  possibilities for the second answer, here are a 
  few examples to help spur creativity.
  1. Carrying out the instructions of the first answer 
  will inevitably cause friends or family to die.
  2. The party’s thief held back valuable treasure 
  from the party in the last adventure.
  3. Bounty hunters dispatched by a wronged 
  employer or an enemy will reach the party in 
  three days.
  4. Someone killed in a recent adventure was 
  actually the wrong victim, gaining the enmity of 
  the intended target or the victim’s allies.
  5. That beggar snubbed in the capitol was 
  actually the king in disguise, and he will not forget 
  the rough treatment.
  6. A valued contact actually hates someone in the 
  party and has betrayed him.
  7. Carrying out the instructions of the first answer 
  will initiate a chain of causality that causes the 
  party’s home city to be destroyed by natural 
  disaster.
  8. A foe killed in a recent skirmish was actually a 
  long lost brother or sister.
  New Monsters
  Agonized Monk
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: Weapon or strike (1d8) or cry of 
  anguish
  Saving Throw: 12
  Special: Cry of anguish (+2 save, see below), 
  alertness*, deflect missiles*, +2 weapon damage 
  bonus*
  Move: 15
  Alignment: Law
  Challenge Level/XP: 5/240
  Ket arrested the lives of these men at a moment 
  between life and death. Agonized monks wish to 
  die but cannot. They possess sharp memories of 
  
  16
  the final brutal moments of their mortal lives and 
  wish for others to share their pain. With a failed 
  saving throw, their anguished cry causes a single 
  target to flee in terror for 1 turn. Anyone that 
  flees has a 50% chance of dropping whatever he 
  is holding. Agonized monks can use the monk 
  abilities listed under Special. *These are found in 
  the Swords and Wizardry Complete Rulebook.  If 
  you do not wish to access those rules, agonized 
  monks and initiates are never surprised, can 
  negate one missile attack against them per turn, 
  and gain +2 to weapon attacks, if they happen to 
  have any.
     Not all agonized monks were actually monks 
  while alive. Sometimes agonized monks bring 
  unconscious adventurers to the worship hall 
  (area 25), where Ket transforms them into 
  agonized initiates, and then full-fledged agonized 
  monks.
  Charred Corpse
  Hit Dice: 2
  Armor Class: 8 [11]
  Attacks: Strike (1d8) + 1d4 heat damage
  Saving Throw: 16
  Special: immune to sleep and charm spells
  Move: 18
  Alignment: Chaos
  Challenge Level/XP: 3/60
  Charred corpses are mindless undead that were 
  scorched to death by the defective monastery 
  heating system. They exude a powerful odor of 
  roasting flesh. Their skin is blackened and pitted 
  and their touch causes burns; magic armor or 
  shield protects against this heat. Charred corpses 
  prefer to attack targets in metal armor.
  Creeping Chill
  Hit Dice: 5+5
  Armor Class: 6 [13s]
  Attacks: Touch (1d4+1 + frost shell
  Saving Throw: 16
  Special: Frost shell (see below), vulnerable to 
  heat and fire
  Move: 18
  Alignment: Neutrality
  Challenge Level/XP: 6/400
  A creeping chill resembles a patch of frost about 
  two or three feet across. This creature can 
  hibernate for decades in the cold before a warm-
  blooded presence stirs it into activity. Its touch 
  causes web like patches of frost to radiate from 
  the point of contact. If the target fails a saving 
  throw, he becomes coated in a thin shell of frost 
  that hinders all motion, able to move and attack 
  at only half speed for 3 turns.
     The creeping chill will melt in temperatures 
  above freezing and takes double damage from 
  fire attacks.
  Ice Spider
  Hit Dice: 2+2
  Armor Class: 6 [13]
  Attacks: Bite (1d6) or ice shell
  Saving Throw: 16
  Special: Ice shell (+1 save or immobilized), 
  surprise
  Move: 18
  Alignment: Neutrality
  Challenge Level/XP: 4/120
  Ice spiders are the size of human children, with 
  bodies white as purest snow. Ice spiders inhabit 
  webs comprised of icy tendrils. They shoot an icy 
  liquid from their mouths that quickly spreads over 
  a victim, freezing and immobilizing the target for 
  1 turn with a failed saving throw. Ice spiders can 
  also hide in shadows and surprise on a roll of 1–5 
  on a d6.
  Magma Man
  Hit Dice: 6
  Armor Class: 4 [15]
  Attacks: Strike (1d8)
  Saving Throw: 11
  Special: Ignite materials, ooze through cracks 
  and move along any stone surface, vulnerable to 
  cold
  Move: 6
  Alignment: Neutrality
  Challenge Level/XP: 7/600
  The souls of men that die in enchanted magma 
  often remain near the location of their death. 
  These souls attract the liquid rock, aggregating 
  the magma into a human shape. Magma men 
  often ooze through cracks and tight spaces to 
  end up in surprising locations, and they can move 
  
  17
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  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it enforce-
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Monstrosities, Copyright 2012, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bul-
  mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. 
  Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games (Please see individual monster entries 
  for complete and proper OGL referencing.)
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  Blackmarsh, Copyright 2011, Robert Conley.
  SW1: Monastery of Inexorable Truth, Copyight 2014, Purple Duck Games. 
  Author David Pryzbyla.
  without penalty along any stone surface, even 
  walls and ceilings. The attacks of magma men 
  cause flammable materials to ignite upon a failed 
  saving throw (as determined by the Referee). 
  Magma men take double damage from cold 
  attacks and will not chase foes into areas with 
  below freezing temperatures.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/SW1 The Monastery of Inexorable Truth (SW)/SW1 The Monastary of Inexorable Truth (SW).pdf