Advanced Dungeons & Dragons

Dungeon Module  #L1

The Secret of Bone Hill
by Leonard Lakofka

Product Number: 9045
Year Published: 1981

Converted from 1st Edition to 3rd Edition D&D
by Stephen Jung, jung@mbcl.rutgers.edu
Created: 11/19/2000
Last Updated: 4/21/2001

Changes Since Last Edition:
•	Spelling mistakes fixed.
•	page 7: Changed chaotic quarterstaff +1 to heavy mace +3—Construct Bane.
•	Page 10: Corrected DC of glyph of warding from 19 to 17.
•	Page 18:Potion of cure moderate wounds corrected to potion of cure serious wounds.
•	Page 21: Corrected name of see invisibilty spell in Tolvar’s list.
•	Page 23: Wraith spawn corrected from wights to wraiths.
•	Sample Player Characters: skill points of Male Human Clr2 corrected from 15 to 20.

Summary of Conversion:  All monsters, NPCs, and new magic items have been converted to conform to 3rd Edition rules. Most guards have been changed from fighters to warriors, except the Captain of the Guard and multiclass guards. Weapons for rogues and druids have been changed to  fit the class restrictions from the Player’s Handbook.  Armor classes and hit points are adjusted for the 3rd Edition ability modifiers. Spells preapred are increased to account for bonus spells. Some characters are given ability scores from the NPC statistics section of the DUNGEON MASTER’S Guide, pages 49–57. Characters of 4th level and above have their ability score addition.
   The number of platinum pieces, silver pieces, and copper pieces have been halved to account for the doubling of value from 1st Edition to 3rd Edition. The ep (electrum piece is worth 1/2 gp.
Other Changes:
•	Random Wilderness Encounter Table (p. 2–3/original p. 2a): The axe beak doesn’t exist in 3rd Edition, so I replaced it with the black bear. Carnivorous apes aren’t found in temperate climates, so I replaced it with the boar. Other animals are renamed to their 3rd Edition counterparts. Any temperate forest or hills creature may be substituted. 
 •	Faldelac’s staff of striking (p. 7/p. 4a): The staff of striking or the spell striking  does not exist in 3rd Edition, so I replaced it with a heavy mace +3—Construct Bane.
•	Wolves (p. 18/p. 7a): I changed the dire wolves to normal wolves becuase dire wolves would be more powerful than their worg leaders.
•	Wraith (p. 23/p. 8b): The wraith might be too tough for the normal party level.
•	Workshop: (p. 31–32/p. 10b): Mild poisons were changed to arsenic and toxic poison to potions of poison.
•	Grellus/Fairwind (p. 50/p. 17a): I changed him from a 7th level fighter to a 1st level aristocrat/6th level fighter. I changed her from a 3rd level cleric to a 1st level aristocrat/2nd level cleric.
•	Pelo (p. 65–66/p. 21): I changed him from a 2nd level fighter to a 1st level expert/1st level warrior.
•	Perk (p. 69/p. 22): I changed him from a 2nd level fighter to a 1st level expert/1st level warrior.
•	Gellcuff: (p. 74–75/p. 23): I changed him from a normal man to a 3rd level expert.

BACKGROUND
The adventures in this module take place in or near the town of Restenford, a fishing port on the Isle of Lendore’s southernmost peninsula. The entire island is not depicted in the maps in this module, but all pertinent features are detailed. Lendore Isle is covered with vegetation of all kinds and enjoys a mild climate, varying from semi-tropical warmth in the north (heated by the prevailing warm-water currents) to a more temperate and seasonal south. The island, as are all the Spindrift chain, is populated by scattered communities of humans, demi-humans, and humanoids.

Notes for the Dungeon Master

This module is designed for novice and intermediate level players. The number of player characters should be between two and eight. The recommended level of character experience is from second to fourth level. Magical items available to the party at the start of the adventure should likewise be restricted. Players may either bring in existing characters of the appropriate level, with the DM’s approval, roll up new characters as suggested in Character Creation section of the Player’s Handbook or the DM may wish to use the party of pre-rolled characters included at the end of this module.

A random encounter chart is given below that can easily apply to any large sections of the Isle. All monsters encountered are considered passers-by and are not inhabitantsof the specific area being investigated. This chart is applicable to most encounters on open grassland, in forests, or on smaller hills. Some forests and many mountains have specific populations that will be described, in addition to any encounters.

The chance for a random encounter is one out of six (i.e., a 1 on d6). A check should be made three times per day and once each night.

Random Wilderness Encounter Chart 

Die Roll		Encounter		
1–5		Stirge (2–12)
6–14		Wolf (2–8)
15–17		Worg (1–6)
18–20		Ant, giant, worker (3–18)
21–24		Bear, black (1–2)
25–27		Anhkheg (1)
28–30		Boar (1)
31–35		Beetle, giant, bombardier (1–3)
36–40		Centipede, small monstrous (2–7)
41–50		Rat, dire (2–12)
51–57		Snake, constrictor (1–6)
58–60		Snake, medium-size viper (1–3)
61–67		Spider, medium-size monstrous (2–7)
68–70		Halfling warrior(2–6)
71–77		Elf warrior (2–8)
78–81		Dwarf warrior (2–8)
82–85		Gnome warrior (2–8)
86–95		Bandit (rogue) (3–8)
96–00		Brigand (warrior) (2–12)

Human or demi-human bands of five or more individuals will be led by a leader of 2–5 level ability. Human leaders have a 10% chance of being a fighter, rather than a warrior. A dwarven leader will be a fighter. An elvish leader will be a fighter/wizard of matching levels. A gnomish leader will be an illusionist. A halfling leader will be a fighter/rogue of matching levels.

Rumors and facts: The following list is a compilation of various stories, rumors, and facts concerning Restenford and the surrounding area. Any resident of the area might know one or  more of these tales. Some of them are absolutely true, some are partially true, and others are utterly false. Those that are partially true will have the false statement(s) italicized. Men-at-arms and commoners will not know any of these tales. Only individuals with one or more levels will know any of these stories. The DM also may select which rumors a particular individual might impart. Giving a rumor is not a blatant action. Someone will not just run up to the party in an inn, recite a rumor, and then walk back to his or her table. The party must interact with the person before a tale will be revealed. Individuals basically friendly to the party will not lie about a rumor (i.e.,  distort it even more). Those hostile to the party, and that does not necessarily mean only evil individuals, might distort a rumor or lie to mislead the party. Characters above 3rd level have a chance of correcting an incorrect or false tale. This chanceis based on proximity to the tale’s source and knowledge of the same. If therumor concerns a person in the town, only another town resident will be able to make the correction. The base chance to make a correction is 10% per level of the character. The chance to know one or more rumors is as follows:

Chance of Knowing the Number of Rumors Given
Char.	1		2		3		4		5		
Level	rumor	rumors	rumors	rumors	rumors	none
1.	1–40		41–50		51		—		—		52–00
2.	1–55		56–66		67–68		—		—		69–00
3.	1–70		71–82		83–85		—		—		86–00
4.	1–70		71–83		84–87		88		—		89–00
5.	1–70		71–84		85–89		90–91		—		92–00
6.	1–70		71–85		86–91		92–94		—		95–00
7.	1–80		61–76		77–85		86–91		92–94		95–00
8.	1–60		61–78		79–91		92–97		98–00		—
9.	1–50		51–70		71–86		87–94		95–00		—

Note: The Baron-Champion, the Druid, the Wizard, and the Abbot in Restenford know one tale per level. The High Priest in the Church of the Big Gamble also knows one tale per level. The option to disclose a rumor is always up to the DM. A person might not tell everything he or she knows.

Once a rumor is told you may substitute others. The DM may create others as needed.

Rumor list (roll d%):
Die
Roll	Rumor							
01	The Baron of Restenford is really chaotic evil.
02	The Baroness is a lawful good cleric.
03	The Baronette is an illusionist who wants the throne of Restenford.
04	One of the guards at the castle Restenford is a spy for an evil band of outlaws.
05	The captain of the guard of the garrison in Restenford has a magic horn that can cause walls to collapse.
06	The Baron of Restenford is land-poor and his family is nearly_ penniless.
07	The Baron has it all hidden under his castle. There is an unguarded fortune down there somewhere.
08	That magic-user who calls himself a sorcerer is only an enchanter.
09	The Baron owns a statue that turns into a man basically true).
10	The town has some evil people in it, no matter what the Baron says.
11	Falco’s tavern is run by two assassins.
12	One or more of the clerics at the abbey is really an evil devil worshipper.
13	The sorcerer has a number of magic users working for him.
14	There is a mercenary in Restenford. I think he’s one of the guards.
15	The warehouse guard dropped dead a few days ago during a scuffle in the inn with two half-orcs, but I saw him that very night and the half-orcs were found burned to death at the edge of town!
16 	I once saw the bait-dealer fire a shower of sparks into someone’s face and the guy fell over in the street!
17–24	A child was bitten by a giant rat a few days ago near the crossroad by the abbey!
25–28	I have seen things moving around by the old guard house down by the river. They looked like shadows!
29–30	I know you won't believe this, but some months ago I was down by that old guard house and I saw a skeleton walking! What’s worse, he spoke out loud!
31–33	The cleric on the hill is an honorable man. Go to him for help.
34–45	Bone Hill is occupied by huge orcs! Beware!
46–51	They don’t call it the DEAD forest for nothing!
52–60	The dead walk on Bone Hill!
61–64	I have heard that there is a ghost on Bone Hill!
65–68	There is a ruin on top of Bone Hill. It is abandoned. Perhaps there is lost treasure there!
69–70	One night I was coming through Kelman Pass when I saw a woman on horseback ride by and cross into the Dead Forest. Her horse’s hooves were on fire!
71–73	A band of evil gnomes lives in the Dweomer Forest.
74–75	I have seen a high priest come to town from time to time though I have not met him. They say he has a church somewhere within a dozen or so miles of town.
76–81	There is another druid, other than the one in Restenford, in one of the forests near Restenford.
82–84	Our party was attacked by orcs as we crossed the bridge over the Resten River.
85–88	Lark Hill is a haven for bandits.
89	High-Top is a common camp ground for men of the wilderness.
90–95	There is a pack of wolves just outside of town to the south. They are the pets of some evil giant.
96–98	A tribe of hill giants lives somewhere in the Pebble Hills.
99	I couldn’t believe my eyes. There he was. A giant with two heads. I saw him drinking by the lake near Spring Glade.
00	The Pebble Hills are a perfectly safe place to make a camp outside of Restenford.

THE WILDERNESS

Each outdoor location is formatted to make finding necessary information easy and fast. The material is laid out as follows:

LOCATION NAME

Feature:
Inhabitants:
Lair of Major Inhabitants:
Encounter Chances:
Action:
Roster detail:

Location Name will correspond to one or more named places on the map. A number/letter system is not used because it is easier to relate to a named location. This also adds more depth to play. There are just over  20 named places, and the DM will become familiar with them rapidly. A key is provided on the map.

Feature is a statement of the flora and topography of the hill. forest, valley, spring, river, etc.

Inhabitants is a statement of fauna, including humans, demihumans, humanoids, monsters, normal animals, etc. A plant monster would be listed here.

Lair of Major Inhabitants refers to those inhabitants that can be helpful or harmful to the party. Thus the locations of bird’s nests, squirrels’ lairs, snake holes, etc. are not given and are not important. Ordinary innocuous animals are not given. However, a pack of foxes that might attack a party or a wounded adventurer would be located.

Encounter chances gives a percentage chance of meeting the fauna that lives in/on the feature. Various obvious formats are used. One format does not always apply well to all situations. In general, the time of day will play a part in encounter situations.

Action is a statement of what the principal inhabitant(s) will do if an encounter does occur. The DM always has the option to change the action section as he or she sees fit.

Roster detail provides information on armor class, hit points, damage potential, number of attacks, treasure, hit dice, level, spells, magic items, etc.

One or more of the above categories may be omitted in some cases.

DWEOMER FOREST

Feature: The forest is typical; oak, beech, elm, and ash with a few laurel-leaf trees on the southern border. Herbaceous life is plentiful. Paths seem natural and not man-made. In the center of the forest, roughly a circle of one mile diameter, the trees change to walnut, maple, cherry, and apple. Flowers are also very abundant. A small knoll can be seen at the head of this clump of trees. This knoll is treeless but there are numerous bushes. In spring and fall, these bear a small, pale green flower; in summer and winter, a dark green berry. If the berries are eaten, the person will be violently sick for 2–7 days. If the forest is entered during the winter this circle and knoll will be found to always stay above 60¡  F. even if snow is falling elsewhere. The knoll is about 1000 feet in diameter and rises 60 feet above the forest floor. It is dome-shaped, and atop it can be seen another small dome that is the shape of an egg cut  lengthwise about 40 feet tall and 60 feet in diameter.

Inhabitants: At the forest edge numerous small animals canbe seen; a lone falcon, small birds of many types (quail, thrushes, wrens, swallows, etc.), squirrels, hares, raccoons, and foxes.

In the inner circle, animal life is quite dense. Atop the knoll is the Church of the Big Gamble. It is devoted to Norebo, the god of Luck, Gambling, and Risks (AL CN; Chaos, Luck, Trickery). The holy symbol is a pair of 8-sided dice. Administering its services are  a 10th level high priest, a 9th level high priestess, and five 4th level assistant clergy. These individuals are detailed below.

Encounter Probabilities:100% to observe birds and animals. It is 40% likely that such an animal, including the foxes, falcon, or raccoons, will come to the party and beg for food. This chance increases to 90% if the party makes camp. On the hill itself it is 35% likely that a party member will see one of the clerics. If the church is entered, the probability of encounter increases to 100%.

Action:  The animals will warn the high priestess as soon as someone enters the forest. There will not be a hostile reaction by the clergy if no harm is done to the animals on the hill itself. Picking flowers or taking berries (in moderation)is acceptable. The interaction of the clergy and the service of the church is explained hereafter.

Roster detail:

Faldelac the High Priest: Male Human Cleric (Norebo) 10; CR 10; Medium-Size Humanoid; HD 10d8+20; hp 68; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +7 bracers of armor); Atk +10/+5 melee (1d8+3, heavy mace +3—Construct Bane); SA spells; SQ turn undead; SA spells; AL CN; SV Fort +7, Ref +8, Will +13; Str 11, Dex 17, Con 15, Int 14, Wis 19, Cha 14. Height 5 ft. 8 in., Weight 150 lb.

Skills and Feats: Bluff (cc) +8 1/2, Concentration +15, Knowledge (religion) +15, Profession (gambler) +17, Spellcraft +15______; Ambidexterity, Brew Potion, Iron Will, Lightning Reflexes, Scribe Scroll.
SQ: Turn Undead (Su)—Faldelac can turn undead 5 times per day.
Possessions: Amulet of inescapable location (cursed), bracers of armor +7, heavy mace +3—Construct Bane, ring of freedom of movement, ring of spell turning,silver holy symbol.
Spells Prepared (6/5/5/4/2): 0_—Detect Magic, Guidance, Light, Purify Food & Drink, Read Magic, Resistance; 1st—Bless, Cure Light Wounds (2), Entropic Shield, Remove Fear; 2nd—Augury, Enthrall, Hold Person, Silence, Speak With Animals; 3rd—Bestow Curse, Blindness, Continual Flame, Magic Vestment; 4th—Cure Critical Wounds, Discern Lie, Neutralize Poison, Tongues; 5th—Commune, Dispel Law.
Domain Spells: 1st—Protection From Law; 2nd—Aid; 3rd—Protection From Elements; 4th—Chaos Hammer; 5th—Break Enchantment. (Faldelac’s domains are Chaos and Luck.)

Faldelac is 45 years old, with brown hair and beard, and brown eyes. Faldelac is very short-tempered and will not tolerate an insult or obnoxious behavior. He will quickly act to remove undesirable adventurers from the forest, and will initiate such action at a time when the party is most unaware.

Auburn the High Priestess: Female Human Cleric (Norebo) 9; CR 9; Medium-Size Humanoid; HD 9d8; hp 43; Init +2 (Dex); Spd 30 ft.; AC 19 (+2 Dex, +3 leather armor +1, +4 small wooden shield +3); Atk +11/+6 (1d8+5, heavy mace +3); SA spells; SQ turn undead; AL CN; SV Fort +6, Ref +7, Will +10; Str 14, Dex 15, Con 11, Int 12, Wis 18, Cha 18. Height 5 ft. 3 in., Weight 110 lb.

Skills and Feats: Bluff +16, Concentration +6, Knowledge (religion) +13, Profession (gambler) +10, Spellcraft +13; Brew Potion, Combat Casting, Scribe Scroll, Silent Spell, Lightning Reflexes.
SQ: Turn Undead (Su)—Auburn can turn undead 7 times per day.
Possessions: Heavy mace +3, leather armor +1, silver holy symbol, small wooden shield +3.
Spells Prepared(6/5/5/4/3/1): 0—Create Water, Detect Magic, Guidance, Light, Read Magic, Virtue; 1st—Bless, Command, Cure Light Wounds, Detect Law, Random Action; 2nd—Augury, Enthrall, Find Traps, Hold Person, Speak With Animals; 3rd—Remove Blindness, Remove Curse, Remove Disease, Speak With Plants; 4th—Discern Lie, Restoration, Summon Monster IV; 5th—Flame Strike.
Domain Spells: 1st—Change Self; 2nd—Aid; 3rd—Nondetection; 4th—Freedom of Movement; 5th—False Vision. (Auburn’s domains are Luck and Trickery.)

Auburn is 38 years old with long brown hair and brown eyes.

The remaining five clerics are only briefly sketched below. One might be sent along to see that a quest or mission is faithfully discharged.

Posted:  Male Human Cleric (Norebo) 4; CR 4; Medium-Size Humanoid; HD 4d8+8; hp 34; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 17 (+1 Dex, +5 masterwork chainmail, +1 small wooden shield); Atk +5 melee (1d8+1, masterwork heavy mace); SA spells; SQ turn undead; AL CN; SV Fort +6, Ref +2, Will +6; Str 12, Dex 13, Con 15, Int 10; Wis 14, Cha 15.

Skills and Feats: Concentration +3, Knowledge (religion) +7, Profession (gambler) +2, Spellcraft +5; Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su)—Posted can turn undead 5 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, silver holy symbol, small wooden shield.
Spells Prepared (5/5/4): 0—Create Water, Detect Magic, Light, Read Magic, Virtue; 1st—Bless, Cure Light Wounds (3),  Random Action; 2nd—Augury, Enthrall, Find Traps, Hold Person.
Domain Spells: 1st—Change Self; 2nd—Aid.(Posted’s domains are Luck and Trickery.)

Quall: Male Human Cleric (Norebo) 4; CR 4; Medium-Size Humanoid; HD 4d8; hp 19; Init +1 (Dex); Spd 20 ft. (chainmail +1), base 30 ft.; AC 17 (+1 Dex, +6  chainmail +1); Atk +6 melee (1d8+2, masterwork heavy mace); SA spells; SQ turn undead; AL CN; SV Fort +4, Ref +2, Will +7; Str 15, Dex 13, Con 10, Int 13; Wis 17, Cha 18.

Skills and Feats: Concentration +7, Diplomacy +8, Knowledge (religion) +8, Profession (gambler) +4, Spellcraft +8; Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su)—Quall can turn undead 7 times per day.
Possessions: Chainmail +1,masterwork heavy mace, silver holy symbol.
Spells Prepared (5/5/4): 0—Create Water, Detect Magic, Light, Read Magic, Virtue; 1st—Bless, Cure Light Wounds (2),  Detect Law, Sanctuary; 2nd—Find Traps, Hold Person (2),Spiritual Weapon.
Domain Spells: 1st—Protection From Law; 2nd—Aid. (Quall’s domains are Chaos and Luck.)

Myla: Female Human Cleric (Norebo) 4; CR 4; Medium-Size Humanoid; HD 4d8; hp 27; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 18 (+2 Dex, +5 masterwork chainmail, +1 small wooden shield); Atk +7 melee (1d8+3, masterwork light flail); SA spells; SQ turn undead; AL CN; SV Fort +4, Ref +3, Will +6; Str 17, Dex 14, Con 10, Int 16; Wis 14, Cha 18.

Skills and Feats: Bluff +11, Concentration +7, Diplomacy +11, Knowledge (religion) +10, Profession (gambler) +10, Spellcraft +10; Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su)—Myla can turn undead 7 times per day.
Possessions: Masterwork chainmail, masterwork light flail, silver holy symbol, small wooden shield.
Spells Prepared (5/5/4): 0—Create Water, Detect Magic, Light, Read Magic, Virtue; 1st—Bless, Cure Light Wounds (2),  Protection From Law, Random Action; 2nd—Enthrall, Find Traps, Hold Person, Silence.
Domain Spells: 1st—Change Self; 2nd—Aid. (Myla’s domains are Luck and Trickery.)

Yulla: Male Human Cleric (Norebo) 4; CR 4; Medium-Size Humanoid; HD 4d8; hp 27; Init +1 (Dex); Spd 30  ft.; AC 14 (+1 Dex, +3 masterwork studded leather armor); Atk +7 melee (1d8+3, masterwork heavy mace); SA spells; SQ turn undead; AL CN; SV Fort +4, Ref +2, Will +7; Str 17, Dex 13, Con 10, Int 15; Wis 17, Cha 16.

Skills and Feats: Bluff +10, Concentration +7, Knowledge (religion) +9, Profession (gambler) +9, Spellcraft +9; Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su)—Yulla can turn undead 6 times per day.
Possessions: Masterwork heavy mace, masterwork studded leather armor, silver holy symbol.
Spells Prepared (5/5/4): 0—Create Water, Detect Magic, Light, Read Magic, Virtue; 1st—Bless, Cure Light Wounds (2),  Protection From Law, Sanctuary; 2nd—Augury, Hold Person (2),Spiritual Weapon.
Domain Spells: 1st—Change Self; 2nd—Aid. (Vulia’s domains are Luck and Trickery.)

Telmar: Male Human Cleric (Norebo) 4; CR 4; Medium-Size Humanoid; HD 4d8+4; hp 26; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 masterwork leather armor); Atk +2/–2 melee (1d6+1 [x2],  quarterstaff +1); SA spells; SQ turn undead; AL CN; SV Fort +5, Ref +3, Will +6; Str 10, Dex 15, Con 13, Int 9; Wis 14, Cha 18.

Skills and Feats: Concentration +5, Knowledge (religion) +2, Profession (gambler) +3, Spellcraft +2; Combat Casting, Scribe Scroll, Two-Weapon Combat.
SQ: Turn Undead (Su)—Vulia can turn undead 7 times per day.
Possessions: Masterwork leather armor, quarterstaff +1, silver holy symbol.
Spells Prepared (5/5/4): 0—Create Water, Detect Magic, Light, Read Magic, Virtue; 1st—Bless, Cure Light Wounds (2),  Detect Law, Sanctuary; 2nd—Enthrall, Hold Person, Silence, Speak With Animals.
Domain Spells: 1st—Protection From Law; 2nd—Aid. (Telmar’s domains are Chaos and Luck.)

The egg-shaped building stands 40 ft. x 60 ft. x 18 ft. high. It has six windows of one-way glass-steel. Its door is made of solid stone and when it closes it locks via a special enchantment which is not affected by knock spells; a dispel magic will destroy the enchantment, leaving the huge stone door in place, however. Inside are three rooms; a large outer service room taking up half the building and two smaller back rooms (private quarters) which have doors opening into the main room.

In the service room can be seen a square dais of seven steps, atop which is a lectern. Resting on the lectern is a closed book. The back of the lectern is covered by a drape. Neither the book nor the lectern can be reached without standing on the dais. There are four 3 ft. square tables arranged in a square around the dais (a top view of the configuration is like the pips on a d6 when a “five” is rolled). Each table has four square stone benches around it.

Stepping on the dais automatically closes and locks the door. A bell will ring in the back rooms and the clergy will come in for a “service” after a pause of 2–8 rounds. Naturally they will fight if attacked, using their most powerful spells. if the book is taken off the dais a loud scream will be heard and the clergy will rush out, even if they are not fully armed or armored.

If not attacked, the clergy will invite the party to take seats at the tables and sit among the party after going to the High Priest at the lectern and receiving from him a leather cup containing two ivory and jade “percentile” dice.

The party will be asked to split up so that at least one party member and one cleric can be at each table. The High Priest will call upon the High Priestess to aid him. He will then produce a pitcher of wine and will fill as many of the small wooden cups (there are 20 in all) as he needs for each person present, including himself and the High Priestess. The wine is produced from the bushes that have the green berries/flowers and produces a state of mild intoxication after imbibing just one small cupful. After each person has imbibed, the High Priest will read from the scripture:  “Oh, Master of Lots, bring the Divine Intervention in my behalf this day; all praise to thee, who controls the Destiny of Wagerers!”, or “Oh, God of Chance, may the dodecahedrons of fate come up naught-naught!”, etc. (add prayers as you see fit along this line). The pitcher itself is worth 200 gp, the dice 100 gp per pair. While “the Word”  is being read, the clerics will engage the party in gambling. A stake of 1 gp must be put into the pot. The limit on a bet is 5 gp. Three rounds of rolls will then occur. High roll wins, ties double the pot. Each winner at a table, if more than one exists, will roll off against the other winner(s) at his or her table until a single winner (one per table) will take all of his or her winnings to one of the tables. All mustbet, and those who are short must make up the difference or drop out, giving half to the church. Each winner rolls once to see who wins it all and will then gamble against the High Priest.

This temple is an important site for the party. The temple will help those who are not greedy and who do not try to turn the temple into a hostel. The clerics are an excellent source of information about Bone Hill and they can warn a party about it. They believe some undead are there, but they do not know the types or numbers. They might lay a quest  upon a party who offends them in some way (coming back to the church too often is 20% likely per return trip to upset the High Priest), possibly to destroy the monsters on the hill. They will expect the choice of the second best item gained by the party when the quest is fulfilled. The High Priest will use discern lie at the same time of questioning to be sure he is getting his choice from the spoils!

This temple has a storeroom for valuables beneath the High Priest’s and Priestess’ room. Only they know the words to deactivate the two blast glyphs of warding  placed on the door. The glyphs  will inflict 5d8 points of electrical damage to any meddler (Reflex save (DC 17) for half-damage). The temple treasure room contains 202 pp, 1304 gp, 880 ep, 1154 sp, and the following numbers and values of gems: 4 x 50 gp each, 6 x 75 gp, 8 x 100 gp, 9 x  250 gp, 3 x 500 gp, and 2 x 1000 gp.

The church might buy a magic item at 20% below normal value (see DUNGEON MASTER’S Guide, pp. 180–210) if it is useful to someone in the temple. Once friendly contact has been made, the clergy might be willing to sell the bestowal of some spells. These spells, and the cost of each usage, are: dispel magic, 850 gp; neutralize poison, 2300 gp; cure light wounds, 130 gp;cure critical wounds, 400 gp;commune, 3500 gp;  remove disease, 1500 gp. Bargaining for a lower price will not be successful. This is the best the party can hope for in the way of aid on their adventures in this area. if they attack the place, the DM must be ruthless!

BALD HILL
Feature:  The hill is covered by small plants of various types but trees are solitary and rare. The crest of the hill, nearly one-and-a-half miles by one mile, is dome-shaped and has virtually no vegetation. The land around the crest and down toward the roads and town of Restenford is quite rich. Crops of various types are planted at the base of Bald Hill up to the edge of the town. The most common crops are rice, soybeans, some wheat, and numerous small crops and spices.

Inhabitants:  Only small animals dwell here. Brown rats and snakes are quite common, as well as many species of birds. Two small orchards of cherry and apple trees also contain small mammals. A small band of thieves occasionally occupies a cave on the northern face ofthe hill in the direction of Xerbal mountains.

Encounter Probability: In the fields during the day there is an 85% chance of encountering 3–12 persons of various ages tending to the crops in some way, but at night this chance is only 50%. Randomly select these individuals from Restenford homes L to Z (18 choices; roll 3d6), or the druid (#35), or the sellers of fresh foods (#29). Encounters in the fields will rarely be eventful. Remember that the farmers have little, if any, useful information.  Small animals and birds are common in the fields; the chances are 40% for 2–5 at night, 60% for 2–7 during the day. The band of thieves is 50% likely to be present in their cave. If that percent is rolled then they will likely take up an ambush position near the bridge of the East Restin River (in the forests on either side of the road) or near the road leading northeast out of town. The chances for laying the ambush in the forest is 75%; along the northeast road, 25%. A band will consist of 2–5 thieves.

Lair of Principal Inhabitants: On Bald Hill, the cave is located roughly one mile due north from the summit of the hill. The thieves will be on the face of Xerbal Mountain. In the small forest east of the East Restin River, when not in their cave lair. When in the Xerbal Mountain retreat they will not attack parties on the road.

Roster detail: The band of thieves are orcs, led by two half-orc leaders.

Krellus:Male Half-Orc Cleric (Gruumsh) 3/Fighter 4; CR 7; Medium-Size Humanoid (Orc); HD 3d8+4d10+7; hp 39; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (chainmail +2), base 30 ft.; AC 21 (+1 Dex, +7chainmail +2, +3 large steel shield +1); Atk +12/+7 melee (1d8+7, light flail +2); SA spells; SQ darkvision, rebuke undead; AL CE; SV Fort +8, Ref +3, Will +6; Str 15 (17), Dex 13, Con 12, Int 12, Wis 14, Cha 8.

Skills and Feats:Concentration +9, Hide (cc) –1 (+4), Knowledge (religion) +9, Spellcraft +9; Alertness, Combat Reflexes, Endurance, Improved Initiative, Weapon Focus (light flail), Weapon Focus (shortspear), Weapon Specialization (light flail).
SQ: Darkvision (Ex)—60 ft., Rebuke Undead (Su)—Krellus can rebuke undead 2 times per day.
Possessions: Chainmail +2, belt of ogre strength, large steel shield +1, light flail +2, unholy symbol, pouch with 2–40 gp, 3–30 ep, and a 500 gp gem.
Spells Prepared (4/3/2): 0—Cure Minor Wounds, Detect Magic, Inflict Minor Wounds, Mending; 1st—Cure Light Wounds, Doom, Magic Weapon; 2nd—Hold Person (2).
Domain Spells: 1st—Protection From Good; 2nd—Spiritual Weapon. (Krellus’s domains are Evil and War.)

Gorharg: Male Half-Orc Rogue 5; CR 5; Medium-Size Humanoid (Orc); HD 5d6+5; hp 29; Init +2 (Dex); Spd 30 feet; AC 15 (+2 Dex, +3 leather armor +1); Atk +1 melee (1d6+2, 19–20/x2, short sword +1) and +1 melee (1d4+2, 19–20/x2, dagger +1), or +5 ranged (1d4,  sling); SA sneak attack; SQ darkvision, evasion, uncanny dodge; AL LE; SV Fort +2, Refl +6, Will +1; Str 13, Dex 15, Con 13, Int 17, Wis 10, Cha 11.

Skills and Feats: Appraise +11, Climb +10, Disable Device +11, Hide +10, Listen +8, Move Silently +10, Open Lock +10, Pick Pocket +10, Search +11, Spot +8, Wilderness Lore (cc) +4; Ambidexterity, Dodge.
SA: Sneak Attack (Ex)—+3d6 damage.
SQ: Darkvision (Ex)—60 ft; Evasion (Ex); Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dagger +1, leather armor +1, short sword +1, sling with 20 sling bullets.

Orcs (8): Male Orc Warrior 1; CR 1; Medium-Size Humanoid (Orc); HD 1d8; hp 7, 7, 7, 5, 5, 4, 4, 4; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (+5 chainmail); Atk +3 melee (1d10+2, 19–20/x2, heavy flail), or +1 ranged (1d8, x3, longbow); AL CE; SQ darkvision, light sensitivity; SV Fort +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.

Skills and Feats: Listen +2, Spot +2; Alertness.
SQ: Darkvision (Ex)—60 ft; Light Sensitivity (Ex)—Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a  daylight spell..
Possessions: Chainmail, heavy flail, longbow with 20 arrows, pouch with 2–40 gp.

In the Bald Hill lair is a small stash of 84 gp, 120 ep, 165 sp. it is hidden behind a loose rock in the cave (Search, DC 20). They have a second lair in the Xerbal Mountains, a small stone building (20 ft. x 30 ft.) with no windows but with two iron reinforced doors (DC 25 to break, DC 20 to pick). Some treasure is in the half-orcs’ room in a locked chest (DC 20) with a poison needle trap:  CR 2; +8 ranged (1, plus greenblood oil poison); Search (DC 22); Disable Device (DC 20). Inside are 9 pp, 104 gp, 134 ep, 675 sp, and some gems: 4 x 100 gp, and 2 x 200 gp. There also is a short sword +1, a scroll of dimension door (caster level 9), and a potion of gaseous form.

GUARDIAN PEAK, LARK HILL, HIGH TOP, LOW POINT, REDDY FOREST.

General: These sites are often used as campgrounds by travelers, and for the purpose of this module they will be sites for special encounters. Four NPCs are given here and others may be added as the DM sees fit. Other hills and forests may also be added to this list if the DM desires. When each of these locations is entered/climbed,  roll the percentile dice and use the Random Encounter Table given at the beginning of the module. However, if a 68–00 is rolled, ignore the given result and substitute one of the NPC encounters listed under Roster Detail.

Features: The hills and the depression among them all are grass-covered, with bushes and rock outcroppings every 50 to 300 feet. Small stands of trees are quite common The larger copses are shown on the map. The Reddy Forest is typical of the area. Herbaceous plants are common and thick.  A stand of walnut trees occupies most of the base of Low Point.

Inhabitants: As indicated by the Random Encounter Table. A d4 should be rolled, with 1 indicating that the table should be consulted. If the party makes a camp, they should make a check every six hours.

Roster detail for Special Encounters(68–00 on the d% roll):

Tolvar: Male Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4; hp 10; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +1 bracers of armor +1, +1  ring of protection +1); Atk +2 melee (1d4+1, 19–20/x2, dagger); SA spells; AL CN; SV Fort +1, Ref +3, Will +5; Str 13, Dex 14, Con 10, Int 16, Wis +2, Cha 8.

Skills and Feats:Concentration +6, Hide (cc) +5, Knowledge (arcana) +9, Knowledge (local) +9, Search (cc) +5, Spellcraft +9; Alertness, Combat Casting, Combat Reflexes, Scribe Scroll.
Possessions: Bracers of armor +1, ring of protection +1, dagger, pouch with 110 ep.
Spells Prepared (4/3/2): 0—Flare, Light, Ray of Frost, Read Magic; 1st—Charm Person, Chill Touch, Sleep; 2nd—Glitterdust, Invisibility.

Tolvar is an adventurer down on his luck. For a good offer he will become a henchman.

Locinda: Female Half-Orc Fighter 2/Rogue 2; CR 4; Medium-Size Humanoid (Orc); HD 2d10+2d6+8; hp 29; Init +7 (+2 Dex, +5 Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +8 melee (1d8+4, 19–20/x2, longsword +1); SA sneak attack; SQ darkvision, evasion; AL CN; SV Fort +5, Ref +5, Will –1; Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 8.

Skills and Feats: Climb +7, Disable Device +5, Hide +5, Jump +7, Listen +1, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +4, Swim +7; Combat Reflexes, Improved Initiative, Weapon Focus (longsword).
SA: Sneak Attack (Ex)—+1d6.
SQ: Darkvision (Ex)—60 ft;Evasion(Ex).
Possessions: Leather armor +1, longsword +1, pouch with 32 gp.

She can be hired for an expedition. She is an adventuress who recently arrived on the island.

Martin: Male Human Ranger 2; CR 2; Medium-Size Humanoid; HD 2d10+8; hp 27; Init +1 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 17 (+1 Dex, +5 chainmail, +1 small wooden shield); Atk +6 melee (1d8+3, 19–20/x2, longsword +1); SQ favored enemy; AL NG; SV Fort +7, Ref +1, Will +2; Str 14, Dex 12, Con 18, Int 13, Wis 14, Cha 11.

Skills and Feats: Animal Empathy +5, Hide –1 (+5), Intuit Direction +7, Listen +7, Move Silently +1 (+7), Wilderness Lore +7.
SQ: Favored enemy—Humanoid (goblinoid).
Possessions: Chainmail, longsword +1, small wooden shield, pouch with 5 gp, 13 ep.

Martin is also a potential henchman. He is on no special mission. However, he is easily offended and expects people to take him at his word. Those who insist on using discern lie, detect chaos/evil/law/good spells, etc. will alienate him at once.

Volcifar: Male Human Rogue 3; CR 3; Medium-Size Humanoid; HD 3d6+3; hp 19; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +2 leather armor, +1 ring of protection +1); Atk +3 melee (1d6+2, 19–20/x2, short sword) and +3 melee (1d4+2, 19–20/x2, dagger of venom), or +5 ranged (1d4+2, sling +2); AL LE; SV Fort +2, Ref +6, Will +4; Str 14, Dex 16, Con 13, Int 15, Wis 17, Cha 11.

Skills and Feats:  Bluff +6, Climb +8, Disable Device +9, Hide +9, Knowledge (poison) (cc) +5, Listen +9, Move Silently +9, Open Lock +9, Pick Pocket +9, Search +9, Spot +9; Ambidexterity, Combat Reflexes, Evasion, Sneak Attack (+2d6), Two-Weapon Fighting, Uncanny Dodge (Dex bonus).
Possessions: Dagger of venom,leather armor, ring of protection +1, ring of spell storing (Dispel Magic, Misdirection), short sword, sling +2 with 20 sling bullets, pouch with 84 ep, 10 gp.

Volcifar is lawful evil but will pass himself off as lawful neutral. He will submit todetect evil,  (masking the attempt). He will say that the particulars of his philosophy are his business, but that he is not evil. He is very unlikely to murder a  party member, even for a quick gain, but if an animosity builds up between a player character and himself he might then try to do him or her in. If the party saves his life in a direct manner he will be loyal, as he is highly lawful. If the party has toomany characters of good alignment, especially chaotic good, he will likely drift away after an adventure, perhaps taking a good item with him.

DM Note: It is recommended that whenever a henchman is added to the party that the Dungeon Master not simply rattle off the character’s statistics, magic items, and other abilities. A henchman will tell his or her boss about himself/herself but will not lay out his or her life for a perfect stranger. Once a few adventures have occurred, he will be freer with information about himself/herself. Obviously this is even more true of a hireling. The DM must not let the party know more than what is reasonable. If a player is given the character to portray, the DM must have the final veto over any action of the hireling or henchman. The DM should tell the player what he or she needs to know to portray the character but reserve the right to release data on that individual as necessary.

PEBBLE HILLS, TRI-TOP, KELMAN WOODS, SPRING GLADE.

General: This part of the Kelman Hills is occupied by a band of gnolls and a pack of wolves. The gnolls have some small control over the wolves but often operate independently.

Features: The hills are quite rocky, and boulders are very common (naturally!). Grasses grow in clumps, as do bushes.  Large sections of the hills are sandy or rocky with no plant growth whatsoever. The few small copses of trees are normal forests with abundant bushes. The Kelman Woods is a typical forest, but evergreens, oaks and laurels are thick along the coast and common up to a half-mile into the forest. Spring Glade is quite luxurious. It is partially watered by the large lake, which is fed by underground streams running from the hills. The trees are very large and old, some standing over 100 feet tall. Herbaceous growth is not as thick as in some of the forests of the southern peninsula, but mosses are very common and thick.

Principal Inhabitants:Random encounters with animals and other creatures are not common here. When using the Random Encounter Table,  only a 1 rolled on a d10 will indicate an encounter. The gnoll band is made up of six adult males, three adult females, and eleven children. There is also a wolf pack of three worg leaders, nine dire wolves, and a dozen young cubs

Lair of Principal Inhabitants: The gnolls have a lair in the valley among the peaks of Tri-Top. It is a small town of six stone huts. The wolf pack has a lair in the Kelman Woods at the very base of Tri-Top within 200 feet of the woods’ edge.

Encounter Probability:For small animals, the probability is 10%. There is also a chance of an encounter from the Random Encounter Table,  according to the party's location and using the table below. Consider the chance of encounter to be equal at day or nighttime, though the DM might wish to change the given percentage chances.

WILDERNESS ENCOUNTER TABLE

	Chance of
Location	Encounter	Encounter
Road near Kellman Woods	20%	2–5 wolves, 1 worg
Road from woods to		1–4 gnolls (at least
  Kelman Pass	40%	1 adult male), 1–4 wolves
Along road from Kelman
  Pass to Tri-Top	55% 	2–7 gnolls (at least
		1 adult male)
Pebble Hills	65%	1–4 gnolls (at least
	1 adult male)
Tri-Top (except lair)	80%	3–8 gnolls (any type)
Tri-Top lair	100%	5–20 gnolls, 1 ogre
Near the lake	35%	1–4 gnolls, 1–4 wolves
Spring Glade	15%	1–2 gnolls or 1–2 wolves
Spring Valley	30%	1–3 gnolls, 1–3 wolves
Kelman Woods (within
  mile of wolf lair)	100%	3–12 wolves (including
		worgs), 7–12 cubs
Kelman Woods	40%	3–8 wolves, 1 worg
  (remaining area)

To determine each member of a gnoll band, roll a d20; a result of 1–6 indicates an adult male, 7–10 an adult female, and 11–20 a gnoll child. When “at least one adult male”  gnoll is specified, include a male even if the second die roll produces no adult. For the wolf pack, a d12 is rolled, with 1–3 indicating a worg, 4–12 a dire wolf. Wolves, however, should always outnumber any worgs by a 2:1 margin in any pack.

Action:  The wolves and gnolls are hungry for wealth and food. However, they only will attack from concealment and only if they have a numerical superiority or equality with the party. If the ogre is present they might attack if they are down by only one or two persons. If they are too weak to attack they will go for help. The wolves can contact the gnolls by howling and the gnolls can contact thewolves by blowing a horn. The fact that this alerts their prey does not alarm them since they will likely attack with a large numerical superiority once reinforcements arrive. They will not go into the Dead Forest, nor will they go into the northern portion of the Kelman Hills.

Roster detail: There are 20 gnolls here:
Six male adults: CR 1; Medium-Size Humanoid (Gnoll); HD 2d8+2; hp 17, 17, 16, 16, 15, 15; Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 15 (+1 natural, +4 scale mail); Atk +3 melee (1d10+3, x3, halberd); SQ darkvision; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8. Height 7 1/2 ft.

Skills and Feats: Listen +3, Spot +3; Power Attack.
SQ: Darkvision (Ex)—60 ft.
Possessions: Halberd, scale mail. #1, 21 pp; #2,.41 gp; #3, 11 gp; #4, 8 gp; #5, 39 gp; #6, 41 gp.

Three female adults: CR 1; Medium-Size Humanoid (Gnoll); HD 2d8+2; hp 11, 11, 11; Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 15 (+1 natural, +4 scale mail); Atk +3 melee (1d10+3, x3, halberd); SQ darkvision; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8. Height 7 1/2 ft.

Skills and Feats: Listen +3, Spot +3; Power Attack.
SQ: Darkvision (Ex)—60 ft.
Possessions: Halberd, scale mail. #1, 20 ep, 17 gp; #2, 30 ep; #3, 37 ep.

and eleven children (HD 1d8; AC 11 (+1 natural); Spd 30 ft.; Atk +0 melee (1, slam). The gnolls’leader is an ogre.

Ogre: CR 2; Large Giant; HD 4d8+8; hp 40; Init –1 (Dex); Spd 30 ft.; AC 16 (–1 size, –1 Dex, +5 natural, +3 hide armor); Atk +8  melee (2d6+7, huge greatclub); Reach 10 ft.; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft., Weight 300 lb.

Skills and Feats: Climb +4, Listen +2, Spot +2; Weapon Focus (greatclub).
Possessions: Brooch of shielding (35 points remaining), greatclub, hide armor, sack containing 12 pp, 170 gp, 155 sp, and some gems: 4 x 500 gp, 3 x 100 gp, 2 x 250 gp.

The wolf pack consists of:
Three worg leaders: CR 2; Medium-Size Magical Beast; HD 4d10+8; hp 32, 30, 28; Init+2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +7 melee (1d6+4, bite); SA trip; SQ scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Length 5 ft.

Skills and Feats: Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2*; Alertness. * A worg has a +4 racial bonus to Wilderness Lore when tracking by scent.
SA: Trip (Ex)—A successful bite attack allows a trip attempt as a free action without making a touch attack or provoking an attack of opportunity.
SQ: Scent (Ex)

Nine wolves:  CR 1; Medium-Size Animal; HD 2d8+4; hp 15, 15, 15, 15, 15, 12, 12, 12, 12; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1, bite); SA Trip; SQ Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha6.

Skills and Feats: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*; Weapon Finesse (bite). * A wolf has a +4 racial bonus to Wilderness Lore when tracking by scent.

and twelve cubs (AC 14; HD 1d8+2; hp 8 each; Spd 50 ft.; Atk +2 melee (1d4, bite). The young gnolls have no treasure. There is additional treasure in the gnoll lair. The huts form a circle with the boss’  hut in the center. The perimeter huts contain the following: #1, 31 gp, 48 ep, 13 sp; #2, 138 ep; #3, 26 ep and apotion of cure serious wounds;  #4, 71 gp, 38 ep; #5, gems: 4 x 75 gp, 1 x 100 gp. All of this treasure is hidden (Search, DC 20). In the ogre’s cave is 13 pp, 280 gp, 670 sp, and gems: 10 x 50 gp, a small steel shield +1, a  battleaxe +1, two potions of cure light wounds, and a wand of magic missile (7 charges).

Within the wolf pack lair is no treasure, but there are the bodies of three victims within 1000 feet of the lair. The bodies are lying apart from one another. Body #1, elf; in its purse are 28 gp, 23 sp, and a special ring of invisibility that functions for only one hour at a time once every 24 hours (Market Value: 10,000 gp). Body #2, human; in its purse are 3 pp, 8 gp, a  potion of spider climb, and it wears scale mail +1. Body #3, dwarf; in its purse are 31 gp, 9 sp, and a set of masterwork thieves’ tools.

BONE HILL AND THE DEAD FOREST

Feature:  The hill rises to a height of over 1400 feet. Atop it are the remains of a ruined castle, which can be seen by those of keen eye. The hill itself is rocky, and boulders large enough to conceal a mounted knight occur frequently (every 800 to 1500 feet) with other large formations within 2500 feet of the ruin. The area around the ruin is level, with the large rocks and boulders deliberately removed. The hill has wild grasses and shrubs growing about its base, but near the 1200-foot mark and higher there is virtually no vegetation. This is unusual, as the hill should abound with plant life. Within 3000 feet of the ruin there are no large bushes and no plant cover (Wilderness Lore, DC 20, note that the land has been cleared often and recently). The forest is typical of the area with respect to plant life. Bushes are abundant, and trails and natural passages are few. However, no animal life is  seen (see below).

Inhabitants: The hill/ruin is occupied by a symbiosis, though not all the partners are “alive.” During the day the ruin’s upper level is guarded by a band of bugbears (6 adult males, 5 adult females, and 9 young) supportedby an evil magician. Two of the bugbears are shamans. At night the ruin is run by the undead—a wraith, a zombire, a skelter, 8 zombies, and 12 skeletons (the zombire and skelter are defined below). Other monsters exist in the lower ruin levels, but since they are not mobile and never venture outside, they will be discussed as they are encountered. In the forest normal small mammals and birds are not to be seen. Insect life, though, is very widespread, including such creatures as wasps, flies, bees, and locusts. There is  a 15% chance of encountering 1–2 normal-sized poisonous vipers (see below). Finally, strange forms of undead may be encountered There is a 1 in 6 chance per turn of an encounter from the following table (roll 1d6 for the exact result):

1–3	Normal skeletons (2–12)
4–5	Animal skeletons (2–8)
6	Ghoulstirges (2–8)

Lair of Major Inhabitants:  The ruin, as shown on the map of above-ground levels, is home for the bugbears, magic-user, and undead. The forest has no actual lairs, but there is a strong likelihood of encountering wandering monsters (see below).

Encounter Probability:The hill—Below 1200 feet of elevation, (i.e.  no closer than 2500 feet to the ruin,) there is a 1 in 6 chance of an encounter (check every half-mile traveled by the party). This encounter will be either a lone skeleton (60%) or zombie (40%) lurking behind a boulder. These encounters are not part of the ruin population.

Within 2500 feet of the ruin the chances of a dangerous encounter increases, as modified by the time of day. In daytime, there is a 1 in 10 chance (check each turn) of meeting a lone bugbear going to the ruin. He is not part of the ruin population but is seeking employment. He only knows that some of his fellows work here; he does not know how many are here, who runs the complex, or of the presence of the undead. At night there is a 1 in 4 chance of an encounter (check each turn). The following table should be used to determine the creature(s) encountered whenever an encounter is indicated:

1	Wasp, Giant (1)
2	Scorpion, Giant (1)
3	Centipede, Giant (1–3)
4	Viper, Poisonous (1–3)
5–6	Ghoulstirges (1–4)

Giant wasp: CR 3; Large Vermin; HD 5d8+10; Init +1 (Dex); Spd 20 ft., fly 60 ft. (good); AC 14 (–1 size, +1 Dex, +4 natural); Atk +6 melee (1d3+6 and poison, sting); Face 5 ft. x 10 ft.; SA poison; SQ vermin; AL N; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11.

Skills: Intuit Direction +7, Spot +9.
SA: Poison (Ex)—Sting, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity.
SQ: Vermin—Immune to mind-influencing effects.

Small monstrous scorpion:CR 1/2; Small Vermin; HD 1d8+2; Init +0; Spd 30 ft.; AC 14 (+1 size, +3 natural); Atk +1 melee (1d3–1 [x2], 2 claws), and –4 melee (1d3–1 and poison, sting); SA improved grab, squeeze, poison; SQ vermin; AL N; SV Fort +4, Ref +0, Will +0; Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2.

Skills and Feats: Climb +6, Hide +12, Spot +7; Weapon Finesse (claw, sting).
SA: Improved Grab (Ex)—To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings; Squeeze (Ex)—A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value; Poison (Ex)—Sting, Fortitude save (DC 11); initial and secondary damage 1d3 temporary Strength.
SQ: Vermin—Immune to mind-influencing effects.

Small monstrous centipede:CR 1/4; Small Vermin; HD 1/2 d8; Init +2 (Dex); Spd 30 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 melee (1d4–3 and poison, bite); SA poison; SQ vermin; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int —, Wis 10, Cha 2.

Skills and Feats: Climb +5, Hide +13, Spot +7; Weapon Finesse (bite).
SA: Poison (Ex)—Bite, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Dexterity.
SQ: Vermin—Immune to mind-influencing effects.

Medium-size viper snake:CR 1; Medium-Size Animal; HD 2d8; Init +3 (Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; AC 16 (+3 Dex, +3 natural); Atk +4 melee (1d4–1 and poison, bite); SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2.

Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9; Weapon Finesse (bite).
SA: Poison (Ex)—Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.
SQ: Scent (Ex).

They have no treasure and will always attack.

Ghoulstirges: CR 1; Tiny Undead; HD 1d12; Init +4 (Dex); Spd 10 ft., fly 40 ft.(average); AC 17 (+2 size, +4 Dex, +1 natural); Atk +6 melee (1d4–4 and paralysis, touch); Face 2 1/2 ft. x 2 1/2 ft.; Reach 0 ft.; SA attach, blood drain, paralysis; SQ undead, +2 turn resistance; AL CE; SV Fort +0, Ref +6, Will +1; Str 3, Dex 19, Con —, Int 4, Wis 12, Cha 8.

Skills and Feats: Hide +14; Weapon Finesse (touch).
SA: Attach (Ex)—If a ghoulstirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached ghoulstirge has an AC of 13; Blood Drain (Ex)—A ghoulstirge drains blood, dealing 1d6 points of temporary Con damage each round it remains attached. Once it has drained 6 points of Con, it detaches and flies off to digest the meal; Paralysis (Ex)—Those hit by a ghoulstirge’s touch attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+1 minutes. Elves are immune to this paralysis.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Turn Resistance (Ex)—+2.

The ghoulstirges are 70% likely to guard a nearby treasure (on the body of a former victim). The treasure will contain 6–60 gp, 8–80 ep, and is 40% likely to also contain either a miscellaneous potion or scroll with 1–4 1st and 2nd level clerical spells.

Animal skeleton: CR 1/6; Tiny Undead; HD 1/4 d12; Init +5 (+1 Dex, +4 Improved Initiative); Spd30 ft.; AC 13 (+2 size, +1 Dex); Atk +0 melee (1d3–2, bite); Face 2 1/2 ft. x 2 1/2 ft.; Reach 0 ft.; SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 6, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Immunities (Ex)—Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

They will be of small mammals such as hares, squirrels, oppossums, rats, foxes, etc. As with normal skeletons, these undead will attack until destroyed or turned. They have no treasure.

Action: Every creature in or under these ruins hates and fears living beings, and thus they will jealously guard their treasure troves and seek at every opportunity to destroy any intruders. The wraith was once a mighty, evil warlord who now acts in concert with the magic-user to further its own hate-filled purposes. Likewise, the skelter and zombire who roam this site (detailedbelow) are unique beings, once utterly evil henchman of the wraith in life but then physically destroyed and cursed with undead forms, sustained by the powerful evil of this ancient and diabolical spot.

Roster detail: The Ruin.
Telvar: Male Human Wizard 6; CR 6; Medium-Size Humanoid; HD 6d4+6; hp 27; Init +6 (+2 Dex, +4 Improved Initiaitve); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 melee (1d4, 19–20/x2, masterwork dagger); SA spells; AL CE; SV Fort +5, Ref +7, Will +9; Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 8.

Skills and Feats: Alchemy +12, Concentration +10, Knowledge (arcana) +12, Knowledge (astrology) +9, Scry +5, Spellcraft +12; Alertness, Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Toughness.
Possessions: Cloak of resistance +2, masterwork dagger, wand of fear (5 charges).
Spells Prepared (4/4/4/3): 0—Daze, Detect Magic, Ray of Frost, Read Magic; 1st—Magic Missile, Protection From Good, Ray of Enfeeblement, Sleep; 2nd—Darkness, Detect Thoughts, Invisibility, See Invisbility; 3rd—Dispel Magic, Fireball, Protection From Arrows.

If possible, Telvar will activate both protection spells prior to an encounter. His spell book is kept in room W of the ruin.

Bugbear shaman 1: Male Bugbear Cleric (Hruggek) 3; CR 5; Medium-Size Humanoid (Goblinoid); HD 3d8+3d8+18; hp 48; Init +0; Spd 20 ft. (splint mail +1), base 30 ft.; AC 20 (+3 natural, +7 splint mail +1); Atk +8 melee (1d8+3, morningstar); SA spells; SQ darkvision, rebuke undead; AL CE; SV Fort +7, Ref +4, Will +6; Str 17, Dex 10, Con 16, Int 10, Wis 15, Cha 10.

Skills and Feats: Climb –4 (+3), Concentration +9, Hide –5 (+2), Listen +1, Move Silently –5 (+2), Spellcraft +6, Spot +3; Alertness, Brew Potion, Scribe Scroll, Weapon Focus (morningstar).
SQ: Darkvision (Ex)—60 ft; Rebuke Undead (Su)—Shaman 1 can rebuke undead 3 times per day.
Possessions:Morningstar, splint mail +1, pouch with 125 gp.
Spells Prepared (4/3/2): 0—Create Water, Detect Magic, Light, Read Magic; 1st—Cause Fear, Cure Light Wounds  (2); 2nd—Augury, Silence.
Domain Spells: 1st—Protection From Good; 2nd—Spiritual Weapon. (Shaman 1’s domains are Evil and War.)

Bugbear shaman 2: Male Bugbear Cleric (Hruggek) 3; CR 5; Medium-Size Humanoid (Goblinoid); HD 3d8+3d8+18; hp 42; Init +0; Spd 20 ft. (splint mail +1), base 30 ft.; AC 20 (+3 natural, +7 splint mail +1); Atk +8 melee (1d8+3, morningstar); SA spells; SQ darkvision, rebuke undead; AL CE; SV Fort +7, Ref +4, Will +6; Str 17, Dex 10, Con 16, Int 10, Wis 15, Cha 10.

Skills and Feats: Climb –4 (+3), Concentration +9, Hide –5 (+2), Listen +1, Move Silently –5 (+2), Spellcraft +6, Spot +3; Alertness, Brew Potion, Scribe Scroll, Weapon Focus (morningstar).
SQ: Darkvision (Ex)—60 ft; Rebuke Undead (Su)—Shaman 2 can rebuke undead 3 times per day.
Possessions:Morningstar, splint mail +1, pouch with 32 gp and a 200 gp gem.
Spells Prepared (4/3/2): 0—Detect Magic, Light, Read Magic, Virtue; 1st—Cause Fear, Cure Light Wounds, Protection From Law; 2nd—Resist Elements, Silence.
Domain Spells: 1st—Magic Weapon; 2nd—Spiritual Weapon. (Shaman 2’s domains are Chaos and War.)

Adult male bugbears (4):  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 24, 22, 20, 19; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar), or +3 ranged (1d6+2, javelin); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex)—60 ft.
Possessions: Javelin (2), leather armor, morningstar, pouch with 1–12 gp.

Adult female bugbears (5):CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16, 15, 15, 14, 14; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
Possessions: Leather armor, morningstar, pouch with 1–12 gp.

Young bugbears (9): HD 1/2 d8; hp 4, 4, 4, 4, 3, 3, 2, 2, 2; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1, slam); SQ darkvision; AL CE; SV . Each carries from 2–8 ep.

Wraith: CR 5; Medium-Size  Undead (Incorporeal); HD 5d12; hp 30; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., fly 60 ft. (good); AC 15 (+3 Dex, +2 deflection); Atk +5 melee (1d4 and 1d6 permanent Con drain, incorporeal touch); SA Con drain, create spawn; SQ undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness; AL LE; SV Fort +1, Ref +4, Will +6; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15.

Skills and Feats: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12; Alertness, Blind-fight, Combat Reflexes, Improved Initiative.
SA: Constitution Drain (Su)—Living creatures hit by a wraith’s incorporeal touch attack must succeed at a Fortitude save (DC 14) or suffer 1d6 permanent Con drain;  Create Spawn (Su)—Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Incorporeal—Can only be harmed by other incorporeal creatures, +1 or better weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor;  Turn Resistance (Ex)—+2;Unnatural Aura (Su)—Both wild and domesticated animals can sense the presence of a wraithat a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range; Daylight Powerlessness (Ex)—Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Zombire:  Male Zombie Wizard 2; CR 2; Medium-Size Undead; HD 2d12+2d4+3; hp 22; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 natural); Atk +3 melee (1d6+1, slam); SA spells; SQ undead, +2 turn resistance; AL CE; SV Fort +0, Ref +1; Will +6; Str 13, Dex 12, Con—, Int 14, Wis 10, Cha 10.

Skills and Feats:Concentration +5, Hide (cc) +4 1/2, Knowledge (arcana) +7, Spellcraft +7; Scribe Scroll, Toughness.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Turn Resistance (Ex)—+2.
Possessions: Potion of protection from elements (fire), pouch with 10 pp.
Spells Prepared (4/3): 0—Dancing Lights, Daze, Ghost Sounds, Ray of Frost; 1st—Magic Missile (2),  Protection From Good.

The zombire is the animated corpse of a low-level magic-user. It is not slow like a zombie but might pretend to be so in order to deceive the party while approaching.

Skelter:  Male Skeleton Wizard 2; CR 2; Medium-Size Undead; HD 1d12+2d4; hp 16; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+1 Dex, +3 natural); Atk +1 melee (1d4 [x2], 2 claws); SA spells; SQ undead, immunities, +2 turn resistance; AL CE; SV Fort +0, Ref +0, Will +5; Str 10, Dex 12, Con —, Int 14, Wis 10, Cha 10.

Skills and Feats:Concentration +5, Hide (cc) +4 1/2, Knowledge (arcana) +7, Spellcraft +7; Improved Initiative, Scribe Scroll.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Immunities (Ex)—Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons; Turn Resistance (Ex)—+2
Possessions: Pouch with 42 gp.
Spells Prepared (4/3): 0—Dancing Lights, Daze, Open/Close, Ray of Frost; 1st—Shield (2), Sleep.

The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user.

Skeletons (12): CR 1/3; Medium-Size Undead; HD 1d12; hp 10, 10, 10, 10, 10, 8, 8, 8, 7, 7, 7, 7; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Immunities (Ex)—Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

Zombies (8): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 23, 23, 22, 22, 21, 21, 20, 20; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.

Feats: Toughness.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, Partial Actions Only (Ex)—Zombies have poor reflexes and can only perform partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).

Observation from the ruin: Whenever a party approaches the ruin, there is a chance they will be spotted by a watchful guard. The table below gives the percentage chance of a party being spotted if it approaches within 2500 feet of any given location, as modified by day or night conditions. If the party is spotted, the alarm will be raised in the ruin within 2–8 turns, after which time surprising its inhabitants will be impossible. Note: if the party takes precautionary evasive action as it proceeds (darting from concealment to concealment, hiding behind cover as it advances, etc.) then the chances of being observed are modified by 20% in the party’s favor. At night, using bright lights such as torches guarantees being observed.

Ruin
location	Day	Night
A		10%	60%
B		50%	40%
D		10%	20%
E		30%	55%
F		70%	45%
G		75%	50%
M		20%	20%
T		95%	75%
U		95%	75%
V		50%	50%
W		80%	50%
X		90%	80%
Z		80%	50%

ENCOUNTER KEY TO BONE HILL

A.	THE TOWER.

This tower has three levels and a roof. A huge 10 ft. x 12 ft. hole is at ground level on the northwest face. The outer walls are quite secure structurally; only a very severe blow would cause any further opening in the breach. There is virtually no chance  the tower would collapse. The inside structure, however, including the roof, is very old and rotted. The staircases are made of stone and built into the wall, and will not collapse unless the wall caves in. Each 10 ft. x 10 ft. section of floor and roof can support 100 lbs. of weight safely. Each three pounds of additional weight means a 1% chance of causing the flooring/roof to collapse, taking along any floors below as it falls.  A falling character will take 2d6 points of damage per level fallen, with a 70% chance of the character being hit by 1–4 large stones for 1–6 additional points of damage each. Once collapse begins, a character can attempt to jump (DC 17) to a staircase. Those characters on a staircase when a floor above falls in have a 60% chance of being hit by 1–4 stones. Items carried that are not in packs or belt pouches must make a Reflex save (DC 15) for every 7 points of damage taken by the owning player.

In the floor of the second level is a secret compartment which can be found by inspection from above (Search, DC 20), unless this floor collapses, in which case from 3–30 gp will rain down amid the rubble. Investigation will reveal the balance of 250 gp still in the intact floor sections along with a pouch containing a ring of feather falling.

The lowest level of the tower is always occupied by undead: 2–20 might be present. They sally forth only at night, but if a melee is in progress they will come out to aid the bugbears or the magic-user. The procedure for determining these undead is, first roll 2d10 for quantity, the 1d20 for type: 1–3 indicates animal skeletons, 4–8 normal zombies, 9–13 normal skeletons and 14–20 a mixed force of skeletons and zombies as the DM sees fit. Subtract all undead losses from the provided roster. The living never enter the tower.

A stairway leads down from the first level to room AJ.

B.	COLLAPSED WALL.

This is a section of collapsed wall. Among the rubble are a number of nearly spherical rocks of roughly one-foot diameter, with some split into fragments. A catapult once hurled these at the wall. A lone bugbear will be on guard here 70% of the time. In the rubble is a skeleton, not part of the roster,

Skeleton: CR 1/3; Medium-Size Undead; HD 1d12; hp 7; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

It will attack anything that crosses the rubble, except a bugbear. The skeleton is the remains of one of four bodies here, none of which has any treasure. The skeleton is on guard both day and night. It can be noted that the animated skeleton is a bugbear, while the other bones are of elves.

C.	SIEGE TOWER.

This is the remains of a siege tower, fallen and rotting, with many sections burnt away. The tower is at the center of a 40 ft. diameter circle of scorched ground (marking the use of a fireball) and some darkening can be seen on the wall. The charred bones of three bugbears can be seen amid the ruin. If the siege tower is partially moved a secret trap door might be revealed (DC 20) leading to location BA,  below.

D.	COURTYARD.

This is the heart of the courtyard. A 40 ft. diameter circle of burnt remains (left from afireball) can be seen. Within this circle are seven skeletons; 4 humans and 3 bugbears. None of them are animated. From 1–4 undead might be on patrol here at night (they will be mixed types from the roster).

E.	GUARD TOWER.

The old guard tower is not used by the bugbears, but there is a 70% chance a skeleton, zombie, or ghoulstirge might be here at night. Inside the tower is a special brass horn of Valhalla  in the hand of a bugbear skeleton lying in the corner. The horn is aligned with chaotic evil and will summon only barbarians of that alignment.

Barbarians (2d4+1): Human Barbarian 3; CR 3; Medium-Size Humanoid; HD 3d12+3; Init: +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather armor); Atk +6 melee (1d12+2, x3, greataxe), or +5 melee (1d4+2, 19–20/x2, dagger), or +5 ranged (1d6, x3, shortbow); SA rage; SQ uncanny dodge, immunities; AL CE; SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +8 (+9), Wilderness Lore +8, Listen +8, Jump +8 (+9), Spot (cc) +4 1/2; Alertness, Dodge, Weapon Focus (greataxe).
SA: Rage (Ex)—once per day.
SQ: Uncanny Dodge (Ex)—Dex bonus to AC; Immunities (Su)—The summoned barbarians are immune to charm and hold spells.
Possessions: Dagger, greataxe, shortbow with 20 arrows, studded leather armor. 

These warriors will attack any but chaotic evil individuals when summoned. (The bugbears and magician would love to find this treasure, naturally, since they could use it, but they don’t come here because the undead occupy it at times.)

F.	GATEWAY.

Here are the remains of a battering ram and the old portcullis that fell on top of it. Six skeletons lie in the rubble, one of which is animated,

Skeleton:  CR 1/3; Medium-Size Undead; HD 1d12; hp 6; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int—, Wis 10, Cha 1.

Feats: Improved Initiative.

During the day there is a 10% chance of encountering a bugbear here not on the roster.

Bugbear:  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 22; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar), or +3 ranged (1d6+2, javelin); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
Possessions: Javelin (2), leather armor, morningstar, pouch with 1–12 gp.

G.	COLLAPSED WALL

This portion of broken wall has been smashed by repeated hits from a catapult. Two elven skeletons lie in the rubble. If they are dug up, one will be found to be wearing a pair of boots of elvenkind. There is a 15% chance of encountering a bugbear here during the day (not on the roster).

Bugbear: CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 24; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar), or +3 ranged (1d6+2, javelin); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
Possessions: Javelin (2), leather armor, morningstar, pouch with 1–12 gp.

Inside of the wall is an animated skeleton. It will not attack bugbears.

Skeleton: CR 1/3; Medium-Size Undead; HD 1d12; hp7; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

H.	THE CATAPULT.

These are the remains of a catapult, rotting with age. Amid the rubble is an animated hill giant skeleton.

Skeleton (hill giant): CR 1; Medium-Size Undead; HD 2d12; hp 18; Init +5 (+1 Dex, +4 Improved Initiative); Spd 40 ft.; AC 13 (–1 size,  +1 Dex, +3 natural); Atk +2 melee (1d6+2 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.
Possessions: Pouch with 72 ep and 6 x 20 gp gems.

I.	CASTLE HALL.

This is the entrance hall. The castle itself has taken very little damage save the hole at location M.  The walls and floors are intact and solid. The furniture in the entrance hall is damaged, though it once was apparently of very good quality. A large bar has been added to the outer double doors. The bar is always in place at night. It can be broken by a Str check (DC 25). During the day a bugbear (any age) is 20% likely to be here. At night this location serves as a guard post and is occupied by 1–2 bugbears (60% chance to be adults, 40% to be children). Even young bugbears are attentive on duty since the magician has killed more than one who had been lax in his duty.

J.	GUARD POST.

This room used to be a guard post. Furniture has been removed, and every ten minutes there is a 7% chance of a bugbear wandering in.

DM note: This wandering monster percentage is for normal situations. If an alert has been sounded the bugbears will take defensive positions in rooms J or K. The magician will be in room V, W, U, or Z, where he can cast a spell or use a wand at those in the courtyard or approaching the ruin.

K.	WAITING ROOM.

This is a waiting room with six chairs. Many of the chairs are damaged from improper care. A bugbear might wander in 12% of the time, the magician, 4%.

L.	ARMORY.

This room’s door is reinforced with metal bands and has also been arcane locked  by the magician (DC 35 to break). The room was once a barracks and weapons room. The remains of six beds are here, and six footlockers. There is a weapon rack with 12 spears and 8 short bows on a wall (all the weapons are rotted and useless). The lockershave been opened and items have been strewn about.

M.	THRONE ROOM.

This room was once the throne room. Its back wall was disintegrated along withthe throne long ago. The bugbear children often play here during the day, watched over by one of the females. The room was decorated by frescoes of men and elves fighting together against bugbears. These paintings have been defaced and partially destroyed.  The room’s door is barred from the other side (the side in room K) and is always in place at night.

N.	BARRACKS.

This room is used as a barracks for the bugbears. Three females and four males live here. They own no treasure other than the gold carried on their persons. If not on alert, there is an 85% chance of encountering 2–7 bugbears at night and a 55% chance for encountering 1–4 in the day.

O.	SHAMAN’S QUARTERS.

This room is the quarters for the first bugbear shaman and his wife (the other shaman and his wife live in room P). This shaman possesses two blocks ofincense of meditation  mixed with, but distinguishable from, eight ordinary blocks of incense. This treasure is in an iron chest along with seven gems worth 10 gp each. The chance of encountering the bugbears living here is 40% in the day for 1–2, and 80% at night for both.

P.	SHAMAN’S QUARTERS.

This room is lived in by the second bugbear shaman and his wife. He possesses a scroll of four spells: spiritual weapon, prayer, discern lie,and tongues  (caster level 5). There is a chest in the room containing his treasure, 240 gp. It is guarded by a blast glyph of warding  placed there long ago by a friendly companion shaman. It will explode for 2d8 points of fire damage affecting everyone in the room unless a Reflex save is made for half damage (DC 15).

Q.	PANTRY.

Most of the good food once here has long ago been eaten. What remains is mostly trail rations made for bugbear tastes. There are few fresh foods.

R.	KITCHEN.

Any items of value once here have long ago been taken away.

S. 	DINING ROOM.	

The large table in this room has been marred and is partially rotted. The chairs likewise are badly marked and damaged. There is a 20% chance of encountering a wandering bugbear here. The door leading from this room to room M is nailed shut (DC 15 to break).

T.	STORAGE ROOM.

This was formerly a storage room but is now a lookout post during the day. There is a 70% chance of encountering a bugbear here. The window is closed at night.

U.	CHILDREN’S OUARTERS.

This is the living quarters of the young bugbears. There is a 85% chance of encountering 2–9 in the day and a 95% chance of encountering 6–9 at night. An adult bugbear will be watching here 65% of the time during the day. The window shutters are closed at night.

V.	MAGICIAN'S BEDROOM.

Telvar the magician sleeps and rests in this room. There is a secret door to room W, and a trap door leading up to room Z. They are both  arcane locked  (DC 28 to break). The windows are barred with steel (DC 28 to break) and are shuttered closed at night. This bedroom has been repaired and refurbished. It contains a large bed, a padded chair, a footlocker, a wardrobe, a four-drawer chest, and a portraitof the magician on the wall over the bed. The locker contains traveling clothes, none of which are magical. The wardrobe holds four robes and three cloaks, which are also normal clothing. Behind the portrait is a small secret compartment containing a pouch with 23 pp and 10 gems: 7 x 20 gp, 3 x 50 gp.

Telvar may be found in any of the three rooms (V, W, Z) of the second and third floors, or he may be in a different part of the ruins altogether. The table below should be consulted to determine his exact location as soon as the party begins exploring this area (rolling d%).

Location	Night		Day
Room V	1–49		1–29
Room W	50–69		30–65
Room Z	70–94		66–85
Elsewhere in	95–00		86–00
the ruins

W.	WORKSHOP.

This room is the magician’s workshop. The door to it (as well as the secret door to V) is arcane locked.  It contains a large table with beakers, flasks, and general lab equipment. Telvar was an apprentice to an alchemist in his early youth and still enjoys experimenting with and mixing potions. On a series of shelves are forty bottles and flasks, and twelveof them hold magical potions or mixed potions. These twelve will radiate magic. The other bottles contain only common chemicals. Sixteen of them are harmless if imbibed but may leave an aftertaste for some hours. Mixing liquids in the stomach is never wise, and if someone is sofoolish as to do so then a mild or toxic poison could result (roll d%; 1–60 produces no ill effect, 61–90 arsenic (DC 13; primary damage 1 temporary Con; secondary damage 1d8 temporary Con), 91–00 potion of poison (DC 16; primary damage 1d10 temporary Con;  secondary damage 1d10 temporary Con). The remaining 12 bottles will produce poisoning effects upon drinking automatically. They are filled with arsenic (DC 13; primary damage 1 temporary Con; secondary damage 1d8 temporary Con).

The eight magic potions are:

1.	A normal potion of cure moderate wounds.
2.	Anpotion of cure moderate wounds mixed with a potion of reduce.  A sample will produce noticeable curing but the shrinking effect can be noticed by the drinker with a Spot check (DC 15) or by another person of the party with aSpot check (DC 17). If the full potion is imbibed the curing effect is complete but diminution will reduce the person to 50% of his or her normal size. Alas, his or her gear will not shrink at all. The shrinking will last for 30 minutes.
3.	A normal potion of Charisma.
4	Apotion of polymorph self crossed with a potion of truth.  This one was a real discovery, but when tested it will give no indication of its nature other than a “good feeling,” a “warm tingling,” or “an unexplained desire.”  When fully imbibed, the figure will become nervous and excitable. He or she will want to do “something”  but will not know what it is. Caution will not be exercised. The very next living thing the character mentions, however, is what he or she will become! Character classes like wizard, fighter, etc. will not produce any change since profession is not a physical form. The effect will last for 2–12 days. Objects worn are allowed a Will save (DC 13) or they become part of the polymorph unless the alteredform is one that wears similar gear under normal circumstances. The polymorphed form still has the same mind, but the abilities could be radically changed. If no form is named within 24 hours of game time no transformation will occur.
5.	A normal potion of enlarge.
6.	A normal potion of vision.
7.	Apotion of gaseous form crossed with a potion of invisibility.  Testing this liquid will produce translucence in the entire figure. If the entire potion is consumed the figure will become gaseous and then vanish.His or her items will become gaseous as well. Obviously, he or she cannot communicate at all in this state. Vision is likewise slightly obscured. Hearing is quite impossible. Only taste and smell are fully activated. A vague sense of touch, especially temperature sensitivity, does exist. The character has a move of 20 ft. per round, slightly slower if penetrating a small hole, crack under a door, etc. After 20 miuntes theinvisibility  wears off and the cloud is visible. This cloud remains gaseous for a further 8 turns. The cloud can be damaged by lightning and magical fire, and a whirlwind does double damage.
8.	Apotion of longevity crossed with apotion of haste.  A test sample will produce a craving for the rest unless a Will save (DC 15) is made. If the save is successful, the character will talk rapidly for a few minutes but will feel terribly robust and hardy. The full potion will cause the character to become5 years younger while being able to move at a 50% bonus for 30 rounds. The character must also, however, make two Fortitude saves (DC 12). If either check fails the character takes a total of 2–20 points of immediate damage.
9–12.	Four normal potions of poison.

Also hidden in this room, in a false back of the writing desk (normal writing equipment, blank scrolls, ink, brushes, etc. will be found in the drawers) is the magician’s spell book. The false back has a  magic mouth that screams “Thief! Thief! Thief!” twenty times when the back is opened by anyone save Telvar. The book contains the following spells:

Spellbook: 1st—Charm Person, Identify, Jump, Magic Missile, Protection From Good, Ray of Enfeeblement, Shocking Grasp, Sleep; 2nd—Arcane Lock, Darkness, Detect Invisibility, Detect Thoughts, Invisibility, Levitate, Magic Mouth; 3rd—Dispel Magic, Fireball, Fly, Gust of Wind, Leomund’s Tiny Hut, Protection From Arrows, Summon Monster III; 4th—Arcane Eye, Rary’s Mnemonic Enhancer.

X.	STOREROOM.

This room contains books, boxes of magic supplies and papers, spare furniture, and other objects not frequently used or consulted by Telvar.

Y.	STOREROOM

This room is currently empty.

Z.	OBSERVATORY.

This room is used by Telvar for astrological observation. It has a ladder to the roof. The trap door at the top is locked and barred. It is reinforced with steel bands (DC 25). Inside the room is a crude but effective telescope. There is a large drawing table and some maps of the heavens dated on a month by month basis. Some curious “carvings” are on the roof (sighting lines and measurement points for celestial  observations). On one wall of the room is a dart board and 4 darts. The darts can be used as weapons.

BASEMENT OF THE CASTLE

If any of the skeletons, zombies, or the skelter and zombire still exist they will be in this area. They know of the secret doors connecting AIto AJ and AE. They will occupy rooms AB, AC, AD, AE, AI, or AJ. First roll to see how many, if any, are in room A  on ground level. If any remain, disperse them randomly among the six named locations with no more than six in one room

AA. THE GHOUL LAIR.

The doors to this room are locked so that the above-ground undead do not come in. The wraith (see below) does not enter this room. Its guardians are three ghouls and a ghast. They will attack any who enter from the doors or stairs but they will not followanyone out. Thus they can be bypassed through various means such as invisibility, turning undead successfully, etc.

Ghouls (3): CR 1; Medium-Size Undead; HD 2d12; hp 18, 15, 12; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3melee (1d6+1 and paralysis, bite) and +0 melee (1d3 and paralysis [x2], 2 claws); SA paralysis, create spawn; SQ undead, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite).
SA: Paralysis (Ex)—Those hit by a ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis;  Create Spawn (Su)—In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting  protection from evil on a body before the end of that time averts the transformation.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Turn Resistance (Ex)—+2.

A paralyzed individual is 40% likely to then be eaten by the attacking ghoul, inflicting 7 points of damage per round. Otherwise, the ghoul will enter a new melee. If no new melee opponents are available it will eat the victim on the spot. The ghouls haveno individual treasure.

Ghast: CR 3; Medium-Size Undead; HD 4d12; hp 31; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 natural); Atk +4 melee (1d8+1 and paralysis, bite) and +1 melee (1d4 and paralysis [x2],2 claws); SA stench, paralysis, create spawn; SQ undead, +2 turn resistance; AL CE; SV Fort +1, Ref +3, Will +6; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8; Multiattack, Weapon Finesse (bite).
SA: Stench (Ex)—The stink of death and corruption surrounding these creatures is sickening. Those within 10 ft. must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a –2 circumstance penalty on all attacks, saves, and skill checks for 1d4+4 minutes; Paralysis (Ex)—Those hit by a ghast’s bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis; Create Spawn (Su)—In most cases, ghasts devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghasts themselves in 1d4 days. Castingprotection from evil on a body before the end of that time averts the transformation.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Turn Resistance (Ex)—+2.
Possessions:Three darts +1.

The ghast will also eat its victims, but it is only 20% likely to do so if other opponents are still present.

The room itself has no furniture but the undead guard a pile of treasure taken from previous victims. This pile includes 107 gp, 83 ep, a suit of half-plate armor tailored to a dwarf, a small steel shield, a  large steel shield +1, and apotion of clairaudience/ clairvoyance.

AB, AC, AD. THE CELLS

These are old cells (AB and AC) and a guardroom (AD). There is nothing of value in any of them, just old and rotting furniture. The doors are unlocked and are 50% likely to be ajar.

AE. STORAGE CHAMBER.

This area was used for storage of furniture. A number of pieces are still piled up and some are valuable if repaired and cleaned. Once refurbished, they might fetch up to 300 gp in a town market.

AF, AG. THE WRAITH LAIR.

These rooms are used by the wraith (see above-ground ruin for stats). It is here during the day 100% of the time. It might attack a group of up to four individuals immediately, but will wait for an opportunity to surprise a group of 5 or more. Room AF is a small den. It contains a desk, a book case with 40 books, a chair, and a brazier. None of these are very valuable. Room AG is a bedroom.  It once had excellent furnishings but they have long since rotted away. A heavy dampness hangs over the room. The wraith likes to hide under the bed to surprise people. If reduced to 10 or fewer hit points it will flee this area.

AH. THE TEMPLE.

The wraith knows of this room but does not enter it. It is the remains of an old temple. The altar is in the center of the south wall. Any who come within 10 feet of the huge stone statue on the altar (8 feet tall, carved to resemble a fire giant) will cause the statue to animate. The animation is actually a shadow conjuration at caster level 7 of the giant throwing his hammer at a party member. If the illusion is believed, the target will always be hit for 3–18 points of damage and the hammer will return to the statue. It will be thrown over and over again. Characters can break the statue and the illusion (AC 4; hardness 8; 30 hp; DC 30 to break, blunt weapons only). All other forms of attack are useless except those that guard the mind. Those who interact with the illusion gain a Will save to only take 1/5 damage.

Beneath the statue is a chalice that will turn created  water into holy water once a day. The process requires an hour of game time. Enough holy water will be created to fill one vial. If not sealed in a vial or other airtight container the holy water will evaporate in 4 hours. Caster Level: 3rd; Prerequisites:Craft Wondrous Item, bless water; Market Price: 1500 gp.

There is a flight of stairs to the dungeon below (detailed below).

AI. PASSAGE.

This passageway is occasionally occupied by the wraith (10% chance) at night only. Undead might also pass through the corridor.

AJ. THE ROUND ROOM.

This round room has no furnishings of any type. Undead might pass through, but not actually occupy it. There is a flight of stairs to the dungeon (detailed below).

KEY TO THE DUNGEON LEVEL

The basement dungeon has some characteristics common to its various rooms. Almost every room is damp and clammy (these four are not: BO, BE, BJ, BK, and will be explained separately), the walls glisten and are moist to the touch. The air is stagnant and foul. Noises are very common (check each turn on a d6, with a 1 or 2 indicating some noise). Use a d10 to determine the source.

1–2	Scurrying or scuttling noise, usually very faint (cause: 1–4 brown rats. They have 1 hp and have no effective attack. Rat holes are very common in the complex except in the four rooms previously noted).
3–4	Whistling, very low (cause: air movement).
5–7	Moaning, followed by insane laughter and jingling. lasting two rounds (cause: a permanent ghost sound spell has been cast in rooms BN  and BD where the noises are loudest. Dispel magic (DC 22) can remove the noise).
8–9	Squeaking (cause: 1–4 brown rats as above, but one rat is 40% likely to be a dire rat (AC 7. MV 15", HD 1-4 hp, hp: 4, #AT 1, D 1-3 plus 5% chance of disease, save vs. Poison allowed). If a dire rat is present there is a 60% chance for 2-8 more brown rats that will all scurry to the attack. The brown rats are harmless but will mask the dire rat, which is also brown).
10	Loud whistle followed immediately by a very strong gust of wind. Unprotected flames are 90% likely to be blown out. (Cause: a permanent gust of wind  spell has been cast in room BNand BD. Dispel magic (DC 22) can remove the wind.

It should be noted that this area is plagued by drafts. It is basically airtight, so when doors are opened, changing the air pressure, other open doors (if any) are 90% likely to slam shut. Spiked doors are 40% likely to have their spikes shaken loose by the door movement and then slam shut. Every door opened will cause an air current to come up and thus “opening doors a crack” is difficult (DC 19).

BA. TUNNEL.

This location can be entered from the locked, iron-bound door. It has a padlock holding a bar in place on the inside, thus there is no lock to pick from the ladder side. The ladder to/from location C above is also a possible entrance. This ladder is 40 feet long. Its rungs are old and rotting. For each 10 feet climbed, there is a 10% cumulative chance per person of the rungs giving way and toppling that individual to the floor. Any person on the ladder below the falling individual will also be knocked off unless a save is made (rolling one_’s dexterity or less on a d20). Damage taken will be 1–6 points per each 10 feet of distance fallen. Any fall doing 8 points or more of damage to a character necessitates all items carried making Reflex save (DC 15).

Note that the corner of this tunnel has begun to collapse. It is safe for the moment, however. When the door is opened begin rolling for “noises,” as given above.

BB. CAVERN.

This natural cavern has virtually no ornamentation. The glistening walls reflect light so that any light source is doubled in intensity. The entrance to BC  is only a two and a half-foot crawlway. Room BB is about 12 feet in height.

BC. GREY OOZE CAVE.

The entranceway is eight feet long but only two and a half feet high. Only gnomes or halflings can scuttle through by merely bending low; other character types must go on all fours. Just over the doorway is a medium-size gray ooze.

Gray ooze: CR 4; Medium-Size Ooze; HD 3d10+10; hp 32; Init –5 (Dex); Spd 10 ft.; AC 5 (–5 Dex); Atk +3 melee (1d6+1 and 1d6 acid, slam); SA improved grab, acid, corrosion, constrict 1d6+1 and 1d6 acid; SQ blindsight, cold and fire immunity, ooze, camouflage; AL N; SV Fort +1, Ref –4, Will –4; Str 12, Dex 1, Con 11, Int —, Wis 1, Cha 1.

SA: Improved Grab (Ex)—To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict; Acid (Ex)—A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood and metal objects. Armor or clothing dissolves and becomes useless  immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19); Constrict (Ex)—A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a –4 penalty to Reflex saves against the acid; Camouflage (Ex)—It takes a successful Spot check (DC 15) to recognize a motionless gray ooze for what it really is.
SQ: Blindsight (Ex)—An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 ft; Ooze—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

It will drop on the first individual to enter the room.

On the far side of the room, visible from the tunnel entranceway, is a staff leaning against the wall. It can be noted that the top is carved and the bottom shod, but at that distance details of the carving cannot be seen.

Close inspection of the staff will show a finely-carved dragon head. It is the head of a blue dragon, but since all paint is eaten away the color is not obvious and the players, unless they have previously encountered blue dragons, will not be able to recognize the exact species. The staff has 11 charges and can be commanded by the proper spell word(s) to perform the following functions:

1.	Dancing lights,  as per the spell as cast by a 1st-level sorceror, except the following. Duration: concentration, but any act will break concentration, even speaking. Cost: 1 charge.
2.	Light, as per the spell as cast by a 3rd-level sorceror. The staff is the center of the 20 ft. radius globe (remember it will be very brightin these moist caves). The light will wink out at the end of 3 turns but it will fade in the last round so it can be commanded to light again if that is desired. The holder can extinguish it by a simple command. Cost: 1 charge.
3.	Spark,  a 30 ft. long straight discharge can be fired. It does 2d10 points of damage without a save to those wearing metal, 2d4 points to those making their save. The size of the metal item worn/carried must be that of a helm, shield, longsword, etc. Rings and bracers are not large enough. Casting time: 1 action. Cost: 1 charge.
4.	Lightning bolt,  as per the spell as cast by a 5th-level sorceror. The bolt cannot be 10 ft. wide. It is 5 feet wide and thus will often hit only one opponent. Cost: 2 charges.
Caster Level:12th; Prerequisites: Craft Staff, dancing lights, light, lightning bolt; Market Price: 54,000 gp.

The nature of the staff must be discovered by use or the spell identify. Once any identify  is attempted no further information from spells can be obtained, including a charges-left approximation.

BD. THE STATUE ROOM.

The room is occupied by a stone guardian (see the New Creatures section at the end of this module). It will activate and attack anyone entering from either passage.

Stone Guardian:  CR 3; Medium-Size Construct; HD 3d10; hp 20; Init +0; Spd 30 ft.; AC 18 (+8 natural); Atk +3 melee (1d8+1 [x2], 2 slams); SQ construct, immunities, fire resistance 10, cold resistance 10, electricity resistance 10, see invisibility; AL N; SV Fort +0, Ref+1, Will +1; Str 13, Dex 10, Con —, Int —, Wis 10, Cha 1.

SQ: Construct—Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Immunities (Ex)—A stone guardian takes only half damage from piercing or slashing weapons. Stone to flesh, transmute rock to mud, or stone shape  spells will kill it instantly with no saving throw; See Invisibility (Sp)—A stone guardian can continuously see invisbility as cast by a 3rd-level sorceror.

The south exit (to room BE) is very small, only two feet high and about three feet wide due to large amounts of fallen rock that block the opening. The mechanism working the closed portcullis (blocking the west exit) is in room BF.  It can be lifted (DC 25).

In the northwest alcove behind the guardian is a statue of a woman. She has large wings and holds a greatsword ready to strike. On her head is a simple brass helmet adorned by a large red ruby (value: 3000 gp).

The statue was once a part of a ransacked good temple and was defiled by the captors in unholy service. The good energy it still possesses is augmented by the positive energy radiated by the servants of good. A good cleric, a paladin, or a good ranger can go to the statue and remove the helm without reprisal. Furthermore, that individual can pray before the statue and gain a contact other plane  spell (caster level 9). Answers will be in the form of short sentences (up to 12 words). Any other character must suffer a swing from the sword. It always hits for 2–40 points of damage. The alcove is protected by an  antimagic field so that no spell can harm the statue (the dungeon’s occupants regard it as a valuable trophy and this is designed to foil intruders). The statue is considered to have an AC of 4, a hardness of 8 and will take 60 hp of damage only from blunt weapons before shattering into useless fragments.

If the statue is attacked and destroyed the helm will fall to the ground as a pile of brass filings, though the gem will still be intact.

The helm will grant to a cleric of good alignment, a paladin, or a good aligned ranger the ability see as if affected by a divine true seeing  spell up to three times per day. However, the character suffers a resistance penalty of –3 on all Will saves. Removing the helm negates its power for one full week. Non-paladins/good rangers/good clerics wearing the helm will often see hallucinations, especially inexplicable colored auras around living figures (make a Will save (DC 13) once per hour). The visions are never harmful, but can trick or mislead a wearer. Caster level: 9th; Prerequisites: Craft Wondrous Item, detect good, true seeing; Market Price: 45,000 gp

BE. THE MIRROR ROOM

The doorway to this small room is so blocked by fallen rubble and dirt that some digging is required for humans or human-sized characters. Smaller races can squeeze through, but only at crawl rate. On the opposite wall is a unique  mirror of opposition (see New Magic Items). (Note that to be affected the person must glance into the mirror and light must be available.).

The mirror is attached to the wall with sovereign glue. Physically removing the mirror without universal solvent  always breaks it. The mirror is two feet wide and five feet high and is very fragile. If someone does not hold it whenuniversal solvent is used it will fall and break. Furthermore, it cannot be put in a bag of holding or other transport device without shattering. Undead creatures are not drawn into the mirror.

Don’t forget to give the character experience points for defeating him or herself!

BF. THE WINCH ROOM

The portcullis wheel gives a mechanical advantage of 6:1, so a character’s bend bars  percentage is multiplied by 6 attempting to lift the portcullis gateway. Two persons can cooperate on a wheel, but no more. The large alcove to the north looks “hazy”  if good light is available. The doors out of the room are both ironshod (DC 25). The double door can be hit by two characters at once, the other by a single character only. All doors are locked.

The “haziness” is a gelatinous cube, though bright light (alight  spell, or its equivalent) will show a surface across the mouth of the alcove. The gelatinous cube is 10 feet square and takes up a large part of the room.

Gelatinous cube: CR 3; Huge ooze; HD 4d10+36; hp 58; Init –5 (Dex); Spd 15 ft.; AC 3 (–2 size, –5 Dex); Atk +1 melee (1d6+4 and 1d6 acid, slam); Face 10 ft. x 10 ft.; Reach 10 ft.; SA engulf, paralysis, acid; SQ blindsight, transparent, electricity immunity, ooze; AL N; SV Fort +5, Ref –4, Will –4; Str 10, Dex 1, Con 19, Int —, Wis 1, Cha 1. Height 10 ft., Width 10 ft., Depth 10 ft, Weight 10,000 lb.

SA: Engulf (Ex)—Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the oppnents, affecting as many as  it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body; Paralysis (Ex)—Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent; Acid (Ex)—A gelatinous cube’s acid does not harm metal or stone.
SQ: Blindsight (Ex)—An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 ft; Transparent (Ex)—Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed; Ooze—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Inside the cube are two gems (value: 450 gp and 650 gp) plus a special crystal hypnosis ball and a large steel shield +2. The crystal ball, if stared into, will contact the wraith (room AG or BE) if it is still in the area. If the contact is established. the wraith can place a suggestion spell with no saving throw applicable. No further contact will occur.

BG. THE SPECTATORS’ ROOM.

This room is guarded by relativesof the eye tyrant (beholder), the spectators. (See the full description at the end of this module.) Three of the hovering orbs with central eyes an four eye stalks appear in the room. Two of the spectators are 4«  in diameter and one is only the size of a baseball. The two adults (AC body, 4, central eye, 7, MV 10", HD 4 + 4, hp 28,20 #AT 1, D 2-5, plus magic rays) have full powers, while the infant (hp 1) has no abilities, and will teleport to Nirvana if its parents are killed.

Adult spectators (2): CR 3; Large Outsider (Lawful); HD 4d8+4; hp 28, 20; Init +1 (Dex); Spd 5 ft., fly 25 ft. (good); AC 16 (–1 size, +1 Dex, +6 natural); Atk +4 ranged touch (eye rays), and –2 melee (1d6, bite); SA eye rays; SQ all-around vision, reflection, fly, SR 12; AL LN; SV Fort +5, Ref +5, Will +5; Str 10, Dex 12, Con 13, Int 14, Wis 13, Cha 13. Diameter 4 ft.

Skills and Feats:Diplomacy +10, Hide +2, Knowledge (planes) +9, Listen +10, Sense Motive +8, Spot +10; Alertness, Flyby Attack.
SA: Eye Rays (Su)—Create Food and Water; Inflict Moderate Wounds; Hold Monster (extended); Telepathy.
SQ: Reflection (Su)—When the central eye is undamaged, it can reflect one spell per round fired at it and turn the spell back to the caster, as the spell turning  spell. The central eye can only reflect one spell per round. The reflection only occurs if the spectator makes a successful saving throw (regardless of the spell cast at it). Because of this power and its spell resistance a spectator gains no other saving  throws vs. magic. Reflection is possible only if the spell caster is in a 60¡ arc of the central eye; All-Around Vision (Ex)—Spectators are extremely alert, due to their nature. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked; Flight (Ex)—A spectator’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 25 ft. This buoyancy also grants it a permanent feather fall  effect with personal range. They will drift aimlessly when asleep, (20% likely when encountered), never touching the ground.

The spectators are guarding a libram of gainful conjuration. However, they have other treasure not a part of their charge. These additional things can be taken by any amiable party which doesn’t attack first and ask questions later. These items are as follows: 5 pp, 22 gp, 17 ep, 22 sp, and a longsword +1  (Int 12, Wis 12, Cha 12; empathic; detect magic at will, detect chaos at will; AL LN; Ego 6). There is also a scroll of two spells:commune and cure critical wounds (caster level 12).

BH. THE CORRIDOR.

Both doors into this corridor are locked and iron-reinforced (as per room BF). A large section of the corridor has begun to crumble. This is not dangerous. Note the secret door to the complex of rooms below. The door is very well made. so that casual observation cannot find it. The standard chances to locate secret doors apply ifa search is conducted.

BI, BJ, BK. THE WRAITH LAIR.

These rooms form the inner sanctum of the wraith. All three rooms have a very minor Negative Plane existence due to his strong ties to this plane. In life, he was a strong and dreaded warlord, a man of cruel cunning and great evil, who mocked the paths of goodness and light, preferring instead the wicked and the dark. At the height of his powers he struck a bargain with a powerful devil, who granted him after death a continued existence in wraith form in exchange for service in life. There are special properties built into these chambers, bestowed as a mark of Infernal Favor:

While in these rooms the wraith gains the special quality Fast Healing 1. Thus, if confronted earlier in the adventure he will return here to be healed.

Protection from evil, bless, prayer,and doom will not function in these rooms.

As an individual descends the stairs he or she will feel a tingling all over the body, regardless of alignment. Those wearing metal of any type will see a mild blue glow appear. Invisible creatures are affected by the metal coloring, though the item and person remain invisible. The area virtually exudes evil and has a moderate aura of evil. The rooms themselves are not exceptional in any way. If the wraith is here (80% chance if he has not yet been encountered, 100% chance if he already has) he will be inBI 30% of the time, BJ 20%, and BK 50%. If he is not present at all, he will be summoned when the first living creature enters room BK. He will then appear on the stairs.

The wraith can also summon any surviving skeletons, zombies, and the skelter and zombire that remain in the ruin to come to his aid. They will mass at the door from BN.  As they will come at their normal movement speed they might not arrive for several rounds. Naturally, if these creatures have all been destroyed none will come. Someone must open the door, or it must be unlocked/opened/broken for them to come and help. If  the door is closed they will be massed for the attack at the door to BN. The zombire will try to hold the door open if it can.

Rooms BEand BJ are empty of any items. Room BK contains the wraith’s treasure. This consists of the following:

37 pp, 235 gp, 402 ep, 670 sp, 8720 cp
A necklace of black pearls worth 4000 gp
A battleaxe +2
A small wooden shield +3

A ring of elemental command (Air).  To be activated, a 7 HD monster from the Elemental Plane of Air must be killed by the wearer. An 8 HD monster that breathes Fire, Lightning, or can turn to stone will also activate it. If others help in the killing the ring will only activate if the wearer did at least half of the damage to the monster. Until activated, the ring will seem to be a normal ring of invisibility.

BL, BM, BN, and BO. THE LAIR OF UNDEAD.

A small band of zombies, skeletons, the skelter and zombire exist here (the zombies and skeletons are separate from the roster given previously). The statistics for the skelter and zombire have already been given. Those for the skeletons and zombies are as  follows:

Skeletons (8): CR 1/3; Medium-Size Undead; HD 1d12; hp 10, 10, 9, 9, 8, 8, 8, 8; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

Zombies (6): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 21, 21, 21, 20, 20, 20; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ Undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.

Feats: Toughness.

The location of these monsters is: BL: two skeletons and one zombie; BM: three skeletons, one zombie, and the skelter; BN:  one skeleton and two zombies; BO:two skeletons, two zombies, and the zombire. Each group of creatures will rush to the attack. They will reinforce each other if separated within 1–3 rounds.

The rooms themselves contain no treasure or other items. They are very cold, however (–15¡  F). Persons in this area for more than 10 minutes must make Fortitude saves or suffer 1d6 points of subdual cold damage, as outlined in the DMG, pages 86–87. The door to the corridor leading to room AJ is unlocked.

BP. THE MYSTERY LIGHT.

When this door is unlocked, opened by knock  or broken, there will be no rush of air between the rooms. Instead, a soft light will grow in intensity until it equals full daylight radiance. Undead will not enter the room. Upon crossing the threshold the temperature will increase dramatically to 65¡ F. and the air will be fresh and slightly scented of orange blossoms. Immediately characters must make a Will save (DC 18) from a powerful charm person  spell. The characters who fail their saving throw will go to the door to BO, open it, and walk right in. The charmed characters will say nothing at all performing only that action. Room BP  itself contains no items at all. The walls are dry. The charming effect occurs only when the threshold is crossed. Those who are not charmed will shiver as the spell rebounds from them, but will have no recollection of what has just occurred. Nor will they recall where the charmed characters have gone.

BO. THE STUDY.

This room contains four items of interest. There is a large rolltop desk with six drawers, ten pigeon-holes, and ample writing equipment and ink; a large bed with down pillows; a large easy chair next to a rack of 100 books; and a skeleton chained to the back wall. The skeleton is animated but incapable of breaking its bonds.

A charmed character entering from room BP will either begin writing, lie down and go to sleep, or sit down and begin reading. He or she will show no desire whatsoever to leave the room and will fight to stay there. Dispel magic might break the charm (DC 26) if thrown from within the room. It will have no effect if thrown into the room from BP.  In fact, no spell whatsoever can cross between the two rooms, as there is a special antimagic screen in the doorway. Passing through the screen will not negate the charm, nor will any cursed or magic item be negated. A spell caster standing in the doorway  will temporarily be prevented from casting spells but cursed items can not be removed!

In the bottom drawer of the desk is a silver pitcher, platter, and mug. These items are manipulated by unseen servants  kept in this room by the antimagic screen. They have been made powerless to approach within five feet of the chained skeleton. Upon command, the pitcher will fill with water (ice cold), herbal tea (piping hot), or wine (excellent vintage). Caster Level: 5th;Prerequisites: Craft Wondrous Item,create water; Market Price: 5400 gp. The platter will produce a complete meal of beef, lamb, turkey, or pheasant, along with all the trimmings, for four people upon command.Caster Level: 7th;Prerequisites:  Craft Wondrous Item, 4 ranks of Profession (cook),create food and water; Market Price: 15,000 gp. The mug will produce mead, beer, or ale (each of excellent quality) upon command. Caster Level: 5th; Prerequisites:Craft Wondrous Item, 4 ranks of Professsion (brewer), create water; Market Price: 10,000 gp. The pitcher can fill 3 times a day, the platter once,  and the mug 6 times. Each must be clean and empty to function. A charmed character will not allow the others to remove any items from the room. The books are of no value and contain no useful information.

The skeleton is the remains of a lawful good 15th level magic-user who once came to this ruin to do baffle with the evil creatures within. His attempt, though valiant, was not successful, and he is now kept here, imprisoned, not wholly alive yet not wholly  dead, and this torture has gnawed at his spirit for centuries. Like the skelter, his skeleton has a tongue and eyes. He also shares the immunities of the skelter but a detect evil  or will show that he is not evil and is, in fact, lawful good. If he is destroyed he will simply reform in 24 hours, even if his bones are powdered.

He cannot initiate speech but can answer questions if a speak with dead  spell is employed. He will only roll his eyes and move his head to normal speech. He will volunteer no information and his answers will always be very brief. To a proper question he can say that he “wants release,” “freedom,” “peace,” etc., that is, he wants to cease his undying state and have eternal peace. This can be done via remove curse or a break enchantment.  If this is done the person casting the spell will receive a limited wish from the magic-user’s deity at once. The person granted the wish  may not consult with anyone, for the statement to name the wish will be placed directly in the recipient’s head via telepathy. The character must respond at once. Note that the magic-user knows nothing of the current ruin conditions and therefore questions along that line are doomed to failure.

RESTENFORD

The following is a quick reference guide to the town of Restenford and its buildings. Details are provided for those buildings and occupants whose Location number is followed by an (*).

Restenford (hamlet):Conventional; AL CG; 100 gp limit; Assets 1550 gp; Population 315; Isolated (human 95%, half-elf 3%, elf 1%, other races 1%)

Authority Figures: Baron-Champion Grellus, male human Ari1/Ftr6.

Important Characters:  Abbot Qualton, male human Clr6 (Phaulkon/Air-Good); Almon, male human Clr4 (Phaulkon/Air-Good); Pelltar, male human Wiz9; Almax, male human Drd7; Gelpas, male human Ftr5 (captain of the guard); Relkin, male human War3 (second-in-command of the guard); Zahrdahl, male human Wiz3 (illusionist, bait dealer) [Note: Zahrdahl is a spy for the Duke of Kroten. Don’t tell the players this.]; Gellcuff, male human Exp3 (owner/innkeep, Inn of the Dying Minotaur); Falco, male dwarf Ftr1 (owner/innkeep, Falco’s Tavern); Zelmar, male human Wiz2 (co-owner, The Inn of the West Wind); Haki, male human Wiz1 (co-owner, The Inn of the West Wind).

Others: Castle/Town guards, Clr1/Ftr1 (1), Ftr1/Wiz1 (1), War2 (9), War 1 (7); Baron’s family, Ari1/Clr2 (1), Wiz2 (1); Phaulkonite priests, Clr3 (1), Clr2 (1), Clr2/Ftr2 (1); Phaulkonite acolytes, Clr1 (8).

Construction	Type of Location	Occupants
1*	Solid Stone	Garrison/Castle	16 males, 4 females, 3 children,
			Mixed alignments, Baron-Champion
			of Restenford, 7th level, et al.

2*	Frame/Stone	Fletcher	1 male elf, chaotic good, 2nd level
	Store		warrior.

3*	Frame/Store	Fine Food and	1 male half-elf, 1 female half-elf, 2
		Drink	children, chaotic good, 3rd level
			wizard, 2nd level wizard.

4	Frame/Stone	Mason	1 male, 1 female, 3 children, chaotic
	Store		good, 2nd level expert and 1st level
			commoners

5	Frame/Store	Cobbler	1 male, 1 female, chaotic good, 1st
			level expert and 1st level commoner.

6	Frame cottage	Wine and Ale	1 male, chaotic neutral, 1st level
			cleric.

7*	Stone/Frame	Distillery	1 male, neutral, 1st level druid.
	Workshop

8*	Frame/Store	Armorer	1 male, chaotic neutral, 1st level
			fighter.

9*	Frame/Shop	Leather Goods	1 male half-elf, chaotic good, 1st level
			cleric.

10*	Stone/Workshop	Smith	1 male, chaotic neutral, 2nd level
			thief.

11	Frame/Store	Clothier	1 male, 1 female, lawful neutral, 1st
			level expert and 1st level commoner.

12*	Frame/Shop	Bowyer	1 male elf, chaotic neutral, 1st level
			expert/1st level warrior.

13	Frame/Shop	Carpenter	Male and 2 children, chaotic neutral,
			1st level expert and 1st level
			commoners.

14*	Stone/Frame	Tavern	2 male dwarves, chaotic neutral, 1st
			level fighter and 1st level commoner.

15	Frame/Stone	Mill	1 male, 1 female, chaotic neutral, 3rd
			level commoner and 1st level
			commoner.

16*	Stone	Abbey	13 males, 6th level cleric, et al.

17*	Stone	Rectory	As per 16, above.

18*	Stone	Guardpost	3 males, mixed alignments, 2nd level
			warriors.

19*	Stone/Frame	Inn	2 males, 2 females, chaotic neutral,
			3rd level expert, 1st level
			commoners.

20*	Stone/Frame	Tavern	2 males, lawful neutral, 2nd level
			wizard, 1st level wizard.

21*	Stone	Home	4 males, mixed alignments, 9th level
			wizard, etc.

22*	Stone	Home	1 male, chaotic neutral, 4th level
			fighter.

23*	Stone	Warehouse	No occupant, but 1 male guard,
			lawful neutral, 4th level fighter.

24*	Stone	Warehouse	As per 23, above.

25*	Stone	Warehouse	As per 23, above.

26*	Stone	Home	1 male, warehouse guard as per 23,
			above.

27	Frame/Stall	Fish Dealer	1 male, 1 female, 3 children, chaotic
			neutral, 1st level commoners.

28	Frame	Home	1 female, widow, lawful neutral, 2nd
			level commoner.

29 	Frame/Shop	Fresh Food	1 female and 3 daughters, chaotic
			neutral, 3rd level commoner and 1st
			level commoners.

30*	Frame/Shop	Bait	1 male, neutral evil, 3rd level
			illusionist.

31*	Frame	Home	1 male, lawful good, 3rd level cleric.

32*	Frame	Former Guard	Giant rats, minor undead.
	(Burnt)	post

33	Frame/Shop	Preserved	1 male, chaotic good, 2nd level
		Foods	commoner.

34	Frame/Shop	Baker	1 male, 1 female, 2 children, chaotic
			good, 1st level commoners

35*	Stone	Home	1 male, 1 female elf, 1 half-elf son,
			neutral, 7th level druid, 2nd level
			wizard, 3rd level druid.

36	Stone	Lighthouse	1 male gnome, lawful neutral, 2nd
			level illusionist.

37	Stone	Guardpost	2 males, chaotic neutral, 2nd level
			warriors.

38 	Stone	Guardpost	3 males, mixed alignments, two 1st
			level warriors, one 1st level				fighter/cleric

39 	Stone	Guardpost	See 18, above.

40	Stone	Guardpost	1 female, chaotic good, 2nd level
			warrior.

Fishermen’s Huts

All fishermen below are chaotic neutral or true neutral unless otherwise noted. Fishermen's cottages are frame buildings, though the condition is variable. Adult males are always in the militia.
		Male	Female
Hut	Condition	Adults	Adults	Children
A	Fair	2	1	5
B	Poor	1	1	4
C	Poor	1	2	3
D	Good	2	2	8
E	Excellent	1	1	4
F	Fair	2	2	6
G	Fair	1	1	2
H	Fair	1	1	5
I	Good	3	2	6
J	Fair	2	2	4
K	Good	4	2	7

Farmer’s Cottages

All farmers below are lawful or true neutral. Their farm buildings are in varying states of repair and upkeep. All adult males serve in the militia.

		Adult	Adult
Cottage	Condition	Males	Females	Children
L	Fair	3	2	6
M	Fair	2	2	3
N	Good	3	2	5
O	Good	2	3	8
P	Good	1	1	5
Q	Good	1	1	3
R	Fair	1	2	1
S	Shack	1	1	2
T	Fair	2	2	4
U	Shack	1	1	3
V	Fair	2	1	4
W	Good	3	2	9
X	Fair	2	2	7

Notes for the DM:

Altogether, there are 315 occupants of the town, most of which are human. Virtually every able-bodied adult male or boy over 13 is enrolled in the militia. People not in the militia, including young children, have poor morale (–3) and will seldom fight even if backed into a corner. Any such individual, if he or she does overcome initial fright, will grab any weapon at hand. Damage caused by these hand weapons is as follows: pitchfork (farmers only) 1–6, knife 1–3, bottle 1–3 (armored or helmeted persons take only 1 point), broken bottle 1–4 (35% likely to harm wielder if breaking and can be used against non-metal armor or the face if not protected), small hammer 1–3, chair 1–6 (only adults can wield this to any effect and armor can reduce damage by half), and all blunt instruments 1–3.

Restenford is meant to be a safe harbor and/or base of operations for a party. This does not mean that adventure there is impossible; far from it. However, as DM you should try to make this purpose clear without having to blurt it out in as many words. The  details of the castle and abbey are given but the exact information therein, and the map of the castle, are not likely to be necessary until AD&Dª Module L2.

The garrison is provided to maintain some degree of order through the town, as you will note the town is mostly chaotic neutral in nature. Chaotic neutral does not equate with brawling, meleeing, spells in the streets, and open mayhem. Be sure you are clear on the meaning of this alignment and that your players understand it as well. In many of the locations in town there will be a chance topick up information, thus you will have to know what the non-player characters know about the town itself. Any character that has information leading to a likely adventure will be outlined hereafter. Minor peasants, farmers, shopkeepers, fishermen, and children will almost never have any information of real value. They will know who lives next to them, of course, but they will never know about magic items, level, or even true alignment.

When a piece of information is given it must be obtained by conversation, bribing, etc. The NPC will not just offer information to strangers! A party can, at any time, just wander out into the countryside. This can be disastrous if they are under-equipped, undermanned, or if they are too low in level.

ENCOUNTER KEY—TOWN OF RESTENFORD

1.	The Garrison/Castle

The following is a roster of all persons who live in the castle. The placement and actions will be given hereafter. Those who often go on patrols in the town are marked with an asterisk (*).

THE BARON AND HIS FAMILY

Grellus:Male Human Aristocrat 1/Fighter 6; CR 7; Medium-Size Humanoid; HD 6d10+1d8+21; hp 55; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (chainmail +2), base 30 ft.; AC 22 (+3 Dex, +7 chainmail +2, +3 large steel shield +1); Atk +13/+8 melee (1d8+7 and 1d6 flame, 19–20/x2 and 1d10 flaming burst, longsword +1—Flame Tongue); AL CG; SV Fort +8, Ref +5, Will +5; Str 20, Dex 16, Con 16, Int 13, Wis 13, Cha 12. Height 6 ft. 2 in., Weight 210 lb.

Skills and Feats:Diplomacy (cc) +4 1/2, Knowledge (local)(cc) +5 1/2, Knowledge (royalty) (cc) +4 1/2, Ride (horse) +11, Sense Motive (cc) +3, Swim +1 (+13); Alertness, Blindfight, Improved Initiative, Leadership, Mounted Combat, Trample, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: Chainmail +2, large steel shield +1, longsword +1—Flame Tongue, ring of shocking grasp, pouch with 1–4 pp and 2–20 ep.

He is 44 years old with brown hair and beard and blue eyes.

Fairwind:Female Human Aristocrat 1/Cleric (Pelor) 2; CR 3; Medium-Size Humanoid; HD 3d8+3; hp 18; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 ring of protection +2); Atk +3 melee (1d4+1, 19–20/x2, masterwork dagger); SA spells; SQ turn undead; AL LG; SV Fort +4, Ref +2, Will +8; Str 13, Dex 14, Con 13, Int 12, Wis 16, Cha 14. Height 5 ft. 8 in., Weight 110 lb.

Skills and Feats: Appraise +2, Concentration +5, Diplomacy +6, Heal +6, Knowledge (religion) +6, Knowledge (royalty) (cc) +4 1/2, Spellcraft +4; Dodge, Run, Scribe Scroll.
SQ: Turn Undead (Su)—Fairwind can turn undead 5 times per day.
Possessions: Ring of protection +2, masterwork dagger, wand of magic missile (12 charges), pouch with 1–4 pp and 0–9 gp.
Spells Prepared (4/3): 0—Detect Magic, Light, Mending, Read Magic; 1st—Bless, Detect Evil, Shield of Faith
Domain Spells: 1st—Cure Light Wounds. (Fairwind’s domains are Good and Healing.)

She is 42 with long brown hair and brown eyes. She is the wife of Grellus.

Andrella:Female Human Wizard 2; CR 2; Medium-Size Humanoid; HD 2d4; hp 8; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d4, 19–20/x2, masterwork dagger); SA spells; AL LN; SV Fort +2, Ref +0, Will +4; Str 10, Dex 10, Con 10, Int 15, Wis 12, Cha 14. Height 5 ft. 8 in., Weight 100 lb.

Skills and Feats:Concentration +4, Diplomacy (cc) +4, Knowledge (arcana) +6, Knowledge (history) +4, Spellcraft +6; Great Fortitude, Scribe Scroll, Spell Focus (abjuration).
Possessions: Masterwork dagger, pouch with 2–40 gp and 2–40 ep.
Spells Prepared (4/3): 0—Detect Magic, Ghost Sound, Mending, Read Magic; 1st—Shield, Sleep, Unseen Servant.
Spellbook: 1st—Enlarge, Protection from Evil, Shocking Grasp.

She is 18 with long brown hair and brown eyes. She is the daughter of Grellus and Fairwind.

Fairwind and/or Andrella usually go into town with at least two guards or in the company of the Baron. Both are a bit haughty and an encounter with them is unlikely. They will not go to a tavern or an inn.

THE GUARDS

*Gelpas:Male Human Fighter 5; CR 5; Medium-Size Humanoid; HD 5d10; hp 38; Init +4 (Improved Initiative); Spd 20 ft. (chainmail +2), base 30 ft.; AC 17 (+7 chainmail +2); Atk +10 melee (1d8+6, 19–20/x2, longsword +1); AL NG; SV Fort +5, Ref +2, Will +2; Str 16, Dex 11, Con 11, Int 12, Wis 13, Cha 11. Height 6 ft., Weight 170 lb.

Skills and Feats: Climb +7 (+11), Jump +7 (+11), Ride (horse) +8; Alertness, Improved Initiative, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: Chainmail +2, longsword +1, pouch with 13 gp, 10 sp, and 9 cp.

He is 42 with brown hair and eyes. He is a loyal retainer and the captain of the guard both in the castle and in the town.

*Relkin:  Male Human Warrior 3; CR 2; Medium-Size Humanoid; HD 3d8+6; hp 27; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 17 (+1 Dex, +5 masterwork chainmail, +1 masterwork small steel shield); Atk +8 melee (1d8+4, 19–20/x2, longsword +1), or +5 ranged (1d8, 19–20/x2, light crossbow); AL CG; SV Fort +5, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Height 5 ft. 10 in., Weight 150 lb.

Skills and Feats:Intimidate +5, Jump +5 (+9), Ride (horse) +7; Alertness, Weapon Focus (light crossbow), Weapon Focus (longsword).
Possessions: Masterwork chainmail, light crossbow with 20 bolts, longsword +1, masterwork small steel shield, pouch with 14 gp, 11 ep.

He is 31 with reddish-brown hair.

Ashfor: Male Human Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8+4; hp 14; Init +1 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 16 (+1 Dex, +5 chainmail); Atk +5 melee (1d8+2, 19–20/x2, longsword), or +4 ranged (1d8, x3, longbow); AL NG; SV Fort +3, Ref +0, Will +0.

Skills and Feats: Jump +2 (+7), Ride (horse) +6, Swim +2 (+7); Weapon Focus (longbow), Weapon Focus (longsword).
Possessions: Chainmail, longbow with 20 arrows, longsword, pouch with 14 gp.

Marcus:  Male Half-Elf Warrior 2; CR 1; Medium-Size Humanoid (Elf); HD 2d8+4; hp 19; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (chainmail), base 30 ft.; AC 16 (+1 Dex, +5 chainmail); Atk +5 melee (1d8, trident); SQ elven traits; AL CG; SV Fort +3, Ref +0, Will +0.

Skills and Feats: Jump +2 (+7), Ride (horse) +6, Swim –2 (+7); Improved Initiative, Weapon Focus (trident).
SQ: Elven Traits (Ex).
Possessions: Chainmail, trident, pouch with 11 gp and 7 sp.

Brilman: Male Human Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8+4; hp 17; Init +1; Spd 20 ft. (chainmail +1), base 30 ft.; AC 17 (+1 Dex, +6 chainmail +1); Atk +5 melee (1d8+2, 19–20/x2, longsword), or +4 ranged (1d8, 19–20/x2, light crossbow); AL NG; SV Fort +3, Ref +0, Will +0.

Skills and Feats: Climb +3 (+7), Jump +3 (+7), Ride (horse) +6; Weapon Focus (light crossbow), Weapon Focus (longsword).
Possessions: Chainmail +1,light crossbow with 20 bolts, longsword, pouch with 28 gp.

 *Mark:Male Human Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8; hp 6; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (+5 chainmail); Atk +2 melee (1d8, 19–20/x2, longsword), or +2 ranged (1d8, 19–20/x2, light crossbow); AL NG; SV Fort +2, Ref +0, Will +0.

Skills and Feats: Climb –1 (+4), Handle Animal +4, Ride (horse) +4; Weapon Focus (light crossbow), Weapon Focus (longsword).
Possessions: Chainmail, light crossbow with 20 bolts, longsword, pouch with 28 gp.

*Amos: Male Human Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8; hp 7; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (+5 chainmail); Atk +2 melee (1d8, 19–20/x2, longsword); AL NG; SV Fort +2, Ref +0, Will +0.

 Skills and Feats: Climb –1 (+4), Jump –1 (+4), Ride (horse) +4; Alertness, Weapon Focus (longsword).
Possessions: Chainmail, longsword, pouch with 49 sp.

*Carlton: Male Human Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8+2; hp 10; Init +4 (Improved Initiative); Spd 20 ft. (chainmail), base 30 ft.; AC 15 (chainmail); Atk +5 melee (1d8+3, 19–20/x2, longsword), or +2 ranged (1d8+1, x3, longbow +1); AL CG; SV Fort +4, Ref +0, Will +0; Str 17, Con 14.

Skills and Feats: Climb +2 (+7), Ride (horse) +4, Swim –3 (+7); Improved Initiative, Weapon Focus (longsword).
Possessions:Chainmail, longbow +1 with 20 arrows, longsword, pouch with 15 sp.

*Weber: Male Human Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8+2; hp 10; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (chainmail); Atk +2 melee (1d8, 19–20/x2, longsword), or +2 ranged (1d8, x3, longbow); AL CN; SV Fort +4, Ref +0, Will +0.

Skills and Feats: Climb –1 (+4), Jump –1 (+4), Ride (horse) +4; Weapon Focus (longbow), Weapon Focus (longsword).
Possessions: 2arrows +1, chainmail, longbow with 20 arrows, longsword, pouch with 11 gp.

*Fraunk: Male Human Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8; hp 8; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (chainmail); Atk +5 melee (1d8+3, 19–20/x2, longsword), or +1 ranged (1d8, x3, longbow); AL CN; SV Fort +2, Ref +0, Will +0; Str 16.

Skills and Feats: Climb +1 (+6), Ride (horse) +4, Swim –4 (+6); Alertness, Weapon Focus (longsword).
Possessions: Chainmail, longbow with 20 arrows, longsword, pouch with 5 sp.

*Villie: Male Elf Fighter 1/Wizard 1; CR 2; Medium-Size Humanoid (Elf); HD 1d10+1d4; hp 8; Init +0; Spd 30 ft.; AC 13 (leather armor +1); Atk +2 melee (1d8, 19–20/x2, longsword), or +1 ranged (1d8, x3, longbow); SA spells, SQ elven traits; AL LN; SV Fort +2, Ref +0, Will +2.

Skills and Feats:Concentration +5, Spellcraft +5; Combat Casting, Scribe Scroll, Weapon Focus (longsword).
SQ: Elven Traits (Ex).
Possessions: Leather armor +1 (10% arcane spell failure),longbow with 20 arrows, longsword, pouch with 51 gp.
Spells Prepared (4/2): 0—Flare, Light, Ray of Frost;1st—Sleep (2).

His spellbook is at the guardhouse, 18.

THE SERVANTS

Kelso: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Servant) +6, Spot +4; Skill Focus (Profession).
He carries no weapons or treasure. He works in the scullery.

George: Male Human Commoner 2; CR 1; Medium-Size Humanoid; HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Servant) +7, Swim +5; Skill Focus (Profession).
He carries no weapons or treasure. He works in the scullery.

Bettie: Female Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Servant) +6, Listen +4; Skill Focus (Profession).
She carries no weapons or treasure. She works in the scullery.

Marie: Female Human Commoner 2; CR 1; Medium-Size Humanoid; HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Servant) +7, Spot +5; Skill Focus (Profession).
She carries no weapons or treasure. She works in the scullery.

Gevies: Male Human Commoner 2; CR 1; Medium-Size Humanoid; HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Butler) +7, Spot +4; Alertness, Skill Focus (Profession).
Possessions: Pouch with 12 ep
He is a butler.

Relmar: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, slam); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Profession (Butler) +6, Spot +4; Alertness, Skill Focus (Profession).
Possessions: Pouch with 4 sp.
He is a butler.

Bret: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, 19–20 x2, dagger); AL CN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Handle Animal +4, Profession (Stablehand) +6; Skill Focus (Profession).
Possessions: Dagger.
He is a stablehand.

Will: Male Human Commoner 2; CR 1; Medium-Size Humanoid; HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 12 (leather armor); Atk +1 melee (1d4, 19–20 x2, dagger); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Handle Animal +7, Profession (Stablehand) +5; Skill Focus (Handle Animal).
Possessions: Dagger, leather armor.
He is a stablehand.

Gloria: Female Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, slam); AL NG; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Handle Animal +6, Profession (Groom) +6; Skill Focus (Handle Animal), Skill Focus (Profession).
She carries no weapons or treasure. She works in the stables.

Bret and Will are the sons of Gelpas, the Captain of the Guard.Marie is his wife. Gloria, the groom, is the daughter ofAmos the guardsman—his wife is Bettie.

The servants are skilled in their lobs. They have personal characteristics between 7 and 14 (d8+6) in all categories. The guards also use a d8+6 for their characteristics should these need to be determined (those with exceptional abilities have already been noted in the text). Andrella and Fairwind’s statistics will be given in module L2.

Key to the Castle

DM Note: Play is not likely to be conducted in the castle during this module but is very likely if module L2  is also used. Naturally, you might wish to use this castle for some other adventure and not as part of this series.

Garrison Location Chart

Each room number or name is given below. At each time of the day listed the percentage chances for the given persons being in that spot are provided. Obviously circumstances can alter the locations. These positions are given as a guide for a typical day. The DM can make whatever changes are desired.

Abbreviations  used:B=Baron,  F=Fairwind,  A=Andrella, G=Gelpas, R=Relk in, V=1st level fighter, W=2nd level fighter (if a number follows, more than one may be present), S=any servant, B=either butler, Sh=any stablehand, P=Peltar the Sorcerer (see building 21 and accompanying text).

The percentage before the abbreviation indicates the chance of that particular person(s) occupying that particular room at that time. If no percentage is given, the chance is 100%.

Room	Day	Night
1	W, V, 30% G	W, V, 30% G, 60% R
2	Sh, 3	Sh, 1–3
3	W, 1–3, V, 1–6	80% V, 1–3, 40% W, 1–3
4	V, 1–3	V, 1–6
5	75%, W, 1–3	85% W
6	5% V	5% V
7a	40% F or A	40% S
7b	40% F or A	30% S
8a–d	3% B, 50% P	1% B, 45% P
9	5% any	5% any
10	70% any	20% any
11	70% any	15% any
12, 13	S, 1–4	60% S, 1–4
14	V, 70% R	W, 25% R, 45% G
15	60% G	90% G
16	65% R	95% R
17, `8	S, 1–4	S, 1–4
19a, b	S, 1–4	S, 1–4
20a, b	S, 1–4	S, 1–4
20c	S, 1–2	B, 1–2
21a, b	90% A	98% A
22a, b	75% F, 40% B	95% F, 90% B
23a, b, c	95% B, 30% F	98% B, 60% F, 20% A
Walkway	V, W, 35% R, 40% G	V, W, 60% R, 40% G
Lower Level	25% B, 3% F	6% B, 1% F

1.	GATEWAY

This gate has a drawbridge and a portcullis. The machinery to operate these arein the two gate houses: one operates the drawbridge and the other the portcullis. Note the walkway around the entire stone wall. The wall is 20 feet high and is embrasured. The walkway is wooden and narrow, and is 16 feet above the ground. The walkway canbe reached from either a gate tower, Pelltar’s tower (8),  or the four ladders shown from the courtyard. There is a ladder in each gate tower, leading to the walkway and also to the top of the tower. The doors into the tower, both at ground level and at the walkway, are neither barred nor locked.

2.	THE BARN

The barn stables 13 horses, while the stablehands live in a small back room. These horses are all light warhorses

Light warhorses (13): CR 1; Large Animal; HD 3d8+9; hp 29, 28, 27, 27, 26, 26, 24, 23, 23, 22, 22, 22; Init +1 (Dex); Spd 60 ft.; AC 14 (–1 size, +1 Dex, +4 natural); Atk +4 melee (1d4+3 [x2], 2 hooves), and –1 melee (1d3+1, bite); Face 5 ft. by 10 ft.; SQ scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Skills: Listen +7, Spot +7.
SQ: Scent (Ex).

Each has a suit of leather barding in the back room. The Baron-Champion’s horse is also stabled here. It is a heavy warhorse.

Heavy warhorse: CR 2; Large Animal; HD 4d8+12; hp 35; Init +1 (Dex); Spd 50 ft.; AC 14 (–1 size, +1 Dex, +4 natural); Atk +6 melee (1d6+4 [x2], 2 hooves), and +1 melee (1d4+2, bite); Face 5 ft. by 10 ft.; SQ scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Skills: Listen +7, Spot +7.
SQ: Scent (Ex).

A suit of chainmail barding is kept in the castle. The gear belonging to this horse includes a medallion and harness that fits around the horse’s forehead. This medallion of animal wakefulness gives the horse a +4 luck bonus to saving throws against sleep spells when worn. The medallion will not grant this resistance to an intelligent creature. Caster Level: 4th; Prerequisites: Craft Wondrous Item, sleep; Market Value: 3000 gp.

3.–6.	GUARDHOUSE

These rooms comprise the guardhouse complex. Room 3 is a combination dining room/kitchen. Room 4 is a barracks for the veterans. Room 5 is a barracks for the 1st-level warriors. Room 6  is a cell for temporary detention (see cells in the lower level of the castle). The scullions, butlers, and chief guards (Gelpas and Relkin) stay in the castle.

7a, 7b. GARDENS

These are the two gardens maintained by the Baron’s wife and the scullions. Garden 7a produces foodstuffs and spices while 7b  is for flowers. The trees along the guardhouse are cherry trees.

8.	PELLTAR’S TOWER

This is the tower of Pelltar the Wizard (see building 21). Pelltar’s statistics, items, spells, etc. are described under the location 21  listing. Pelltar has a deed to the tower and an agreement of entry even if the Baron were to die. The doors (at the top of the tower, walkway level, and ground level) are all arcane locked  (caster level 9) and have complex locks (DC 30 to pick, DC 35 to break). The trap door from the top of the tower hasexplosive runes on it. The ground level of the tower is 8a,the walkway level 8b, and the top of the tower, 8c.

8a: Just inside the doorway is a magic mouth that will yell if anyone but a tall bearded man enters. The door is also fire trapped (caster level 9). The room’s guardians are four skeletons animated by Pelltar to guard the room.

Skeletons (4):  CR 1/3; Medium-Size Undead; HD 1d12; hp 10, 10, 9, 7; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4 [x2], 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con—, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

They will not attack anyone in the company of Pelltar. The room contains some minor stores of food and water (enough for one person for about one week). There is a stone staircase to the next level.

8b: The walkway door is fire trapped (caster level 9) and another magic mouth is in place as in 8a. This room is Pelltar’s make-shift bedroom. He rarely sleeps here. There is a stone staircase to the next level.

8c: The trapdoor from above is iron reinforced and barred 50% of the time (DC 25 to break). The trapdoor down to level b is made of iron and is arcane locked (DC 38 to break). If it is opened for more than 10 seconds it will cause a trap to activate. One person moving rapidly can easily get through before the trap is sprung. A second person must make a successful Dex check (DC 8), a third must make a successful Dex check (DC 10), a fourth must make a successful Dex check (DC 13), and a fifth person will not succeed at all. On the 10th second the trapdoor is open a slab of iron will fall down over the doorway, inflicting 3–30 points of damage to anyone caught in the trap. In addition, a weak character will be unable to move the slab to gain entry. Inside the room is Pelltar’s lab. It contains a duplicate magic-user’s book (see location 21 for spells) hidden in a secret panel of the ceiling (helevitates with his boots to get it). Note that an elf cannot see the secret door in mere torchlight or its equivalent. A light spell, or actually being on the ceiling, is required to spot it. Also here is a crystal ball of clairaudience resting on a small pedestal. The ball is trapped so that if it is removed a packet ofdust of sneezing and choking  (Primary damage: 2d6 temporary Con (Fortitude save, DC 15), secondary damage: 1d6 temporary Con (Fortitude save, DC 15)) will explode in a 10-foot radius. A thief might detect the trap and attempt to remove it in the normal manner with a Search check (DC20) and a Disable Device check (DC 25). Beneath the packet, under a secret compartment, are four large rubies valued at 800, 900, 1200, and 1500 gp.

9.	OUTER HALL

The outer hall has two chairs, a table, and a mirror, all of which are perfectly ordinary.

10.	DINING ROOM

The dining table in this room is large enough to accommodate 12 people. The silverware is kept here in aarcane locked  (caster level 13) cabinet lined with iron. An attempt to break into it by physical force requires a Strength check (DC 28). However, the simple command word “release" will cause it to open. A silver service is inside, valued at 1300 gp and weighing 1450 gp.

11.	THRONE ROOM

The throne room is dominated by a broad dais of three short steps. On the top are two carved chairs for the Baron and Baroness. On the next step are two more chairs, the one on the right for the Baronette and the left chair for the Sorcerer. On the loweststep are two more chairs, the right for the druid from location 35 and the left for the abbot from location 16. Anyone on the dais can order a shield  spell to spring up between the dais and the rest of the room for as long as one or more individuals are seated on the dais. There are benches along both walls for members of the court.

12.	THE KITCHEN

This is an ordinary kitchen and is not unusual in any way.

13.	PANTRY

This is a large pantry, and includes fresh and preserved foods, spices, beer, wine, ale, and mead. The stores in this room have a value of over 200 gp.

14.	GUARD POST

This is a small guard station containing a table and four chairs. There is a weapon rack containing two longbows, two longspears, a trident, and two halberds. Two baskets of arrows, 20 in each, are in the corner near the bows. A heavy crossbow with a pouch of 5 bolts hangs on the wall

15.	GELPAS’ ROOM

This is the private quarters of Gelpas, Captain of the Guard. The furnishings are of good quality. He has seven brass statues of armored figures in various places around the room. These one foot tall statues have an art value of 30 gp each. They weigh 15 pounds each. A chest, an upright wardrobe, a large bed, table and three chairs completes the room. Gelpas’ wife also lives here and most of the clothing is hers.

16.	RELKIN’S ROOM

This is Relkin’s private quarters. The room is sparsely furnished but the bed, chest, wardrobe, and table with chair are of good quality. A suit of leather armor is hidden in the false top of his chest. The armor has a +3 armor bonus vs. normal missiles and a +2 armor bonus vs. melee attacks. Its gp value is 200. In the pillow of the bed is single gem worth 150 gp.

17, 18. GUEST ROOMS

These rooms are for visitors and guests. They each contain the following: a large double bed, a table, and four chairs, a four-drawer chest, a footlocker type chest (under the bed), a mirror on the wall (2 ft. x 3 ft.), and a large flambeau for three candles, made of silver and valued at 85 gp.

19a, 19b. SCULLIONS’ ROOMS

These are the quarters for the scullery servants. The sleeping arrangements are: room a is for Kelso and George, and room b for Bettie and her husband Amos (the guard). Marie is married to Gelpas and stays in his room. The furnishings in each are a large double bed, two two-drawer dressers, a table, and two chairs. Kelso and George have 4 gp and 27 sp, respectively, in their dressers. Bettie has saved 31 gp from her and Amos’ wages.

20a, b, c. SERVANTS’ ROOMS

These are the private quarters of the family servants. Neither Andrella nor Fairwind have any ladies-in-waiting. If they did, these servants would live in 20a, and 20b. Andrella would like to have a personal maid or two, but her mother will not hear of it. Room 20a and 20b  houses the two butlers. There are two single beds, two chests of drawers (three drawers each), and a table with two chairs. Hidden in the room are 47 gp and 31 ep

21a. ANDRELLA’S BEDROOM
This is the private quarters of Andrella. It is quite lavish appointed and decorated. It has a small ivory statue of a woman picking flowers, valued at 150 gp, a silver candlestick valued at 100 gp, a painting of a woodland scene valued at 120 gp, a set of silver combs and brushes valued at 250 gp. The bed is covered in silk. Additional silk bed clothes, valued at 120 gp, are in the bottom drawer of a six-drawer dresser. Her wardrobe has many gowns of value (there are 20, each  worth 3–18 gp, total value 170 gp). In a false bottom of the top drawer is a silver and jade necklace valued at 800 gp with matching earrings valued at 100 gp. Lesser items of jewelry, valued at 100 gp total can be found in the third drawer. Her spell book (see area 1. The Baron & his Family, for spell list) is in a small secret chamber in the floor beneath a wall-to-wall rug.

21b. SITTING ROOM 

This is Andrella’s sitting room. Furnishings in this room are two large divans, a padded loveseat, and a large padded chair. A very large mirror with an elaborate frame (value: 300 gp) is hung on the wall. Its size is 3 1/2 ft. x 4 1/2 ft.

22a. FAIRWIND’S BEDROOM

This is the private quarters of Fairwind. The furnishings are expensive and tasteful. They include a  large padded chair, a silk covered bed, a carved dressing table and chair with mirror, and an upright wardrobe and four-drawer chest. The silk coverings are worth 200 gp, her wardrobe 400 gp, and her minor jewelry a total of 300 gp. She has a scroll of cure disease(caster level 5) in the bottom of the chest.

22b. WAITING ROOM

This is Fairwind’s waiting room. Two divans, two padded chairs, and a large table are in this chamber. On a wall is a mural of the castle.

23.  BARON’S PRIVATE OUARTERS

This three room complex is the quarters of Baron Grellus. Note the secret doors between 21a and 22a, and between 22a and 23. The entire family knows about them.

23a. BEDROOM

This is the Baron’s bedroom. It has a large bed, a chest of four drawers, a footlocker, a table and four chairs, a wardrobe, and a portrait of a battle scene. These items are of good quality but not very expensive. On the wall is a light crossbow and a quiver of six bolts, plus a pair of crossed daggers (balanced for throwing). The Baron is fully trained in both weapons.

23b. STUDY

This is the Baron’s private study. His wife and he know of the secret door to the chambers below but Andrella does not. The secret door is covered by a carpet.

The room contains two large padded chairs, a writing desk, a table and two chairs, a liquor cabinet (contains 6 opened bottles and 6 unopened bottles; the unopened bottles are worth 16 gp, 14 gp, 12 gp, 8 gp, 7 gp, and 4 gp), and a book shelf containing 500 books. The books contain no magic or important information. However, many are valuable because of their high quality craftsmanship. The collection is valued at 1200 gp, with 1000 gp of that total belonging to 40 of the books.

23c. SITTING ROOM

This is a waiting room. Six chairs are standing around a hexagonal table covered with red felt. Two padded chairs are also present, plus a side cabinet holding four bottles of opened liquors and three decks of ordinary playing cards.

THE LOWER LEVEL-BARON’S CASTLE

DM Note: Only the Baron knows the exact location of the family treasure, and how it is guarded.

1.  THE NORTH CORRIDOR

The doors in this corridor are all steel and locked (DC 28). The doors are small so that two figures cannot combine their strengths. In front of each cell is a large iron box used to house the prisoner’s goods. Magic items and weapons of any type are kept in Gelpas’ room upstairs. The door to the corridor is trapped to ring a small bell in Gelpas’ room every time it is opened.

2., 3. THE PRISON CELLS

These are jails. Nothing in eitherroom could be used as an effective battering ram. There are two cots, two chairs, a table, and a large bucket in each cell. The Baron never mistreats prisoners but he will use shackles if necessary, plus binding and gagging.

4. THE EAST CORRIDOR

This passageway leads to the outside. The trap door outside the castle cannot be opened by anything except a knock  spell or by physical strength. The lock is on the inside and cannot be reached from the outside. The handle on the outside, hidden in soft dirt, is weak and will break before the lock and bar holding the trap door shut break. An axe, hammer, or crowbar (all very noisy devices) must be used if physical strength (DC 25) is used to force the trap door open from the outside. Remember that a single knock will not release both the lock and the bar. From outside, treat the trap door as a concealed door (Search check, DC 18).

The secret door to the rest of the complex is reinforced by steel rods. There is also a strong spring keeping it firmly closed that canbe overcome by pulling the door away on a successful Str check (DC 18). The spring can be bypassed for 15 seconds only if the trip mechanism is depressed. It is behind a secret door (Search check, DC 20) in a compartment behind the ladder two feet high. The ladder is anchored to the wall of the chimney from the Baron’s room. This means of bypassing the spring will only work once in a 24 hour period, so it must be depressed and the persons wishing to enter the rest of the complex must rush in without delay. In the time allowed, 3–6 prepared characters can run in. The last must make a Dex check (DC 20) to check that the character can jump clear. If caught in the closing door, a character will suffer 6–60 points of damage. A figure caught and losing more than 20 points of damage, regardless of total hit points and even if killed by the trap, will lose a limb to the door. The chances are 60% for an arm, and 40% for a leg.

Unprepared person may miss the trip mechanism altogether. Only one try per person to open the door is allowed, but once accomplished the figure may always do so again when he or she is fully healed. A damaged character must make a second attempt. The Baron has passed the opening test, though Fairwind has not.

5.	THE SECRET CORRIDOR

Hidden below the floor, behind a secret door at the intersection of the corridors, is aring of protection from stone guardians. The ring  protects the wearer and all persons within a 10« radius. This ring only affects stone guardians in this complex and no others (see the text concerning this new monster). The magic mouth has long since worn off and now the stone guardians attack anyone, including the Baron, not wearing thisring.

6.	THE GUARDIAN'S ROOM

Just beyond the door from corridor 5is a stone guardian.

Stone Guardian:  CR 3; Medium-Size Construct; HD 3d10; hp 20; Init +0; Spd 30 ft.; AC 18 (+8 natural); Atk +3 melee (1d8+1 [x2], 2 slams); AL N; SQ construct, immunities, fire resistance 10, cold resistance 10, electricity resistance 10, see invisibility; SV Fort +0, Ref +1, Will +1; Str 13, Dex 10, Con —, Int —, Wis 10, Cha 1.

It will animate and attack anyone not wearing the ring or who is within 10 feet of the person wearing the ring. If the ring  is being worn while the door is opened,i.e. the owner is wearing it as he or she enters this area, the guardian will not even animate and will appear to be nothing more than a statue (though a  detect magic will reveal its magical nature). If the ring is not being worn, it will move toward the party until the ringis  put on. The guardian might also attack a party or character from the rear if the ring bearer passes out into room 7. The protection of the ring is negated forever if the ring wearer, or anyone in the protective aura of the ring, physically attacks the stone guardian (whether it is animated or not!)

The room itself contains nothing but the guardian.

7.	THE TRAP STAIRS

This room is empty, but the second stair of the staircase leading out is a pressure-activated trap that turns the staircase into a slide.

Slide Trap: CR 1; no attack roll necessary (1d6+1); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

Naturally, stepping over the trigger step avoids springing the trap.

8.	THE TREASURE ROOM

The ceiling in this room is a permanent image  (caster level 20). The ceiling is really 20 feet high but an illusionary ceiling is at the 10 foot mark. Eleven feet up is a loft containing the Baron’s treasure: 1200 gp, 13,650 sp, and 20 gems: 12 x 50 gp, 3 x 100 gp, 3 x 250 gp, 500 gp, and 2000 gp.

In the real ceiling is a secret door. Behind the door is a small ledge containing a ring of djinni calling. The compartment is lead-lined so that detect magic  will not reveal the ring. The servant of the ring is Balooshi the Djinni.

Balooshi the Djinni: CR 5; Large Outsider (Air, Chaotic, Good); HD 7d8+14; hp 51; Init +8 (+4 Dex, +4 Improved Initiative); Spd 20 ft., fly 60 ft. (perfect); AC 16 (–1 size, +4 Dex, +3 natural); Atk: +10/+5 melee (1d8+6, slam); Reach 10 ft.; SA spell-like abilities, air mastery, whirlwind; SQ plane shift, telepathy, acid immunity; AL CG; SV Fort +7, Ref +9, Will +7; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15.

Skills and Feats:  Appraise +9, Concentration +9, Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9; Combat Casting, Combat Reflexes, Dodge, Improved Initiative.
SA: Spell-Like Abilities (Sp)—invisibilty, create food and water, create wine, major creation, persistant image, permanent image, wind walk, gaseous form; Air Mastery (Ex)—Airborne creatures suffer a –1 circumstance penalty to attack and damage rolls against a djinni; Whirlwind (Su).
SQ: Plane Shift (Sp)—A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name; Telepathy (Su)—A genie can communicate telepathically with any creature within 100 ft. that has a language; Acid Immunity (Ex).

Balooshi is a good friend of the Baron and the Baron never abuses the djinni’s powers. He rarely calls upon him to do more than reestablish the permanent illusion of the ceiling in this room. The ring can be used as long as the djinni is alive (to be healed the djinni must go to the Elemental Plane of Air for one day per point of healing required—cures from mortal clerics will not help a djinni). However, it the  ring is used too often the djinni might automatically be released. This chance is 25% if thering  is used twice in one week, 50% if used three times in one week, 75% if used four times in one week, and 100% (he will not come) if it is used a fifth time. Balooshi will not reveal this property of the ring  to a new master unless the master clearly saves the djinni from destruction on the Prime Material Plane.

9.	THE CORRIDOR SENTRY

Inside this room is a stone guardian.

Stone Guardian: CR 3; Medium-Size Construct; HD 3d10; hp 25; Init +0; Spd 30 ft.; AC  18 (+8 natural); Atk +3 melee (1d8+1 [x2], 2 slams); AL N; SQ construct, immunities, fire resistance 10, cold resistance 10, electricity resistance 10, see invisibility; SV Fort +0, Ref +1, Will +1; Str 13, Dex 10, Con —, Int —, Wis 10, Cha 1.

His actions will be as per the stone guardian in room 6.  There is nothing else in the room. Note that it is very likely that the guardian will animate once the ring-bearer goes down the passage to room 10 if someone is outside the 10 foot protective circle of the ring.

10. THE DESERTED CHAMBER

This room is completely empty.

11.  THE STONE GUARDIAN

Inside this room waits another stone guardian.

Stone Guardian:  CR 3; Medium-Size Construct; HD 3d10; hp 25; Init +0; Spd 30 ft.; AC 18 (+8 natural); Atk +3 melee (1d8+1 [x2], 2 slams); AL N; SQ construct, immunities, fire resistance 10, cold resistance 10, electricity resistance 10, see invisibility; SV Fort +0, Ref+1, Will +1; Str 13, Dex 10, Con —, Int —, Wis 10, Cha 1.

It will react exactly like those in rooms 9 and 6. There is no other item in the room.

12.  THE EMPTY ROOM

This is an empty room, but on the south wall, 8 feet off the floor, is a pressure-sensitive block that can be depressed (Search check, DC 20). Pressing it down will negate the 24 hour restriction of the spring-locked secret door between rooms 4 and 5for twenty minutes.

13.  THE OBELISK ROOM

At the end of the corridor is a small obelisk, standing 4 feet high. On the east side is a small secret door (Search check, DC 20). Beyond this secret door is a small compartment containing a special  deck of many things. The deck is enchanted so that it will charm any who see it (DC 17). The charm  causes the character to shuffle the deck and pick a card at once. Once a single card is selected the charm  is broken but if the deck is then put away it will vanish in 10 minutes. Trying to split up the cards will not stop the disappearance.

RESTENFORD

The buildings specially noted on the reference guide given previously are detailed below.

2.	FLETCHER

Pelo the elf is the town fletcher.

Pelo: Male Elf Warrior 2; CR 1; Medium-Size Humanoid (Elf); HD 2d8+2; hp 13; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 studded leather armor); Atk +3 melee (1d8+3, 19–20/x2, longsword), or +3 ranged (1d8, x3, longbow +1); SQ elven traits; AL CG; SV Fort +3, Ref +1, Will +0; Str 17, Dex 13, Con 12, Int 12, Wis 11, Cha 4.

Skills and Feats: Craft (fletcher) (cc) +3 1/2, Hide (cc) + 2 1/2 (+3 1/2), Jump +7 (+8); Weapon Focus (longbow).
SQ: Elven Traits (Ex).
Possessions: 7 arrows +1, longbow +1 with 20 arrows, longsword, studded leather armor.

He is a trusted member of the town militia. He sells arrows at 2 gp per dozen. Pelo might be considered as a hireling for a specific mission if the party agrees to try to raise  him from the dead if that becomes necessary.

3.	STORE

Pheldman the half-elf runs this small store devoted to the sale of fine food and drink

Pheldman:Male Half-Elf Wizard 3; CR 3; Medium-Size Humanoid (Elf); HD 3d4; hp 10; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 melee (1d4, 19–20/x2, dagger); SA spells; SQ elven traits; AL CG; SV Fort +1, Ref +2, Will +4; Str 10, Dex 12, Con 11, Int 17, Wis 12, Cha 14.

Skills and Feats: Appraise (cc) +6, Diplomacy (cc) +5, Knowledge (arcana) +9, Knowledge (food & drink) +9, Spellcraft +9; Alertness, Brew Potion, Scribe Scroll.
SQ: Elven Traits (Ex).
Possessions: Dagger.
Spells Prepared (4/3/2): 0—Dancing Lights, Light, Mage Hand, Read Magic; 1st—Charm Person, Sleep (2); 2nd—Knock, Mirror Image.
Spellbook: 1st—Erase, Feather Fall, Message, Tenser’s Floating Disc; 2nd—Magic Mouth, Rope Trick.

He has items imported from the continent on a regular basis. Wines sell from 10 sp to as much as 25 gp a bottle (the wine in his cellar is valued at 1350 gp total). He also has hard-to-get items like elegant cookies, pastries, peaches, grapes, various types of nuts, pickles, dried fruit, etc. The total value of his food is 950 gp. The storage room is locked and protected with a magic mouth. Pheldman is 187 years old and is not very spry. As a younger half-elf he briefly studied magic and still has his book of spells. His youngest grandson has shown an interest in magic and Pheldman is showing him the basics. The grandson also receives instruction from Pelltar (see location 21). This grandson’s name is Yelda, aged 16 years.

Yelda: Male Half-Elf Wizard 2; CR 2; Medium-Size Humanoid; HD 2d4+2; hp 9; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +1 melee (1d4+1, 19–20/x2, dagger); SA spells; SQ elven traits; AL CG; SV Fort +1, Ref +2, Will +5; Str 13, Dex 15, Con 13, Int 16, Wis 14, Cha 12.

Skills and Feats: Appraise (cc) +3 1/2, Concentration +6, Knowledge (arcana) +8, Knowledge (food & drink) +8, Spellcraft +8; Brew Potion, Scribe Scroll.
SQ: Elven Traits (Ex).
Possessions: Dagger.
Spells Prepared (4/3): 0—Detect Poison, Mage Hand, Ray of Frost, Read Magic; 1st—Charm Person, Sleep, Tenser’s Floating Disc.
Spellbook: Same as Pheldman.

6–7.	DISTILLERY AND SHOP

Two brothers, Felcar and Reswald, own the town distillery and sell their wares in their own wine and ale shop. 

Felcar:  Male Human Cleric (Kord) 1; CR 1; Medium-Size Humanoid; HD 1d8+1; hp 9; Init +4 (Improved Initiative); Spd 30 ft.; AC 12 (+2 leather armor); Atk +2 melee (1d8+2, heavy mace); SA spells; SQ turn undead; AL CN; SV Fort +3, Ref +0, Will +3; Str 14, Dex 11, Con 13, Int 12, Wis 13, Cha 15.

Skills and Feats:Concentration +5, Knowledge (religion) +5, Profession (brewer) +7, Spellcraft +5; Improved Initiative, Skill Focus (Profession).
SQ: Turn Undead (Su): Felcar can turn undead 5 times per day.
Possessions: Heavy mace, leather armor.
Spells Prepared (3/2): 0—Create Water, Light, Mending; 1st—Comprehend Languages, Sanctuary.
Domain Spells: 1st—Endure Elements. (Felcar’s domains are Luck and Strength.)

Reswald:  Male Human Druid 1; CR 1; Medium-Size Humanoid; HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +1 melee (1d6+2, quarterstaff); SA spells; SQ druid skills; AL N; SV Fort +3, Ref +0, Will +4; Str 13, Dex 11, Con 13, Int 13, Wis 14, Cha 15.

Skills and Feats:Concentration +5, Heal +6, Knowledge (nature) +5, Profession (brewer) +8, Spellcraft +5, Wilderness Lore +6; Combat Reflexes, Skill Focus (Profession).
SQ: Druid Skills (Su)—Nature Sense.
Possessions: Leather armor, quarterstaff.
Spells Prepared (3/2): 0—Create Water, Light, Purify Food & Drink; 1st—Cure Light Wounds, Shillelagh.

They serve in the militia. Neither wish to become adventurers.

In the shop, wine can be bought by the case (6 bottles), beer, ale, or mead by the barrel. Wine sells for  9 gp for 6 bottles. Beer is l gp a barrel (30 gallons), ale is 45 sp (30 gallons), and mead 12 gp (30 gallons). They only make one type of drink at a time, each type made in sufficient quantities to last for 3 months. Their stock is 48 bottles of wine, 6barrels of beer, 8 barrels of ale, and 12 barrels of mead. It is worth a total of 225 gp. The shop’s cash box contains 34 gp, 45 ep, and 44 sp.

8.	ARMORER

Alton the armorer is very strong, and excessively brave, a true berserker.

Alton: Male Human Fighter 1; CR 1; Medium-Size Humanoid; HD 1d10+3; hp 13; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft. (half-plate armor), base 30 ft.; AC 17 (+7 half-plate armor); Atk +7 melee (2d6+8, 19–20/x2, greatsword); AL CN; SV Fort +5, Ref +2, Will–3; Str 21, Dex 14, Con 17, Int 7, Wis 5, Cha 6.

Skills and Feats: Craft (armorer) +4, Swim –4 (+9); Improved Initiative, Skill Focus (craft), Weapon Focus (greatsword).
Possessions: Greatsword, half-plate armor

His shop has a good cross-section of armor types (chain shirt, scale mail, studded leather, all shields) at a 10% mark-up over the prices listed in the Player’s Handbook.  He can make a set of metal armor to fit.

9.	LEATHER GOODS

Tello: Male Half-Elf Cleric (Corellon Larethian) 1; CR 1; Medium-Size Humanoid (Elf); HD 1d8+2; hp 10; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +2 melee (1d8+1, 19–20/x2, longsword); SA spells; SQ elven traits, turn undead; AL CN; SV Fort +4, Ref +2, Will +4; Str 12, Dex 14, Con 14, Int 13, Wis 14, Cha 14.

Skills and Feats: Craft (leather worker) +7, Knowledge (religion) +5, Spellcraft +5; Skill Focus (Craft), Martial Weapon Proficiency (longsword), Weapon Focus (longsword).
SQ: Elven Traits (Ex); Turn Undead (Su)—Tello can turn undead 5 times per day.
Possessions: Leather armor, longsword.
Spells Prepared (3/2): 0—Create Water, Cure Minor Wounds, Light; 1st—Cure Light Wounds, Obscuring Mist.
Domain Spells: 1st—Magic Weapon. (Tello’s Domains are Protection and War.)

He will not become a henchman or hireling. His leather goods include vests, pouches, belts, caps, quivers, whips, etc. but no boots or armor. His mark-up rate is 15%.

10.	SMITH

Smyth the town smith is not what he appears to be. He poses as a fighter but is really a thief. He never robs townspeople.

Smyth: Male Human Rogue 2; CR 2; Medium-Size Humanoid; HD 2d6+4; hp 15; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +2 leather armor, +1 ring of protection +1); Atk +4 melee (1d6+2, 18–20/x2, rapier); SA sneak attack; SQ evasion; AL CN; SV Fort +2, Ref +6, Will +1; Str 15, Dex 16, Con 14, Int 11, Wis 13, Cha 12.

Skills and Feats: Craft (blacksmith) +5, Disable Device +5, Escape Artist +8, Handle Animal (cc) +3 1/2, Hide +8, Listen +6, Open Lock +8, Pick Pocket +8, Search +5; Run, Weapon Finesse (rapier).
SA: Sneak Attack (Ex)—+1d6.
SQ: Evasion (Ex).
Possessions: Leather armor, rapier,ring of protection+1.

Smyth’s chief possession is a special beaker of multiple potionsvalued at 10,000 gp! It will produce one each of the following potions once each week until a total of 18 potions, have been produced (Smyth does not know the number of “charges” on the beaker): longevity, polymorph self, and haste.  The beaker is in a locked chest guarded by a set of three spring-activated poison needles in the bottom of the chest. The needles will be fired if the beaker is lifted out before the arming mechanisms are neutralized. They are well hidden and must be located individually. 

Poison needle traps (3):CR 2; +8 ranged (1, plus large scorpion venom); Search (DC 22); Disable Device (DC 20).

Disarming them is done as per Disable Device or by one or more picking/unlocking three locks (DC 20) in a row, in the proper order. The locks must be picked/unlocked in order 2–1–3. The wooden box containing the beaker also contains seven small vials of large scorpion venom (Injury DC 18; primary and secondary damage 1d6 temporary Str; Market Value 200 gp each). The vials are necessary since the amount used to coat the needles will deteriorate in two weeks and the needles must be coated again. Smyth is loyal to the town and serves in the militia, but if the going gets tough he will take a potion of polymorph self and flee (he always carries one such potion). Smyth cannot be hired.

12.	BOWYER

Perk the elf is the town bowyer.

Perk: Male Elf Expert 1/Warrior 1; CR 1; Medium-Size Humanoid (Elf); HD 1d8+1d6; hp 15; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Atk +3 melee (1d8+2, 19–20/x2, longsword), or +2 ranged (1d8, x3, masterwork longbow); SQ elven traits; AL CN; SV Fort +2, Ref +1, Will +3; Str 14, Dex 12, Con 11, Int 14, Wis 13, Cha 13.

Skills and Feats: Climb +7, Craft (bowyer) (cc) +7, Swim +2 (+7), Wilderness Lore (cc) +6; Weapon Focus (longbow).
SQ: Elven Traits (Ex).
Possessions: Leather armor, longsword, masterwork longbow with 20 arrows.

His bows are of excellent quality and sell for 85 gp a long bow and 30 gp a short bow. The quality is such that 25% of his bows are masterwork weapons. Perk cannot be hired.

14.	FALCO’S TAVERN

The tavern is operated by two dwarves, a fighter and his assistant. Falco is the owner.

Falco: Male Dwarf Fighter 1; CR 1; Medium-Size Humanoid (Dwarf); HD 1d10+2; hp 12; Init +3 (Dex); Spd 20 ft.; AC 17 (+3 Dex, +2 leather armor, +2 ring of protection +2); Atk +5 melee (1d6+3, 19–20/x2,short sword +1); SA dwarven traits; SQ dwarven traits; AL CN; SV Fort +4, Ref +3, Will +1; Str 14, Dex 16, Con 15, Int 14, Wis 13, Cha 12.

Skills and Feats: Gather Information (cc) +3, Profession (innkeep) (cc) +5, Sense Motive (cc) +3, Spot (cc) +3; Skill Focus (profession), Weapon Focus (short sword).
SA: Dwarven traits (Ex).
SQ: Dwarven traits (Ex).
Possessions: Leather armor, ring of protection+2, short sword +1, pouch with 2–12 gp and 1–15 sp.

Gap, his assistant: Male Dwarf Commoner 1; CR 1/2; Medium-Size Humanoid (Dwarf); HD 1d4+1; hp 5; Init +3 (Dex); Spd 20 ft.; AC 13 (+3 Dex); Atk –3 melee (1d4+1, 19–20/x2, dagger), or +4 ranged (1d4+1, dart); AL CN; SA dwarven traits; SQ dwarven traits; SV Fort +1, Ref +3, Will +0; Str 13, Dex 17, Con 12, Int 11, Wis 11, Cha 13.

Skills and Feats: Profession (innkeep) +4, Spot +4; Weapon Focus (dart).
SA: Dwarven traits (Ex).
SQ: Dwarven traits (Ex).
Possessions: Dagger, 4 darts, pouch with 1–10 gp and 2–20 sp.

Falco has four rooms to rent at 11 sp a night. He sells light lunches, beer, ale, mead, and hard liquors. His wine cellar contains poor vintages. Gap is very skilled with his darts. He may challenge patrons to a dart game. A dart game consists of three throws of three darts each. A d20 is rolled for each dart thrown: 12 miss target, 3–10=1 point, 11–16=2 points, 17–19 = 3 points, 20=5 points (bullseye). The person with the highest score wins.  Roll Gap’s dice in secret and add +2 to the result. The tavern bank is 108 gp and 220 ep. Behind the bar can be found 4–16 gp, 2–20 ep, 25+1–50 sp, and 50 + 1–50 cp. Gap does not cheat in any way. Neither of these dwarves is hireable since they make a good living at the tavern.

16., 17. ABBEY OF PHAULKON

The abbey is devoted to Phaulkon, the god of Air, Wind, andClouds (AL CG; Air, Animal, Chaos, Good, War). The holy symbol is an outline of a man with large eagle wings. The abbey contains a church and two back rooms. Under the altar (which swings aside) is a trapdoor to the treasure below (Search check, DC 20). There is also a secret passage (Search check, DC 20) exiting at a clump of bushes behind the abbey. From the outside this exit can only be opened by a knock  spell. Beyond these bushes, at the stockade wall, is a secret passage (Search check, DC 20) under that wall. The passage begins and ends a full 40 feet from the wall.

The abbey treasure is 2200 gp, 1725 sp, and gems—8 x 100 gp, 6 x 200 gp, 4 x 300 gp, and 4 x 500 gp. There is a blast glyph of warding  for 3d8 points of electrical damage on the trap door and the exit to the outside. Only the abbot knows where the treasure room and secret passages are located.

The rectory has six rooms: one for the abbot, one for the curate, one for the 3 secondary clergy, and one for the 8 acolytes. The remaining rooms are a kitchen/common room and a copy/study room.

The clergy of the abbey are listed below, with the abbot at the end of the roster.

Almon:  Male Human Cleric (Phaulkon) 4; CR 4; Medium-Size Humanoid; HD 4d8; hp 17; Init +0; Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 15 (+5 masterwork chainmail); Atk +5 melee (1d8+1, masterwork heavy mace); SA spells; SQ turn undead; AL NG; SV Fort +4,  Ref +1, Will +6; Str 13, Dex 11, Con 10, Int 14, Wis 14, Cha 8.

Skills and Feats: Climb (cc) +1/2 (+4 1/2), Concentration +7, Diplomacy +6, Knowledge (religion) +9, Spellcraft +9; Combat Casting, Extra Turning, Scribe Scroll.
SQ: Turn Undead (Su): Almon can turn undead 5 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, silver holy symbol, pouch with 48 gp.
Spells Prepared (5/4/3): 0—Detect Magic, Light, Mending, Purify Food & Drink, Read Magic; 1st—Bless, Bless Water, Cure Light Wounds, Detect Evil; 2nd—Aid, Hold Person, Silence.
Domain Spells: 1st—Protection From Evil; 2nd—Wind Wall. (Almon’s domains are Air and Good.)

He cannot be hired.

Holrag: Male Human Cleric (Phaulkon) 3; CR 3; Medium-Size Humanoid; HD 3d8+6; hp 20; Init –1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 14 (–1 Dex, +5 masterwork chainmail); Atk +4 melee (1d8+1, masterwork heavy mace); SA spells; SQ turn undead; AL NG; SV Fort +5, Ref +0, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12.

Skills and Feats: Concentration +8, Knowledge (religion) +6, Spellcraft +6; Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su): Holrag can turn undead 4 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, silver holy symbol, pouch with 11 sp.
Spells Prepared (4/3/2): 0—Detect Magic, Light, Purify Food & Drink, Read Magic; 1st—Bless, Command, Cure Light Wounds; 2nd—Hold Person,Spiritual Weapon.
Domain Spells: 1st—Protection From Evil; 2nd—Wind Wall. (Holrag’s domains are Air and Good.)

He cannot be hired.

Selmo: Male Human Cleric (Phaulkon) 2; CR 2; Medium-Size Humanoid; HD 2d8+4; hp 14; Init –1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 14 (–1 Dex, +5 masterwork chainmail); Atk +3 melee (1d8+1, masterwork heavy mace); SA spells; SQ turn undead; AL NG; SV Fort +5, Ref –1, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12.

Skills and Feats: Concentration +7, Knowledge (religion) +5, Spellcraft +5; Brew Potion, Scribe Scroll.
SQ: Turn Undead (Su): Selmo can turn undead 4 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, silver holy symbol, pouch with 17 gp.
Spells Prepared (4/3): 0—Detect Magic, Light, Purify Food & Drink, Read Magic; 1st—Bless, Cure Light Wounds, Detect Evil.
Domain Spells: 1st—Protection From Evil. (Selmo’s domains are Air and Good.)

He cannot be hired.

Krelar:  Male Human Cleric (Phaulkon) 2/Fighter 2; CR 4; Medium-Size Humanoid; HD 2d10+2d8+4; hp 20; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 17 (+2 Dex, +5 masterwork chainmail); Atk +8 melee (1d10+5, 19–20/x2, masterwork heavy flail), or +7 ranged (1d8, x3, longbow); SA spells; SQ turn undead; AL CG; SV Fort +7, Ref +2, Will +7; Str 16, Dex 14, Con 12, Int 12, Wis 18, Cha 11.

Skills and Feats:  Knowledge (religion) +4, Ride (horse) +7, Search (cc) +3 1/2, Spellcraft +4, Swim +3 (+7); Alertness, Combat Casting, Combat Reflexes, Weapon Focus (heavy flail), Weapon Focus (longbow), Weapon Focus (longsword).
SQ: Turn Undead (Su): Krelar can turn undead 3 times per day.
Possessions: Masterwork chainmail, masterwork heavy flail, masterwork longbow with 20 arrows, silver holy symbol, pouch with 80 gp.
Spells Prepared (4/3): 0—Cure Minor Wounds, Detect Magic, Light, Virtue; 1st—Command, Cure Light Wounds, Detect Undead.
Domain Spells: 1st—Protection From Evil.(Krelar’s domains are Good and War.)

Krelar began his career as a fighter but was converted to a cleric. He knows the use of the long sword but has renounced its use. Krelar can be hired (but he must be released by the abbot) at a cost of 100 gp/level, i.e. 400 gp.

Acolytes (8): Human Cleric (Phaulkon) 1; CR 1; Medium-Size Humanoid; HD 1d8; hp 8, 8, 7, 6, 6, 5, 5, 5; Init +0; Spd 30 ft.; AC 13 (+3 studded leather armor); Atk +0 melee (1d10, 19–20/x2, heavy flail); SA spells; SQ turn undead; AL NG; SV Fort +2, Ref +0. Will +2.

Skills and Feats: Concentration +4, Knowledge (religion) +4, Spellcraft +4; Combat Casting.
SQ: Turn Undead (Su):Acolytes can turn undead 3 times per day.
Possessions: Heavy flail, studded leather armor, wooden holy symbol, pouch with 3–30 ep and 2–25 sp.
Spells Prepared (3/1):
(Acolytes’ domains are Air and Good.)

If their characteristics and spells are required, these should be rolled up by the DM as needed. The acolytes can be hired for a mission concerning the town or the cause of Good. The abbot will have to be paid 100% of all treasure gained per acolyte he sends. He will expect the party to make an effort to keep them safe and to raise them from the dead if that is possible.

The abbey will sell the bestowal of its spells. Everyone must pay, including the town nobility! Cure light wounds costs 100 gp, detect magic 175 gp, augury 350 gp.

Qualton the Abbot: Male Human Cleric (Phaulkon) 6; CR 6; Medium-Size Humanoid; HD 6d8+6; hp 46; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (chainmail +2), base 30 ft.; AC 18 (+1 Dex, +7 chainmail +2); Atk +6 melee (1d8+2 and disruption, heavy mace of disruption +1); SA spells; SQ turn undead; AL NG/NE; SV Fort +6, Ref +3, Will +9; Str 13, Dex 13, Con 12, Int 13, Wis 18, Cha 10.

Skills and Feats:Concentration +10, Diplomacy +9, Knowledge (religion) +10, Spellcraft +10; Alertness, Brew Potion, Improved Initiative, Scribe Scroll.
SQ: Turn Undead (Su): Qualton can turn undead 3 times per day.
Possessions: Chainmail +2, heavy mace of disruption +1, holy symbol, pouch with 1–100 gp and an aquamarine gem (300 gp).
Spells Prepared (5/4/4/3): 0—Create Water, Inflict Minor Wounds, Mending, Read Magic, Resistance; 1st—Cause Fear, Detect Good, Doom, Inflict Light Wounds;2nd—Augury, Darkness, Hold Person, Silence; 3rd—Blindness, Contagion, Glyph of Warding.
Domain Spells: 1st—Obscuring Mist; 2nd—Wind Wall; 3rd—Gaseous Form. (Qualton’s domains are Air and Good.)

Qualton was neutral good but lately has begun to shift toward neutral evil. This is due to an ill-fated bout with a psionic blast that caused a form of schizophrenia in which he is perfectly normal at one moment and a megalomaniac at other times. In his megalomaniac state he desires to gain the throne by marrying Andrella (though she knows nothing of his plan or desires). Qualton’s true feelings are far more likely to surface with time (see module L2). A detect evil  will not show anything if he is in a normal state, and he does not have control over his transformations, or, at least he currently does not. He secretly prays to an evil deity for his third level spells. He is hesitant about leading services to Phaulkonbut is still capable of doing so.

DM Note: If you plan to use this module with others from the Lendore Isle series do not allow Qualton’s schizophrenia to surface.

18.	GUARDPOST

This is a small guardpost. Guards based here patrol this side of the river and during times of alert man guardpost 39. None of these guards seek adventure. They are:

Colemack: Male Human Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8+4; hp 19; Init +3 (Dex); Spd 20 ft. (half-plate +1), base 30 ft.; AC 21 (+3 Dex, +8  half-plate +1); Atk +7 melee (1d6+4, 19–20/x2, short sword +1), or +6/+6 ranged (1d8+1, 19–20/x2, light crossbow of speed +1); AL NG; SV Fort +5, Ref +3, Will +1; Str 17, Dex 16, Con 15, Int 12, Wis 13, Cha 9.

Skills and Feats:Intimidate +4, Listen (cc) +3 1/2, Spot (cc) +3 1/2, Swim +8; Alertness, Weapon Focus (short sword).
Possessions: Half-plate +1, light crossbow of speed with 20 bolts, short sword +1, pouch with 47 gp, 44 sp.

Prellis: Male Half-Elf Warrior 2; CR 1; Medium-Size Humanoid (Elf); HD 2d8+2; hp 15; Init +3 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 19 (+3 Dex, +5 chainmail, +1 ring of protection +1); Atk +5 melee (1d8+1, 19–20/x2, masterwork longsword); SQ elven traits; AL NG; SV Fort +5, Ref +3, Will +2; Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 13.

Skills and Feats:Intimidate +6, Sense Motive (cc) +4 1/2, Swim +1 (+6); Weapon Focus (longsword).
SQ: Elven Traits (Ex).
Possessions: Chainmail, longsword,ring of protection +1, pouch with 37 gp, 45 sp.

Halco: Male Human Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8+4; hp 16; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +2 leather armor, +1 small steel shield); Atk +6 melee (1d6+2, 19–20/x2, masterwork short sword); AL NG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 14, Con 14, Int 13, Wis 14, Cha 12.

Skills and Feats:Intimidate +5, Listen (cc) +4 1/2, Spot (cc) +4 1/2, Swim +7; Alertness, Weapon Focus (short sword).
Possessions: Leather armor, masterwork short sword, small steel shield, pouch with 23 gp.

All three guards are loyal to the Baron and his family. They cannot be bribed, but they all are clever enough to pretend that they can be bribed.

19.	INN OF THE DYING MINOTAUR.

Gellcuff, the innkeeper:Male Human Expert 3; CR 2; Medium-Size Humanoid; HD 3d6; hp 9; Init +0; Spd 30 ft.; AC 10; Atk +3 melee (1d4, 19–20/x2, masterwork dagger); AL CN; SV Fort +1, Ref +1, Will +3.

Skills and Feats:Diplomacy +6, Knowledge (local) +6, Listen +6, Profession (innkeeper) +8, Sense Motive +6, Spot +6, Swim +6; Shield Proficiency, Skill Focus (Profession).
Possessions: Dagger.

Gellcuff has a minotaur's head stuffed and hung up on the wall above the bar. He often claims to have killed it himself. His inn has 18 rooms that rent for 13 to 24 sp a night. The meals are of very good quality and sell for 6 to 15 sp each. He has a good wine cellar and the beer and ale are also good. He has two waitresses/cooks and a stable boy working for him. They are 1st level commoners and have no information of value. Gellcuff cannot be hired. The inn bank contains 112 gp, 88 ep, 67 sp, and 65 cp.

20.	THE TAVERN OF THE WEST WIND

This establishment is operated by two magic-users, both of whom have families. The tavern sells beer and hard liquor only. Its six rooms rent for 12 sp a night. The owners will use oil of taggit on a rowdy patron (ingested; DC 15; primary damage 0; secondary damage unconsciousness 1d3 hours).

The owners:

Zelmar: Male Human Wizard 2; CR 2; Medium-Size Humanoid; HD 2d4; hp 7; Init +0; Spd 30 ft.; AC 16 (+6 bracers of armor +6); Atk +1 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +0, Ref +0, Will +3.

Skills and Feats:Concentration +5, Profession (innkeeper) +5, Spellcraft +5; Scribe Scroll. 
Possessions: Bracers of armor +6,dagger, wand of magic missile (7 charges), pouch with 2–20 gp.
Spells Prepared (4/2): 0—Detect Poison, Light, Mage Hand, Prestidigitation; 1st—Charm Person, Sleep.
Spellbook: 1st—Alarm, Detect Undead, Expeditious Retreat.

Blackie the familiar:Raven; CR 1/6; Tiny Magical Beast; HD 1; hp 3; Init +2 (Dex); Spd 10 ft., fly 40 ft. (average); AC 15 (+2 size, +2 Dex, +1 natural); Atk +4 melee (1d2–5, claws); Face 2 1/2 ft. x 2 1/2 ft.; Reach 0 ft.; AL N; SQ speaks Common, grant Alertness, improved evasion, share spells, empathic link; AL LN; SV Fort +2, Ref +4, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.

Skills and Feats: Listen +6, Spot +6; Weapon Finesse (claws).

Haki: Male Human Wizard 1; CR 1; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 16 (+6 bracers of armor +6); Atk +0 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +0, Ref +0, Will +2.

Skills and Feats: Alchemy +4, Concentration +4, Spellcraft +4; Scribe Scroll, 
Possessions: Dagger, pouch with 2–20 gp.
Spells Prepared (4/2): 0—Detect Magic, Light, Mage Hand, Open/Close; 1st—Sleep.
Spellbook: 1st—Grease, Mount.

Soot the familiar: Cat (black); CR 1/4; Tiny Magical Beast; HD 1; hp 2; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural); Atk +4 melee (1d2–4 [x2], 2 claws), and –1 melee (1d3–4, bite); Face 2 1/2 ft. x 2 1/2 ft.; Reach 0 ft.; AL LN; SQ grant +2 Move Silently, grant Alertness, improved evasion, share spells, empathic link; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.

Skills and Feats: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (claw, bite). * +8 on Hide checks in tall grass or heavy undergrowth.
SQ: Familiar Abilities (Su)—Alertness, improved evasion, share spells, empathic link, master gains +2 bonus to Reflex saves.

Any threat to either animal will be dealt with immediately and they will take anything that the party has to pay for this offense. Remember that if a familiar dies, its master must make a successful Fortitude save (DC15) to lose only 100 XP per wizard level. Failure means the loss of 200 XP per wizard level.

21.	PELLTAR’S HOME.

This is the home of Pelltar the wizard. All doors have complex locks (DC 30) and all four doors to the inside are arcane locked (DC 35 to break). The inner hall doors (front and back) have explosive runes (caster level 9) on them.

Three magic-users are living with him and being trained in spellcasting. Each is in the process of copying spells and thus has his own book.

Pelltar:Male Human Wizard 9; CR 9; Medium-Size Humanoid; HD 9d4+18; hp 45; Init +2 (Dex); Spd 30 ft.; AC 18 (+2 Dex, +6bracers of armor +6); Atk +6 melee (1d4+2, 19–20/x2, dagger +1—Monstrous Humanoid Bane); SA spells; AL LN; SV Fort +7, Ref +7, Will +9; Str 12, Dex 15, Con 15, Int 19, Wis 13, Cha 13.

Skills and Feats:  Concentration +8, Diplomacy (cc) +6, Intimidate (cc) +4, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +13, Knowledge (planes) +10, Scry +10, Spellcraft +13; Brew Potion, Combat Casting, Craft Arms and Armor, Craft Wand, Scribe Scroll, Silent Spell, Spell Focus (enchantment).
Possessions: Boots of levitation, bracers of armor +6, cloak of resistance +2, dagger +1—Monstrous Humanoid Bane, wand of lightning bolt (11 charges), pouch with 1–20 pp and 3 x 100 gp gems.
Spells Prepared(4/5/5/4/3/1): 0—Dancing Lights, Flare, Light, Read Magic; 1st—Charm Person, Erase, Identify, Sleep, Magic Missile;  2nd—Arcane Lock, Detect Thoughts, Knock, Shatter, Web; 3rd—Dispel Magic, Fly, Lightning Bolt, Suggestion; 4th—Dimension Door, Polymorph Other, Wall of Fire;5th—Summon Monster V.
Spellbook: 1st—Burning Hands, Enlarge, Hold Person, Spider Climb; 2nd—Invisibility, Levitate, Locate Object, Magic Mouth, Protection from Arrows; 3rd—Blink, Explosive Runes; 4th—Charm Monster, Fire Shield, Fire Trap, Ice Storm; 5th—Animate Dead, Cone of Cold, Teleport, Wall of Iron; 6th—Antimagic Field.

Pelltar is very imperious and highly independent. If charmed he will not give up his wand nor will he give up his book of spells. Such a request will break a charm immediately. A request for a different item will allow him a save at once. He will be furious if an attempt is made tocharm  him. He keeps a book here as well as an exact duplicate in the tower of the castle. They contain the spells he has memorized plus the following:

With the book are 10 gems worth 250 gp each.

Pelltar might sell the bestowal of a spell he is capable of casting. The chances are 60% for a 1st level spell, 50% for a 2nd level spell, 40% for a 3rd level spell, etc. He sells these spells for 300 gp/level of the spell. The three magic-users who stay with Pelltar are loyal to him.  Each wears a ring that will negate the arcane lock for three full seconds before the door slams shut again. A ring might work on other arcane locked doors at the dispel magic  formula (caster level 9). Pelitar might release one of these magic-users from service for 1000 gp per level of experience.

Abracus:Male Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4+6; hp 15; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2bracers of armor +2); Atk +3 melee (1d4+2, 19–20/x2, dagger); SA spells; AL LN; SV Fort +3, Ref +3, Will +4; Str 15, Dex 15, Con 14, Int 16, Wis 13, Cha 8.

Skills and Feats:Concentration +8, Knowledge (arcana) +9, Knowledge (planes) +9, Spellcraft +9, Search (cc) +6; Brew Potion, Combat Casting, Scribe Scroll.
Possessions: Bracers of armor +2, dagger, pouch with 18 gp, 11 sp.
Spells Prepared (4/3/2): 0—Flare, Mage Hand, Ray of Frost, Read Magic; 1st—Charm Person, Enlarge, Sleep; 2nd—Invisibility, Web.
Spellbook: 1st—Burning Hands, Spider Climb;2nd—Levitate.

Fliban:Male Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4+9; hp 19; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 ring of protection +2); Atk +1 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +4, Ref +4, Will +5; Str 10, Dex 16, Con 16, Int 15, Wis 15, Cha 12.

Skills and Feats:Concentration +9, Knowledge (arcana) +8, Knowledge (planes) +8, Spellcraft +8; Combat Casting, Scribe Scroll, Spell Focus (evocation).
Possessions:Dagger, ring of protection +2,pouch with 37 gp and a 150 gp gem.
Spells Prepared (4/3/2): 0—Dancing Lights, Light, Mage Hand, Read Magic; 1st—Magic Missile (2), Sleep; 2nd—Web (2).

Gristla: Male Human Wizard 4; CR 4; Medium-Size Humanoid; HD 4d4+8; hp 21; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 bracers of armor +3); Atk +2 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +3, Ref +2, Will +5; Str 11, Dex 13, Con 14, Int 17, Wis 13, Cha 13.

Skills and Feats:Concentration +9, Knowledge (arcana) +10, Knowledge (planes) +10, Scry +10, Spellcraft +10; Brew Potion, Combat Casting, Scribe Scroll.
Possessions: Bracers of armor +3,dagger, scroll of fireball (caster level 8), pouch with 18 gp.
Spells Prepared (4/4/3): 0—Dancing Lights, Light, Mage Hand, Read Magic; 1st—Charm Person (2), Enlarge, Magic Missile (2); 2nd—Detect Thoughts (2), Invisibility.
Spellbook: 1st—Sleep; 2nd—Levitate, Stinking Cloud.

22.	FELIX'S HOME

This is the home of Felix the mercenary.

Felix: Male Human Fighter 4; CR 4; Medium-Size Humanoid; HD 4d10+8; hp 33; Init +1 (Dex); Spd 20 ft. (chainmail +1), base 30 ft.; AC 17 (+1 Dex, +6 chainmail +1); Atk +9 melee (1d8+6, 19–20/x2, longsword +1); AL CN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 12, Con 15, Int 13, Wis 12, Cha 9.

Skills and Feats: Climb +6 (+10), Intimidate (cc) +2 1/2, Search (cc) +4 1/2, Swim +6 (+10); Combat Reflexes, Expertise, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: Chainmail +1, longsword +1, pouch with 57 gp, 40 sp.

He sells his services for 300 gp or a reasonable share of treasure. He cannot be hired by a character below third level. He may be a henchman or hireling but never a player character. He lives with a young female 1st-level commoner who has a charisma of 18.

23, 24, 25. WAREHOUSES

The guard who patrols these three warehouses lives at location 26 and is detailed there. The warehouses are as follows:

23:	This is a storage building for grain and preserved foods. The value of the foodstuffs is 480 gp.

24:	The fishermen store their boats in this building. Construction and repair of boats also goes on inside. The Baron lets the fishermen use it for free.

25:	This warehouse belongs to Pelltar, who also pays the guard’s wages. Inside is fine food (value: 700 gp), aging wines (value: 900 gp), hard whiskey (value: 800 gp), iron rations (value: 250 gp), fine clothing (value: 800 gp), four sets of half-plate armor (value: 600 gp each), copper mugs, jugs, and cups (value: 340 gp), three tapestries (value: 400, 500, and 700 gp), and a suite of padded leather furniture worth 1200 gp. There is a set of triple locks to this warehouse (DC 20). Each is alsoarcane locked,  and each also has explosive runesand a fire trap (caster level 9) on it.

26.	GUARD'S HOME

The “old man” who poses as a mere caretaker is really a grizzled but tough fighter named Welcar.

Welcar:Male Human Fighter 4; CR 4; Medium-Size Humanoid; HD 4d10+12; hp 38; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (+2 Dex, +6 studded leather armor +2); Atk +8 melee (1d8+4, 19–20/x2, longsword +1); AL LN; SV Fort +7, Ref +3, Will +2; Str 16, Dex 14, Con 16, Int 14, Wis 13, Cha 12.

Skills and Feats: Handle Animal +8, Listen (cc) +4 1/2, Move Silently (cc) +5 1/2, Spot (cc) +4 1/2, Swim +10; Alertness, Endurance, Exotic Weapon Proficiency (net), Improved Initiative, Quick Draw.
Possessions: Longsword +1, ring of freedom of movement, rope of entanglement, studded leather armor +2.

When standing guard duty he always has with him two war dogs.

War dogs (2):  Riding Dog; CR 1; Medium-Size Animal; HD 2d8+4; hp 14, 13; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); AL N; SQ scent; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills and Feats: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*. * A war dog has a +8 racial bonus to Wilderness Lore when tracking by scent.
SA: Trip (Ex)—A successful bite attack allows a trip attempt as a free action without making a touch attack or provoking an attack of opportunity.
SQ: Scent (Ex)
Possessions: Medallion of animal wakefulness. (see Baron’s castle room 2.)

The war dogs are highly-trained, alert, and vicious. They obey Welcar or Pelltar but they will not take food from anyone else. Welcar has a small private treasure of 320 ep and a gem valued at 700 gp. His magical rope and ring were given to him by Pelltar as part of his equipment.

30.	BAIT SHOP

Zahrdahl poses as a bait dealer poor and dirty, but is really an illusionist spy for the Duke of Kroten to the northwest.

Zahrdahl:Male Human Wizard (Illusionist) 3; CR 3; Medium-Size Humanoid; HD 3d4+9; hp 15; Init +3 (Dex); Spd 30 ft.; AC 18 (+3 Dex, +5 bracers of armor +5); Atk +2 melee (1d4+1, 19–20/x2, dagger); AL NE; SA spells; SV Fort +4, Ref +4, Will +4; Str 12, Dex 16, Con 16, Int 15, Wis 13, Cha 10.

Skills and Feats:Concentration +9, Gather Information (cc) +3, Knowledge (arcana) +8, Profession (fisher) +7, Spellcraft +8; Combat Casting, Scribe Scroll, Silent Spell, Spell Focus (illusion).
Possessions: Bracers of armor +5, dagger, pouch with 1–10 sp.
Spells Prepared (4/4/3): 0—Dancing Lights, Detect Magic, Ghost Sound, Mage Hand; 1st—Color Spray (x2),  Fog Cloud, Silent Image; 2nd—Invisibility, Misdirection, See Invisibility.
 Spellbook:1st—Ventriloquism;2nd—Glitterdust, Hypnotic Pattern.

His spellbook is hidden and has explosive runes (placed by a friendly 11th level wizard) on its cover. Beneath the book are 340 gp, 73 ep, and a gem worth 200 gp.

31.	PRIEST’S HOME

This house is the home of Yalta the priest. He is the spiritual advisor of the Baroness.

Yalta: Male Human Cleric (Pelor) 3; CR 3; Medium-Size Humanoid; HD 3d8+6; hp 21; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 19 (+1 Dex, +5 masterwork chainmail, +3 large steel shield +1); Atk +5 melee (1d8+3, heavy mace +1); AL LG; SA spells; SV Fort +5, Ref +2, Will +5; Str 15, Dex 13, Con 15, Int 14, Wis 14, Cha 17.

Skills and Feats:Concentration +8, Diplomacy +9, Heal +8, Knowledge (religion) +8, Spellcraft +8; Alertness, Combat Casting, Scribe Scroll.
Possessions: Masterwork chainmail, heavy mace +1, large steel shield +1, pouch with 48 gp.
Spells Prepared (4/3/2): 0—Cure Minor Wounds, Detect Magic, Light, Virtue; 1st—Bless, Command, Detect Evil; 2nd—Aid, Hold Person.
Domain Spells: 1st—Cure Light Wounds; 2nd—Cure Moderate Wounds. (Yalta’s domains are Good and Healing.)

He can be hired, but the party leader must be lawful and at least 4th level.

32.	BURNT GUARD STATION

This is the shell of a burned-out guard station. Since the building is mainly stone the outward damage is not easily visible from a distance. The lower secret chambers shelter various undead, and there is also a dire rat nest consisting of several burrowed  out chambers. The giant rats occasionally forage in the town as far up the road as the fresh food stand of 29.  A town visitor might be told that a large rat bit the child of a fisherman. This story is most likely to be heard at 14  or 19, but is also known at 31  and the buildings on the hill (16, 17, 18). The townspeople are concerned but there is no one to track down the rats and some feel the incident was an isolated one. If the people along this small road are questioned they will have much more to say.

The chance of a dire rat being in town is 25% (only at night when there is little or no street traffic). A large party will almost surely be detected by a rat unless they are quite spread out.

THE GUARD HOUSE:

1.	THE COMMON ROOM.

This was the site of the major fire so all refuse is burnt. Tracks of a dire rat can be found coming in and out. The tracks are over 72 hours old (Track/Wilderness Lore check, DC 19).

2.	THE BARRACKS

The fire did some damage to this section. The roof is burned away over the hole in the walls. All six cots were burned. There is no item of value.

3.	THE ARMORY

Some wooden items are here but those that are not burnt are warped and useless. These include two short bows, three shortspears, four axes, two halberds, and eighty arrows.

4.	THE EMPTY CELL.

This was a temporary cell. The door was broken down but the fire did not get in here. Someone/something else did the breaking (actually, to free the prisoner during the fire).

5.	THE BEDROOM

This room was not burned and items of value have long ago been removed. A bed, table, chairs, and a four-drawer chest are still here. A poison needle trap:  CR 2; +8 ranged (1); Search (DC 22); Disable Device (DC 20) is still here but the poison is useless. There is a secret door (Search check, DC 20) to 6 under the remains of a rotting carpet.

THE LOWER-LEVELS (SECRET COMPLEX).

This complex was built almost a century before and the secret door to it was forgotten long ago. The undead have been here, undisturbed, for that entire period. The complex was designed by a thief as a private lair where he could defend himself against a small party. There are a series of secret doors (Search check, DC 20)in Location 11 and 12. They open by hidden mechanisms from both sides. The mechanisms arepositioned differently on each door. Thus, their position must be located and memorized. The undead do not know that these passages exist. The secret doors will automatically close and relock in one minute. They are operated by counter-weights heavy enough  to dislodge or break an iron spike (85% chance).

6.	THE LIVING CHAMBER.

When the party enters the room, they are immediately attacked by two skeletons and a ghoul.

Skeletons (2): CR 1/3; Medium-Size Undead; HD 1d12; hp 9, 8; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4, 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

Ghoul:  CR 1; Medium-Size Undead; HD 2d12; hp 18; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite) and +0 melee (1d3 and paralysis, 2 claws); SA paralysis, create spawn; SQ undead, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite).

The remains of a large hexagonal table and six hexagonal benches remain, though they are quite rotten and will collapse if sat upon. There is a hexagonal bed, also rotten, which will explode into dust if someone jumps on it or tries to tear it apart. An iron bound chest is in one of the alcoves. The chest has a trap on the lock. If it is not found and disarmed it will pour a vial of liquid into the chest as the lock is turned. Tipping the air-tight chest will also pour out the liquid. The liquid is a special mixture of a potion of gaseous form. It will cause the entire chest and its contents to become gaseous for twenty minutes. The gas will float around harmlessly until the time limit is up. The cloud will resist being broken up by wind; even a gust of wind spell will have no effect. When the time has elapsed the chest will reform and crash to the floor. This is 70% likely to break the potion of gaseous form  therein and the entire chest will then go gaseous again for two full hours. Inside the chest, among the bits of clothing of no real value, is a dagger with a belt and elaborate buckle and wooden box 4 in. square. The dagger is ornate but non-magical. Thebuckle is valued at 10 gp but if it is unbuckled in the normal way it is 85% likely to stick the wearer, or the person removing it, with a pin. The pin has enough  carrion crawler brain juice (contact; DC 13; primary damage paralysis 2d6 minutes, secondary damage 0) on it for three injections. The box contains a medallion of wakefulness.  The medallion provide a +2 luck saving throw bonus against sleep spells and can be worn by any character as well as by a mount, such as a horse.Caster Level: 4th;  Prerequisites: Craft Wondrous Item,sleep; Market Value: 2000 gp.

7.	THE BEDROOM

In here are a four-drawer chest, a footlocker, and a padded chair. The chair and bed are  so old they will disintegrate if someone sits on them. A stash of 70 gp, 80 ep, and 40 sp is inside the false bottom of the footlocker (Search DC 17).

8.	KITCHEN AND PANTRY

This room is guarded by two ghouls and two zombies.

Ghouls (2):  CR 1; Medium-Size Undead; HD 2d12; hp 19, 18; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite) and +0 melee (1d3 and paralysis, 2 claws); SA paralysis, create spawn; SQ undead, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite).

Zombies (2): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 20, 19; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ Undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con _—, Int —, Wis 10, Cha 1.

Feats: Toughness.

They attack immediately when the party enters. This room has many storage shelves with food containers on them. The food is all rotten. A table and two chairs are in this long, curved chamber plus a small hearth (long since closed to the outside), a weapon rack with 6 rotting shortspears, and a cabinet with pots, pans, utensils, etc.

9.	THE GAME ROOM

A skeleton and a ghoul are inside this room. The ghoul will usually be in the recessed area. They attack immediately when the party enters.

Skeleton: CR 1/3; Medium-Size Undead; HD 1d12; hp 9; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4, 2 claws); SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 1.

Feats: Improved Initiative.

Ghoul:  CR 1; Medium-Size Undead; HD 2d12; hp 18; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite) and +0 melee (1d3 and paralysis, 2 claws); SA paralysis, create spawn; SQ undead, +2 turn resistance;  AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite).

A large, hexagonal table is in the center of the room surrounded by six chairs. A throwing dagger is hidden under the table at each chair location. The remains of a deck of cards are present, it will crumble to dust if picked up—as well as six piles of copper pieces, numbering 20, 32, 12, 44, 49, and 15 respectively.

Note: the opening into room 13, below.

10.	THE PRACTICE RANGE

This room contains a knife rack with 8 rusted throwing knives. There is a table and a single chair. Four practice targets are on the east wall. Otherwise it is empty. The door to 10a  is still locked (DC 20) but will break on a successful Str check (DC 13).

10a  is a tunnel passage that exits at a well-hidden location (Search check DC 18) in a clump of bushes near the river.

11.	THE HIDDEN ROOM

This secret room has a small chest in the eastern niche. Inside the chest are the following: 77 gp, 38 ep, 105 sp, and a bag of 5 gems; 3 x 50 gp, 150 gp, and 200 gp. There is also a pair of boots of elvenkind.

12.	SECRET ROOM COMPLEX

In the room bordering room 8 is a small box containing a potion of cure moderate wounds.  The other room appears empty, but when its _doors are opened it will be flooded with insanity mist poison (inhaled; primary damage 1d4 Wis; secondary damage 2d6 Wis). Over the years the gas has become very weak (DC 10).

THE DIRE RAT NEST.

13. The rats opened a hole here into room 9 but do not dare venture in. A decaying body of a dire rat lies near the opening. If there is a noise in room 9, 2–5 rats will scurry into 13 to investigate. Otherwise, this room will be empty.

14. This is the major rat den. There are seven dire rats here.

Dire Rat (7): CR 1/3; Small Animal; HD 1d8+1; hp 9, 9, 9, 7, 7, 5, 5; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4 and disease, bite); AL N; SA disease; SQ scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).
SA: Disease (Ex)—Filth fever, bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dex and 1d3 temporary Con.
SQ: Scent (Ex).

In the nest bedding are 7 gp, 11 ep, and a gem worth 50 gp.

15. This is a breeding cave. There are 20 small rats here, effectively harmless due to their size. They have no attacks, are AC 10, and have 1 hp each. Unless they are killed they will grow large enough to forage in 10 days, and in 30 days they will have matured fully.

16. There are 5 rats here.

Dire Rat (5):  CR 1/3; Small Animal; HD 1d8+1; hp 9, 9, 9, 7, 7; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4, bite); AL N; SA disease; SQ scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).

More might come if noise is made. Note the rat-sized tunnel at 16a, which exits in a well-hidden hole in a clump of bushes in the town.

17. There are seven rats here.

Dire Rat (7):  CR 1/3; Small Animal; HD 1d8+1; hp 9, 9, 9, 9, 7, 7, 7; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4, bite); AL N; SA disease; SQ scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12,  Cha 4.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).

In their nest is a ring of feather falling.

18. There are nine rats here in this major nest.

Dire Rat (9):  CR 1/3; Small Animal; HD 1d8+1; hp 9, 9, 9, 9, 9, 7, 7, 5, 5; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4, bite); AL N; SA disease; SQ scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).

In the bedding can be found 31 gp, 9 sp, and a brooch of shielding that can absorb 17 points of magic missiledamage. The tunnel 19a emerges in a well-hidden exit in a clump of bushes just beyond the town palisade. There is a 60% chance one dire rat will be in these bushes outside the hole, day or night.

35.	DRUID’S HOME

This is the home of Almax the druid, his son Amos, and his wife Felwin.

Almax: Male Human Druid 7; CR 7; Medium-Size Humanoid; HD 7d8+14; hp 61; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +9 melee (1d6+4, club +2); AL N; SA spells; SQ druid skills; SV Fort +7, Ref +5, Will +8; Str 15, Dex 17, Con 14, Int 15, Wis 17, Cha 15.

Skills and Feats: Animal Empathy +12, Concentration +12, Diplomacy +12, Heal +7, Knowledge (nature) +12, Scry +8, Spellcraft +12, Wilderness Lore +13; Alertness, Brew Potion, Quicken Spell, Scribe Scroll.
SQ: Druid Skills (Su)—Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Shape (3 times/day), Woodland Stride.
Possessions: Club +2, ring of evasion.
Spells Prepared (6/5/4/3/1): 0—Create Water, Detect Magic, Flare, Light, Read Magic, Virtue; 1st—Animal Friendship, Cure Light Wounds, Entangle, Faerie Fire, Shillelagh; 2nd—Charm Person or Mammal, Fire Trap, Heat Metal, Speak With Animals;3rd—Call Lightning, Neutralize Poison, Summon Nature’s Ally III; 4th—Dispel Magic.

Amos: Male Half-Elf Druid 3; CR 3; Medium-Size Humanoid (Elf); HD 3d8+3; hp 20; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Atk +2 melee (1d6+2, 18–20/x2, scimitar), or +5 ranged (1d4, sling); AL N; SA spells; SQ druid skills, elven traits; SV Fort +4, Ref +4, Will +7; Str 10, Dex 16, Con 12, Int 14, Wis 18, Cha 17.

Skills and Feats: Animal Empathy +9, Concentration +7, Heal +10, Knowledge (nature) +8, Spellcraft +8, Wilderness Lore +10; Brew Potion, Scribe Scroll.
Possessions: Scimitar, sling with 20 bullets, studded leather armor, pouch with 80 gp.
SQ: Druid Skills (Su)—Nature Sense, Trackless Step, Woodland Stride; Elven Traits (Ex).
Spells Prepared (4/3/2): 0—Create Water, Cure Minor Wounds, Detect Magic, Light; 1st—Animal Friendship, Detect Animal or Plant, Faerie Fire; 2nd—Barkskin, Speak With Animals.

His father will be willing to send Amos on a mission concerning the town.

Felwin:Female Elf Wizard 2; CR 2; Medium-Size Humanoid (Elf); HD 2d4+4; hp 10; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +1 melee (1d4, 19–20/x2, dagger); AL CN; SA spells; SQ elven traits; SV Fort +4, Ref +5, Will +6; Str 10, Dex 16, Con 15, Int 14, Wis 13, Cha 16.

Skills and Feats:Concentration +7, Hide (cc) +5 1/2, Knowledge (arcana) +7, Spellcraft +7; Scribe Scroll, Toughness.
SQ: Elven Traits (Ex).
Possessions: Cloak of resistance +2, dagger, pouch with 45 gp.
Spells Prepared (4/3): 0—Dancing Lights, Light, Mage Hand, Read Magic; 1st—Charm Person, Message, Sleep.

She will not adventure.

Almax is second only to Pelltar in authority, after the Baron. He owns a Fountain of Good Health which bubbles up in the grove behind his home. It is protected by three snares (Search check, DC 23 rogue only) at each end of the two entrances. Worshippers are instructed never to enter this clump of trees behind his home. The Fountain has three powers:

-	Upon command it will create food and water for up to 12 persons for one week, once per day.

-	Upon command it can view other druid places of worship. Those known to Almax can be specifically called forth. Upon seeing the location the Fountain can  teleport up to six persons as they step into the waters. Each such figure must be touched by the druid who calls forth the image in the pool. This teleportation  can be two-way if a druid at the other end has any type of pool or fountain and is gazing into it when contact is established. Thus the Fountain  can be used as a means of gaining and giving information over long distances. Almax frequently looks into theFountain at high noon. He usually charges 75 gp per level for each person being transported.

-	Upon command the Fountain can bestow acure light wounds on those who bathe in the waters for not less than one hour. Up to 12 cures can be made per day in this way. Almax will charge 100 gp per person using the pool in this way.

If the Fountain is ever defiled, the offending party must be killed and thrown into the Fountain before it will function again. The Fountain may be defiled by bestow curse, desecrate, unholy water, garbage, or excreted waste. The DM can turn such an event into an interesting adventure!

Amos and Felwin know of the Fountain but neither will approach it unless Almax  has been hurt or killed. Amos can use it. Hidden under stones near the pool are 8 gems valued as follows: 3 x 200 gp__, 4 x 300 gp, and 1000 gp. Each is buried apart from the others.

CREDITS

DESIGN:	Lenard Lakofka

ART:	David S. LaForce, Erol Otus, Harry Quinn, Jim Roslof, Stephen D. Sullivan, Bill Willingham

NEW CREATURES

SPECTATOR
Large Outsider (Lawful)

Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 5 ft., fly 30 ft. (good)
AC: 16 (–1 size, +1 Dex, +6 natural)
Attacks: Eye rays +4 ranged touch, bite –2 melee
Damage: Bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, reflection, fly, SR 12
Saves: Fort +5, Ref  +5, Will +5
Abilities: Str 10, Dex 12, Con 13, Int 14, Wis 13, Cha 13
Skills: Diplomacy +10, Hide +2, Knowledge (planes) +9, Listen +10, Sense Motive +8, Spot +10
Feats: Alertness, Flyby Attack
—
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: See below
Alignment: Always lawful neutral
Advancement: 5–8 HD (Large); 9–12 HD (Huge)

The spectator is a guardian of places and treasures. Once it is given a task it will guard for up to 101 years and will let no one use, borrow, or examine a guarded item or treasure.

The spectator has a large central eye and four smaller eye stalks protruding from the top of its 4-foot-wide spherical body. The body surface is covered in tough hide. 

If properly confronted, the spectator can be quite friendly. It will tell a party exactly what it is guarding  early in any conversation so that there will be no argument! If its charge is not threatened it can be quite amiable and even talkative (via telepathy).

Combat
The spectator, being basically passive, will attempt to communicate and implant itssuggestion as its first act unless it is immediately attacked.

Eye Rays (Su): Each of the four small eyes can produce a magical ray once a round, even when the spectator is attacking physically or moving at full speed. The creature can aim all its eyes in any direction.

Each eye’s effect resembles a spell cast by a 6th-level sorceror but follows the rules for a ray (see Aiming a Spell, page 148 in the Player’s Handbook). All rays have a range of 90 feet and a save DC of 12.

Create Food and Water:This works like the spell, except the casting time is only one minute. The spectator can create enough food for eighteen humans or six horses. Obviously this is not an attack.

Inflict Moderate Wounds:This works just like the spell, causing 2d8+6 points of damage (Will half).

Hold Monster (extended): This works just like the spell, freezing in place a creature unless it makes a successful Will save, for 12 rounds. The spectator never attacks a held  creature or uses it for food. A held creature might be allowed to go its own way if it is willing to leave in peace.

Telepathy: Communication with one creature is possible in this way. The beast can also implant a suggestion, as the spell, if the target fails at a Will save. This suggestion is always to leave in peace.

Reflection (Su): When the central eye is undamaged, it can reflect one spell per round fired at it and turn the spell back to the caster, as thespell turning  spell. The central eye can only reflect one spell per round. The reflection only occurs if the spectator makes a saving throw vs. spell (regardless of the spell cast at it). Because of this power and its magic resistance a spectator gains no other savingthrows vs. magic. Example: a magic-user casts alightning bolt at a spectator, the spectator rolls a saving throw to see if the spell is reflected, and if it is not then its magic resistance percentage is rolled for. If this also fails the lightning bolt  does full damage. The spell caster is allowed a normal saving throw vs. the reflected spell in all cases and only he or she must suffer any damage. Thus, in the above example, if thelightning bolt  were reflected only the magic-user could be hit by it, even if a familiar, for example, were sitting on the magic-user’s shoulder. If the magic-user makes the saving throw he or she takes no damage whatsoever! Reflection is possible only if the spell caster is in a 60¡ arc of the central eye. Range is not a factor, since getting the spell to the spectator is the only consideration. 

All-Around Vision (Ex):Spectators are extremely alert, due to their nature. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.

Flight (Ex): A spectator’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30 ft. This buoyancy also grants it a permanent  feather fall effect with personal range. They will drift aimlessly when asleep, (20% likely when encountered), never touching the ground.

Spectator Society

Spectators are summoned from Nirvana by the spell summon monster V  and the sacrifice of three small eyes (or more) from a beholder. The spectator can only be commanded to guard some treasure. It will perform no other duty, and if commanded in some other way it will return to Nirvana immediately. If its guarded item(s) is ever destroyed or successfully stolen the spectator is released from service and may return to Nirvana as well. The summoner, of course, may take the item himself and thus release the spectator.

The treasure being guarded is 90% likely to be a magic item or at least a value of 15,000 gp. Incidental treasure gained while performing its duty has no hold on its conscience and may be taken freely. Incidental treasure can amount to the following sums:40% for 3–300 coins of mixed types, (1–20 platinum, 2–40 gold, 4–80 electrum, and the balance, if any, will be silver), 30% for 1–6 gems of base value 50 g.p., 20% for 1–4 potions, 15% for a +1 piece of armor, 15% for a + 1 weapon, and 5% for a miscellaneous magic item valued under 10,000 gp.

A blinded spectator cannot defend its treasure and will teleport to Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it will return. If the treasure is gone it will return to Nirvana.
(portions taken from the beholder entry in the Monster Manual, page 24–25.)

STONE GUARDIAN
Medium-Size Construct

Hit Dice: 3d10 (16 hp)
Initiative: +0
Speed: 30 ft.
AC: 18 (+8 natural)
Attacks: 2 slams +3 melee
Damage: Slam 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Construct, immunities, fire resistance 10, cold resistance 10, electricity resistance 10, see invisibility
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 13, Dex 10, Con —, Int —, Wis 10, Cha 1
—
Climate/Terrain: Any land
Organization: Solitary or gang (1–4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-Size); 4 HD (Large)

A stone guardian can be as small as a man or as large as an ogre (10 feet tall) and weighs between 250 and 450 pounds. Its body is rough stone, with crude features.

Combat

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities (Ex): A Stone guardian takes only half damage from piercing or slashing weapons. Stone to flesh, transmute rock to mud, or stone shape spells will kill it instantly with no saving throw.

See Invisibility (Sp): A stone guardian can continuously see invisbility as cast by a 3rd-level sorceror, but only if the spell was cast as part of the creation process (see below).

Construction
A stone guardian’s body is made from mud, weighing between 250 and 400 pounds. The body is given a heart of stone.

The guardian costs 10,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 13).

The creator must be 13th level and be able to cast arcane spells. The creator must also have the Craft Magic Arms and Armor and Craft Wondrous Item feats. Completeing the ritual drains 200 XP from the creator and requires transmute mud to rock, magic mouth,and limited wish or wish. Magic mouth is required so that it can be activated under precise circumstances. However, there is a 20% chance per activation that the precise instructions will be disregarded and then the stone guardian will attack anything! See invisibility  is optional, but no other spell may be substituted for it.

A special ring of protection from stone guardians  can be crafted at the same time a stone guardian is manufactured. This ring will keep the wearer and all others within a 10 ft. radius immune to a guardian’s attack. The ring will only work for the stone guardian(s) made at the time the ring was crafted and will be useless against other stone guardians.

NEW MAGIC ITEMS

Mirror of Opposition (variant):  This item resembles a mirror 2 feet wide and 5 feet high. It is activated and deactivated by a command word. A character will be drawn into the mirror upon seeing his or her reflection. This person will then materialize on a flat plane with an endless horizon in all directions. Opposite the character, at a distance of 40 to 240 feet (4d6 x 10), is an exact duplicate of him/herself. The duplicate is complete in every way including magic items, spells (only those currently memorized or granted and still unused), weapons, armor, etc. Its hit points are equal to the character’s current hit points. The DM must play the duplicate and melee will begin at once. Note that the DM cannot use items unknown to the player. Any fair random method of trying to use an unknown item is allowed. The real player will find that wish, limited wish, word of recall,or teleport will notrelease him or her but the spell will be used up. Other party members are powerless to help unless they, too, go into the mirror, but then this process will form duplicates of them as well. If multiple characters go into the mirror either the duplicates or  the originals may gang up on the survivors. Once all characters or duplicates are destroyed the magic ends. A dead character is lost forever unless someone goes into the particular mirror, defeats his or her own double, and brings back the body for a raise dead  spell or other resurrection-type magic. The recovery must be done within one day or the real body and all items are lost. The items must make a successful Fort save (DC 15) or be destroyed. If they successfully save they are teleported elsewhere in the Prime Material Plane for others to find. Artifacts and relics are always teleported, as are swords with a purpose. Breaking the mirror while the melee is in progress kills all characters inside forever even if they had won.

Caster Level:15th; Prerequisites: Craft Wondrous Item, clone, imprisonment; Market Price: 280,000 gp; Weight: 45 lb.

SAMPLE PLAYER CHARACTERS

These characters may be used in L1 for players who do not have characters of appropriate level to use or for those who do not have time to create characters of their own.

Male Human Fighter 4; Medium-Size Humanoid; HD 4d10+4; hp 25; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 18 (+1 Dex, +5 masterwork chainmail, +2 masterwork large steel shield); Atk +8 melee (1d8+4, 19–20/x2, longsword +1); AL LN; SV Fort +5, Ref +2, Will +3; Str 18, Dex 13, Con 13, Int 13, Wis 15, Cha 8.

Skills and Feats: 28 skill points; 3 feats and 3 bonus feats.
Possessions: Longsword +1,masterwork chainmail, masterwork large steel shield,potion of cure moderate wounds.

Female Elf Rogue 4; Medium-Size Humanoid (Elf); HD 4d6+8; hp 22; Init +4 (Dex); Spd 30 ft.; AC 16 (+4 Dex, +2 masterwork leather armor); Atk +5 melee (1d4+2, 19–20/x2, dagger +1—Monstrous Humanoid Bane); AL CN; SA sneak attack; SQ elven traits, evasion, uncanny dodge; SV Fort +3, Ref +8, Will +2; Str 13, Dex 18, Con 14, Int 14, Wis 13, Cha 10.

Skills and Feats: 70 skill points; 2 feats.
SA: Sneak Attack (Ex)—+2d6.
SQ: Elven Traits (Ex); Evasion (Ex); Uncanny Dodge (Ex)—Dex bonus to AC.
Possessions: Dagger +1—Monstrous Humanoid Bane, masterwork leather armor.

Male Half-Elf Ranger 3; Medium-Size Humanoid (Elf); HD 3d10+6; hp 30; Init +3 (Dex); Spd 20 ft. (chainmail +1), base 30 ft.; AC 21 (+3 Dex, +6 chainmail +1, +2 small wooden shield +1); Atk +5 melee (1d8+2, 19–20/x2, longsword), or +6 ranged (1d8, x3, longbow); AL NG; SA favored enemy; SQ elven traits; SV Fort +5, Ref +4, Will +3; Str 15, Dex 16, Con 15, Int 14, Wis 14, Cha 11.

Skills and Feats: 36 skill points; 2 feats, Track.
SA: Favored Enemy (Ex)—+1.
SQ: Elven Traits (Ex).
Possessions: Chainmail +1, small wooden shield +1, longbow with 20 arrows, longsword.

Male Human Cleric 3; Medium-Size Humanoid; HD 3d8+6; hp 22; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 18 (+1 Dex, +5 masterwork chainmail, +2 masterwork large steel shield); Atk +5 melee (1d8+2, masterwork heavy mace); AL LG; SA spells, SQ turn undead; SV Fort +5, Ref +2, Will +6; Str 15, Dex 13, Con 14, Int 13, Wis 17, Cha 13.

Skills and Feats: 24 skill points; 3 feats.
SQ: Turn Undead (Su)—He can turn undead 4 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, masterwork large steel shield, 2 vials of holy water.
Spells Prepared (4/3/2).
Domain Spells: 1st; 2nd.

Male Dwarf Fighter 3; Medium-Size Humanoid (Dwarf); HD 3d10+6; hp 26; Init +2 (Dex); Spd 15 ft. (chainmail +1), base 20 ft.; AC 19 (+2 Dex, +6 chainmail +1,  +1 small steel shield); Atk +6 melee (1d8+3, light flail); AL LN; SA dwarf traits; SQ dwarf traits; SV Fort +5, Ref +3, Will +1; Str 16, Dex 15, Con 15, Int 12, Wis 10, Cha 7.

Skills and Feats: 18 skill points; 2 feats and 2 bonus feats.
SA: Dwarf Traits (Ex).
SQ: Dwarf Traits (Ex).
Possessions: Chainmail +1, light flail, rod of enemy detection,small steel shield.

Female Human Druid 3; Medium-Size Humanoid; HD 3d8+9; hp 25; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 masterwork leather armor); Atk +4 melee (1d6+2,quarterstaff +1); AL N; SA spells; SQ druid skills; SV Fort +6, Ref +3, Will +6; Str 13, Dex 14, Con 17, Int 12, Wis 16, Cha 17.

Skills and Feats: 36 skill points; 3 feats.
SQ: Druid Skills (Su)—Nature Sense, Trackless Step, Woodland Stride.
Possessions: Masterwork leather armor, quarterstaff +1, potion of invisibility.
Spells Prepared (4/3/2).

Female Elf Wizard 2; Medium-Size Humanoid (Elf); HD 2d4+4; hp 11; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 Bracers of Armor +3); Atk +2 melee (1d4, 19–20/x2, masterwork dagger); AL LN; SA spells; SQ elven traits; SV Fort +2, Ref +2, Will +4; Str 10, Dex 14, Con 14, Int 17, Wis 13, Cha 12.

Skills and Feats: 25 skill points; 1 feat, Scribe Scroll.
SQ: Elven Traits (Ex).
Possessions: Bracers of armor +3,masterwork dagger.
Spells Prepared (4/3).
Spellbook: 1st—6 spells; 2nd—2 spells.

Male Gnome Rogue 2; Small Humanoid (Gnome); HD 2d6+4; hp 16; Init +3 (Dex); Spd 20 ft.; AC 15 (+3 Dex, +2 masterwork leather armor); Atk +3 melee (1d6+2, 19–20/x2, short sword +1); AL LN; SA gnome traits, sneak attack; SQ gnome traits, evasion; SV Fort +2, Ref +6, Will +0; Str 12, Dex 16, Con 15, Int 13, Wis 13, Cha 13.

Skills and Feats: 45 skill points; 1 feat.
SA: Gnome Traits (Ex), Sneak Attack (Ex)—+1d6.
SQ: Gnome Traits (Ex), Evasion (Ex).
Possessions: Masterwork leather armor, short sword +1 (Int 14, Wis 5, Cha 14; semiempathic; detect magic at will; AL LN; Ego 6).

Male Human Fighter 2; Medium-Size Humanoid; HD 2d10+4; hp 20; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 19 (+2 Dex, +5 masterwork chainmail, +2 large steel shield); Atk +8 melee (1d8+5, 19–20/x2, masterwork longsword), or +3 ranged (1d8, x3, longbow); AL CG; SV Fort +4, Ref +2, Will +2; Str 20, Dex 13, Con 14, Int 10, Wis 11, Cha 10.

Skills and Feats: 15 skill points; 2 feats and 2 bonus feats.
Possessions: Large steel shield, longbow with 20 arrows, masterwork chainmail, masterwork longsword, potion of heroism.

Male Human Cleric 2; Medium-Size Humanoid; HD 2d8+2; hp 13; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 19 (+2 Dex, +5 masterwork chainmail, +2 masterwork large steel shield); Atk +5 melee (1d8+3, masterwork heavy mace); AL CG; SA spells, SQ turn undead; SV Fort +4, Ref +2, Will +5; Str 16, Dex 15, Con 12, Int 12, Wis 15, Cha 17.

Skills and Feats: 20 skill points; 2 feats.
SQ: Turn Undead (Su)—He can turn undead 6 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, masterwork large steel shield.
Spells Prepared (4/3).
Domain Spells: 1st.