Tomb of The Forgotten Aberrant
Tomb of The Forgotten Aberrant
jpg
           TOMB
This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.
     FORGOTTEN ABERRANT
years now, and is preparing for retirement. The Pennertons
have agreed to allow Jac to study their files so that he can
prepare himself for a cozy office job in retirement. If he has
not been alerted to another area of the Exchequer, Jac is here,
staying up all night and reviewing files by candlelight. On
Jac's person is the master keyring, which can be used to open
areas F, O, and the doors leading to the basement.
                 A    n adventure
Jac uses gladiator statistics and wears a Ring of for   5
                                                  the Winds.th    to   7th level characters
This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.
                                                                                              1
     TOMB OF THE FORGOTTEN ABERRANT
                       An adventure for 5th to 7th level characters
T
                  omb of the Forgotten Aberrant is a                  cult was being manipulated, or something else occurred to
                  Fifth Edition adventure for three to six            foil the cult's plan is unknown. A few days ago, a faction of
                  characters of 5th to 7th level, optimized           duergar stumbled upon the tomb through an underground
                  for a party of four 6th level characters. The       tunnel. They began exploring, but soon fell victim to the
                  entrance to an ancient tomb dedicated to            eldritch mists that seeped through the open portal and
                  the leader of an eldritch cult has recently         enslaved by the aboleth that remains imprisoned there. If left
been unearthed. Inside, the characters will find the spreading        unchecked, the portal may spill Far Realm influence further
influence of the Far Realm: the plane of madness and                  and further into the surrounding environment, threatening
aberrations. Will they be able to discover the tomb's secrets         life as the mortal races know it.
and live to tell the tale, or will they succumb themselves and
join the dead interred within its walls? This adventure is
set in the world of Cartosia, but can be placed anywhere in
                                                                      Adventure Hooks
another setting where an ancient and abandoned tomb might             The characters might be interested in exploring the
be found.                                                             tomb for a number of reasons. A few of these reasons are
                                                                      outlined below.
Background                                                            Search and Rescue Mission. A young man from the closest
Nearly a millennia ago, the priests of a powerful doomsday            nearby settlement was known to have been poking around
cult known as the Oracles of Renewal shared a connection              the entrance to the tomb before he disappeared. Many
with the one known as Zuidrisz'Oth, an ancient being                  believe that he made his way inside and then never made
from the Far Realm. According to cult scripture, prophecy             his way back out. His family has offered a meager gold
foretold that Zuidrisz'Oth, banished from the Material                reward in addition to their undying gratitude should any
Plane in the early years of the world, was destined to once           be able to confirm their son's whereabouts, or, if necessary,
again return with the help of the ones referred to as the             recover his body.
"oracles." The Oracles of Renewal were established and
led by a priest named Gholis Krudebor, who heard the                  Ancient Evil. Now that the entrance to the tomb has been
whisperings of Zuidrisz'Oth in his head and believed that             discovered, old stories are resurfacing about its supposed
loyalty to the ancient one would bring him eternal reward in          contents. Some believe that an evil being as old as time
the life beyond. Over many years, Gholis spread his message           itself was sealed away within the tomb. If the tomb has now
and grew the Oracles of Renewal, which came to secretly               been opened, this eldritch influence may begin to leak into
influence numerous royal courts, whose members pledged                the surrounding environment, causing untold destruction.
secret allegiance to the cult. Gholis built the cult toward its       Someone must investigate the tomb and ensure that nothing
single, paramount goal — facilitating Zuidrisz'Oth's return to        inside poses grave danger to the area.
the Material Plane.
                                                                      Great Treasures. In addition to the evil that may lurk within
   To do this, Gholis and the other mages of the cult worked          the tomb, history also suggests that a great vault of treasure
tirelessly to build a portal connecting the Material Plane to         was buried there by an esoteric doomsday cult, a fortune
the Far Realm within an underground tomb. The Oracles                 vast enough to make many people wealthy several times
captured and imprisoned a living aboleth so that its psychic          over. Any brave enough to explore the tomb might earn
energy could be used to power the portal. Once the portal             themselves as much coin as they could ever dream of.
was successfully constructed, Gholis believed that the only
way that it could be properly activated was through a mass            General Features
sacrificial ritual, in which the entire cult offered their lives to
facilitate Zuidrisz'Oth's arrival. It was thought that precisely      The Tomb of the Forgotten Aberrant has been abandoned
one thousand years after the Oracles' sacrifice, the portal           for many centuries. Over time, minor earthquakes, erosion,
would finally be opened. Zuidrisz'Oth would enter the                 and the nearby tunneling activity of a clan of duergar
Material Plane and resurrect all members of the cult into new         have caused the tomb to begin to deteriorate. Unless
immortal forms; their reward for their faithful service.              otherwise stated, features throughout the tomb can be
                                                                      described as follows:
  The portal was built, the ritual was conducted, and every
member of the Oracles of Renewal sacrificed themselves                Ceilings, Walls, and Floors. The tomb is carved out of the
for Zuidrisz'Oth. Now, almost exactly one thousand years              surrounding earth and constructed from large blocks of
after the ritual, the portal has opened, but Zuidrisz'Oth has         hewn granite. Ceilings are eight feet high.
not stepped through. Whether the ritual malfunctioned, the            Doors. Doors throughout the tomb are carved from single
                                                                      thick slabs of granite and are decorated with bas-reliefs
                                                                                                                                       2
depicting otherworldly horrors. They are heavy but               equidistant columns that span the length of the chamber.
unlocked, and swing outward on their hinges.                     A pair of double doors exit to the south.
Light. Torches in wall-mounted sconces throughout the
tomb have not been lit for centuries; the tomb's interior is    The statue in the middle of the room depicts Gholis, the
shrouded in darkness.                                           founder and leader of the Oracles of Renewal. Together,
Secret Doors. Secret doors are scattered throughout the tomb.   the eight stone tablets around the room tell the story of the
They are expertly constructed, requiring a successful DC 16     cult and its plans for the future. Characters who spend time
Wisdom (Perception) check to notice.                            reading the tablets learn the following information:
Eldritch Mist. A portal to the Far Realm leaks eldritch
energy into the tomb. As a result, a light gray eldritch mist   • An Old One known as Zuidrisz'Oth was banished from the
permeates the tomb's interior. To determine the effects           Material Plane after the beginning of the world.
of the mist on the characters, each time a character enters     • Ancient prophecy foretold the rise of the Oracles of
a room, roll a d20. On a roll of 3 or lower, the character        Renewal and their role in returning Zuidrisz'Oth to the
suffers one random effect determined by the Short Term            Material Plane.
Madness table.                                                  • Zuidrisz'Oth spoke to the priest Gholis, who founded the
Eldritch Duergar. This adventure makes frequent reference         Oracles and grew the following.
to eldritch duergar, which are duergar that have descended      • The Oracles would conduct a ritual that would ensure
into madness and have become gradually warped by the              Zuidrisz'Oth's return one thousand years after it was
eldritch mists that fill the tomb. Eldritch duergar have          completed.
pale white skin and their forms are partially mutated           • The Oracles were to capture an aboleth and bind it within
into tentacled aberrations. Eldritch duergar use duergar          the tomb to use its energies to power an interplanar portal.
statistics, with the following modifications:                   • All cult members were to then sacrifice themselves in a
                                                                  grand ritual for the return of Zuidrisz'Oth.
• They have AC 18                                               • If the ritual was completed on the date suggested by the
• They have 35 hit points                                         tablets, almost exactly one thousand years have passed
• They can cast eldritch blast (+7 to hit) as a bonus action      since.
• They can innately cast black tentacles (DC 13) once per
  day, requiring no components
                                                                2. Antechamber
The thick stone door to the Tomb of the Forgotten Aberrant
                                                                 An empty brazier stands in the middle of this small
was previously buried within a hillside and recently             antechamber. Four supporting pillars that surround
uncovered by a landslide. The door opens into a fifty-foot-      the brazier are carved with depictions of eldritch
long tunnel that ends at the doors to the tomb's entrance        monstrosities. Corridors extend to the north,
chamber, which have been cracked open. The following             west, and south.
areas are keyed to the provided map of the Tomb of the
Forgotten Aberrant.
                                                                The brazier has remained unlit for centuries. There is
                                                                nothing of value in this room.
1. Entrance Chamber
 A stone statue over twelve feet in height stands on a          3. Audience Chamber
 raised dais in the middle of this chamber. The statue
 depicts a human male in religious finery, one arm               Thick webs fill this spacious chamber, obscuring the
 outstretched, eyes looking forward over the horizon.            ceiling and walls and making it difficult to discern the
 Inscribed stone tablets are arranged in front of eight          room's true dimensions. A humanoid figure near the
                                                                 south wall looks to have been completely mummified
                                                                                                                                 3
Tomb of the Forgotten Aberrant
                                 4
 in webbing. In the center of the room is a square pit            become animated by the eldritch mists and rise to attack
 approximately two feet deep that has been filled with            the characters. There are a total of nineteen occupied
 dozens of fist-sized eggs. To the north and south are two-       sarcophagi throughout the corridors; out all sarcophagi step
 foot-tall raised platforms of stone that span the length of      a cumulative nineteen skeletons that pursue the characters,
 the room. In the northeast corner of the room, a section         fighting until they are destroyed.
 of the tomb's wall has collapsed, revealing a dark tunnel
 into the earth beyond.
                                                                  5. South Crypt
This room served as an audience chamber. Speakers would            Shelves along the east and west walls of this chamber
stand in the shallow pit and address audience members              hold sarcophagi as well as canopic jars. Two statues are
sitting on the platforms beyond.                                   mounted on the south wall adjacent to a pair of double
                                                                   doors. The statues depict snarling, monstrous faces.
Treasure: Mummified Duergar. A duergar, part of the same
faction that became enslaved by the aboleth within the tomb,      Like the crypts within the tomb, none of the sarcophagi in
wandered into this chamber and was killed by the spiders,         this room contain any valuables. The canopic jars are filled
who are preparing to eat his corpse. On the corpse, in            with cremated remains. A casting of detect magic reveals an
addition to a set of mundane weapons and armor, is a lantern      aura of illusion magic emanating from each of the statues
of revealing.                                                     on the south wall. Each statue is enchanted with a magic
                                                                  mouth spell. When a creature steps within five feet of the
Encounter: Giant Spiders. This room has been overtaken by         south doors, the west statue bellows loudly: "Go forth, with
spiders who are using it as a breeding ground. Moments after      the blessing of the old ones!" When a creature touches the
any characters enter this room, five giant spiders and one        south doors, the west statue speaks in a quieter tone, saying,
eldritch spider emerge from thick webbing and attack the          "Thank you for your contributions." Once the statues speak,
characters to protect their nest. While in this chamber, the      they do not speak again for a period of ten minutes. The
spiders fight to the death. If the characters flee the chamber,   statues were enchanted by the cult to welcome cultists into
the spiders pursue to the nearest adjacent chamber before         the sacrifice chamber (area 6) beyond.
returning to their nest. An eldritch spider uses giant spider
statistics, with the following modifications:
                                                                  6. Sacrifice Chamber
• It has 50 hit points
                                                                   Just beyond the door to this spacious chamber is a
• Its AC is 17                                                     bare stone altar atop a raised dais. At the far end of the
• It can cast eldritch blast (+7 to hit) as a bonus action each    chamber, clusters of statues that depict withered and
  round                                                            emaciated humanoids flank a central stone figure with a
                                                                   crooked back and a crown of thorns, that leans forward
4. Storage Chamber                                                 with a single arm outstretched, palm facing upward.
 This narrow chamber is bare, save for a few empty urns           The withered statues are not statutes at all, but the petrified
 and some scattered webbing.
                                                                  remains of the cultists who participated in the sacrifice ritual.
                                                                  As a result of the eldritch magic, their bodies began to dry
This room was originally used for storage. It was cleared out     out and decompose at a rapid pace over the course of seconds
shortly before the cult's sacrifice ritual.                       before hardening permanently into stone. A casting of detect
                                                                  magic reveals an aura of conjuration magic emanating from
Secret Door. A secret door in the west wall of this room opens    the central statue.
into a connecting hallway beyond.
                                                                  Hazard: Cursed Statue. The eldritch magic of the sacrifice
5. Crypt Corridors                                                ritual has seeped into this statue, cursing it. Creatures within
                                                                  30 feet of the statue must make a successful DC 18 Wisdom
Sarcophagi are set into alcoves along the walls of these          saving throw or be afflicted with a strong sense of general
corridors. Corner recesses hold stone statues depicting           anxiety that persists for as long as they remain within 30
humanoid figures, some of which have toppled to the ground        feet of the statue and for as long as five minutes after they
and fractured into multiple pieces. The statues depict former     leave its range of influence. Any creatures that come within
members of the cult that were prestigious enough to be            10 feet of the statue must make a DC 20 Wisdom saving
memorialized in death. Though some sarcophagi are empty,          throw or take 20 (4d10) psychic damage and be afflicted with
the majority contain the remains of deceased cult members         disorienting visions of the sacrifice ritual — dozens of robed
interred in the tomb. None of the cult members were buried        figures screaming out in agony as their forms rapidly become
with any valuables.                                               withered and solidified. A creature must repeat this saving
                                                                  throw or suffer the same effects upon failure every round
Encounter: Eldritch Remains. If any of the sarcophagi             they remain within 10 feet of the statue.
within these corridors are disturbed, the remains inside
                                                                                                                                      5
7. Connecting Hallway                                             9. Crystal Storage
 A crumpled humanoid figure lies sprawled in the middle            Large purple crystals are placed on stone tables in this
 of this hallway. Bas-reliefs along the walls depict               small chamber.
 various scenes of nonsensical, otherworldly landscapes.
 A secret door in the north wall is open, leading to a
 corridor beyond.                                                 A character who makes a DC 10 Wisdom (Nature) check
                                                                  can identify the crystals as amethyst. The cult stored crystals
                                                                  here before they had been infused with the aboleth's power
The crumpled figure in the hallway is a duergar, the first        through the pools of water.
and only member of his group to perish to the effects of
the eldritch mist within the tomb. A dagger is lodged in his      Treasure: Crystals. There are four crystals in this room. Each
skull. The duergar was compelled to stab himself after the        is worth 50 gp.
turmoil in his own mind quickly became too much to bear. A
character who makes a successful DC 14 Wisdom (Medicine)
check can determine that the duergar's fatal wound was
                                                                  10. Portal Chamber
self-inflicted.                                                    A stone portal, its center a nexus of shimmering purple
                                                                   light, stands on a raised dais at the west end of this
Treasure: Duergar Corpse. On the duergar's person, in              spacious chamber. Arranged at four points along the walls
addition to his mundane weapons and armor, is a coin pouch         of the room are four bronze canisters, each holding a
filled with 75 gp as well as two emeralds worth 25 gp each.        glowing purple crystal.
Secret Doors. Secret doors in the north and south walls lead
                                                                  After one thousand years, the portal has opened. A character
to the tomb's ritual chamber and crystal storage chamber,
                                                                  who steps through it finds themselves in the Far Realm, an
respectively.
                                                                  inhospitable place for mortals, the details of which are left to
                                                                  GM discretion. Removing any of the four crystals from their
                                                                  canisters immediately deactivates the portal.
8. Ritual Room
The doors to this room are open.                                  Hazard: The Portal. Though stepping through the portal
                                                                  and into the Far Realm poses may pose serious danger,
                                                                  even approaching the portal is difficult due to the eldritch
 Stairs descend from a balcony that overlooks a lower             energies that seep through it. For every round a creature
 chamber within this room, at the center of which is an
                                                                  spends within 10 feet of the portal, they must make a DC 16
 altar atop a multi-leveled raised dais that has been locked
 in place by three sets of chains mounted to anchor points        Wisdom saving throw, taking 15 (3d10) psychic damage on a
 in the floor nearby.                                             failed save, or half that amount upon a successful one.
                                                                                                                                     6
                                                                  an aura of conjuration magic emanating from each crystal.
11. Endless Stair                                                 The water acts as a conduit for the crystals to absorb the
                                                                  aboleth's psionic energy. Once the crystals become saturated,
 A circular stone staircase winds downward, its
                                                                  they are taken by the cult and used to power the portal.
 destination obscured by thick mist.
                                                                  Though the portal was thought to have been successfully
                                                                  implemented by the cult as a result of their sacrifice, they
This staircase descends to a lower chamber that served as a       kept the aboleth imprisoned so that they could make use of it
divination room for the cult.                                     again if necessary upon their return alongside Zuidrisz'Oth.
                                                                  The pool of water that holds Kthorro is ten feet deep. A
Hazard: Endless Stair. The eldritch mist that has coalesced       thick steel collar around the aboleth connects to four chains
in this staircase prevents any creature from ever reaching        that are anchored to the walls of the pool. The chains
the bottom. A creature that attempts to descend more              are magically reinforced and can only be broken after a
than three steps down the staircase must make a successful        successful casting of dispel magic (DC 20).
DC 16 Wisdom saving throw or take 20 (4d10) psychic
damage. Regardless of whether or not this saving throw was        Encounter: Kthorro and the Duergar Slaves. The humanoids
successful, any creature that continues down the staircase        in this room are four eldritch duergar that wandered into
will never reach the bottom, as the steps appear to continue      this chamber and became enslaved by Kthorro the aboleth.
infinitely. Regardless of how long a creature has been            As a result of his imprisonment and the eldritch mists,
descending the staircase, as soon as the creature decides to      Kthorro himself has descended into madness as the duergar
return to the top landing, they reach the top after just a few    have. Kthorro has instructed them to work ceaselessly at
ascending steps.                                                  attempting to break the chains that bind him and is not of
                                                                  the right presence of mind to realize that this is an impossible
12. Rock Cavern                                                   task. The eldritch duergar attack the characters immediately
                                                                  and fight until they are destroyed. Though Kthorro is
Characters can hear the sounds of metal clanging                  restrained, he uses his Enslave ability as possible as well as
against stone as they near this chamber. When they                his Tentacle attack if any characters approach the pool. Any
enter, read aloud:                                                characters enslaved by Kthorro will be used to slay any other
                                                                  characters as necessary before being put to work breaking
 This large, dank chamber looks to have been roughly              the chains that bind the aboleth.
 carved out of the surrounding rock. A few mining tools
 are scattered throughout.
                                                                                                                                     7
                                                                   damage by 1d10 for each lever pulled. Once a lever has been
14. Storage                                                        pulled, pulling it again does not change the speed of the
                                                                   blades and columns.
 The walls and shelves of this storage room are bare save
 for a few empty crates and other containers.
                                                                   17. Treasury
 This room once held food provisions while the cult actively
maintained the tomb. All of the food was eaten during a final      The double doors to this treasury are protected by a glyph of
celebratory feast in advance of the sacrifice ritual. Spare oil,   warding spell that can be identified with a DC 20 Wisdom
torches, brooms, and other general supplies can be found           (Perception) check or a casting of detect magic. A creature
throughout the room.                                               that touches the doors activates the glyph. Any creatures
                                                                   within a 20-foot-radius sphere centered on the glyph must
                                                                   make a DC 17 Dexterity saving throw, taking 24 (6d8)
15. Throne Room                                                    lightning damage on a failed save, or half as much damage on
 An ornate stone throne sits atop a raised dais at the far         a successful one.
 end of this expansive throne room. Behind the throne
 hangs a banner depicting an eye within a sun. The walls            Treasure is scattered throughout this room, in various
 of the room are lined with smaller thrones designated              piles on the floor and shelves. In the center of the room
 for court members. A few stone pews line the middle of             on a raised dais is an iron-bound chest that glows softly
 the chamber.                                                       with blue light.
There is nothing of value in this room. The cult held              The cult kept all of their wealth here to eventually be
important meetings in this chamber, which were presided            collected upon their return alongside Zuidrisz'Oth.
over by High Priest Gholis.
                                                                   Treasure: Hoard of the Oracles. To determine the contents
Secret Doors. Concealed by the banner hanging behind the           of the treasury, roll twice on the CR 5-10 hoard table
throne is a secret door that leads to the tomb's treasury.         within the DMG.
Another secret door in the north wall opens into a hallway
that connects to the crypt corridors.                              Treasure: Central Chest. A casting of detect magic reveals
                                                                   an aura of abjuration magic emanating from the central
16. Blade Hallway                                                  chest. The chest is sealed shut by a powerful ritual spell that
                                                                   ensures that it cannot be opened while the aboleth within
 Rows of scything blades swing back and forth across this          the tomb remains alive. While the aboleth remains alive, the
 corridor, obstructing the path toward a pair of double            chest cannot be opened by any means except for a casting of
 doors beyond. Platforms to the north and south of the
                                                                   dispel magic (DC 22), and any creature that comes within 5
 room are separated from the central corridor by ten-foot-
 wide gaps filled by spiked wooden columns that spin at a
                                                                   feet of the chest must make a DC 20 Wisdom saving throw
 rapid pace, threatening to shred anything that falls within       or take 10 (2d10) psychic damage. This saving throw must be
 the gaps. On the north and south platforms are two                repeated every round that a character remains within 5 feet
 sets of levers.                                                   of the chest. If the aboleth is dead, the magic fades, and its
                                                                   lock can be opened with a successful DC 18 Dexterity check
                                                                   using thieves' tools or a DC 22 Strength check. Inside the
The scything blades and the spiked columns are not
                                                                   chest is a crystal ball of true seeing and an ioun stone of intellect.
propelled mechanically, but rather by magic. A casting of
detect magic reveals an aura of enchantment magic emanating
from the blades, the spiked columns, and the levers on the         Aftermath
north and south platforms. The set of blades, each spiked          It is likely that the party will never come to understand why
column, and each individual lever can each be dispelled by a       exactly that Zuidrisz'Oth did not enter through the portal,
casting of dispel magic (DC 15).                                   if the Old One was ever going to in the first place, or even
                                                                   if they ever were in contact with the Oracles of Renewal
Trap: Blade Hallway. A character attempting to move                at all. If the portal remains open, however, it is likely that
through the scything blades, either to the other end of the        other Far Realm aberrations like Ashorvi will continue
hallway or across to the north or south platforms, must make       to wander through, and the eldritch mist will continue
a successful DC 15 Dexterity saving throw or take 20 (4d10)        to spread beyond the tomb. If the portal is deactivated,
slashing damage. A character who fails this save by 5 or           however, the mist fades, the threat is neutralized and the
more also gets knocked into the gaps by the blades and takes       influence of the Oracles of Renewal will eventually become
another 20 (4d10) piercing damage from the spiked columns.         once again forgotten to history. If the portal is closed but
There are four levers in total, two on each of the north and       Ashorvi somehow remains alive, the creature will eventually
south platforms. These levers are bait and do not deactivate       venture beyond the tomb and begin causing chaos in the
any of the hazards in the room. Instead, the levers accelerate     surrounding area.
the speed of the blades and columns, which increases their
                                                                                                                                            8
Open Gaming License
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted;(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content
that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By
Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-‐‑free, non-‐‑exclusive license with the exact terms
of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-
‐‑adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity
in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are
Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this
License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use
any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference
Document 5.1Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and
Dave Arneson. Tomb of the Forgotten Aberrant Copyright 2022, TavernTales, Tom Cartos. Author: Alexander LeFort
END OF LICENSE
Credits
Written by: Alexander LeFort of TavernTales
Map by: Tom Cartos
Chuul, Aboleth Art: Fat Goblin Games
Other Art: Shutterstock
InDesign Base Template: Nathaniel Roux