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RPG Den of The Serpent King
RPG Den of The Serpent King
Maps
RUN THE ADVENTURE USING Just like all of our other Dungeon Craft books, we release a set of
THESE PRODUCTS durable and wet/dry erase compatible battle maps that match our
terrain perfectly. Use these to set the base for your builds or draw
Counterspell Miniatures: Jungle Set on them yourself to create a custom encounter.
Run your game with our 5 high quality resin miniatures. Our line Jungle NPC Booster
of models are specifically designed with D&D in mind and revolve
Our NPC Cards feature pre-generated, beautifully illustrated
around our goal of making a better game for everyone at the table.
characters that you can insert seamlessly into your game.
This New set of jungle miniature includes the 3 main antagonists of
the adventure: Sav Althul “The Serpent King”, the Jungle Titan, and Each NPC contains a collection of traits that help you role-play that
the Borra Croc. As well as the two jungle guides in the adventure: character in your game. The traits develop the character yet keep
Thema Okiro, and Challa. their background vague enough for you to cast them in any role.
Deck of Stories: Jungle Deck
Our Jungle NPC cards include 18 new jungle-themed NPCs for you to
The Deck of Stories is a fresh new storytelling system that helps you include in your game. Two of which have been beautifully sculpted
create a legendary adventure in 15 minutes. and turned into Miniatures. While a handful of others play minor and
major parts in the adventure.
Every storyteller hits writer’s block eventually. Whether you’re the
lead creator or long-time DM, it’s going to happen. That’s where the
Deck of Stories comes in.
It’s a flexible story-telling system of story hooks that will get your
creative juices flowing. Each hook features next steps that help
take you deeper into the moment and the unique ORC storytelling
system that suggests where it would fit best in a storyline.
Our Jungle Deck introduces 50 new story hooks for you to use in you
game. We’ve also included suggestions in the adventure as to when
you might want to incorporate one.
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DEN OF THE SERPENT KING
D
en of the Serpent King is intended for four 3rd, A Terrible Vision. Someone the characters trust implicitly, has a
7th, or 11th level characters. Sav Althul the Serpent vision of a terrible evil rising up in the South. Fearing this is a vision
King has awoken from his slumber and the jungle of something that will come to pass, they send the characters to
now shifts and stirs to recognize its long lost Fort Haven in the jungles to the south to investigate.
ruler. When running this adventure, you’ll have
to modify the combat encounters to use the
Hooks from the Deck of Stories Jungle Deck that you can
appropriate CR level for your adventuring party,
use to start the Adventure: 9
however, any party composition should be able to
complete the adventure with intelligent play.
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1
15
5
6 3 2
12
11
4 13
8 19 20
7
14
16 17 18
9
15
15
10
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5. Butcher 12. Cliff’s Peak Courtyard
Garru Mudclub, is themale dwarf who runs the local butcher The courtyard across the bridge is often used as a gathering place to
shop. He’s a simple man, but he enjoys what he does. Hunters and make formal announcements and list official decrees.
travelers often bring him large hunks of dinosaur for a little coin on
the side. He’s also a collector of bones and will pay handsomely for 13. Market Square
unique or interesting finds. The center of the fort is used as a merchant’s square, with stalls
and booths lining the roads that converge here. Most regular trade
6. Bathhouse goods and local produce can be acquired here for a reasonable rate,
One of the prized offerings of Fort Haven is its bathhouse. A place however, adventuring gear is restricted to the trading post.
to rest, relax, and unwind from the stressful existence the jungle
forces upon its residents. For a mere 1 gp, a traveler can enjoy a day 14. Guard Barracks
in the spa-like conditions of the bathhouse including massages, The fort can muster up to two dozen guards in times of crisis. The
aroma therapy, and the world class soaking tubs. majority of them call this building their home and a few can always
be seen milling about the outside while the rest man the walls in the
7. Borra Galli Shrine fort’s defense.
Borra Galli, goddess of travelers and watcher of journeys, is the
patron deity of Fort Haven’s residents. Her greatest supporter is 15. Wallside Apartments
a female dwarf by the name of Azzi Paayo. The dwarf spends her Many people visit Fort Haven in search of adventure, but only
days tending to the shrine in town and preaching to those who a handful choose to stay and live there full time. In order to
will listen. Often, caravans and travelers will stop by the shrine in accommodate these people, apartments were built against the
search of a blessing before heading out into the dangerous jungles inner walls. These modest rooms can be rented for as little as 1 gp a
beyond the fort’s walls. month and are sparsely furnished with the basic necessities. Most of
the locals call these apartments home.
If the party visits the shrine before Challa returns from his hunt she’s
nowhere to be seen. If questioned bystanders will tell the party she 16. Town Hall
should be returning to the fort soon. The largest building in Fort Haven, the town hall serves multiple
purposes, from shelter during attacks to food and ale storage for
8. Gadgeteer
times of trouble. The governor, Agnora, maintains an office here,
Seated near the cliffside, the gadgeteer is responsible for many of the but she’s rarely present, preferring to do business through retainers
inventions that allow Fort Haven to exist in such hostile territory, such from her estate. A small group of officials work in this building and
as the powerful ballistae that guard the walls. Adventurers often seek can be consulted on local matters.
out the gadgeteer for the creation of new gadgets and adjustments to
existing tools to make them more effective in the field. 17. Tailor
This small home houses the fort’s only tailor, most adventurers
9. Guild Hall And Boarding House
come to know them when they inevitably arrive in town with their
The Adventurer’s Guild is the only such organization to maintain a clothes torn and tattered from the journey there.
permanent presence in Fort Haven. In fact, many of the adventurers
who travel through the jungles do so at the guild’s behest. Members 18.Leather Worker
of the guild can stay at its boarding house for a modest fee of 1 sp This tiny home contains the fort’s resident leatherworker, a female
per night. It’s comfortable, but space is tight. It serves as a place to half orc named Dol Ta’wac. A hardworking young woman who lives
catch a few winks before heading out in search of fame and fortune. for her craft. She’s fair and honest when it comes to her prices and
The guild hall itself is often bustling with excitement as the guild she’s been a welcome addition to the fort since she arrived a little
puts up their new bounties and quests every Sunday. over a year ago.
10. Governer’s Home 19. Blacksmith
Agnora Ashbel, a female serpent folk, is the current governor of Fort This small stone structure in the center of town is the home and
Haven. She rules from her estate on the southern cliff edge, mostly smithy of the local metal worker. Though they’re not the finest of
keeping to herself and utilizing her retainers to handle the day to craftsmen, their creations often get the job done. They spend most
day business of the fort. She relies on the efforts of the fort’s more of their day crafting munitions for the ballista that rest atop Fort
prominent citizens to keep the safety of the outpost, but, in times Haven’s walls.
of trouble, steps up and takes control herself. She’s not the most
personable of people, however, she is a just and fair governor, far 20. Apothecary
better than Fort Haven past leaders. The tiny hut nestled behind the market square is the home
of Onyeka Sulba, a female turtle folk who serves as the fort’s
11. Stables
apothecary. The shy young woman mixes potions and balms for
The stables house all the pack animals and horses that live in the the various adventurers who stop by to resupply on their way
fort and belong to its residents. The stable masters are legendary through the jungle.
for their ability to scrub the muck and grime from even the filthiest
of animals. In the spirit of keeping the fort clean of waste, all animals
can be boarded here free of charge.
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SIDE QUESTS
As the characters explore Fort Haven they might encounter NPCs
who need their help. There is no need for the characters to finish Fazhul Tevi
these side quests; however, completing them may lead to more If asked Fazhul is able to inform the
information about the adventure, as well as rewards. party of weeks worth of missing
shipments and rumors the Suukya
Missing Dinosaur. One of Fazul’s dinosaurs is missing. The tiny gathering just South of the fort.
creature scampered off the day before and he hasn’t seen it since. Fazhul also has the chest
If the characters can find it and return it to him, he’ll give them one plate to King Galorans
of the unmarked potions he has lying around. A character that is armor mounted to the
trained to use a Herbalism Kit can identify the potion as a Potion of wall of his shop, but with
Waterbreathing. no real understanding of
what it actually is.
Missing Shipment. Azzi was expecting a shipment of religious goods,
but it never arrived. She had a vision that the courier was waylaid by Fazhul
followers of a dark god. She’s offering 100 gp for the return of the
goods and another 100 gp for the safe return of the courier.
Hooks from the Deck of Stories Jungle Deck, that you can
use while in for haven as side quests: 4, 13, 16, 20
KNOWLEDGEABLE NPCS
A collection of useful information each NPC might have.
Onyeka Sulba
Onyeka has an understanding of poisons and if asked
Agnora Ashbel can make a balm of poison resistance for 50gp.
Agnora is very well versed on the
Suukya and is able to describe and
inform the party of some of their
key characteristics.
Thema Okiro
Thema has also has heard passing
tales about the Jungle titan and
understands the more physical
attributes the Suukya would
Agnora have. She’s also visited the
ruins of the old world and
witnesses the Suukya
capturing Borra Crocs.
Challa Thema
Challa has heard passing
tales about the Jungle titan
and understands the more
physical attributes the
Suukya would have.
Find full character art and backgrounds for all of our NPCs
Challa
and many more in the Jungle NPC Pack.
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RETURNING FROM THE HUNT When you’re ready for the characters to meet with Azzi, read the
following aloud:
As the characters make their way around town, they suddenly hear
a voice calling for the gates to be opened. Challa has returned from
his hunt. He’s terribly injured and collapses to the ground in front of As you approach the shrine a warm flickering torchlight
the characters upon entering the fort. Read the following aloud: illuminates the steps leading up to an open doorway.
A single stone altar surrounded in sacraments can be
seen through the open entrance. The interior of the stone
The shouts of guards and the scraping of stone and iron fill building shares a similar warm glow, which radiates from
the air as the front gate is slowly lifted. Stumbling through the dozens of candles and torches that have been scattered
it, is the battered guise of a Half-lion man. His white hair throughout the room. The walls are adorned with intricate
now matted and covered in filth. As he approaches his hand mosaic patterns, made from different colored stones.
reaches out and his head lifts to meet your own; before the Hanging from the tall, arched ceiling are violet banners
weight of his body proves to be too much for his legs and he which bear the symbol of Borra Galli. Azzi now stands at
falls crashing to the ground in front of you. the far end of the room, looking over a shallow bowl which
sits atop a pettastule. Her head turns to greet you, and in a
soft voice she speaks. “Welcome travellers, thank you for
A DC 12 Wisdom (Medicine) check reveals he’s been poisoned. The meeting me here.”
use of an herbalism kit, healer’s kit, any magical healing, or another
DC 12 Wisdom (Medicine) check will remove the poison and bring
Challa back to consciousness. If the characters are unable to heal If Challa is not with the party, have him arrive just after the party.
him, Onyeka appears from the growing crowd and dispenses aid.
Once stable, Challa can relay the following to the characters.
• He was hunting in the ruins of the old world when he was
attacked by a group of suukya. An uncommon type of serpent
folk, that’s rarely seen in the jungles anymore.
• The battle was fierce, and Challa almost had the upper hand,
but was caught off guard when one the Suukya spit poison in
his eyes. Unable to see he fled the battle as quickly as he could.
Unfortunately his escape was short lived, as the blinded hunter
raced off the edge of a cliff and into the jungle canopy below.
Luckily he survived the fall and was able to brave the journey
back to Fort Haven.
• Held in his hand is a pendant that was worn by one of the Azzi
Suukya. The pendant matches the one found in the goblins’
possession.
As the crowd begins to dissipate, Azzi approaches Challa and the
party. She claims to recognize the symbol on the pendant and
wishes to speak to all of them about it later that night. If the party
agrees, she informs them to meet her at the Borra Galli shrine.
Once the party speaks to Azzi they’ll begin the final arc in this
adventure. If they wish to complete any of their side quests suggest
they do it before the days up.
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Azzi has brought the characters to the shrine to ask for their aid. Treasure
She tells them of her vision and describes her interpretation of it.
Azzi will grant the characters a small collection of magic items that
Use the following points to help roleplay Azzi as she asks for the
once belonged to her brother. She’ll only turn over the items if the
character’s help.
characters are able to bring back any proof that the Suukya or Sav
• Azzi thinks her vision is a sign that Sav Aluthul may have freed Althul have been dealt with.
himself from his stone prison. If the players dont know the
story of Sav Aluthul, Azzi can give a brief description.
3rd Level Rewards: 2 Common Magic items
• After hearing of Challas’ encounter with the Suukya, she
wonders if they are now rallying for their forgotten king. 7th Level Rewards: 2 Uncommon Magic items
• If either of these things are true, she fears for the safety of 11th Level Rewards: 1 Uncommon and 1 Rare Magic
Forth Haven, and would ask that the party help stop any item
dealings of the Suukya, or their forgotten king Sav Althul.
• Sav Althul’s old temple can be found in the ruins of the old
Jungle Guide
world. If the party were to find Sav Althul or the Suukya, Azzi
believes it would be here. In order to find the ruins of the old world and the jungle titan,
Azzi suggests bringing one of the jungle guides. This would either
The Jungle Titan be Challa or Thema Okiro. If you wish to have Challa guide the
characters, have him step up in that moment and offer his services.
When Azzi believes the party will help her she offers them one last
If you’d rather have Thema guide the party, have Azzi suggest Challa
piece of information. With a deeply concerned tone in her voice, she
rest, and instead point the party in the direction of the Adventurers
tells the party of a great titan who roams the jungle. She explains
Guild where they can find Thema.
that it’s as ancient as a dragon and just as deadly. With it’s fierce
claws and enormous body it’s said to shape the earth as it moves The following morning the party’s jungle guide will prepare rations
across it. Any local knows to stay as far away from the creature as and ask the characters to ready themselves for the journey. This will
possible, but most are unaware of the relic that the creature carries most likely be the last time the party is in Fort Haven before they
on its back. fight Sav Althul. Once ready, the group will set out on their Journey.
Either in the direction of the jungle titan, or Sav Althul’s resting place
Hundreds of years ago after the defeat of Sav Althul, King Galoran
in the ruins of the old world.
and the last of his men began their journey back to their homeland.
It’s said that during this journey the jungle claimed them.
INTO THE JUNGLE
There’s still no clear answer as to what happened to them exactly, The journey through the jungle will take five days no matter the
but Azzi believed to have seen King Galoran’s sword sticking from destination. As the party travels through the harsh terrain they have
the back of the jungle titan. several encounters. As the DM you may pick when these encounters
happen. Whether they’re spread out over the five days or if they
Azzi claims that if that sword could be removed from the titans back happen in clusters over the course of one or two.
it could potentially help the party slay the serpent king, just like it
helped King Galoran hundreds of years ago. This is true, with the exception of the Shifting Canopy, Wandering
Guard, and Shaking Earth encounters, which happen at specific times.
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ENCOUNTERS Environmental Hazards
During the journey pick out one or two environmental hazards from
Raging River the Jungles of Dread DM Screen for the party to encounter. Using
these on their own or alongside a small combat encounter will make
The party comes across a large rushing river. Have them make DC
for an exciting moment in the adventure.
14 Strength (Athletics) checks to make it across the river safely. A
success allows them to move through the water as normal. On a Here’s a list of Small combat encounters to mix with an
failed check the river drags them underwater and they begin to Environmental Hazard.
drown. While underwater a creature is considered grappled. The
creature may repeat the saving throw in subsequent rounds. On • While moving through a swamp, two Giant Constrictor Snakes
a success they surface once more and can move freely. Another surprise the party.
failure forces them to remain underwater. • As they enter a clearing, the party finds themselves in the den
of a Triceratops. It turns and charges the characters.
Below the depths of the rushing river the loyal hounds of the
Suukya, waiting for prey to fall victim to the rapids. The first • A group of 2d4 nomadic Goblins stumble upon the party as
character to fail their strength check is attacked by Borra Croc they’re resting.
which rest at the bottom of the river. If no one fails their strength
check then the Borra Croc attack the last character to cross. Use the Scavenger Tables
table below to determine how many Borra croc should be used in During the journey, have the party’s jungle guide discover
your encounter. something on the Animal Scavenger Tables. Found on the Jungles
of Dread DM Screen.
3rd Level Encounter: 1x Borra Croc Shifting Canopy
7th Level Encounter: 2x Borra Croc On the third day the party stops at a cliff’s edge, roughly 100 feet
above the jungle canopy below. Read the following aloud:
11th Level Encounter: 4x Borra Croc
Once the fight is over any character with a passive perception of 11 Your feet stop short as you step to the edge of a sheer cliffside.
or higher notices the mark of Sav Althul branded on the necks of the Below you can see the sprawling jungle canopy, teeming with
two dead Borra Croc. wild plant life. In the distance a jagged stone ziggurat pierces
the tree’s. Above it, large bird-like creatures circle and swarm,
picking and clawing at each other. Suddenly one drops from
Sketch out your own river, or use the river map from the the sky, sending the rest into a swirling syclone of feathers and
Jungle Floor Map Pack. talons as they chase the falling corpse. Your eyes wander as
you take in the distance still to be traveled. In that moment a
low rumbling can be heard deep within the jungle below. The
Rotting Bridge tall tree’s begin to shake and bend as a large unseen force
The party finds themselves faced with a 40 ft. deep chasm with moves through the terrain.
a rotting wooden rope bridge crossing it. Each time a character
attempts to cross the bridge roll 1d8. On a roll of 1 or 2, one of the
planks breaks and the character must succeed on a DC 14 Dexterity The characters find themselves at the top of a cliff just over 100
saving throw or else they fall to the bottom of the chasm taking 4d6 feet tall. Scaling down it requires succeeding on a DC 13 Strength
bludgeoning damage and falling prone. (Athletics) check for every 20 ft. they climb. On a failed check they
fall to the ground taking 1d6 bludgeoning damage for every 10 ft.
If a character wishes to climb up or down the sides of the chasm they fall. If a creature utilizes climbing gear or ropes to make the
they can do so by succeeding on a DC 12 Strength Athletics check ascent or descent they get advantage on the roll.
for every 20 ft. they climb. Failure means they fall the remaining
distance. If a creature utilizes climbing gear or ropes to make the This encounter can be made more difficult by having Giant Vultures
ascent or descent they get advantage on the roll. attack the party as they’re climbing down.
At the bottom of the chasm a pile of moss covered corpses shamble 3rd Level Encounter: 2x Giant Vultures
to life and attack when a character gets near them. Use a number of
corpses based on the level you’re running the adventure at. 7th Level Encounter: 4x Giant Vultures
11th Level Encounter: 12x Corpses Find unique creatures, materials for crafting, and beneficial
plants all throughout the jungle, using the scavenger tables
found on the back of the Jungles of Dread DM Screen.
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LAST DAY OF TRAVEL the direction of the characters. Have the whole party make a
group athletics or dexterity check DC 15. If over half succeed the
If the players are traveling to Sav Althul, use the Wandering Guard characters are able to make it to safety. If over half of the characters
encounter as the last obstacle the characters must face before fail the party is trampled by the frightened Hadrosaur and take a
reaching their destination. If the players are attempting to reach number of bludgeoning damage based on the party’s level.
the jungle titan, then use the Shaking Earth encounter as the last
obstacle the characters face before reaching their destination.
3rd Level: 6 points of bludgeoning damage
Wandering Guard 7th Level: 15 points of bludgeoning damage
The party is nearing the ruins of the old world. As they get closer to
11th Level: 24 points of bludgeoning damage
the resting place of Sav Althul, two Suukya are spotted patrolling
the wilderness with a Borra Croc at their side. The party notices
them first, but if not quickly dealt with, the Suukya will discover the
characters and attack. THE HUNT FOR THE TITAN
Besides their weapons the Suukya both have matching pendants If the party has chosen to search for the jungle titan then run them
bearing the mark of Sav Althulu, as well as an item off of the through this next part of the adventure. If they’ve chosen to go
Material Scavenger Tables. straight to Sav Althul’s temple then skip to the Ruins of the Old
World header.
Shaking Earth
After the events of the Shaking Earth encounter, the party would
The party is nearing the domain of the jungle titan. As they get
have almost reached the jungle titan. As they approach, the titan has
closer to the giant beast the earth begins to shake once more,
hidden itself within the jungle. Use the DC from the titans Part of
sending a stampede of Hadrosaur through the jungle and in
Use pieces found in Jungles of Dread & Fallen Kingdom to create the battle map used for the Jungle Titan encounter.
Pieces needed: 7x Small Trees, 3x Medium Trees, 1x Large Tree, 2x Large Rocks, 3x Small Rocks, 4x Large Tree Stumps,
2x Long Fallen Logs, 1x Wide Fallen Log, and 1x Hollow Log.
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the Jungle ability to determine how effectively hidden the titan is. After retrieving the sword from the titans back, either by slaying the
If the party’s passive perception or perception check is higher than creature or otherwise. The party arrives at the crumbled ruins of
the titans DC, they notice it before it notices them. Sav Althuls ancient city within a day. At this point you could run the
Wandering Guard encounter or skip to the Ruins of the Old World
If they fail to perceive the titan first, read the following: header.
The wild calls of brightly colored birds fall from the sky as RUINS OF THE OLD WORLD
they race above you. A thick layer of moss and vines cover
After the events of the Wandering Guard or The Hunt for the
the jungle floor, concealing the small reptiles and insects that
Jungle Titan encounter, the party enters the crumbled ruins of sav
live within it. The occasional heavy footstep sends several
althul’s lost city. Collapsed towers and broken rubble lay scattered,
creatures scattering in different directions. As you scan the
while moss and flora covers what’s left of the structures. Sav Althuls
area for any signs of the titan, a strong gale wind blows
temple, a giant zigorat, rests at the back of the city. A statue of a
through the valley, sending branches crashing to the ground
coiling snake sits at the foot of it.
and bending the trees around you. You quickly turn your
back to the winds, just in time to notice a giant glossy black As the party approaches they quickly notice a horrific scene. A large
eye turn to acknowledge you. Suddenly the ground erupts, circle of salt roughly 10 feet across has been drawn on the jungle
sending tree and stone hurtling through the air. The jungle floor in front of the snake statue. 12 Suukya lay lifeless around it,
floor shakes and the sun vanishes behind the towering titan each of which has a blade plunged into their abdomen. Burning
that stands before you. candles and incense surround the bodies and the scent of decay can
be smelt on the air.
The party has stumbled into the titans domain. It strikes out at the An investigation of the scene reveals the Suukya to be wearing the
characters with intentions to kill. During this encounter the jungle same pendants that bear the mark of Sav Althul. A DC 12 medicine
titan acts to protect itself. It attacks any and all creatures near it check also reveals that the bodies have been dead for at least 5 days.
until they’ve fled out of its sight or until they’re dead. If at any time
the jungle titan drops below ¼ of its max health it begins to flee by This is the afterman of a ritual performed by the suukya to free Sav
burrowing. Althul. It cost them their lives but was successful. An altered version
of this moment was shown to Azzi in her vision from Bora Galli.
Driven into the back of the titan is the sword of King Galoran. A
strength Athletics check DC 16, 19 or 23 ( depending on what your
party’s level is) will pry the sword from the titans back. The DM may
choose what type of sword King Galorans legendary weapon is. (See
Weapons and Equipment pg. 14)
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Sav Althul Encounter Setup
Use pieces found in Jungles of Dread & Fallen Kingdom to create the battle map used for Sav Althuls encounter.
Pieces needed: 1x ziggurat, 7x Small Trees, 2x Medium Trees, 1x Large Tower, 4x Small Towers, 1x Large Snake Statue,
2x Large Idols, 5x Small Tree Trunks, and 1x Salt Summoning Circle.
THE KINGS RETURN at the top of his zigorat and force the players to climb the stone
structure, which is roughly 50 feet tall and requires any character
As the characters investigate the ritual grounds read the following without a climbing speed to move at half speed while climbing up it.
aloud:
If the party has found the lost sword of King Galoran, Sav Althul
becomes filled with rage when he first sees it and will purposely
A dark shadowy silhouette falls over the ritual grounds. target whichever character is wielding the weapon. Referring to it as
The hairs on your body rise and a cold shiver trickles down the tyrant’s blade.
your spine, as the sudden realization that you’re not alone
is cemented in your mind. Your eyes trace the long distorted If at any point the battle feels as if it’s not as difficult as you’d like
shadow up to the peak of the zigorat behind you. Resting at it to be. Adding in Borra Croc to the encounter is an easy way to
the tallest point of the stone structure is the massive figure increase the difficulty. Describe them pouring from the jungle
of a half serpent hybrid. His long snake body haloed by the treeline and have them act on Sav Althul’s turn.
burning red sun behind him. His words slip from his tongue in
a soft and chilling tone that hits your ears as if the wind was If Sav Althul drops below 1⁄6 of his maximum hit points, he’ll attempt
whispering to you. to force a surrender by attacking the weakest party member in
hope’s he’ll drop them below zero. If he’s successful he’ll hold them
“So the false gods have sent their usurpers once more…How at spear point and demand the party to throw down their weapons
foolish of them... I will not make the same mistakes twice.” and surrender. If they agree, Sav Althul will force them out of the
jungle and back to Fort Haven without their weapons.
Sav Althul has been freed from his self made prison and desperately If he’s unable to do this and has no clear escape Sav Althul will fight to
wishes to rule the jungle once more, but first he must deal with the the death. Becoming enraged as he inches closer to death once more.
party. Sav Althul plays intelligently and without mercy. He’ll stay
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TREASURE King Galoran’s Sword
Weapon (Any type of sword), Rare (requires attunement)
Sav Althul carries on his body a dozen ancient spears too heavy
to be wielded by any medium creature. Several gold plated armor Once belonging King Galoran, this ancient blade has been lost to the
pieces worth roughly 350gp, and a ruby ring worth 200gp. jungle for centuries. This sword is considered a magical +1 weapon.
While wielding the blade you gain the following abilities.
If you wish to reward your players further, then have them find a
common or uncommon magic item inside Sav Althuls temple, or a Reflection. When targeted by a ranged weapon or spell attack, you
Giant Gemstone worth 500gp, 1000gp, or 2000gp depending on may use your reaction to temporarily add your proficiency bonus
your party’s level. to you AC. If doing this would stop the attack from hitting you, then
AFTERMATH
you’ve successfully used the blade to deflect the attack. The bonus
to your AC only applies to the attack the reaction was used on. You
With Sav Althul dead, and the threat to Fort Haven dealt with, the may use this ability a total of 3 times a day. All expended uses return
party is able to return to safety and report their success to Azzi. at dawn the following morning.
Once they’ve arrived Azzi happily rewards the party with their items
and thanks them for their help. From then on she trusts the party Swift Strike. All attacks made with the blade deal an additional 1d4
emplicity and treats them as true fiends. force damage.
Once they’ve spoken with Azzi the party is able to return to any
Potion of water Breathing
unfinished sized quests, or seek out other possible adventure Potion, Uncommon
through Fort Haven and it’s citizens. Check page 6 for Suggested
Deck of stories that would work well in Fort Haven. When ingested this thick mucky green potion grants the user the
ability to breathe underwater for 1 hour.
WEAPONS AND EQUIPMENT
Toruka Staff
Weapon (Martial)
This long hooked staff carries a metal or stone pot at the end of it
and is often used for collecting water. However a skilled warrior can
use it as a versatile weapon. While the pot is attached to the staff
the weapon deals 1d10 bludgeoning damage. As a bonus action the
pot can also be flung at a near by enemy that within 20 ft., dealing
1d4 bludgeoning damage.
While the pot is not attached to the weapon the staff deals 1d8
bludgeoning damage, and a bonus action can be used to reattach
the pot as long as the pot is within 5 ft. of you.
Toruka Staff
13 Not for resale. Permission granted to print or photocopy this document for personal use only.
MONSTERS AND NPCS BORRA CROC
Borra Croc are vicious predators that resemble a crocodile with
Get your own Borra Croc, Jungle Titan, or Sav Althul an elongated neck and legs. These deadly creatures are not only
miniature from our new set of Jungle models. amphibious, but also subterranean which makes them efficient and
unrivaled hunters.
STR DEX CON INT WIS CHA Armor Class 14 (Natural Armor)
18 (+4) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 4 (-3) Hit Points 52 (7d8 + 21)
Speed 30 ft., burrow 20 ft., Swim 40 ft., Climb 20 ft.
Senses Passive Perception 11
Languages — STR DEX CON INT WIS CHA
Challenge 3 (700 XP) 16 (+3) 12 (+1) 16 (+3) 4 (-3) 9 (-1) 7 (-2)
Proficiency Bonus +2
Skills Perception +1
Actions Senses Blindsense 30 ft., Passive Perception 12
Charge. After taking the dash action on their turn, the Ankylosaurus may Languages Draconic understands but can’t speak
make slam attack as part of that action Challenge 2 (450 XP)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + Actions
4) bludgeoning damage.
Multiattack. The Croc Hound makes two attacks: one with its bite and
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6
one with its tail.
+ 4) bludgeoning damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked back 5 ft, and land prone. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) bludgeoning damage.
Borra Croc
14 Not for resale. Permission granted to print or photocopy this document for personal use only.
Goblin Goblin Chief
Small humanoid (goblinoid), neutral evil Small humanoid, Neutral evil
Armor Class 15 (Leather Armor, Shield) Armor Class 17 (Wooden Plate Armor)
Hit Points 11 (3d4+ 3) Hit Points 45 (6d10 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 14 (+2) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 13 (+1)
Jungle Titan
15 Not for resale. Permission granted to print or photocopy this document for personal use only.
3RD LEVEL ENCOUNTER JUNGLE TITAN 7TH LEVEL ENCOUNTER JUNGLE TITAN
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 9 (+1) 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws DEX +2, CON +5, WIS +3, STR + 6 Saving Throws DEX +2, CON +5, WIS +3, STR + 6
Skills Perception +5, Skills Perception +5,
Damage Immunities poison Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 14 Senses Darkvision 120 ft., Passive Perception 19
Challenge 3 (700 XP) Challenge 9 (5,000 XP)
Part of the Jungle. When standing perfectly still the Jungle Titan blends Part of the Jungle. When standing perfectly still the Jungle Titan blends
into its surroundings. If a creature isn’t already aware of the Jungle into its surroundings. If a creature isn’t already aware of the Jungle
Titan, it’s seen as part of the terrain. A DC 16 perception check allows a Titan, it’s seen as part of the terrain. A DC 16 perception check allows a
creature to see past its natural camouflage. creature to see past its natural camouflage.
Seismic Movement. The ground below this ancient creature shakes and Seismic Movement. The ground below this ancient creature shakes and
trembles whenever it moves. All creatures within 10 ft of the Jungle Titan trembles whenever it moves. All creatures within 10 ft of the Jungle Titan
as it moves must make a Dex saving throw DC 12 or fall prone. as it moves must make a Dex saving throw DC 16 or fall prone.
Natures Guardian. The jungle itself has appointed a guardian. If the Natures Guardian. The jungle itself has appointed a guardian. If the
Jungle Titan has been dead for more than 2 weeks and a majority of its Jungle Titan has been dead for more than 2 weeks and a majority of its
body is still intact, it comes to consciousness with 1 hitpoint. body is still intact, it comes to consciousness with 1 hitpoint
Actions Actions
Claw Slam. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 Multiattack. The Jungle Titan makes three attacks: one with its body
(2d6 + 3) bludgeoning damage slam and two with its claw slams.
Poison Breath (Recharge 5–6). The Jungle Titan exhales a cloud of Claw Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
poison in a 30-foot cone. Each creature in the affected area must make 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a Body Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
failed save, or half as much damage on a successful one. 21 (3d10 +5)
Poison Breath (Recharge 5–6). The Jungle Titan exhales a cloud of
Jungle Titan Lair Actions poison in a 60-foot cone. Each creature in the affected area must make
a DC 16 Constitution saving throw, taking 55 (10d10) Poison damage on a
On initiative count 20 (losing initiative ties), the Jungle Titan takes failed save, or half as much damage on a successful one.
a lair action to cause one of the following effects; the Jungle Titan
can’t use the same effect two rounds in a row:
• A rolling fog of poisonous spreads from a point the Jungle Titan Increasing the difficulty of the encounter by adding one or
chooses within 60 feet of it, filling a 15-foot-radius sphere until several of these attributes to the Jungle Titan.
the Jungle Titan dismisses it as an action, uses this lair action • Give the Jungle Titan Maximum Health
again, or dies. The fog spreads around corners. Any creature
in the fog when it appears must make on a DC 15 Constitution • Give the Jungle Titan +1 AC
saving throw, taking 9 (2d8) poison damage on a failed save, or • Allow for its Breath Weapon to linger for a round. Each
half as much damage on a successful one. A creature that ends creature that was originally hit by the breath weapon
its turn in the fog takes 9 (2d8) poison damage. must make another Constitution Saving throw at the
• A frightened dinosaur rushes through the battle field and at a beginning of their turn or take half the damage from the
nearby creature. Choose a target the Jungle Titan can see, that original attack.
creature must succeed on a Dexterity saving throw DC 16 or • Whenever a creature starts its turn on top the Jungle
suffer 16 (3d10) bludgeoning damage. Titan it takes 9 piercing damage from the parasitic insects
that live on Jungle Titan.
• Add the ability collision to the Jungle titans legendary
actions or normal actions.
Collision. The Jungle Titan suddenly drops all of its
weight onto the ground below it, sensing a shockwave
of force out from itself. All creatures within 10 ft. of the
Jungle Titan are pushed back 20 ft.
16 Not for resale. Permission granted to print or photocopy this document for personal use only.
11TH LEVEL ENCOUNTER JUNGLE TITAN
Suukya
Jungle Titan Medium Monstrocity, chaotic evil
Gargantuan Monstrocity, Unaligned
Armor Class 15 (Natural Armor)
Armor Class 19 (Natural Armor) Hit Points 22 (5d6 + 5)
Hit Points 225 (18d12 + 108) Speed 30 ft., Climb 20 ft.
Speed 40 ft., burrow 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 10 (+0)
Saving Throws DEX +4, CON +3, WIS +2, CHA +3
Saving Throws DEX +4, CON +10, WIS +7, STR + 11 Skills Insight +2, Stealth +4
Skills Perception +12 Damage Immunities Poison, Acid
Damage Immunities poison Senses Darkvision 60 ft., Passive Perception 14
Senses Darkvision 120 ft., Passive Perception 22 Languages Abyssal, Common, Draconic
Challenge 16 (15,000 XP) Challenge 2 (450 XP)
Proficiency Bonus +2
Part of the Jungle. When standing perfectly still the Jungle Titan blends
into its surroundings. If a creature isn’t already aware of the Jungle Actions
Titan, it’s seen as part of the terrain. A DC 16 perception check allows a
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
creature to see past its natural camouflage.
(1d6 + 2) slashing damage.
Seismic Movement. The ground below this ancient creature shakes and
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 +
trembles whenever it moves. All creatures within 20 ft. of the Jungle
2) piercing damage plus 2 (1d4) poison damage.
Titan as it moves must make a Dex saving throw DC 19 or fall prone.
Acid Spit (Recharge 5–6). The Suukya spues acid in a 10-foot cone.
Natures Guardian. The jungle itself has appointed a guardian. If the
Each creature in that cone must make a DC 11 Dexterity saving throw,
Jungle Titan has been dead for more than 2 weeks and a majority of its
taking 14 (4d6) acid damage, + 3 (1d6) poison damage on a failed save, or
body is still intact, it comes to consciousness with 1 hitpoint.
half as much damage on a successful one.
Legendary Resistance (3/Day). If the Jungle Titan fails a saving throw, it
can choose to succeed instead.
Actions
Multiattack. The Jungle Titan makes three attacks: one with its body
slam and two with its claw slams.
Claw Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit:
18 (2d10 + 7)
Body Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit:
23 (3d10 +7)
Poison Breath (Recharge 5–6). The Jungle Titan exhales a cloud of
poison in a 90-foot cone. Each creature in the affected area must make
a DC 19 Constitution saving throw, taking 66 (12d10) poison damage on a
failed save, or half as much damage on a successful one.
Sav Althul
Legendary Actions
The Jungle Titan can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. The Jungle Titan regains spent
legendary actions at the start of its turn.
Position. The Jungle Titan can burrow or climb its full movement
Claw Slam. The Jungle Titan can make one Claw Slam attack.
Shake them off. The Jungle Titan twists and shakes its body violently. Any
creature currently on the crab must make a strength saving throw DC 20
or be thrown 20 feet away from the Jungle Titan and be knocked prone.
Tearing grasp. (2 Actions) Make a contested grapple check with a target
that’s large or smaller. On a successful grapple deal 40 points of damage
slashing damage.The target is ripped in half if this damage leaves it with
0 hit points.
A creature that has been ripped in half is considered dead and can be
revived in the standard methods.
17 Not for resale. Permission granted to print or photocopy this document for personal use only.
SAV ALTHUL
7TH LEVEL ENCOUNTER SAV ALTHUL
Sav Althul is an ancient tyrant whose dark dealings have allowed
him to prolong his life. In the height of his power he ruled over a
Sav Althul, The Serpent King
Medium monstrosity, neutral evil
vast kingdom, and a subset of serpent folk known as the Suukya
worshiped him as their god. Since that time he’s spent centuries Armor Class 17 (Natural Armor)
trapped within a prison of his own making, which has twisted his Hit Points 170 (20d8 + 80)
perception of the world and his own past. Speed 40 ft.
Sav Althul, The Serpent King Saving Throws Con +8, Str + 9
Skills Athletics + 9, Insight +7, Intimidation + 9, Religion +6
Medium monstrosity, neutral evil
Damage Immunities poison
Armor Class 14 (Natural Armor) Condition Immunities poisoned
Hit Points 84 (12d8+30) Senses darkvision 60 ft., passive Perception 12
Speed 30 ft. Languages Abyssal, Common, Draconic
Challenge 10 (5,900 XP)
STR DEX CON INT WIS CHA Magic Resistance. Sav Althul has advantage on saving throws against
19 (+4) 15 (+2) 17 (+3) 13 (+1) 15 (+2) 11 (+0) spells and other magical effects.
Magic Weapons. Sav Althuls weapon attacks are magical.
Saving Throws Con +6, Str + 6
Skills Deception +6, Persuasion +1, Religion +7, Stealth +5 Actions
Damage Immunities poison Multiattack. Sav Althul makes three melee attacks, but can use
Condition Immunities poisoned Constrict only once.
Senses darkvision 60 ft., passive Perception 12 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 +
Languages Abyssal, Common, Draconic 5) piercing damage plus 7 (2d6) poison damage.
Challenge 5 (1,800 XP)
Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit:
Actions 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC
17). Until this grapple ends, the target is restrained, and Sav Althul can’t
Multiattack. Sav Althul makes three melee attacks, but can use
constrict another target like this.
Constrict only once.
Fanged Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
Hit: 20 (3d10 + 5) piercing damage. Thrown (Range 30 /90)
4) piercing damage plus 7 (2d6) poison damage.
Concussive strike. Sav Althul throws his spear with such strength that
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:
whether it hits or misses the target, it still impacts, crushing the ground
10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC
below it. When throwing a spear Sav Althul can choose to expend two of
16). Until this grapple ends, the target is restrained, and Sav Althul can’t
his attack actions to gain the following effects.
constrict another target like this.
Fanged Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. • When the spear hits a creature it also strikes the ground crushing it
Hit: 11 (2d6 + 4) piercing damage. Thrown (Range 30 /90) on impact and sending a shockwave out 10 feet in every direction.
(centered on the target) That square is now considered difficult
Concussive strike. Sav Althul throws his spear with such strength that terrain and each creature within the blast must make a DC 15 Dex
whether it hits or misses the target, it still impacts, crushing the ground saving throw or take (3d6) force damage and be knocked prone.
below it. When throwing a spear Sav Althul can choose to expend two of
his attack actions to gain the following effects. • When the spear misses the targeted creature choose a space
adjacent to the creature. That space now becomes difficult terrain
• When the spear hits a creature it also strikes the ground crushing it and is considered the center of the blast.
on impact and sending a shockwave out 10 feet in every direction.
(centered on the target) That square is now considered difficult Reactions
terrain and each creature within the blast must make a DC 14 Dex Hypnotic Eyes. When Sav Althul is targeted by an attack he may use his
saving throw or take (2d6) force damage. reaction to share a glance with the Attacker. The targeted creature must
• When the spear misses the targeted creature choose a space then make a wisdom saving throw DC 14 or target the nearest creature
adjacent to the creature. That space now becomes difficult terrain instead.
and is considered the center of the blast.
Reactions
Hypnotic Eyes. When Sav Althul is targeted by an attack he may use his
reaction to share a glance with the Attacker. The targeted creature must
then make a wisdom saving throw DC 14 or target the nearest creature
instead.
18 Not for resale. Permission granted to print or photocopy this document for personal use only.
11TH LEVEL ENCOUNTER SAV ALTHUL Constrict. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit:
Sav Althul, The Serpent King 14 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC
17). Until this grapple ends, the target is restrained, and Sav Althul can’t
Medium monstrosity, neutral evil constrict another target like this.
Armor Class 19 (Natural Armor) Fanged Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit Points 230 (20d12 + 100) Hit: 20 (3d10 + 5) piercing damage. Thrown (Range 30 /90)
Speed 40 ft. Concussive strike. Sav Althul throws his spear with such strength that
whether it hits or misses the target, it still impacts, crushing the ground
STR DEX CON INT WIS CHA below it. When throwing a spear Sav Althul also gains the following
22 (+6) 16 (+3) 20 (+5) 18 (+4) 16 (+3) 13 (+1) effects.
• When the spear hits a creature it also strikes the ground crushing it
Saving Throws Con +10, Str + 11 on impact and sending a shockwave out 10 feet in every direction.
Skills Athletics + 11, Insight +9, Intimidation + 11, Religion +8 (centered on the target) That square is now considered difficult
Damage Immunities poison terrain and each creature within the blast must succeed a DC 15 Dex
Condition Immunities poisoned saving throw or take 9 (3d6) force damage and be knocked prone.
Senses darkvision 60 ft., passive Perception 13 • When the spear misses the targeted creature choose a space
Languages Abyssal, Common, Draconic adjacent to the creature. That space now becomes difficult terrain
Challenge 16 (15,000 XP) and is considered the center of the blast.
Legendary Resistance (3/Day). If Sav Althul fails a saving throw, he can Reactions
choose to succeed instead.
Hypnotic Eyes. When Sav Althul is targeted by an attack he may use his
Frightful Presence. Each creature of Sav Althuls choice that is within reaction to share a glance with the Attacker. The targeted creature must
120 feet of him and aware of his presence must succeed on a DC 16 then make a wisdom saving throw DC 14 or target the nearest creature
Wisdom saving throw or become frightened for 1 minute. A creature instead.
can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving throw is successful or Legendary Actions
the effect ends for it, the creature is immune to the Sav Althuls Frightful Sav Althul can take 3 legendary actions, choosing from the options
Presence for the next 24 hours. below. Only one legendary action option can be used at a time and only
Magic Resistance. Sav Althul has advantage on saving throws against at the end of another creature’s turn. Sav Althul regains spent legendary
spells and other magical effects. actions at the start of its turn.
Magic Weapons. Sav Althuls weapon attacks are magical. Command. If Sav Althul has any allies within ear shot he comand up
to 2 of them to move half their movement and make an attack. These
Actions creatures must use their reaction in order to do this.
Multiattack. Sav Althul can use his Frightful Presence. He then makes Bite. Sav Althul makes a bite attack.
three melee attacks, but can use Constrict only once.
Spear throw (Costs 2 Actions). Sav Althul can throw one of his spears.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d6
+ 6) piercing damage plus 7 (2d6) poison damage.
• A structure or tree has been weakened by Sav Althul’s powerful • Give Sav Althul +1 AC
strikes. Sav Althul chooses a creature within 120 feet of him • Allow for him to use concussive strike on every attack
that he can see. That creature must succeed a dexterity saving
• When a creature has been grappled by Sav Althuls
throw DC 16, on a failed save they take 3d6 bludgeon damage
Constrict ability they take 1d10 bludgeoning damage at
as the structure collapses on top of them.
the start of their turn, until they’re free.
• A cloud of swarming insects fills a 20-foot-radius sphere
centered on a point that Sav Althul chooses within 120 feet of it.
The cloud spreads around corners and remains until Sav Althul
dismisses it as an action, uses this lair action again, or dies.
The cloud is lightly obscured. Any creature in the cloud when
it appears must make on a DC 15 Constitution saving throw,
taking 10 (3d6) piercing damage on a failed save, or half as
much damage on a successful one. A creature that ends its turn
in the cloud takes 10 (3d6) piercing damage. Sav Althul is not
effected by the insects.
19 Not for resale. Permission granted to print or photocopy this document for personal use only.
LEGAL INFORMATION OPEN GAME LICENSE Version 1.0a The following
text is the property of Wizards of the Coast, Inc. and is
Den of the Serpent King is © 2021 1985 Games. All Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
rights reserved. Reference to other copyrighted material Rights Reserved.
in no way constitutes a challenge to the respective
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Open game content may only be used under and in Open Game Content; (b) “Derivative Material” means
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Copyright 2000, Wizards of the Coast, Inc. System
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Reference Document 5.0 Copyright 2016, Wizards of
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Chris Perkins, Rodney Thompson, Peter Lee, James
The use of any Product Identity in Open Game Content
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
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21 Not for resale. Permission granted to print or photocopy this document for personal use only.