TEXT:  
  The Missing Monk 
  by D. David Diaz 
  Suitable Character Levels: 1-3.  
  Plot Summary: An Orc named Kap O’Herra, tired of Orcs getting a bum rap for being treated like 
  barbarians, found a book on an ancient fighting style of Unarmed combat. He has studied all he can 
  but has now kidnapped a monk from the Freeport area and to force her to explain that which he 
  cannot comprehend.  
  Full Plot Details: Kap O’Herra, an orc near Freeport, is tired of his kind being picked on from 
  anyone looking for some quick faction or to collect their belts for a bounty. One fateful day (as per 
  typical with all fateful days) he ran across a book from a stash of merchant supplies that he and his 
  clan has just “acquired”. After realizing the book was a historical text on a lost (and not very 
  practical to non-monks) unarmed fighting system he formed a small group to study the art within. 
  Latter calling themselves the Death Foot Orcs. Kap O’Herra’s goal is to form a structured society of 
  orcs, focused on “discipline and order“. If only he knew what all that meant. Thus he feels that if he 
  were trained by a monk from nearby Freeport, who already knows what they are talking about, his 
  band of brothers could be an uncommon force in the Commonlands. The Death Foot Orcs start by 
  taking over a small farm house where a tailor lives, there secluded and out of the way, the make 
  patchwork pants and begin training in the martial arts. When they feel they are ready they capture a 
  monk as she trains for her first sash just near the wall of Freeport, with her help they can learn more 
  than just what the pictures in the book show.  
  The Players come in when asked by the Ashen Order in Freeport to find the missing monk, the 
  guards have written her off as dead even if Master Kane can “feel she’s still alive.” and since he has 
  to stay at the guild and order monks around while the other Masters give out quests, he needs 
  someone to look into this for him. No one will do so because monks are broke. 
  Either way the Player should start from the scene of the crime and follow the clues back to the orcs. 
  There they can deal with the small band of thugs and return the missing monk. 
    
  Scene 1: The Dojo 
  There are several ways to get the players to the Ashen Order Guild house. They could hear about a 
  job for the monks that everyone had been turning down. If a monk is in the party they are called to 
  aid their brethren or sisters. If the party is mostly dark elves and trolls you may say this is a good 
  way to pick up some great faction. Either way the Monks are in need and will accept nearly anyone. 
  Master Kane is a master of the two handed staff and a 30+ lvl monk, but also the person the PC will 
  have to negotiate with. He has no stats, if he attacks, let every blow land and do about 10+1D4 
  damage. Nothing but a 20 hit will hit him and he has 600 Hit Points. Basically if the players are 
  attacking Master Kane, they obviously don’t want to go on Quests much, do  they? The Monks of the 
  Ashen Order have no money to offer the PCs and they will make that clear from the start, thus there 
  is little to negotiate. If the Players feel the need to get a reward in view upfront all the Monk can 
  offer is his own personal Fighting Staff. That may or may not seem like much. But Master Kane’s 
  personal staff is the one his teacher gave to him when he was just learning, though it has some 
  energy infused from the years of being wielded by Kane it’s still better than nothing. Master Kane 
  will explain that the Monks name is Adira, and she was last seen outside of the West Freeport gate 
  training near the south wall. He recommends the party starts there. 
    
  Scene 2: The Scene of the Crime 
  The South wall leads from West Freeport to the Eastern Commonlands. It will be come clear as the 
  party moves further from Freeport. Have leader of the Party make Either a Tracking (DC 16) or a 
  Search (DC 18) roll per hour that they search. Regardless of the result a group of 1D4 Orc Pawns 
  Page 1 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  will stumble across the party. Once the fight is over the players may once again look for the crime 
  scene. If they failed the previous attempt they may try again. From this point on, each time they fail 
  the DC check the gain a +1 to the next die roll BUT must now face another party of 1D4-1 Orcs (if 
  the number is 0, then they have lucked out and encounter no orcs) 
    
  Deathfist Pawns 
  Medium-Size Humanoid (Orc) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +0 (Dex) 
  Speed: 30 ft 
  AC: 14 (+1 natural, +3 hide) 
  Attacks: Short sword +2 melee 
  Damage: Short sword 1d6+2 
  Special Qualities: Ultravision 
  Saves: Fort +3 ,Ref +0 ,Will +0 
  Skills: Listen +5, Spot +5 
  Feats: Alertness 
  Challenge Rating:1/2 
  Alignment: Discordant Neutral 
  Faction: Deathfist Orcs 
    
  When the character do get to the scene they find a cracked staff, a fish roll and some large spider 
  silks on the ground. Adira was collecting silks to fashion herself some armor when the orcs attacked. 
  One orc dropped this staff during the abduction of Adira. She also dropped the fish roll to let others 
  know it was a monk who was here. If they are lost and return to Master Kane he could tell the party 
  that fish rolls are a common monk food, they are well preserved, last a good while, are filling and 
  lightweight. Perfect monk food indeed. The next encounter comes about then the players find the 
  crime scene. The leader of the orc gang sent back the lone Orc to recover the evidence and as all 
  good stories go, he finds the party in true form. 
    
  Orc Monk with Patchwork Pants 
  Medium-Size Humanoid (Orc) 
  Hit Dice: 2d8+2 (10 hp) 
  Initiative: +2 (Dex) 
  Speed: 30 ft 
  AC: 13 (+1 natural, +2 Dex) 
  Attacks: Kick +3 melee or Staff +2 melee 
  Damage: Kick 1D4+2 or Staff 1D6+2 
  Special Qualities: Ultravision 
  Saves: Fort +4 ,Ref +1 ,Will +0 
  Skills: Listen +5, Spot +5, Tumble +2 
  Feats: Alertness, Weapon Specialization (Kick) 
  Faction: Deathfist Orcs, Death Foot Orcs 
  Notes: The Orc Monk will start off with Kicks using wide circular motions. Almost as if he’s doing 
  flips and twirls and his feet are hitting people by accident. Note that the Orc Monk does NOT have 
  Hand-To-Hand feat so he WILL be taking an attack of opportunity against his opponent, if he 
  survives the first round of combat he will move to pick up the staff and use it for combat. 
    
  If the Orc monk gets away, that’s fine. The party should still get the reward for defeating him. The 
  idea here is not to kill or be killed but survive and either follow him or figure out where he went. A 
  ranger could simply track the Orc back to their location or, the players could get yet, another clue, 
  The Orc was carrying a crafted belt pouch and wearing only patch work pants. The nearest tailor that 
  could do such work lived along the mountain line, half a days travel west. If the players just get plain 
  stuck, suggest they return to the guild house where Master Kane can ask about the strange orc and 
  mention that it seems he’s trained in an unorthodox fighting system that hasn’t been used in over 400 
  Page 2 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  years. He also mentions the tailor. Also, anyone in the area can direct the players to the nearest tailor 
  if they want better fitting patchwork pants. 
    
  Scene 3: Big Trouble in Little Commons 
  The Players come to a small 2 room hut with 4 Orcs guarding the hut. Inside are 2 More Orc monks 
  and  the leader Kap O’Herra.   
  The leader of these Orcs is named Kap O’Herra and stumbled upon a book of ancient fighting 
  systems when he and a band of orcs took down a caravan from Qeynos. He has studied the text in 
  detail and has even taught a few fellow orcs. Most are rather slow to pick up on it but he doesn’t give 
  up hope. In abducting Adira he was hoping that she could teach him that which he didn’t understand. 
  By the time the party has shown up Kap is inside with Adira sitting in a chair, her hands tied to the 
  chair she is sitting in and a table with an open book behind her stands an Orc Monk armed with a 
  staff. The Owner of the shop is being kept in another room with another Orc Monk also armed with 
  staffs. The 4 Outside are also armed with staves. Kap O’Herra will sit back and stay out of the fray 
  until all of his boys go down. Then he will say something like “You fight well, but now you face The 
  Master!” if the players take out the Orcs in record time Kap O’Herra will change his line to “You 
  fight well, but now- BYE!” and RUN! 
  If the fight is going bad for the players then Adira might leap up and flip into the least wounded orc 
  monk, both breaking her chair and leaving all but her hands unbound… miraculously the orc she 
  lands on to break her fall is quite literally out of the fight. Adira should now be included in the XP 
  split for this fight and that orc should be included.  
    
  Kap O’Herra 
  Medium-Size Humanoid (Orc) 
  Hit Dice: 4D8 (35) 
  Initiative: +3 (Dex) 
  Speed: 30 ft. 
  AC: 14 (+3 Dex +1 for lvl) 
  Attacks: Punch +2; or Kick +3/-1 
  Damage: Punch 1D4; or Kick 1D4+1 
  Face/Reach: 5ft by 5 ft 
  Special Qualities: Ultravision, Lvl 2 “Synergy” Monk 
  Saves: Fort +4, Ref +3, Will +0 
  Abilities: Str 15, Dex 16, Con 13, Int 10, Wis 10, Cha 10 
  Skills: Listen +5, Spot +5, Tumble +5, Hide +4 
  Feats: Hand-To-Hand, Weapon Specialization (Kick) 
  Challenge Rating: 3 
  Alignment: Discordant Neutral 
  Faction: Death Fist Orcs, Death Foot Orcs 
  Notes: Always smarter than the average Orc, Kap was tired of getting picked on by the other races. 
  Where most orcs were just getting by with being barbarians Kap decided he wanted more. After on 
  fateful attack on a vendor in the Commonlands, Kap refused to allow a book to be burned for the 
  fire. Instead he read the historical text on an old Martial art style where he latter drew the inspiration 
  for his own name. Now, as Kap O’Herra he felt that through discipline and education he and his 
  students could become more than just axe wielding madmen. The style Kap focuses on uses wide 
  spinning motions to create powerful kicks. While his monks Fight Kap will clap and chant creating a 
  rhythm for the Monks to follow, they may think Kap is a Bard but he’s not. The rhythm has no real 
  effect on the Monks fighting but it may intimidate the players as they see the Monks fight in almost a 
  synchronized flow. In a fight O’Herra will flip, spin and roll to strike his opponents with his legs. It’s 
  a combination of Martial Arts and Acrobatics. 
    
  Regardless of the previous Orc Monk being killed or not, there are the totals above in the building, 
  these are not quite as bad as the one above but use the stats below regardless. 
    
  6 Orc Monks with Staffs and Patchwork Pants 
  Page 3 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  Medium-Size Humanoid (Orc) 
  Hit Dice: 2d8+2 (10 hp) 
  Initiative: +2 (Dex) 
  Speed: 30 ft 
  AC: 13 (+1 natural, +2 Dex) 
  Attacks: Kick +3 melee or Staff +2 melee 
  Damage: Kick 1D4+2 or Staff 1D6+2 
  Special Qualities: Ultravision 
  Saves: Fort +4 ,Ref +1 ,Will +0 
  Skills: Listen +5, Spot +5, Tumble +2 
  Feats: Alertness, Weapon Specialization (Kick) 
  Faction: Deathfist Orcs, Death Foot Orcs 
  CR: 1 
  Notes: The Orc Monks will fight with staffs at first, if a monk does NOT get hit in a round of combat 
  his staff breaks (he would have blocked with it anyway) and he must now fight using Kap O’Herra’s 
  system of circular rolls and kicks. Note that the Orc Monks do NOT have the Hand-To-Hand feat so 
  he WILL be taking an attack of opportunity against his opponent. 
    
  Adira 
  Medium-Size Human (Female) 
  Hit Dice: 3D8+6 (25 HPs) 
  Initiative: +4 (Dex) 
  Speed: 30 ft. 
  AC: 15 (+4 Dex, +1 Martial Defense) 
  Partial Attack: Punch +7  
  Full Attack: Punch +5, Punch +0 and Round Kick +5 
  Damage:  Punch 1D4+2, Round Kick 1D8+2 
  Special Qualities:  
  Saves: Fort +2, Ref +3, Will +2 
  Abilities: STR 14+2, Dex 18+4, Con 14+2, Int  10, Wis 10, Cha 16+3 
  Skills: Language: Common 4, Alcohol Tolerance +10, Bluff +7, Jump +4, Sneak +6, Swim +4, 
  Tumble +8 
  Feats: Dual Wield, Hand to Hand, Mend, Mystic Strike, Fire Resistance (3), Improved Hand to 
  Hand, Martial Defense, Round Kick, Weapon Finesse (Unarmed)  
  Challenge Rating: 3 (based on Level) 
  Alignment: Orderly Evil 
  Notes:  Adira entered the Order to learn to focus her energy and possibly bring order to her life. At 
  first she seemed to gain focus, but then quickly she became drunk with the physical power she had. 
  She get a rush to this day when she enters a fight and almost seeks trouble to get into. The monk 
  have warned her that she is on a path of self destruction. Early on she also found that both her lack of 
  heavy clothing and her physical beauty could be used as even more weapons. She is infamous for 
  wearing the minimum she can get away with and often uses her Bluff skill to face affections for men 
  in attempts to dominate them or to feign weakness to manipulate them. Either way she’s always 
  playing some kind of game that has finally gotten her into trouble. 
    
  Shop Owner  
  Medium-Size Human Female 
  Hit Dice: 1d4 (4 hp) 
  Initiative: +0 (Dex) 
  Speed: 30 ft 
  AC: 10 
  Attacks: +0 
  Damage: -2 (STR) 
  Special Qualities: Ultravision 
  Saves: Fort +0 ,Ref +0 ,Will +0 
  Page 4 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  Skills: Profession: Tailoring +15 
  Feats: Skill Focus: Tailoring 
  Challenge Rating:1/10 
  Alignment: Neutral 
  Faction: Residents of The Commons, Residents of Karana, Residents of Freeport, Merchants of 
  Freeport 
  Here are the stats of the Shop Keeper, if she is needed then the party is in dire straights otherwise she 
  will cower in a corner.  
    
  Bring it all together 
  The Final Scene should play out like the end of a Martial Arts Movie. Don’t be afraid to make the 
  monks run away either. They are no fanatics and if the situation looks grim, will bail out. And if 
  someone wants to get creative here are some make shift weapons and the number (in parentheses) 
  available to use Jackie Chan style. 
  The Chair (2-4) 
  To wield the chair the character must use a Partial Action to lift it. As a Partial Action the Character 
  can then swing the chair with a -2 Penalty to their Attack Roll. If the chair hits it’s target the Target 
  must make a Fortitude Save vs. a DC of 12+Wielders Strength Bonus or be knocked out cold on a 
  successful save the target still takes Wielders Strength+1 in Subdue damage. After the chair hits it’s 
  target roll a 1D6. On a roll of 1 the chair breaks and is useless. If thrown the chair has a range of 10 
  ft. and does NOT break but must now be picked up one again. Adira will easily use a chair for at 
  least one round of combat. 
  Sewing Kit (1) 
  This kit is large and heavy. When used to swing for the first time it sends rolls of thread everywhere. 
  Everyone in the room must make a Reflex Save or fall prone as if tripped. Every round there after a 
  character must make a partial action to clear the ground before making an attack or trying to perform 
  any kind of movement otherwise make Reflex Save again. The Sewing Kit itself can be treated if it 
  were a Flail, Heavy doing stun damage. Feel free to have a disarmed monk grab the kit as a desperate 
  attempt to get a weapon. 
  Large Knitting Needle (2) 
  Damage 1D4-1 Critical x3 Range 20 ft.  
  Type Piercing AND Throwing  
  Delay Quick 
  Special Note: If the Needle does not damage it has bent and is no longer an effective weapon.  The 
  Shop owner will use this desperate excuse for a weapon if she even has to get up. 
  Bear Skin Rug 
  Pulling the rug from under the convenient Orc Trainee will knock him out instantly.  
  Will Add a +7 to a Bluff or Intimidate Roll to scare off an Orc. After that is won’t work again. 
  Damage: 1D10S Critical x2 
  Type: Two Hand Blunt 
  Delay Slow 
    
  Wrapping it All Up 
  XP Reward: CR 2 - Returning Adira to Freeport and Master Kane alive  
                       CR ½ - Sparing Kap O’Herra in mercy (he will NOT fight to the death and may try to 
  run but if they spare him he may be greatfull enough to ally with them as well)  
  Kap may make either a good ally or an interesting reoccurring villain, just because this adventure is 
  over doesn’t mean the players won’t ever see him again (assuming he lives). Adira can also make an 
  interesting NPC as she can easily be the focus of trouble. 
  The Staff of Kane  
  Looks like an ordinary fighting staff with dents from years of practice. It was the first fighting 
  weapon that Master Kane was given and he has used it for over 3 decades. It would be an amazing 
  status symbol for any monk who used it and considered truly priceless (Just imagine someone 
  owning the same wooden man Bruce Lee Trained on.) 
  Magical it can hit creatures that can only be hit by magical weapons. 
  Page 5 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  Damage 1D8/1D8 Critial x2 Weight 1lb. Type Blunt Delay Quick 
  The Staff is a double weapon and can be used with the dual wield feat for maximum effectiveness. 
    
    
  Appendix: Open Game License 
  This scenario is published under version 1.0 and/or draft versions of the Open Game License and the 
  System Reference Document by permission from Wizards of the Coast. Subsequent versions of this 
  work will incorporate final versions of the license, guide, and document. Some portions of this work 
  that are delineated Open Game Content (OGC) per the Open Game License appendix, originate from 
  the System Reference Document ©1999, 2000, 2001, 2002 Wizards of the Coast, Inc. The remainder 
  of these OGC portions of this book is hereby added to Open Game Content, and if so used, should 
  bear the COPYRIGHT NOTICE “EverQuest Role-Playing Game: Adventure" Copyright 2002, 
  Sony Computer Entertainment America Inc”. All contents of this work are copyrighted year 2002 by 
  Sony Computer Entertainment America Inc.. All rights reserved. Reproduction or use without the 
  written permission of the publisher is expressly forbidden, except for the purpose of review or use of 
  OGC consistent with the OGL. EverQuest is a registered trademark and “It’s Your World Now” is a 
  trademark of Sony Computer Entertainment America Inc.. SOE and the SOE logo are trademarks of 
  Sony Online Entertainment, Inc. Sword and Sorcery, Sword and Sorcery Studio, the Sword and 
  Sorcery logo, and White Wolf are trademarks of White Wolf Publishing, Inc. All rights reserved. 
  The mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned. 
  Designation of Product Identity: The following items are hereby designated as Product Identity in 
  accordance with Section 1(e) of the Open Game License, version 1.0: Any and all Sword and 
  Sorcery Studio or Sony logos and identifying marks and trade dress, including all Sword and Sorcery 
  Studio or Sony Product and Product Line names, including but not limited to EverQuest, EverQuest: 
  Role-Playing Game, "It's Your World Now"; all text under the “Description” header of any creature, 
  spell, true ritual, magic item, artifact, or NPC’s listing; any elements of the EverQuest or Norrath 
  setting, including but not limited to capitalized names, names of artifacts, characters, countries, 
  creatures, geographic locations, gods, historic events, magic items, organizations, songs, spells, 
  "shadow knight" and "iksar"; any and all stories, storylines, plots, thematic elements, and dialogue; 
  and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, 
  logos, symbols, or graphic designs, except such elements that already appear in the System 
  Reference Document and are already OGC by virtue of appearing there. The above Product Identity 
  is not Open Game Content. 
  Designation of Open Game Content: Subject to the Product Identity designation above, the 
  remainder of this volume is designated as Open Game Content and may only be used in accordance 
  with the Open Game License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)"Derivative Material" means copyrighted material including derivative 
  works and translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  Page 6 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee 
  in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder's 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  Page 7 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  EverQuest: Role-Playing Game Player's Handbook Copyright 2002, Sony Computer 
  Entertainment America Inc. 
  EverQuest: Role-Playing Game Monsters of Norrath Copyright 2002, Sony Computer 
  Entertainment America Inc. 
  Page 8 sur 8
  Adventure Name: The Missing Monk
  28/05/2004
  http://www.eqrpg.com/eqrpg/MadMonk.html
  
SOURCE: textdata/thevault/EverQuest/Everquest RPG/Everquest-Level1-3-TheMissingMonk Abenteuer.pdf