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The Secret of Shell Shrine

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0% found this document useful (0 votes)
169 views

The Secret of Shell Shrine

Uploaded by

odogoscar2009
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ECHOES OF PL ANEGEA

THE SECRET
SHELL
OF

SHRINE
An adventure of druidic magic and undead power in the
prehistoric world of Planegea. BY DAVID SOMERVILLE
THE SECRET of SHELL SHRINE
–––––———————————————— An adventure in Planegea for four to six 4th-level characters ————————————————––––––

There is a ruined shrine built into the enchantment that binds him. The enchantment was
placed upon him by his apprentice, who feared what he
shell of an armored dinosaur out in had become and still haunts the shrine as a ghost,
the grasslands. This shrine is rumored holding the key to the enchantment so that nobody will
unleash his old mentor upon the world again.
to conceal a weapon of great power—
The shrine was dormant for many lifetimes, but has
a sacred sickle—and the lizardfolk who recently been stirred by a curious druid, who was
attempting to discover the secrets of the place. His
live near it have reported strange
inexpert tampering caused the shrine to begin to leak
noises and signs of undeath. The undeath, drawing the attention of a band of nearby
lizardfolk, who have been trying unsuccessfully to
shrine awaits those brave or foolish explore the shrine for some days.
enough to explore its chambers—
Adventure Summary
and its secrets.
The characters will enter the shrine through the main
entrance in the skull or by the hole on top of the shell.
Background They will battle through many small encounters,
discover an arcane keyhole, the motionless mummy,
Many lifetimes ago, a powerful druid named Ul’Xouk
and the key to breaking the enchantment. Along the
controlled a living shrine that roamed the land. This
way, they may make allies with the druid responsible for
shrine was half-creature, half-structure, and Ul’Xouk
stirring the shrine or with the lizardfolk who are trying to
traveled far and wide, bringing hope to the oppressed
explore it. If they put the key in the keyhole, the shrine
and violence to the wicked.
and the mummy will awaken and fight them to the
Ul’Xouk forged a legendary weapon—a sickle infused death. The characters will either destroy the shrine or
with the power of his druidic magic. After creating the take control of it—and doing either will surely draw the
weapon, he became strange and cruel—some say he eye of Nazh-Agaa, King of the Dead.
went wild with power, others that he tampered too
much in life and death when he made the weapon—and Adventure Hooks
he and his followers traveled into the wilderness, far
from the living, where the shrine met its end. Use the following adventure hooks to intrigue the
players and their characters. For each hook, consider
The crazed druid’s mummified corpse still stands at the how and from whom the character learned the relevant
center of the shrine. He is frozen in undeath, and cannot information, and how much it cost the character to
be touched for help or harm unless freed from the obtain it.

1 THE SECRET OF SHELL SHRINE | SOMERVILLE


Find the sickle Druidic connection

The sacred sickle is an enviable prize—a magic weapon Druids have long passed along lore that Shell Shrine
of legendary power, supposed to have been wielded by was once a druidic stronghold, and its location has long
one of the greatest druids of the stories. Whether to been sought by their kind. Nobody knew until recently
wield it or to destroy it to earn the favor of a god, where the shrine had finally fallen, and anyone
obtaining such a weapon is enough to send many interested in druids and their lore would find it worth
heroes into danger. their while to discover more about the shrine.

Stop undeath Lizardfolk diplomacy

Lizardfolk keep to themselves, usually, but traders who The lizardfolk who inhabit the area around the shell
have interacted with them say that they speak of the have a vested interest in uncovering its secrets.
dead roaming from within the shrine. A character might Whether the characters wish to pacify the lizardfolk or
be motivated to stop this undeath before it spreads, for undercut their influence, controlling the shrine will put
such curses often have a way of leaking across the land. anyone dealing with the lizardfolk in a position of
strength.

2 THE SECRET OF SHELL SHRINE | SOMERVILLE


Shell Shrine Lizardfolk Warning. If the lizardfolk on the shell see
characters approaching the skull, they will attempt to
The ruined druidic stronghold of Shell Shrine lies warn them off in Draconic, as they do not speak
half-sunken in the dirt in wide grasslands. From a Common. Characters who succeed on a DC 12 Wisdom
distance, it appears to be a huge, armored dinosaur (Insight) check will realize the lizardfolk are merely
skeleton. The shell rises to 30’ high above the ground at trying to warn them away.
its tallest point, is 50’ wide, and 80’ from tail to teeth.
Lizardfolk Attack. If the characters continue to
The shell is covered in grass and weeds, but has been approach the skull without diplomacy, the lizardfolk will
scrubbed clean in some places by the lizardfolk who make javelin attacks at them. They are well-supplied
have been investigating it, and shows druidic markings with javelins, and can make attacks as long as the
on the side. If a druid can clearly see the markings, they characters are in range.
appear to repeat the concepts “justice,” “life” and
The lizardfolk are unwilling to enter the shrine, however,
“hope” in various combinations. Humanoid figures
and will not follow the characters inside. If the
(lizardfolk) can be seen perched atop the shell.
characters attack the lizardfolk, the lizardfolk will fight
Signs of Undeath. As the players approach the shell, until one of them dies, and then attempt to flee.
minor signs of undeath can be seen nearby, such as:
Shell Front
● A zombie beetle, with a huge bite mark taken
out of its carapace, dragging itself mindlessly Two lizardfolk scouts who only speak Draconic are ready to
through the dirt fight or talk. (Easy fight)
● The scattered bones of a small, birdlike
dinosaur twitching, struggling to reunite into a Seated on a ridge on the front of the shell are 2
skeleton lizardfolk scouts. These scouts have an ample supply of
● The dried husks of a dead plant snapping lazily javelins made of the rolled stalks of a giant variety of
at flies that drift near its brown stalks grass. Until disturbed, they are talking of the shrine in
Draconic. Characters who interact with them or
These signs are consistent with reports of the leaking overhear and understand their conversation can learn
threat from the disturbed shrine. the following:

● They are concerned about the spread of


Exterior
undeath. Its speed seems to be increasing.
As the characters approach the shrine, they will clearly ● They have sent several scouts into the shrine,
see what looks like an entrance on the skull. However, if but none have returned.
they explore further, they will discover that is not the ● They are worried that one of them will be sent in
only way in... next, and don’t want to go.

If the characters have sent any messages to inform the


Skull lizardfolk of their coming, the scouts will also be
discussing the anticipated arrival of the party.
The front door. Lizardfolk sentries will shoot at people who try
to go through it, but won’t follow them inside.

The skull of the giant creature has huge empty eye


sockets, 8’ tall and 5’ wide. Inside, a path deeper into
the skeleton is clearly visible in daylight.

3 THE SECRET OF SHELL SHRINE | SOMERVILLE


Shell Top

Lizardfolk leader with two guards. If the characters don’t fight Lizardfolk Sorcerer
him, he might give them information and show them the secret Medium humanoid (lizardfolk), neutral
door into the top of the shrine. (Medium fight.)
Armor Class 13 (natural armor)
Atop the shell are 2 lizardfolk and a lizardfolk sorcerer
Hit Points 32 (4d8 + 14)
looking down a hole in the top of the shell. They are not
Speed 30ft., swim 30ft.
paying attention to their surroundings, relying on the
scouts to keep watch.
STR DEX CON INT WIS CHA
Zzurx. The leader is a lizardfolk sorcerer who wants to
10 (+0) 10 (+0) 13 (+1) 7 (–2) 12 (+1) 15 (+2)
figure out what’s in the shrine and help the scout he
sent down to get back out. He fears going into the Skills Perception +3, Stealth +4, Survival +5
shrine himself and the further spread of undeath. Senses passive Perception 13
Languages Draconic
Zzurx wants to figure out what’s in the shrine and help
Challenge 2 (450XP)
the scout he sent down to get back out. He fears going
into the shrine himself and the further spread of Hold Breath. The lizardfolk sorcerer can hold its breath
undeath. for 15 minutes.

The trapped scout. Zzurx and his companions are Twinned Spell. (Recharge 5–6) When the lizardfolk
calling down the hole to a scout named Isskess, who sorcerer casts a spell that doesn’t have a range of
they can hear moaning in the hole below (see Central self, it can target a second creature in range with the
Chamber, Top). This is the first scout they have sent who same spell.
they’ve heard from again, and are calling
encouragement for her to climb back up. They do not Spellcasting. The lizardfolk sorcerer is a 5th-level
realize that the scout has been turned into a zombie by spellcaster. Its spellcasting ability is Charisma (spell
the undead magic of the shrine. save DC 12, +4 to hit with spell attacks. The lizardfolk
sorcerer knows the following spells:
So glad you’re here. The lizardfolk, although likely to
initially be hostile, will welcome the characters once Cantrips (at will): acid splash, infestation, mage hand,
they realize why they have come. Zzurx has a general message, prestidigitation
idea of the layout below, and can tell the characters the 1st level (4 slots): color spray, comprehend languages
following information: 2nd level (3 slots): enhance ability, gust of wind, hold
person
● There are three floors to the shrine. 3rd level (2 slots): dispel magic
● There is a central chamber where some kind of
monster is. ACTIONS
● Undead monsters and infesting pests roam the
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
chambers below.
target. Hit: 5 (1d6 + 2) piercing damage.
● None of their scouts has ever come back
alive—they only have this information because
some of it was shouted up.

4 THE SECRET OF SHELL SHRINE | SOMERVILLE


Shell Back Interior, Upper Floor
A drunk lizardfolk who is happy to help the characters out if There are two entrances to the shrine—the hole in the
they approach him peacefully. top of the shell and the skull’s eye sockets. If the
characters enter by the hole, they encounter the top
Seated on a ridge on the rear of the shell is a lizardfolk
floor first. Otherwise, they encounter the ground floor
coward who is drunk on grasswine, and has the
first (see Interior, Ground Floor). There is no external
poisoned condition. His name is Gark, and he is a
access to the lower floor.
coward who has gotten drunk because Zzurx (see Shell
Top) told him he will be sent inside the shrine next. He Environment. Throughout the upper floor, the ceiling is
wants to keep drinking and avoid going into the shrine, 9 feet high. The walls, floors, and ceilings of the shrine
and fears being sent inside by his leader, as well as are all smooth to touch, and feel like tortoiseshell. The
being harmed physically—although he’s so drunk that air is chilly and damp, and there is a smell of rot and
he’s not too afraid right now. mold. Daylight comes in through holes and chinks in the
shell, shedding dim light in all chambers.
Linguist. Gark can speak Common.
Unstable floor. The floor in all chambers is unstable.
A drunkard’s aid. If Gark can understand the
When entering a chamber, or when knocked prone,
characters and communicate them without the other
characters must succeed on a DC 10 Dexterity check, or
lizardfolk hearing, he can share the same information
the part of the floor they are standing on gives way
that Zzurk knows (see Shell Top). Also…
under them. They can keep themselves from falling by
● Gark is aware that there is a druid nearby who grabbing onto the floor with a successful DC 10
comes and goes in the form of various insects, Dexterity saving throw, or if another creature uses their
who is investigating the shrine. He believes the reaction to help them.
druid is friendly, and has shared a drink with
If a hole is created in this way, it sheds dim light into the
him, secretly, some nights while everyone else
chamber below.
is asleep.
● He will offer the characters a jar of grasswine if
they will go inside in his place. The jar contains Central Chamber, Upper
7 servings. A creature who drinks a serving
A small room with a zombie in it. This will probably be a
must succeed on a DC 13 Constitution saving
close-quarters fight. (Easy fight.)
throw or become poisoned for 1 hour or until
they finish a short or long rest. While poisoned A vertical shaft, 10 feet high, without handholds or
by the grasswine, the creature has advantage on footholds carved into it, leads from the top of the shell
saving throws against fear. into the ceiling of the circular central chamber, which is
15 feet in diameter. The chamber has a locked door on
the west wall (DC 18 to unlock) and an unlocked door on
the east wall. The unlocked door appears to be stuck if
the characters have not opened it yet, and can be
opened with a successful DC 13 Strength (Athletics)
check. Both doors are covered in scratch marks.

5 THE SECRET OF SHELL SHRINE | SOMERVILLE


Lizardfolk zombie. Shuffling and moaning in the East Chamber, Upper
chamber is the lizardfolk scout Isskess, who has been
turned into a zombie. Her scales, though they’re rotting A friendly lizardfolk who only speaks Draconic. He’s trying to
survive and will give the characters information if they kill the
off, still form natural armor, and her AC is 13. Isskess is zombie.
mindless and hungry, and will attempt to kill any
creatures she detects. This irregularly-shaped chamber has an unlocked door
on the west wall, and a large hole in the floor in the
This zombie also has this new attack action, in addition southmost corner. The chamber stinks of rot and death.
to her slam attack: (There is also a secret door on the south wall.)

● Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., Rrakkurk. A surviving lizardfolk named Rrakkurk is in
one target. Hit: 5 (1d6 + 2) piercing damage. this chamber. He is holding the door closed to keep the
The target must succeed on a DC 14 zombie in the central chamber contained. He wants the
Constitution saving throw or be infected with zombie dead so he can get out and share what he’s
the zombie disease. If an infected creature dies, learned with his leader on top of the shell, and fears
their corpse immediately reanimates as a being killed. He is non hostile to the characters,
zombie. immediately seeking their aid, although he can only
speak Draconic. He will attempt to speak in pantomime
If the characters loot the zombie’s corpse, they will find
if the party doesn’t share a language with him by making
a healing potion in a smeared skin pouch and a piece of
Charisma (Performance) checks at disadvantage as long
hide with a scratched map of the ground floor, as
as he’s holding the door. Characters can make Wisdom
shown:
(Insight) checks to give him the help action on these
checks. The DC is 15 for him to communicate one piece
of information.

If the characters are able to speak with him, he will


willingly share the following information:

● He and Isskess were sent down to scout


together. She drew the map and he investigated.
● They were both attacked by oozes on the
ground floor. She died, then the armored
monster wailed and she rose again as a zombie.
● There is a large stone statue of an armored
monster holding a curved blade in the central
chamber on the ground floor.
● There are skeletons below, as well as other
smaller undead (he’s not certain what kind),
along with pests and vermin and oozes.
● The shape of the place leads him to believe
there are hidden chambers somewhere here,
but he has been unable to find any.

6 THE SECRET OF SHELL SHRINE | SOMERVILLE


Rrakkurk is carrying a bone knife, a long length of West Chamber, Upper
leather string, two rare beetles (worth 10 ps in the Great
Valley), and a talisman1 of lesser restoration, which he The keyhole room: Really important, but pretty mysterious and
useless until they find the key. Has supplies.
found in a chamber below.
This chamber’s floor is covered with an inch of standing
Hole in the floor. A hole with a radius of 5 feet stands
water. A DC 8 Intelligence (Nature) or Wisdom (Survival)
open in the south corner of the room. Handholds and
check reveals that the floor is slanted and rain must
footholds allow easy climbing 10 feet downward into
pool here from outside. A locked door is on the east
the chamber below.
wall (DC 18 to unlock), and an unlocked door is on the
Secret door. Rrakkurk is unaware of it, but the south south wall.
wall has a secret door, which can be found with a DC 16
Ornate carving. An elaborate carving covers the west
Intelligence (Investigation) check.
wall, showing a scene of a great armored dinosaur,
On a failure, characters investigating the wall hear a surrounded by lighting and fire and leaves. Tiny fleeing
loud, frantic skittering sound, as if someone was monsters run away from it, and tiny humanoids cheer as
drumming claws against the wall. The wall (AC 18, 20 birds fly around it. In the carving, a powerful male figure
HP) can be broken through with bludgeoning, piercing, stands astride the turtle at the center of the scene. A
or slashing damage. creature who touches the carving feels nothing but
smooth, cool shell.

South Chamber, Upper In the center of the carving, on the carved dinosaur’s
shell, is a star-shaped hole with four points. It’s clear
A room full of bugs with an extra-weak floor. Definitely a fight,
that something is missing there.
characters might fall through. (Medium fight.)
If a creature casts detect magic in this chamber they will
This 20 ✕ 30 chamber is heavily infested by centipedes.
detect faint necrotic magic emanating from the carving.
It contains 5 giant centipedes and 2 swarms of insects
(centipedes), which attack the characters immediately. Successful checks can reveal the following information:
A secret door (DC 16 to discover if not revealed) is on
the east wall, and an unlocked door is on the west wall. ● Intelligence (Arcana), DC 17: This place is
linked with the magic that controlled the shrine.
Gnawed floor. The floor here is weakened by the ● Intelligence (Religion), DC 12: The symbols
centipedes’ nesting. The DC for checks and saves to here are clearly druidic—druids must have
avoid falling through is increased to 15. created the chamber.
● Intelligence (History), DC 15: This resembles
Druidic signs. This chamber has a druidic sign carved
the tale of Ul’Xouk, a druid who once traveled in
into the wall that means “up” and another one that says
a living fortress to fight evil.
“down.” It seems to have been carved recently.
● Intelligence (Investigation), DC 10: The
missing piece must be about 8 inches long, with
seven sides and a roughly cylindrical shape.
● Wisdom (Survival), DC 13: This chamber has
been long abandoned, although the dust on the
carving was disturbed by recent hands…
Someone has been in this room recently.

1
Talismans are mechanically identical to spell scrolls.

7 THE SECRET OF SHELL SHRINE | SOMERVILLE


Supplies. A waterlogged basket stands beside the wall. Skull Passage, Ground
Inside is very old leather armor which, though
The main passage into the dungeon—fight a giant rat and open
discolored and water-stained, appears to be in useable
a locked door. (Easy fight.)
condition. There is also a large amount of long-rotten
meat and vegetables. Underneath the rotten food, a This narrow, forked passage leads from the skull’s eye
character who makes a successful DC 12 Intelligence holes to a locked door at the front of the shrine (DC 16
(Investigation) check can find a small cloth-wrapped to unlock.)
bundle, inside of which is a tiny jar containing 2 potions
of healing. 1 giant rat is scavenging in the chamber, and will attack
the characters. It will attempt to flee if it falls below half
Long drop. If the characters fall through the floor in this of its hit points.
chamber, they find themselves dropping 20 feet
downwards, through two levels, into the West Chamber Outer West Chamber, Ground
on the Lower floor.
A trapped hall that animates 8 skeletons which don’t attack
directly—they only want to steal the characters’ weapons. This
Interior, Ground Floor room feels like an encounter, but is really more like a puzzle or
challenge, since the skeletons aren’t trying to harm the players.
If the characters enter by the skull’s eye sockets, they
encounter the ground floor first. Otherwise, they This chamber is the largest room in the shrine. An
encounter the upper floor first (see Interior, Top Floor). unlocked door is on the north wall, and a locked door on
the south wall (DC 17 to unlock).
Environment. Throughout the ground floor, the ceiling is
10 feet high. The walls, floors, and ceilings of the shrine Sarcophagi. The eastern wall of the room is lined with 8
are all grainy to touch, and feel like bone. The air is sarcophagi (AC 20, 60 HP). These are made of shell-like
unnaturally cold, and there is a strong smell of rot and material, their lids sealed with abjuration magic. Once
dust. No natural light comes into the chambers, so the the lids are closed, they require a DC 20 Strength check
floor is in darkness. to pry open. If dispel magic is cast on the sarcophagus,
the lids can be opened with a DC 10 Strength check. The
Wail of Ul’Xouk. This floor is dominated by the
sarcophagus closest to the door has its lid askew, and a
menacing power of the armored mummy of Ul’Xouk in
humanoid skeleton can be seen inside. Its bony hands
the central chamber. The mummy can see into adjacent
cover its grinning mouth.
chambers in all directions. If a humanoid dies in sight of
the mummy, the mummy can use its reaction to wail, Springing the trap. This room is trapped and designed
which reanimates the corpse as a zombie. to disarm those who enter the shrine. Any of the
following actions can spring the trap:
Loud locks. If a character fails a check to open a locked
door on this floor, the door still opens, but creates a ● Failing a check to unlock any door in the
loud noise, alerting creatures in chambers on either side chamber, including when entering the chamber.
of the door to the character’s presence. ● Touching the skeleton in the open sarcophagus.
● Touching the lids of any of the sarcophagi.
● Speaking louder than a whisper in the chamber.

8 THE SECRET OF SHELL SHRINE | SOMERVILLE


Any of these actions lead to an audible grinding of the Claw drop. The claws drop onto the characters as they
sarcophagi lids. A character who triggered the trap can walk underneath, attempting to make a surprise attack.
make a DC 18 Dexterity saving throw to stay still and If the characters do not walk directly underneath them,
silent. On a success, the trap resets. On a failure, the they will still attack as they walk past, though without
trap activates. an attempted surprise round.

Skeleton trap. Once the trap is active, the lids of all 8


Outer Southwest Chamber, Ground
sarcophagi open and 8 skeletons emerge. Each skeleton
approaches the character nearest to them, and uses
A puzzle, putting objects in the right order: Land, dinosaur,
this action to attempt to disarm the character. armor, druid, sickle. The puzzle must be completed by
anointing it with blood.
● Disarm: The skeleton makes a melee weapon
attack contested by the target’s Strength This chamber has locked doors on the west and north
(Athletics) or Dexterity (Acrobatics) check. The walls. It appears to be a ritual chamber, with a long
target has advantage on the check if the shelf carved into the east wall. This shelf holds five
weapon is two-handed. It has disadvantage if it bowls made from gourds, with elaborate carvings to
is small or tiny. If the skeleton succeeds, the depict various objects. The bowls can be stacked inside
character drops the weapon. each other. There is also a polished circle in the center
of the shelf, which is empty of objects. The room has a
If any skeleton succeeds in disarming a character, it notable smell of blood, although none is visible.
uses its bonus action to grab the fallen weapon and any
remaining movement to move to the nearest empty Bowls. There are five bowls on the shelf. Each depicts
sarcophagus. This movement may provoke an attack of an object or scene. The bowls depict:
opportunity.
● A powerful male druid, dressed in a simple
Each skeleton with a stolen weapon will use all actions cloak, his hands empty.
to disengage and dash to the sarcophagus nearest it. If ● A bountiful landscape filled with people and
it reaches the sarcophagus, it climbs inside and the lid beasts and plants.
snaps closed with magical speed. It does not re-open ● A suit of bone armor, elaborately carved.
again, even if the trap is triggered. ● A huge armored dinosaur, with tiny birds flying
around its head.
If a closed sarcophagus is forced open, the skeleton will ● A magical sickle, glowing with waves of power.
attack a character trying to reclaim a weapon. The interior of this bowl is stained dark brown.

Bowl puzzle. This puzzle unlocks the door on the north


Outer Northwest Chamber, Ground
wall. To solve it, players must stack the bowls in the
A fight with 8 crawling claws. (Easy fight.) correct order, on the polished circle. The correct order,
from bottom to top is: Land > Dinosaur > Armor >
This seemingly empty chamber contains 6 crawling Druid > Sickle. Once the players have completed all of
claws, which are clinging to the ceiling in the center of these steps, they must place blood inside the bowl with
the chamber. A character with a Passive Perception the sickle symbol, and the door will open. As they
score of 20 or higher will notice them immediately. interact with the puzzle, these are some of the clues
There are unlocked doors on the southeast and that may help them arrive at the answer:
southwest walls.

9 THE SECRET OF SHELL SHRINE | SOMERVILLE


● Whenever a new bowl is placed on the circle in Outer Northeast Chamber, Ground
the correct order, the circle faintly glows.
● When all the bowls are stacked correctly, the Fight with 2 ochre jellies in a trash room, which also contains
some supplies. (Medium fight.)
circle glows blood red.
● The interior of the sickle bowl is stained dark This ruined chamber is filled with broken bits of pottery,
brown. A DC 14 Wisdom (Medicine) check will discarded hides, and broken tools. It was once used as
reveal the stain to be dried blood. a storage room, but everything is covered in dust and
● An inscription in druidic on the bottom of each rot. 2 ochre jellies lurk amongst the wreckage. The only
bowl reads: “Each within each, place me in my entrance or exit is the locked door.
place, tell my tale.”
● If the players can’t figure out that blood goes in Goods in the wreckage. Characters who succeed on a
the final bowl after getting the order correct, DC 19 Intelligence (Investigation) check will find the
describe the chamber as silent aside from the following in the pile:
sound of the blood pumping through their veins.
● A potion of healing
● A DC 18 Intelligence (Investigation) check
● A talisman of spider climb
reveals that the druid basket is slightly
● A potion of speak with animals
squashed in a way to suggest it goes inside the
● A shield
armor basket.
Searching the wreckage will attract the attention of the
If the players complete the puzzle, the door opens. If
jellies, which attack whoever touches the pile first.
they fail, they can still access the rest of the shrine by
backtracking.
South Chamber, Ground
North Chamber, Ground This is the easiest access to the lower floor—the characters
should fall through or else something else should crash through
Shrieker, alerts crawling claws and oozes in adjacent chambers. if they get stuck.

This chamber has two doors on its north wall—one This chamber has a loud skittering sound coming from
unlocked, one locked (DC 14 to unlock)—an unlocked the ceiling (if the party has not already killed the
door on its east wall, and an open archway on its south centipedes in South Chamber, Upper). Both the ceiling
wall. The locked door is visible but half-covered by a 5 and the floor have many small holes, as if eaten away by
✕ 5 patch of purplish-white fungus on the floor, wall, insects. In the center of the room stands a large bone
and door. This fungus is a shrieker, and will use its sarcophagus, which is empty. The chamber has an
shriek action if a bright light or creature is within 30 feet unlocked door on the east wall, an open arch on the
of it. north wall, and a locked door on the south wall.

Unless they have been destroyed, this shriek alerts the Fragile floor. The floor in this chamber is unstable.
gray ooze in the east chamber and the crawling claws in When entering the chamber, or when knocked prone,
the outer northwest chamber, who move towards the characters must succeed on a DC 16 Dexterity check, or
characters to attack them. the part of the floor they are standing on gives way
under them. They can keep themselves from falling by
grabbing onto the floor with a successful DC 16
Dexterity saving throw, or if another creature uses their
reaction to help them. If they fail, they fall into South
Chamber, Lower.

10 THE SECRET OF SHELL SHRINE | SOMERVILLE


Sarcophagus of Ul’Xouk. The large sarcophagus has its Moaning & Wailing. If the characters interact with the
lid off, and is obviously empty. It is ornately carved with mummy, and especially if they attack it with any force, it
symbols of beasts and skeletons, birds and insects, will moan softly, but there will be no other effect. If a
plants and weather. Hidden in these carvings is a humanoid dies within sight of Ul-Xouk, who can see in
message in druidic, which reads: all directions, he wails and brings it back to life as a
zombie.
I, the great Ul’Xouk, druid of the wilderness and
giver of life and death, will rest when the endless
East Chamber, Ground
work of justice and virtue is done, and not
before. Behold my power, O ye violent and cruel,
Access to the upper floor, two gray oozes to fight, good loot.
and weep, for I rise from the dead to judge. (Easy fight.)

If the sarcophagus is touched with any force, it crashes This chamber contains the decomposing corpses of
through the floor into South Chamber, Lower. It falls in three lizardfolk scouts, which are covered with 2 gray
such a way that it leans against the chamber wall, oozes. There is a locked door on the east wall (DC 16 to
creating a ladder that the characters can use to climb unlock), unlocked doors on the north and south walls,
back into this chamber from below. and an open arch on the west wall.

Ooze & loot. The bodies are recently killed and carry
Central Chamber, Ground
useful gear and supplies, but are covered by the oozes.
Ul’Xouk’s mummy is here. It’s passive until the keyhole chamber The threat from these oozes is diminished since there is
is solved, but still very ominous. Make it feel spooky, but no metal for them to corrode. If the oozes are killed, the
untouchable. bodies can be looted, revealing the following
equipment:
This circular central chamber has open archways on
three walls (north, east, and south), and is empty except ● A potion of healing
for a towering figure, wrapped in strips of rough fabric ● An immovable rod
and dressed in full bone armor, clutching a glowing ● 2 suits of leather armor (plus 1 ruined suit)
sickle. This figure does not move, nor does it react in ● 1 spiked shield, 2 clubs, 1 javelin
any way to the characters’ actions. ● 3 rations (preserved meat and dried fruit)
● A hand-carved statuette worth 35 ps in the
The Mummy of Ul’Xouk. Ul’Xouk stands in eternal
Great Valley
stasis, unable to move or interact, but also protected
from all harm. This is an enchantment caused by his A successful DC 18 Intelligence (Investigation) will
apprentice, who stole the key that gave Ul’Xouk his reveal that one of the dead lizardfolk had a hidden
power. Ul’Xouk is a mummy in a suit of animated talisman: a talisman of locate object.
armor, who wields the sacred sickle. Due to the
enchantment upon him, he and his armor and sickle are Druidic writing. On the wall, roughly etched, are druidic
immune to all damage. He cannot be brought out of his symbols. These have clearly been added recently and
stasis by any means other than placing the key in the are not part of the shrine’s design. They are in no order,
keyhole room, and the sickle cannot be removed from written haphazardly, but can be read as follows:
his grasp.

11 THE SECRET OF SHELL SHRINE | SOMERVILLE


Keep silent near the skeletons spend at least 1 minute breathing air from a different
Blood for the sickle bowl floor or from outside the shrine.
Through the fragile floor
Watch for the thing in the water South Chamber, Lower
Look behind the vines
Ul’Xouk was betrayed Flooded chamber, tentacled monster will attack but hide if the
The ghost is the keeper players reduce it to half hit points. (Easy fight)
Beware the wail
This tilted chamber is flooded with 3 feet of cold, dirty
water, which runs downhill from the unlocked door on
Outer Southeast Chamber, Ground the west wall. There is also an unlocked door on the
east wall. A tentacled creature (giant octopus) is
Fight with two skeletons, loot. (Easy fight.)
submerged under the water.
This side chamber once was a chamber for resting, and
The tentacled thing. Something lurks out of sight below
contains ruined bedrolls and sleeping furs. Lying on the
the water, and will attempt to grapple characters and
beds are 2 skeletons. They will attack as soon as the
pull them under. Using the stat block for the giant
characters open the door.
octopus, the creature will try to grapple characters and
Loot. A DC 14 Investigation (Intelligence) reveals the then use its movement to drag their heads below the
following: surface of the water. If it is reduced to half its total hit
points, it will disappear into the water and not attack
● Rare dried mushrooms and spices worth 55 sp the players anymore.
in the Great Valley
● A knapped stone dagger Loot. If the characters make a DC 20 Intelligence
● 10 sleeping furs (Investigation) check to search the water, they will find a
humanoid skull with something rattling inside it. If they
break the skull, they will find a green gem worth 150ps
Interior, Lower Floor
in the Great Valley.
Characters can access the lower floor through the
fragile floor in the South Chamber, Ground. West Chamber, Lower
Environment. Throughout the lower floor, the ceiling is The key room: This is where the ghost who holds the key waits
9 feet high. The walls, floors, and ceilings of the shrine for a worthy challenger. He wants to talk and then for the
are all slimy to touch, and feel like rubbery organs. The characters to prove they’re strong enough to defeat him, so they
can defeat Ul’Xouk. (Hard fight.)
air is unnaturally cold, and there is an overpowering
smell of rot. No natural light comes into the chambers, This damp chamber has only one exit, the unlocked
so the floor is in darkness. door on the southeast wall. It is frigid, and players who
can see are able to see their breath. The walls are
Rotting stench. When characters enter chambers on
covered in frost. At the far end of the chamber, a roughly
this floor (except behind secret doors), they must
cylindrical object—the key to the shrine—is held by 3
succeed on a DC 14 Constitution saving throw or take
crawling claws seemingly suspended in midair.
the poisoned condition from the stench of the rotting
organs of the dead shrine. This condition will last until Hidden Haunt. An unseen ghost waits just behind the
cured by magic or medicine, or until the characters wall, watching for anyone who would try to claim the
key. A character with darkvision or a light source who

12 THE SECRET OF SHELL SHRINE | SOMERVILLE


makes a DC 19 Wisdom (Perception) can see the ghost’s After relating as much of this information as the
face peering out from the wall, just behind the characters are willing to hear, the ghost will challenge
suspended key. To anyone else it just looks like part of them to claim the key if they can. He says that if they
the frost. can defeat him, they might have a chance at defeating
his old teacher.
Apprentice’s Approach. If the characters approach the
key or interact with it, the ghost emerges from the wall Fighting the Ghost. The ghost is smart and wants to
and stands in front of the key, warning the characters defeat the party if it possibly can, because it only wants
away. The ghost has the appearance of a young druid, the strongest to fight its old master. It will use horrifying
with a long dark beard, glittering eyes, and antlers visage as it finishes its challenge, attempting to gain a
attached to his head. He communicates the following surprise round against the characters. Then, if there is a
information to the characters if they interact with him: party member capable of turning undead, it will attempt
to possess them first, to avoid being turned. The
● They are not welcome here and should go back. crawling claws will also attack divine casters first, and
● This is no place for the living. attempt to keep any of the characters from claiming the
● The shrine of Ul’Xouk is a cursed place, and only key. If the ghost dies while any crawling claws are still
fools or heroes enter here. Fools will die, but the alive, the claws may try to grapple the key and move at
ghost awaits heroes. half speed into the water of the next chamber to keep
● The ghost was once the apprentice of Ul’Xouk, the key away from characters.
the great druid of this land, who brought peace
and justice with his wandering shrine. Last words. When the ghost is defeated, it thanks the
● Ul’Xouk created a weapon—his sickle—which characters, encouraging them to activate the shrine and
warped his mind with its dark power. defeat Ul’Xouk once and for all. It warns them again that
● The magic of the sickle is bound to the shrine, the shrine can only be destroyed with the sickle, then
and nothing but the sickle can destroy the fades away.
shrine now—Ul’Xouk wanted to make his shrine
unstoppable. The Key to the Shrine. Once the ghost is defeated, the
● Ul’Xouk became dangerous, more interested in key (a seven-sided cylinder) can be claimed.
undeath than the balance of life and nature.
● The apprentice tried to reason with him, but East Chamber, Lower
Ul’Xouk had been driven mad by the sickle’s
power. A trapped chamber with a hidden door to the druid’s chamber
that sets up the final choice—to take control of the shrine, let it
● When the apprentice couldn’t turn Ul’Xouk to roam free, or destroy it.
the good, he stole a powerful magic core that
the shrine needed in order to live. This chamber reeks of rot and gas, and has an unlocked
● Without the core, Ul’Xouk and the shrine went door on the south wall. The east wall has shapes and
into a frozen state—but the necromantic energy swirls painted on it, which is a message in druidic,
has kept them from dying altogether. Instead interrupted by a large growth of vines in the middle,
they have withered away into what you see now. which conceal a secret door. The walls and floors have 8
● The core must be placed in the front room at the large green-yellow bulbous growths, which are gas
top of the shrine to bring Ul’Xouk out of stasis. traps.
● The ghost is waiting for someone to come who
The druidic message. A druid can read the following
is strong enough to defeat Ul’Xouk and silence
message written on the wall:
the shrine once and for all.

13 THE SECRET OF SHELL SHRINE | SOMERVILLE


Take his blade and carry his weight, If none of the characters succeed on their investigation
Abandon the tool and let another rule, check, the smell of fresh-cooked broth can be sensed
Or shatter the sickle and break the cycle. from the northern wall for characters with a Passive
Perception of 16 or higher, which allows characters to
Secret door. The vines conceal a secret door, which can search again for the hidden door with advantage.
be found with a DC 18 Intelligence (Investigation)
check. Or, if a character casts speak with plants, the
Second Tunnel, Lower
vines willingly move aside to show the door. The vines
(AC 8, 10 HP) can also be cut aside to reveal the door.
A storage tunnel with provisions just outside the druid’s
hideout.
Gas growths. The room is made of the rotting organs of
the once-living shrine. The rot has caused 8 bulbous A small curving side tunnel that smells of simmering
green-yellow growths to swell, filled with toxic gas. A broth is filled with baskets of preserved fruits and
Wisdom (Medicine) check of 16 or higher will reveal berries, meat, medicinal plants, and artisan’s tools.
their nature, and a Wisdom (Perception) check of 18 or From this hallway you can hear broth bubbling on a fire
higher will reveal that they have gas swirling inside and a low voice humming tunelessly. The tunnel is warm
them. and sandy, and a light glows from the far end, where an
unlocked door stands ajar.
If a character touches one of these growths or brings
fire within 5 feet of one, the growth will burst, filling the Goods and provisions. The following can be found
air with bewildering gas. Creatures within 15 feet of the among the stored goods:
growth must make a DC 12 Constitution saving throw.
On a failure, they are affected as by the confusion spell ● 12 rations of dried meat and berries
until they or another creature uses their action to shake ● 8 jars of honeywine
them out of their daze. ● 4 sets of warm clothes
● 1 set of woodcrafting artisan tools
● 3 potions of healing
First Tunnel, Lower
● 1 talisman of gentle repose
A short tunnel that seems to be a dead end but conceals a ● 1 talisman of lesser restoration
second secret door. ● A bone harp

A short, sandy tunnel, which is not part of the structure Alerting the druid. Characters who are not stealthy, or
of the shrine. A successful DC 8 Wisdom (Survival) who fail on a DC 17 Dexterity (Stealth) check, alert the
check reveals that it was dug fairly recently, and a DC 10 druid in the next chamber to their presence.
Intelligence (Arcana or Investigation) check reveals that
the tunnel seems to have been dug through a Druid’s Chamber, Lower
combination of animal claws and magic. The tunnel
ends in a blank wall, and is empty except for roots A friendly druid who will offer to help, although he doesn’t
poking through the north wall at about 4 feet off the know much.
ground.
This small circular chamber is occupied by a short druid
Secret door. The roots conceal a second secret door, cooking broth over a low fire. A pair of small shafts run
which can be found with a DC 18 Intelligence from this chamber to the surface, letting air and daylight
(Investigation) check. Pulling the plants swings open a in. The druid is eccentric, and happy to see guests,
hidden hatch, which can be crawled into by creatures although surprised that they have discovered him.
medium size or smaller.

14 THE SECRET OF SHELL SHRINE | SOMERVILLE


The Druid Wozba. The druid’s name is Wozba, and he is Wozba is unwilling to help the characters fight, and
a heavily-bearded halfling with a generous personality. cautions them against waking Ul’Xouk or placing the
He is a low-level druid who dug out this chamber so that key. He is content to study the Shrine in its current form,
he could rest between his excursions into Shell Shrine. and believes that the undeath that’s spreading from this
He has been examining the shrine for some time, but place isn’t a serious threat.
has not approached the ghost because he knows he’s
not strong enough to defeat it. Wozba is unaware that his meddling was what stirred
the shrine, and—if anyone connects the fact that he
Wozba welcomes the characters and invites them to arrived at the same time that the shrine started leaking
share broth and take a short rest in the relative safety of undeath—would be horrified by the realization. If that
his chambers. He is able to cast lesser restoration and happens, he departs hurriedly, offering the characters
will encourage the characters for their courage in their pick of his supplies before turning into a beetle and
making it this far. flying up the shaft.

Wozba is absent-minded, and is more interested in


asking the characters about their backstories and Developments
personal goals than in talking about the shrine, but if
pressed, he’s happy to share the following information: This adventure is designed with the intent that the
characters will discover the keyhole and key, unite
● The shrine is an ancient druidic site that once them, fight Ul’Xouk, and destroy the shrine with the
roamed across the world, driven by a powerful sickle. Obviously, players can approach problems and
druid named Ul’Xouk. solutions countless ways. However, these are the
● Wozba searched for it for many years, and found expected developments that can occur if the characters
it less than a season ago, and has been studying follow the main story path.
it ever since.
● He can explain the bowl puzzle, warn of Unlocking the Shrine
monsters in each chamber, and reveal the
location of any undiscovered secret chambers. The shrine is unlocked by returning the key to the hole,
● He will confess that he has been unable to claim and it cannot be removed again when placed there—it
the key from the ghost, and he is unsure if he merges into the shell and the surface becomes smooth.
really wants to.
Immediately, the shrine comes to life. The entire
● He can explain that the sickle is an item of great
structure shudders and shakes, and the characters must
power, capable of destroying the shrine itself if
make a DC 22 Dexterity saving throw or be knocked
wielded against it—but to wield the shrine, one
prone. (This may cause them to fall through the floor.
would have to wake the shrine and defeat
See Interior, Upper Floor.)
Ul’Xouk’s mummy… and even if all that were
possible, the sickle itself might be powerful Awakened Shrine. The shaking is caused by the shrine
enough to drive weak minds mad. pulling itself free from the ground and starting to walk.
● He has been the one leaving messages in The long-dead shrine has been brought back to life, and
druidic throughout the shrine. He usually travels from now on, it has these Lair Actions while controlled
in and out of the shrine in animal form, and by a creature holding the Sickle of Ul’Xouk.
since animals aren’t very bright, he can get
confused, so he leaves himself notes.

15 THE SECRET OF SHELL SHRINE | SOMERVILLE


● The shrine turns left or right, tilting the floor 2) slashing damage plus 5 (1d6 + 2) necrotic
sharply and forcing all creatures inside it not damage.
holding the Sickle of Ul’Xouk to make a DC 18 ● Sickle Stab: Melee Weapon Attack: +4 to hit,
Dexterity saving throw. On a failure, creatures range 5 ft, one target. Hit: 15 (3d6 + 3) slashing
are thrown 5 feet in the direction of the slanted damage plus 5 (1d6 + 2) necrotic damage. If the
floor and knocked prone. target is a creature, it must succeed on a DC 12
● The shrine screeches. All creatures not holding Constitution saving throw or be cursed with
the Sickle of Ul’Xouk within 50 feet of the shrine mummy rot. The cursed target can't regain hit
(including those inside it) must make a DC 13 points, and its hit point maximum decreases by
Wisdom saving throw, taking 1d8 psychic 10 (3d6) for every 24 hours that elapse. If the
damage on a failure, or half as much on a curse reduces the target's hit point maximum to
success. 0, the target dies, and its body turns to dust.
● The shrine releases a cloud of rot-gas. All The curse lasts until removed by the remove
creatures inside the shrine must make a DC 11 curse spell or other magic.
Constitution saving throw. On a failure, they are ● Unholy Summons: The mummy chooses a
affected as by the confusion spell on their next creature within 30 feet. That creature must
turn. succeed on a DC 12 Wisdom saving throw or be
drawn 10 feet closer to the mummy. If the
Awakened Ul’Xouk. When the shrine animates, Ul’Xouk creature comes within range of one of the
comes awake. As the shrine shakes, the characters hear mummy’s attacks, the mummy may make an
a horrible wailing sound, as if from a tormented man’s attack against it.
throat. From this moment, Ul’Xouk the mummy moves
as quickly as possible in the animated armor in the Once the animated armor and the mummy are killed,
direction of the characters. As long as the characters the shrine continues its rampage, using lair actions
are inside the shrine, he pursues them, attempting to randomly.
kill them. He is unable to speak or be reasoned with. If
the characters leave the shrine, he will use the shrine to Wielding the Sickle of Ul’Xouk
pursue and attack them until they are out of range, then
turn towards the nearest humanoid life to destroy it and The sacred sickle is a cursed, sentient magical weapon,
spread undeath. which immediately fastens itself to its wielder’s hand.
The wielder is immediately attuned to it, and—if attuned
Fighting the Ul’Xouk to three magic items already—loses attunement with
one other magical item, chosen at random. The Sickle
If the characters fight Ul’Xouk, they must first defeat the then demands the wielder to choose:
animated armor, then the mummy inside it. The
mummy and armor share initiative, and the mummy ● Will they take command of the shrine?
uses its dreadful glare while the animated armor is alive. ● Or will they forsake the shrine?
The mummy has ¾ cover while in the armor. If the
If the wielder takes command of the shrine, the shrine
armor is deanimated or killed, the mummy emerges.
immediately falls under their control and obeys its
The mummy and the armor wield the sickle of Ul’Xouk,
commands through a telepathic link. The wielder cannot
which has the following actions:
leave the central chamber, and no longer needs to eat,
● Sickle Slash: Melee Weapon Attack: +4 to hit, sleep, or tend to any other physical needs. They can see
radius 15 feet, all targets in range. Hit: 5 (1d6 + through the shrine’s eyes and feel what it feels, as well
as being aware of their own senses.

16 THE SECRET OF SHELL SHRINE | SOMERVILLE


If the wielder forsakes the shrine, the shrine acts Fighting the Shrine
independently and causes as much harm to humanoids
as possible. Without a creature guiding the shrine, it acts as a
gargantuan, murderous creature, a living fortress of
Whatever the wielder decides, the sickle of Ul’Xouk bone and shell and rot seeking humanoids to kill and
whispers in the wielder’s ear about the sins and turn undead. If the characters leave the shrine, it will
wrongdoing of any nearby humanoids, pointing out how immediately attack them as long as they are within
much better it would be if they were killed and brought range, and will pursue them while it can see them. If
back as undead. The wielder must make a DC 20 they evade it, a successful DC 8 Intelligence or Wisdom
Wisdom saving throw or be charmed by the sickle. check will indicate that it is headed to the nearest
humanoid encampment to wreak havoc.
The sickle can only be relinquished if it is shattered or if
its bearer is reduced to 0 hit points. If the characters fight the shrine, they will discover it is
all but invulnerable to any damage except an attack by
the sickle of Ul’Xouk. If the sickle is used against it, the
Sickle of Ul’Xouk sickle shatters, destroying it and causing the shrine to
Weapon (sickle), legendary, cursed explode, throwing all creatures near it through the air
with the force of the destruction.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. If the characters return to examine the place of the
explosion, nothing remains except the key, which still
Additionally, as a bonus action, you can choose a pulses with druidic magic.
creature within 30 feet. That creature must succeed on
a DC 12 Wisdom saving throw or be drawn 10 feet Perhaps the druid Wozba knows something about why
closer to you. If this ability brings the target within range the key survived—if he can be found.
of one of your attacks, you may make an attack against
it as part of this bonus action. If a humanoid is reduced
to 0 hit points with this attack, it rises as a zombie which
obeys your commands.

Curse. This sickle is cursed. Holding it curses you until


the sickle is broken or another creature takes the sickle
when you are at 0 hit points. You are unable to put the
sickle down.

Sentient Magic Item. The sickle is a lawful evil sentient


magic item, with the following ability scores: INT 12
(+2), WIS 19 (+4), CHA (16 +3). The sickle
communicates telepathically with its wielder, and read,
write, and understand Common and Druidic. The sickle
has hearing and darkvision out to 60 feet. The sickle
believes all humanoids are wicked and should be killed
and raised as undead.

17 THE SECRET OF SHELL SHRINE | SOMERVILLE


Ending the Adventure
Shell Shrine
At the end of the adventure, the characters should all
Gargantuan undead, chaotic evil
gain a level for destroying the shrine, solving its
Armor Class 22 (natural armor) mysteries, or taking control of a powerful artifact. Any of
Hit Points 341 (22d20 + 110) the following threads might lead to future adventures,
Speed 15ft. depending on the party’s actions:

● The characters destroy the shrine. The local


STR DEX CON INT WIS CHA lizardfolk are grateful, and have more work for a
25 (+7) 6 (–2) 20 (+5) 6 (–2) 6 (–2) 6 (–2) party of capable heroes. Not only that, but they
may have attracted the attention of more
Skills Con +10 powerful forces who have an interest in
Damage Immunities psychic, necrotic opposing the spread of undeath...
Condition Immunities blinded, charmed, deafened, ● The characters destroy the shrine and recover
frightened, paralyzed, petrified, poisoned the key. The party has a powerful druidic core,
Senses passive Perception 7 and may seek out Wozba or a more powerful
Languages — druid to explain its origin and uses.
Challenge 4 (1,100XP) ● A character wields the Sickle of Ul’Xouk. One
of the party now wields the Sickle of Ul’Xouk,
Sicklebound. When a creature deals damage to Shell which whispers violence and hatred in their
Shrine with the sickle of Ul’Xouk, the sickle shatters and minds and in their sleep.
Shell Shrine is destroyed. When destroyed in this way, ● The shrine is left alive. The curse of undeath is
the Shrine explodes, throwing any creatures within 10 spreading, and the agents of Nazh-Agaa, the
feet of it 60 feet in a random direction. King of the Dead, are pursuing the party,
whether they know it yet or not...
ACTIONS

Stomp. Melee Weapon Attack: +10 to hit, reach 15ft.,


one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Leaving the Shrine Alive


If the shrine is left alive, either piloted by the characters
or simply left to roam the world, Nazh-Agaa, the King of
the Dead, will send agents to destroy it. These will likely
be magic users at first, but Nazh-Agaa can also send
shadows, ghosts, revenants, and even his elite valkyries
to destroy the shrine. They may even decide to hunt
down any who once had a hand in the shrine’s
awakening.

18 THE SECRET OF SHELL SHRINE | SOMERVILLE


19 THE SECRET OF SHELL SHRINE | SOMERVILLE
Credits
The Secret of Shell Shrine
By David Somerville
Development by Adam Beckwith,
Avalon Palmer, Fin Prindle, and Dan Gable
Art & Design by David Somerville

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used by a Contributor to identify itself or its products or containing Open Game Content except as expressly 2021, Author David Somerville, developers Adam
the associated products contributed to the Open Game licensed in another, independent Agreement with the Beckwith, Avalon Palmer, Dan Gable, and Fin Prindle.
License by the Contributor (g) “Use”, “Used” or “Using” owner of such Trademark or Registered Trademark. The
means to use, Distribute, copy, edit, format, modify, use of any Product Identity in Open Game Content does
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granted to print or photocopy this document for personal in Open Game Content shall retain all rights, title and
use only. System Reference Document 5.1 2 or “Your” interest in and to that Product Identity.
means the licensee in terms of this agreement.

20 THE SECRET OF SHELL SHRINE | SOMERVILLE

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