TEXT:  
   
   
   
  into the 
  furnace 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Into the Furnace 
   
  Rumours & Hooks 
  Some recent travellers report that a tribe of 
  cannibals in the Suurat Jungle have discovered a 
  fist sized ruby, crafted in the shape of a human 
  heart.  
   
  Mr Bourgermont, a successful prospector and 
  owner of several slave mines, has heard of a new 
  ruby ore discovery somewhere on Mount Rokan. 
  Savages claim the area, making surveying difficult. 
  He wants to pay someone to drive them away. Or 
  kill them. He’s not fussed either way. 
   
  Heart of the Fiery Furnace 
  Every magic item is unique, but not all magic 
  items are created equal. Some arcane objects are 
  of a calibre not seen more than once an age, 
  items of such potency that no mortal could 
  possibly have fashioned them.  
   
  The Heart of the Fiery Furnace is such a device. 
  Crafted from a flawless stone of red ruby, the 
  artifact resembles its namesake in both size and 
  shape. Warm to the touch, anyone holding it will 
  feel a rhythmic beating, a sorcerous facsimile of 
  life’s tempo. 
   
  And in one sense, the Heart is alive. Imbued with 
  a malign sentience, the stone has slept for 
  countless centuries at the bottom of Mount 
  Rokan, until a recent eruption delivered it to an 
  unsuspecting jungle.  
   
  Strayed upon by cannibals of the Cromaga tribe, 
  the Heart quickly made its way into the hands of 
  Chief Korgu, who was swiftly controlled by it. 
  Shortly thereafter, the previously nomadic clan 
  took up residence in the ancient worship 
  chambers of the fiery mountain, reinstating blood 
  rituals not seen for millennia.  
   
  The nameless entity residing in the Heart has 
  Will 19, and observes everything the bearer 
  experiences. It is malignant and eternal, an 
  emotional infusing more than a dominating 
  intellect, steering its host to greater and greater 
  acts of deviancy.  
   
  Anyone within 10 ft of the stone is subject to 
  subtle direction from it (an opposed Will check 
  resists). If attuned, the Heart’s influence is much 
  stronger, and may attempt to usurp full control of 
  the host for up to 1d4 hours (an opposed Will 
  check resists), during which time the host 
  experiences an addictive, ecstatic dream state. An 
  attuned host cannot voluntarily relinquish the 
  Heart (unless it wishes to be relinquished), and 
  inexorably morphs into an increasingly cruel, 
  callous and vile version of their former selves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Heart has six levels of attunement, granting 
  increasingly potent abilities over time. Activation 
  of any of the powers requires a Dark & 
  Dangerous Magic check (LFG p.57).  
   
  1. The bearer is immune to fire and heat, 
  natural or otherwise. 
   
  
   
  3 
   
  2. Any weapon the bearer wields may be 
  wreathed in flame (no action), causing an 
  additional 1d6 fire damage on a hit.  
   
  3. Once every 1d4 days, the bearer may 
  invoke a Wall of Fire (no action).  
   
  4. Once per day, the bearer may cast 
  Fireball. 
   
  5. Once per week, the bearer may spend an 
  action to summon a 20 HD Fire 
  Elemental that obeys commands without 
  question. The elemental disappears after 
  1d4 hours. 
   
  6. Once per month, the bearer may 
  conduct a 1d4 hour ritual to cast 
  Forbidden Wish. 
   
  The party might become involved in this 
  adventure by (i) hearing rumours of the ruby 
  heart stone and its cannibal caretakers in the 
  Suurat Jungle, (ii) finding reference to it in the 
  mouldering pages of the Codex Amaranthine, or 
  (iii) hired by a rich prospector to investigate 
  stories of a ruby mine inhabited by barbarians of 
  Mount Rokan. 
   
  Jungle Trek 
  Entry to the sacred tunnels is via a cave in the 
  eastern face of the small volcanic peak known as 
  Korakuda, or “Molten Catacombs”, adjacent to 
  the towering Mount Rokan. 
    
  The trek to reach Korakuda is not short nor easy, 
  requiring a minimum of 7 days from the closest 
  edge of the jungle (assuming porters to carry 
  supplies, extra hands to slash a path through 
  vines, and an experienced guide). The air is 
  humid and the heat oppressive, often mixed with 
  a steamy downpour as night approaches. Trees, 
  vines and shrubs are thick and resilient, protected 
  by thorns, poison and other defences. Factor in 
  plague like mosquitoes, savage animals and head 
  hunting cannibals, and it becomes clear why none 
  of the civilized nations have attempted to settle 
  here.  
   
  A handful of savage tribes (5d20 people per tribe) 
  survive in this harsh environment by working 
  together and keeping on the move. There is a 
  60% chance an encountered tribe are cannibals 
  and keen to add the party to their menu. They 
  speak an ancient regional dialect. There is a 20% 
  chance of a single scout speaking fractured 
  common. 
   
  Random Encounters 
  Generally speaking, there is a 30% chance of a 
  random encounter every 8 hours. If an encounter 
  occurs, roll 1d8 and consult the table below:  
   
  1. A Savage Tribe is in the middle of a 
  secret ceremony, and intruders are 
  considered very bad luck (60% chance 
  the tribe are cannibals, in which case 
  intruders are a welcome feast!). The 
  tribesmen (5d20, as Berserker LFG 
  p.114) are armed with spears, short bows 
  and daggers. 2d4 hunters each have one 
  dose of Yellow Suckle poison (blow dart 
  up to 60 ft, 1 point of damage, Luck 
  (Con) save or Slowed (as the spell)).  
   
  2. Pit Trap! A pit trap to catch wild pig or 
  possibly people is concealed on a game 
  trail, beneath a latticework of sticks, earth 
  and vines. Stepping on the trap requires a 
  Luck (Dex) save to avoid falling 15 ft into 
  the spikes below (4d6 damage). A hunter 
  concealed in a nearby tree might attempt 
  to slink away and alert her fellows (40%), 
  tracking them with 5d6 tribesmen. 
   
  3. A pond of water is located here, 
  surrounded by bushes and low hanging 
  vines. Careful inspection of the area 
  reveals no recent tracks (animal or 
  otherwise). The pond is diseased and 
  local life give it wide berth. If the party 
  camps here, there will be no random  
  
   
  4 
   
  4. encounters. Drinking from the pond, or 
  lingering here more than 1d4 days risks 
  air borne infection (Luck (Con) check or 
  contract Oozing Eye Pox, causing 1d4 
  Con loss and blindness in one (80%) or 
  both eyes (20%) for 1d4 months). 
   
  5. A tame monkey, Fifu is in the trees 
  above, calling playfully to the party. If 
  they attempt to catch her, she will take 
  them on a merry chase, but eventually 
  jump into their arms if she judges them 
  safe. Fifu is in fact the lost pet of a local 
  shaman, who would be grateful to see her 
  again. 
   
  6. 4d6 Cannibals (as Berserker, LFG p.114, 
  but armed as Encounter 1 above) are out 
  hunting. It would be a great honour to 
  return to camp with fresh foreigners for 
  the stew pot. 
   
  7. 2d4 Sabretooth Tigers (LFG p.127) are 
  lying in wait in nearby scrub, hoping to 
  ambush the party as they pass by.  
   
  8. 4d4 Serpentmen (3d4 Hraarsk, 1d4 
  Ssurlocs, LFG p.122) are camping by a 
  deep pool. 1d4+1 sentries have been set 
  to warn them of intruders. They are on 
  their way to treat with Chief Korgu, and 
  learn whether the rumours of the Heart 
  resurfacing are true. 
   
  9. The party is set upon by 5d6 Man Eating 
  Monkeys (LFG p.117), which drop from 
  the trees to attack. During the battle, a 
  thumping and splintering noise can be 
  heard growing in volume (as if something 
  very large approaches). After 3 rounds, 
  the monkeys immediately scatter. The 
  next round, a hungry T-Rex (LFG p.126) 
  bursts out of the trees with a ribcage 
  rattling roar!  
   
   
  Korakuda 
  The peak known as Korakuda is a relatively small 
  vent on the eastern side of Mount Rokan. It 
  issues forth smoke and pungent fumes most days, 
  but has not erupted for generations. The ash and 
  sulphur is not conducive to most plant life, 
  leaving much of the mountainside bare, soot 
  stained rock. Approaching from the western face 
  reveals a large entry cave.    
   
  The catacombs within are igneous rock, naturally 
  formed, winding and uneven in width and height. 
  The temperature inside is generally just as bad as 
  outside 
  due 
  to 
  radiated 
  heat 
  from 
  the 
  subterranean magma flows. Footing is poor and 
  uneven, scattered with tiny rocks (any running 
  requires a Dex check to avoid falling prone part 
  way through the movement).  
   
  There is a 50% chance of a random encounter 
  every 20 minutes in the catacombs. If an 
  encounter occurs, roll 1d6:  
   
  1. 1d6 Cannibals are about to turn the 
  nearest corner. They’re talking and 
  laughing about something.  
   
  2. A tremor shudders throughout the whole 
  of the complex, shaking loose flakes of 
  rock that drop from the ceiling. There is 
  a 1% chance of a volcanic eruption, the 
  extent of which is left to the GM to 
  determine.  
   
  3. Two Cannibals can be heard fighting 
  around the next bend. They are yelling 
  and pushing each other, about to break 
  into fisticuffs. 
   
  4. 1d4 cannibal kids silently round the 
  corner, playing a game of hide and seek. 
  They stop dead in their tracks when they 
  see the party.  
   
  5. A Giant Spider (LFG p.125) has been 
  lurking in a high, dark corner of this  
  
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  passage for two days, and is growing 
  hungry. Any shiny or clinking characters 
  will attract its attention.  
   
  6. Chief Korgu is marching down the 
  passage with 2d6 tribesmen, making his 
  way to Area 9 (to join in the marriage 
  festivities) or Area 4 (to collect Usha for 
  sacrifice/wedding feast). 
   
  Area 1 – Cave Entry 
  The entry to the catacombs is approximately 20 ft 
  high and 80 ft wide at its broadest point. The cave 
  extends about 110 ft (to the back wall of Area 2). 
  During the day, enough sunlight filters in to see 
  clearly. At night flickering torches and a small 
  campfire can be seen from a distance.  
   
  Map 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 2 – Sentry Post 
  2d6 cannibal sentries are always on watch here, 
  spread about Areas 1 & 2. At any sign of trouble, 
  one sentry will head to Area 3 for reinforcements, 
  whilst the rest investigate further. Three 5 ft rises 
  are set into the back of the cave, granting the 
  sentries some cover from fire below. The ceiling 
  here rises to about 30 ft.  
   
  Cannibal, AC 11, HD 1+1, Spear 1d6+1 or 
  Short bow 1d6, 19: as weapon, S12 D10 C11 I8 
  P12 W12 Ch9, L4, Mv 30 ft. 1d4 of the sentries 
  each have one dose of Yellow Suckle poison 
  (blow dart up to 60 ft, 1 point of damage, Luck 
  (Con) save or Slowed (as the spell)).  
   
  Area 3 - Barracks 
  This 30 ft chamber is lit by flickering torches set 
  into holes in the walls. 2d6 “off duty” cannibal 
  
   
  6 
   
  warriors eat, socialise and rest here. They will be 
  reluctant to assist their kin in Area 2 unless clear 
  and obvious danger is present and needs to be 
  dealt with.  
   
  Area 4 – Larder  
  This 20 ft wide, 25 ft long chamber is the tribe’s 
  larder, filled with root vegetables, hanging salted 
  meats 
  and 
  clay 
  jars 
  containing 
  spices. 
  Additionally, a rival tribeswoman, Usha, is bound 
  to a rock pillar (Barbarian 1, 50% chance Usha is 
  also a cannibal). Usha has been here for three 
  days and is dehydrated and dishevelled, but 
  suffers only minor injuries. The cannibals intend 
  to sacrifice/eat her as part of the wedding feast 
  (see Area 9). Usha does not speak common, but 
  if released, will be glad to assist her rescuers until 
  an opportunity to escape arises.  
   
  Area 5 – Main Sleeping Quarters 
  This large 90 ft by 20 ft cavern serves as the main 
  sleeping quarters for the tribe. The children and 
  young women generally gather on the eastern 
  side. Beds consist of tanned hides, soft vines, 
  leafy branches and so on. There are 4d6 
  cannibals resting here at any one time. A 
  thorough search of this area turns up 1 x Carry 
  Loot (LFG p.136).  
   
  Area 6 – Ancient Burial Site 
  This section of the catacombs is notable for the 
  remnants of three melted sarcophagi that are 90% 
  buried in the earth. The lids have been sealed 
  shut by molten lava.  
   
  The sarcophagi are made of a strange, dark 
  purple stone, covered in marred glyphs and 
  pictograms of what appear to be various snakes 
  and snake hybrid creatures. The Cromaga 
  consider the burials cursed and do not touch 
  them. A character with a background in ancient 
  history, or the General Lore skill, may make an 
  Int check to recognise references to Shasurroc, a 
  serpentman culture from the prior age (and the 
  makers of Areas 12-13).  
   
  If the burials are broken into (the lids are fused 
  shut, a Str check at -3 and disadvantage opens 
  one), 3 x Valuables (LFG p.147) are found. 
  There is a 70% chance one of the sarcophagi is 
  protected by a magic ward (as the Blindness 
  spell). 
   
  Area 7 – Chief’s Chamber 
  This 40 ft cavern is open to the central vent of the 
  volcano and the magma pool below. Despite the 
  oppressive heat, Chief Korgu has made it his 
  living chamber in order to be as close as possible 
  to Area 13 (he doesn’t feel the heat anyway while 
  he has the Heart). Luxurious skins and trinkets 
  from past meals litter the chamber. Korgu’s wife 
  and children reside in Area 5. Looting this 
  chamber nets 1 x Carry Loot and 1 x Valuables 
  (LFG p.136, 147). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the party has managed to sneak into this area, 
  there is a 50% chance Korgu is meditating here 
  with the Heart, seeking to establish a higher 
  connection with it (he has yet to unlock the 6
  th 
  attunement). Otherwise the chief is in Area 13 
  performing another sacrifice. The artifact is 
  always with him.  
  
   
  7 
   
  Chief Korgu (Boss Monster), AC 12, HD 8 
  (73 hp), 2 x Spear 1d6+4, 19: special, S17 D16 
  C14 I9 P11 W12 Ch14 L9, Mv: 30 ft. Korgu is a 
  Boss Monster (LFG p.95) with all the usual 
  benefits. He may use Ferocious Rage like an 8
  th 
  level Barbarian. Korgu would rather die than 
  relinquish the heart, and will invoke all of its 
  powers if necessary.  
   
  Area 8 – Gathering Chamber 
  This enormous underground cavern is 270 ft 
  long and up to 100 ft wide. Entry is via sloping 
  tunnels from Area 2 or 5, or Area 10. The ceiling 
  ranges from 25 ft to 80 ft high. A tiered floor 
  drops away in increments of 10 ft, except at Area 
  9, which rises 15 ft.  
   
  Sunlight filters in from Area 2 for a short 
  distance, but otherwise intermittent torches 
  provide limited light. Patches of this enormous 
  cavern are dark, which the cannibals prefer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 8 is trapped with a family of 1d4+1 Cave 
  Impalers. This particular group of impalers has 
  been trained not to drop on anyone wearing a 
  skull necklace (which is all of the Cromaga tribe).  
  Cave Impalers, AC 14, HD 2, see below for 
  attack 19: the target must roll on the Injury & 
  Setbacks table, S7 D5 C17 I2 P14 W12 Ch4 L5, 
  Mv: 10 ft. Cave Impalers are stony skinned, 
  undulating predators that climb walls to hang 
  from ceilings and drop onto prey, skewering 
  them with their spike tail. They have a natural 
  camouflage ability and are easily mistaken for 2-4 
  ft stalactites (advantage on stealth checks). An 
  impaler’s initial drop attack is made at advantage 
  if the target is unaware, causing 3d6 damage. 
  Once on the ground, impalers are slow and 
  cumbersome, but may still attack with an acid spit 
  (up to 60 ft, causing 1d4+1 damage). They see in 
  darkness as well as light. 
   
  Aside from the impalers, the space shared by 
  Areas 8 and 9 is used as the main living space for 
  the bulk of the tribe. Up to 7d10 cannibals will be 
  here at any one time; socialising, cooking and so 
  on.  
   
  Area 9 – Speaking Mound 
  This 60 ft plateau rises about 15 ft higher than the 
  floor below, and includes a further 5 ft platform 
  in the centre. At the time the PCs arrive, the 
  tribe’s shaman will be on the rock plinth, 
  conducting an energetic marriage ceremony for a 
  very loud and drum beating crowd. Up to 7d10 
  of the cannibals referred to in Area 8 will be in 
  Area 9, distracted by the festivities. This might 
  provide an opportunity for the party to sneak past 
  or escape without being detected.  
   
  If the party is detected, the cannibals waste no 
  time 
  grabbing 
  knives 
  and 
  other 
  hunting 
  implements, hoping to serve them up as part of 
  the wedding feast.  
   
  Area 10 – Transition to Area 11 
  This section of the catacombs opens up into Area 
  11 of the next map. If the party has not dealt with 
  the occupants of Area 7 or 9, they might have to 
  deal with them now, depending on their actions.  
   
   
  
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lower Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Upper Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  Area 11 – Magma Pool Edge 
  This 220 ft edge is adjacent to a bubbling pool of 
  hot magma 100 ft below. The radiant heat here is 
  palpable, and toxic fumes induce a mild feeling of 
  dizziness (-1 penalty on balance related checks).  
   
  In the centre of volcano vent is a 120 ft wide,  300 
  ft tall column of dark rock, suspended above the 
  volcano’s magma pool by impossibly large chains. 
  The honeycomb like exterior of the “chained 
  citadel” reveals multiple entry holes to a hollow 
  interior.  
   
  The air temperature here is searingly hot, yet the 
  chains are perfectly cool (enchanted to resist heat 
  and fire, as is the citadel). The only access to the 
  structure is via the chains which are large enough 
  to walk along. Crossing a chain without falling off 
  requires a Dex check at advantage, or is 
  automatic if a PC slowly slides their way across on 
  their belly. A character that falls into the magma 
  pool dies instantly.  
   
  Area 12 – Chained Citadel (Lower Level) 
  This 120 ft diameter chamber is dotted with 
  winding pillars and massive exterior entry holes 
  alongside gigantic chains. The interior is 
  illuminated by the reflected glow of the magma 
  pool, casting a red sheen over everything. In the 
  northwest corner, a set of hand carved steps 
  spirals upwards (to Area 13).  
   
  4d4 Magma Zombies protect the lower level. 
  Anyone who isn’t a member of the Cromaga tribe 
  is attacked. The zombies will attempt to push 
  opponents into the magma pool if possible. 
   
  Magma Zombie, AC 11, HD 3+1, Fiery Fist 
  1d10, 19: special, S15 D7 C18 I- P12 W- Ch- L6, 
  Mv: 20 ft. The magma zombies look like normal 
  tribesman zombies, but release a glob of magma 
  anytime they hit something or are struck. The 
  magma causes an extra 1d4 damage and requires 
  a Dex check to avoid catching on fire (causing 
  another 1d4 damage each subsequent turn, until 
  the Dex check is successful). On a Nat 19, a 
  magma zombie explodes in a 10 ft radius, causing 
  4d6 damage and knocking targets back 10 ft 
  (Luck (Dex) save for half and to negate the push). 
   
  Area 13 – Chained Citadel (Upper Level) 
  The upper level is similar in size and appearance 
  to the lower level, except the floor is partially 
  tiled, and the centre includes three concentric 
  rings of different coloured rock. The central 
  circle is 25 ft wide and covered in blood stained 
  sand.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sixteen stone plinths (about 4 ft high) line the 
  outside the rings. Each plinth has some kind of 
  charred human organ on it (eyes, heart, lungs, 
  etc).  
   
  There is a 50% chance Korgu is here (along with 
  4 cannibal helpers), carrying out some kind of 
  hideous blood sacrifice within the circle. If he is 
  not present, his wife, Torsugi, is performing the 
  ritual in his stead.  
   
  A Fire Demon guards this level at all times, 
  summoned by Korgu/the Heart via dark magic. 
  The demon can move freely within the citadel, 
  and to the length of the giant chains, but no 
  
   
  10 
   
  further. It follows the commands of Korgu, 
  Torsugi, or the shaman in Area 9. If all three are 
  slain, the demon becomes uncontrolled and goes 
  on a rampage for 1d4 hours (including setting fire 
  to the jungle), then vanishes. 
   
  Fire Demon, AC 16, HD 13, Fiery Blast up to 
  60 ft causing 2d8+2 damage, 19: a circle of flame 
  blasts outward from the demon, causing 2d6 
  damage to all within 15 ft. S19 D12 C16 I7 P13 
  W16 Ch3 L13, Mv: 120 ft flying. The fire demon 
  has the usual demon benefits (LFG p.94), as well 
  as Off Turn Attacks and 60% Magic Resistance.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the Heart remains with Korgu, he eventually 
  transforms into a ruthless despot, conquering the 
  whole of the Suurat Jungle with the aid of the 
  Heart.  
   
  If the adventurers obtain the Heart, they will 
  need to decide what to do with it. It is immune to 
  natural forces and mortal magic of all kinds. 
  Retaining it for any period will quickly reveal its 
  detrimental influence. If the players refuse to 
  attune to it, the Heart will attempt to direct the 
  PCs to pass it onto a more sympathetic keeper. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Pawel Dobosz, The Forge Studios RED – Patreon project, used with permission.  
   
  Some artwork copyright 2017 123RF, used with permission.  
  Some artwork copyright 2016 Claudio Casini, used with permission.  
   
  Some artwork copyright 2013 Peter Temesi, Hopsy Graphic Art, used with permission.  
   
  Some artwork copyright 2016 JM Woiak and Heather Shinn of the STINKYGOBLIN, used with permission.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring), character names, location names, and all artwork.  These and the Trade Dress of this work (font, layout, style of artwork, 
  etc.) are reserved as Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.  
   
  The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.  
  
   
  12 
   
   
  Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  
   
  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
   
  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.  
   
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
   
  Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.  
   
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #17 Into the Furnace [parchment] (LowFG).pdf