Cleric’s Challenge II
A solo adventure for one cleric player character, level 4-6 
By Paul F. Culotta

Product Number: 9483
Year Published:  1995

Converted from 1st Edition to 3rd Edition D&D 
by Chris Richardson, richardc@tritonenergy.com
Last Updated: 03/04/2001

Credit where credit is due (a special thanks):  Upon thinking back on many adventures as both Player and Dungeon Master, I recall none more fondly than Cleric’s Challenge II, by Paul F. Culotta.  In honor of his fine work, this will be the first (but hopefully not last) adventure conversion I’ll do to the 3rd Edition rules.

Also, a special thanks goes to Eric Noah; his website provides us all a place share our ideas and conversions.  I’m sure Eric frequently gives up quality playtime to maintain his fantastic website which benefits us all.  Thanks again, Eric.

Summary of Conversion:  Cleric Challenge II is an event-based adventure, although the character’s investigation at certain sites my trigger an event to occur as well.  Modification/conversion details of this document are presented in order of occurrence the module:

Chapter 1:  Introduction to Barlox.  (Incidentally, in my copy of the adventure, the village name is misspelled as “Barlow” in the table of contents).  Although the description of the village and history are generic enough to fit well into any campaign, the village has been outlined here in accordance to the rules in Chapter 4 of the Dungeons Master’s Guide.

Barlox (village):  
Conventional; AL LG; 200 gp limit; Population:  750; Assets:  35,000 gp (more wealthy than avg. village due to wine crop); Mixed: human 98%; halfling 1%; half-elf 1%
Authority Figures:
Constable Tom Schuster male human fig2; Mayor Rollins Goodfellow male human ari7

Availability of equipment is limited in Barlox.  See location 3: General Store on page 8.

Additional Chapter 1 modifications to key places:
1.	The Muslich Winery:  No changes

2.	Muler Muggin’s Home:  

Lead Bar Trap (CR ½; Reflex save negates DC 16; Search DC 18; Disable Device DC 20; deals 2d4 damage; failure by 4 or more indicates PC is stunned for 1 round).  

Treasure behind loose board (described on page 8) is unchanged, although the DM may want to consider changing the +1 Black Leather Armor to Masterwork Leather Armor.

3.	General Store:  If a PC with the Profession-Brewer samples any of the family wines, he will afterwards be able to determine the wine’s source (family) by simply smelling or tasting the wine – DC 12.  If the PC’s profession becomes known to any of the families or field workers, he/she will gain an automatic +1 Charisma checks when dealing with them.  This may come in useful when the Muslich workers strike.

4.	Church and Parsonage:  The PC may find the buried staircase leading into the basement of the old church with a successful spot check (DC 18)

5.  Drunkard’s Home:  It will probably work out better if the player role-plays the encounter with Old Man Riggins as described in order to gather information/rumors.  If necessary, the DM may reveal the following information with the appropriate Gather Information or Intimidate skills (Riggins is a coward):  Town gossip DC 10; Smedling-Muslich rivalry DC 11;  Jason Muslich II’s and Patrikia Smedlings’ love affair DC 15.  As described on page 9-10, he will refuse to answer any specific questions regarding the burning of the church.

Statistics for Old Man Riggins:
Old Man Riggins, male human Com0; Medium Humanoid (5 ft. 9 in. tall); HD 1, hp 5 (includes -1 hp for Con); Init -1 (Dex); Spd 10 ft. (one leg); AC 9 (-1 Dex); Atks -1 melee (1d4-1/crit 19-20, dagger); SA none ; SQ none; AL N (evil tendencies); SV Fort -1, Ref -1, Will -1; Str 11, Dex 9, Con 9, Int 9, Wis 9, Cha 7.
Skills: Appraise +1, Knowledge (local history) +7
Possessions: Dagger (concealed in wooden leg), pouch containing 10 gp and 4 sp, ½ bottle of Tieton wine.

6.  Grapeshot Tavern:  As described on page 10, Reggie Salthorse may join the PC in the hunt for the monster after some cajoling or a successful charisma check DC 15.  If the PC has additional ranks in the Diplomacy skill, this may help with convincing Reggie to join the cause as well.

The following are the NPC statistics for Reggie Salthorse:
Reggie Salthorse, male human Fig3: Medium Humanoid (6 ft. 1 in. tall); HD 3d12+2; hp 28; Init +6 (+2 Dex; +4 Improved Initiative); Spd 30 ft.; AC 12 (+10 natural, +2 Dex); Atks +6 melee (1d6+3/crit 19-20, Club*); SA none ; SQ none; AL CG; SV Fort +5, Ref +3, Will +4; Str 16, Dex 15, Con 14, Int 9, Wis 12, Cha 10.
Skills: Swim +3, Profession (Inn Keeper) +4; Profession (Mariner) +3
Feats: Exotic Weapon: Net, Improved Initiative; Iron Will.
Possessions: Club, pouch containing 4 gp and 13 cp
*Replaced belaying pin with a club since he is no where near a ship

7.	Sheriff’s Home:  Although Constable Schuster is initially incapacitated when first the PC first encounters him, it’s possible the Constable may be able to aid the PCs in the search for the monster if he is cured and has time to recover.

The following are the NPC statistics for Constable Tom Schuster:
Tom Schuster, male human Fig2: Medium Humanoid (6 ft. 0 in. tall); HD 2d12+2; hp 18; Init +2 (Dex); Spd 30 ft.; AC 12 (+10 natural, +2 Dex); Atks +5 melee (1d8+3/crit 19-20, Long Sword); or +4 ranged (1d8/crit x3, longbow); SA none ; SQ none; AL LG; SV Fort +4, Ref +2, Will +2; Str 17, Dex 15, Con 12, Int 14, Wis 15, Cha 12.
Skills: Gather Information +3, Handle Animal +5, Ride +6, Spot +6, Use Rope +4, Profession (Constable) +4.
Feats: Alertness, Dodge.

Possessions: Long Sword, Longbow, 20 arrows, pouch containing 17 gp, whistle, 10’ rope.

8.	Barlox River:  No Change

9.	Workers Homes:  No Change

10.  Depardo Winery:  If the PC has the Animal Empathy skill (described on page 63 of the Player’s Handbook, the encounter with the guard dogs will provide a good opportunity to practice this skill; DC 14.  If the PC is successful at calming the barking dogs, Rolando Depardo will still ask to PCs to leave the property, but will not be as rude (having gained some respect after seeing the PC’s influence on his dogs).  This will also provide the PC with a +1 bonus to charisma check for with any future encounters with Rolando or his workers.  (“If the dogs like him; he can’t be all that bad”)

The following are the statistics for the guard dogs:
Guard Dogs (4): Small Animal; HD 1d8+2; hp 6 (x4); Init +3 (Dex); Spd 40 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +2 melee (1d4+1, bite); Face 5 ft. x 5 ft./5 ft.; SA none; SQ scent; AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1* (see Dog page 195 in monster manual).
SQ—Dogs receive +8 racial bonus to Wilderness Lore checks when tracking by scent

11.	 The Tieton Winery:  No change.

12.  The Smedling Complex:   As described on page 14, if the character has seen the portrait of young Father Bernadette, he or she may recognize the monster’s resemblance after an Intelligence Check with a –3 penalty.  A +1 bonus is added for every rank of the PC’s Alertness Feat, so the Intelligence check penalty may be negated.

The following are the statistics for Beufurt Smelding:
Buefurt Smedling, male human Fig2: Medium Humanoid (5 ft. 10 in. tall); HD 2d12+1; hp 18; Init +3 (Dex); Spd 30 ft.; AC 13 (+10 natural, +3 Dex); Atks +6 melee (1d10+4/crit 19-20, Bastard Sword*); SA none ; SQ none; AL NG; SV Fort +6, Ref +3, Will +0; Str 19, Dex 16, Con 13, Int 13, Wis 10, Cha 12.
Skills: Handle Animal +5, Spot +2, Swim +5, Profession (Brewer) +4.
Feats: Endurance, Great Fortitude
*Judgment call:  swapped his Long Sword for a Bastard Sword (seems to fit him better)

Village Rumors:  The rumors listed on page 15 are numbered 1 –10.  Rather than randomly providing a rumor, the DM may decide to allow these clues to be revealed with a successful use of the Information Gathering skill.  The DC for each rumor is simply the rumor number added to 10.  For example, rumor 2 would have a DC of 12 on a Gather Information check.  Rumor 10 would have a DC of 20.

Chapter 2:  The Mummy Strikes.  This chapter provides a schedule of events (see page 16).

Event 1:  The Mission:  As stated on page 17, the High Matriarch may provide the PC with a scroll (if the character is under 5th level).  This scroll’s contents have been changed to reflect 3rd Edition spell names:  Remove disease, Prayer, and Cure Light Wounds.

Event 2:  The Welcoming Committee:  In this encounter, the PC will face 3 Zombies.

The statistics for the zombies are:
Zombies (3): Medium-sized Undead; HD 2d12+3; hp 16 (x3); Init –1 (Dex); Spd 30 ft.; AC 11 (-1 Dex; +2 natural); Atk +2 melee (1d6+1, slam); Face 5 ft. x 5 ft./5 ft.; SA none; SQ Undead, partial actions only; AL -; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con --, Int --, Wis 10, Cha 1.
Feats: Toughness

Event 3:  A Priest in Need:  In this event meet Father Dominic.

The statistics for Father Dominic:
Father Dominic, male human Cle2; Medium Humanoid (5 ft. 7 in. tall); HD 2d10+1; hp 18 (includes +3 hp for Toughness); Init +2 (Dex); Spd 30 ft.; AC 12 (+10 natural, +2 Dex); Atks +2 melee (1d6+1/crit 19-20, Club); SA Turn or Rebuke Undead, Spontaneous Casting ; SQ none; AL LG; SV Fort +4, Ref +2, Will +5; Str 12, Dex 15, Con 12, Int 15, Wis 15, Cha 13.
Skills: Gather Information +3, Handle Animal +6, Knowledge (Religion) +6, Listen +4, Ride +4, Alchemy +2.
Feats: Combat Casting, Toughness.
Possessions: Holy symbol, ceremonial vestments, club, ink and quill, parchment 30 gp and 14 sp, vial of Holy Water
Benefits from Domain:  Healing; healing spells at +1 caster level
Benefits from Domain:  Good; Protection from Evil (1)
Zero Level Spell (4+1):  Create Water x2; Light; Virtue, Mending
First Level Spell (3+1):  Cure Light Wounds x 2 (used); Bless.

Event 4:  The Funeral – No change

Event 5:  The Slain Lover – No change

Event 6:  The Worker’s Rebellion – In this event, the PC makes a Charisma check to determine his influence upon the striking winery workers.  Option:  If the PC’s bluff skill bonus or Fast Talking bonus exceeds his Charisma bonus, he may elect to bluff/talk the villagers into thinking everything is alright.

Event 7:  Against the Helpless – When the PC encounters the mummy, rather than rolling save versus spell, refer to the effects of the special attack despair for a mummy described on page 138 of the monster manual

The following are statistics for the Zombie (Jason Muslich; a slightly tougher zombie):
Zombies (3): Medium-sized Undead; HD 2d12+4; hp 18 (x3); Init –1 (Dex); Spd 30 ft.; AC 11 (-1 Dex; +2 natural); Atk +2 melee (1d6+2, slam); Face 5 ft. x 5 ft./5 ft.; SA none; SQ Undead, partial actions only; AL -; SV Fort +0, Ref -1, Will +3; Str 14, Dex 8, Con --, Int --, Wis 10, Cha 1.
Feats: Toughness

Event 8:  The Discovery –  The damage dealt by a Fire Trap spell (and it’s detection) is covered in the Player’s Handbook (page 205)..  The Glyph of Warding (blast glyph) is covered in 210.  Use these specifics for the spells mentioned in event 8.  The scroll contains the following third edition spells:  Remove disease, Protection from Elements, Prayer, Divination, Flame Strike. 

Event 9:  The Demise of Old Man Riggins – a successful search check DC 12 will reveal the letter that Riggins wrote confessing his involvement in the murder.

Event 10:  Disappearing Dogs –  No change (although the PC Animal Handling skill may come into play in this event)

Chapter 3:  The Smedling Winery:
This chapter details the Smedling winery.  Here the PC will face off against Father Bernadette’s mummy (stats in Chapter 4), and his guardians.

Statistics for the guardians of the cask:
Skeleton (1): Medium-sized Undead; HD 1d12; hp 6; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 natural, +1 Dex); Atk 2 claw +0 melee (1d4, claw); Face 5 ft. x 10 ft.; SA none; SQ Undead, Immunities; AL --; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.

Zombies Dogs (2): Small-sized Undead; HD 1d12+3; hp 9 (x2); Init –1 (Dex); Spd 30 ft.; AC 11 (-1 Dex; +1 natural, +1 size); Atk +1 melee (1d4+1, bite); Face 5 ft. x 5 ft./5 ft.; SA none; SQ Undead, partial actions only; AL -; SV Fort +0, Ref -1, Will +2; Str 11, Dex 8, Con --, Int --, Wis 10, Cha 1.
Feats: Toughness

Explosion danger:  If the PC causes an explosion, all within 15 ft. must make a REF save or suffer 10d6 damage.  Due to the deadly nature of this event, I recommend the DM allow an intelligence check DC 15 to realize the explosive danger in advance.

Treat the ‘special formula’ as a grenade weapon for determining the success of an attack.

Chapter 4:  Wrapping up (and new monster description)
This adventure introduces a new monster called Father Bernadette’s Mummy, a unique variation of the standard mummy found on page 138 of the monster manual.  Since this monster is the central villain in this adventure, the statistics of Bernadette’s mummy have been slightly modified to accommodate the 3rd edition rules.  The following are the full statistics:

Father Bernadette’s Mummy
Medium-Size  Undead
Hit Dice:  6d12+4 (48 hp)	
Initiative:  -1 (Dex)
Speed:  20 ft.			[Judgment call:  about right for wine-soaked mummy]
AC:  17 (-1 Dex, +8 natural)
Attacks:  Slam +6 melee
Damage:  Slam 1d6+4 and cause disease*
Face/Reach:  5 ft. by 5 ft./5 ft.
Special Attacks:  Despair, cause disease*
Special Qualities:  Undead, resistant to blows, damage reduction 5/+1, wears wing of fire resistance (countering the mummy normal fire vulnerability)
Saves:  Fort +2, Ref +1, Will +7
Abilities:  Str 18, Dex 8, Con --, Int 10, Wis 14, Cha 15
Skills:  Hide +8, Listen +9, Move Silently +8, Spot +9
Feats:  Alertness, Toughness
Climate/Terrain:  Unique (village of Barlox)
Organization:  Solitary
Challenge Rating:  3
Treasure:  Standard
Alignment:  Lawful Evil

*This mummy’s touch causes an unusual disease that transmutes the victim’s blood into alcohol.  Anyone struck must make fortitude save (DC 20) or they become infected and fall into a drunken stupor.  Symptoms are described on page 31 of the module.  If a remove disease (or similar magic) is not administered within 12 hours, the victim dies.

The effects of the special attack despair are the same as the standard mummy described on page 138 of the monster manual.

After slaying a victim, the mummy may animate dead (as per spell in Player’s Handbook, page 174), once per day.

The mummy’s regenerative powers and the special formula needed to ensure its destruction are unchanged (see page 31 of module).