TEXT:  
  VEL3-01 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lost Secret of the Lortmils 
   
  A One-Round D&D Living Greyhawk Veluna Regional 
  Adventure 
   
  by Greg Bartholomew 
  Triad Edit: Tim Sech 
  Circle Edit: David Christ 
   
   
  An old friend asks for your aid once more to search for two wayward friends.  It seems they found an ancient tablet lost 
  for centuries that turned out to be a map.  Where this map leads however is a mystery and what might be found there 
  could be the darkest secret Veluna has ever kept…An adventure for character levels 5-12.. 
   
   
   
   
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
  
  Lost Secret of the Lortmils 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” amongst 
  the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  
  Lost Secret of the Lortmils 
   
  Page 3 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  6 
  7 
  8 
   
  5 
  5 
  7 
  8 
  9 
   
   
  6 
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  Veluna. Characters native to the Veluna region pay one 
  Time Unit; all others pay two Time Units. Adventurer’s 
  Standard Upkeep costs 12 gp per TU spent. Rich 
  Upkeep costs 50 gp per TU spent. Luxury Upkeep costs 
  100 gp per TU spent. 
   
   
  
  Lost Secret of the Lortmils 
   
  Page 4 
  Adventure Summary and 
  Background 
  It seems that our friend Leuko has gotten into a new 
  line of business.  He is out of the supply business and 
  now deals in antiquities.  He has made himself quite a 
  good name with local “professional” types in the area 
  and is always looking for relics to pick up to sell to his 
  list of collectors. In this episode, poor Leuko might 
  have bitten off a lot more than he can chew.  A business 
  acquaintance of his came across an ancient tablet while 
  fishing with his brother after their boat capsized.  What 
  they had found was actually a map on the tablet.  Not 
  fully knowing what they had found they took it to 
  Leuko to see what he thought it might be.  What these 
  two had found not only contained some information 
  on an ancient cult but also a map with directions on 
  how to locate the temple.  What transpires is not pretty. 
   Leuko ‘s friends, who believe this map will lead them 
  to untold riches, hurry off to this temple to seek their 
  fortune.  Not being the brightest of fellows, this move 
  does not pay off in riches but only in death.  The two 
  brothers find the cave leading to the temple but neither 
  of them makes it past the evil creatures that guard the 
  secret entrance to the tunnel to the temple. 
   
  After a few days of pacing, Leuko has finally had 
  enough and is starting to really worry about his 
  compatriots. Lucky for him, he finds a party of old 
  friends who might be able to help him out of another 
  troublesome spot.  Leuko explains how his friends 
  found the tablet and went to go seek fame and fortune 
  without much preparation.  It has been 4 days and they 
  have yet to return.  Leuko is fearing the worst and 
  hopes that the party will look for his friends.  He is 
  genuinely concerned about their well being but he is 
  also very curious about the contents of the Temple. 
  This is information that he will not divulge to the 
  party. They will be in for a big surprise when after they 
  do some searching around they find a concealed door 
  that leads to a long forgotten temple that has been 
  sealed for centuries. But why has this place been 
  forgotten?  Once in, the party will discover a place of 
  evil that hasn’t seen the light of day for years.  This 
  place has been long forgotten and was sealed by the 
  Church of Rao over 400 years ago.  It is something they 
  absolutely do no want found but it had to happen 
  sooner or later!  The Raoan priests of that time decided 
  upon wanting to make sure this was lost even though it 
  was against there own belief.  They believed it was 
  reasonable enough if no records were kept and the 
  memory of it died with the priests. If the party defeats 
  the inhabitants and makes it out alive, when they get 
  back to town the church will not believe what was 
  found since the only two people who knew about this 
  was Archbishop Falswop and the Canon himself. Some 
  of the clergy will immediately go to this area and the 
  temple will ask the PCs to keep silent of this for now.  
  They will tell them when it is okay to speak of this.  
  This place was stricken from all written records and has 
  been kept a secret from all other members of the 
  clergy. Finally, others will now know why this place 
  was almost erased from the history of the church.   
   
   
  Introduction 
  The nasty weather outside seems not to have 
  dampened the spirits inside the Yellow Pheasant 
  Inn.  This place has seen its fair share of hearty 
  adventurers over the last year especially after the 
  Battle of Valkurl.  A bard sings a tale of sorrow and 
  contempt for an old lover long lost.  The wind 
  continues to blow very hard and the rain still pours 
  down outside onto Valkurl’s streets.  The fire inside 
  keeps the place nice and warm as you sit at a table 
  and order some food and drinks to fill your empty 
  bellies. 
   
  Roleplay this encounter as best you see fit.  Have a bar 
  maid take an order or two. If the PCs wish to sit at the 
  bar that is fine too.  Nothing special here is going on 
  right now.  This is a good time for player introductions 
  if they are not familiar with each other. 
   
  For information about the city since the Battle this is 
  what the PCs would know.  The Iron Rings 
  Consortium has rebuilt most of what they lost and the 
  Temple of Rao has almost finished construction on its 
  damaged Temple.  There is now a Temple of Moradin 
  but the gnomes have not rebuilt the alchemy building 
  under order from the clergy. 
   
  Also many new residents have begun building houses 
  inside the city to help make it flourish once more as it 
  once used to be.  Many new merchants and 
  adventuring companies are beginning to erect houses 
  near the Trading Company compounds.  The SGS 
  Trading Company seems to be sending an influx of 
  money into the city to help its rebuilding process as 
  well. 
   
  After 15-20 minutes of bantering and other usual bar 
  type activity, Leuko comes in from the bad weather and 
  immediately recognizes his friends from the party. 
   
  
  Lost Secret of the Lortmils 
   
  Page 5 
  If no one has played Leuko’s Last Stand then he comes 
  up to the party looking for help and with them 
  appearing to be hearty adventurer types, he looks into 
  procuring their services. Leuko will act like he has 
  known the adventurers for a long time even though he 
  doesn’t.  
   
  “My dear friends! It’s been so long since we last 
  met.  What brings you to Valkurl?” 
   
  �Leuko: human male Exp6, hp 24; see Appendix One 
   
  Leuko is a middle-aged human man dress in finely 
  crafted silks.  His boots are made of hide as to keep out 
  the rain.  His eyes are a bit red from rubbing them so 
  much from being worried about his friends. 
   
  After a few minutes of “catching up” Leuko goes on 
  into some more of what is new with him. 
   
  “Well, did I tell you that I have a new line of 
  business? I deal in rare antiques and relics now 
  which is a lucrative business at times I might add.” 
   
  After some general bantering, which you the DM, can 
  cater to your party, Leuko tells the tale of how his 
  associate found a rare tablet and how it had a map to 
  some secret cave or tunnel passage on it.  Leuko has his 
  ideas that this tablet could lead to something to do with 
  Rao but he is not quite sure and he will not under any 
  circumstance divulge these ideas to the PCs.  He does 
  not want the church involved with this yet as he still is 
  a business man first and if they found out they would 
  take whatever profits there had to be gained away from 
  him.  He will simply ‘forget’ to tell the PCs this idea he 
  has. 
   
  “You see, an associate of mine by the name of Lojap, 
  happened to be fishing with his younger brother, 
  Brond, a little over 2 weeks ago.  They were fishing 
  in a lake by the Lortmil Mountains when Brond’s 
  line became caught on something in the water.  
  They tried in vain for a few minutes to free the line 
  but Brond decided he would just jump into the 
  water and unsnarl his line instead. While diving 
  down to where his line was stuck in the reeds he 
  noticed a very out of place smooth rock on the 
  bottom of the lake.  After releasing his line he 
  surfaced to catch his breath and then dove down to 
  retrieve this very smooth tablet shaped rock.  After 
  he got back in the boat, he along with his brother 
  noticed that there was writing on the stone.   
   
  ”Not being the most intelligent men I have ever 
  met, they really couldn’t understand the markings 
  on the tablet. So, knowing that I had some expertise 
  in this area, they brought the tablet to me in hopes 
  they had found a rare artifact.  I quickly noticed 
  that the markings were a map of some type.  You 
  wouldn’t believe the look of pure excitement my 
  friends had on their face when I told them this.  
  They must have thought it was some type of 
  treasure map as they rested the night and took off 
  into the Lortmils to look for untold riches.” 
   
  “Well, that was over a 4 days ago and I haven’t heard 
  anything from them at all. I fear the worst and I’m 
  worried beyond belief.  I went to the authorities 
  and they told me they were too busy now with all 
  the recent demon attacks and also some internal 
  problems that are going on.  They seemed to me 
  that they were more worried about the rebuilding 
  of the city and its funds then about two lost fortune 
  seekers right now” 
   
  This is entirely true except Leuko does have some clue 
  as to what the tablet pertained.  He will never lead on 
  or tell the party that he thought the tablet had 
  information on some lost Raoan cult.  If the party asks 
  about the tablet Leuko will tell them that his friends 
  have it and all he has is a few copies of it that he made 
  when they showed it to him.  This is a lie as Leuko does 
  have a copy as did his friends but he does still have the 
  tablet in his possession somewhere. You can make his 
  bluff check against sense motive ONLY if the PCs ask.  
  He will gladly give them a copy of the tablet. 
   
  “I ask for help my dear friends.  Will you find it in 
  your hearts to please look for my other compatriots? 
  I have a copy of the map that will lead you to the 
  cavern or tunnel that they were looking for. I will 
  forever be indebted to all of you if you can bring my 
  friends back alive to me. Will you please help me?” 
   
  Hopefully the party accepts.  Leuko really doesn’t have 
  much to offer except a hardy handshake and some false 
  promises of riches. 
   
  If the party happens to go to the authorities, they will 
  give them the same story that they had told Leuko.  
  They are quite busy right now and Leuko’s reputation is 
  not that great.  They do believe his story to a point but 
  really don’t want to help just yet as they think his 
  friends might have just skipped out on him with 
  whatever they might have found in their expedition.  
  The officers will tell them as such.  High Priest Aleena 
  is the highest ranking Priest of Rao in the city of 
  Valkurl at this time. 
  
  Lost Secret of the Lortmils 
   
  Page 6 
   
  The PCs can journey on in the morning. 
   
   
  Encounter 1: The Road Ahead 
   
  After a good nights sleep the rain and wind finally 
  subside and the party can then make final 
  arrangements with Leuko before they leave.  Leuko can 
  provide horses to them if they wish and also food and 
  water if needed.  Leuko will then go over the copy of 
  the map that he has for them and gives the party a 
  general description of his two friends as to hopefully 
  recognize them if they do cross their path. Give the 
  PCs Player Handout #1. 
   
  “Well, Lojap is ‘bout 5’5” tall and 220 oh maybe 240 
  pounds with black hair and blue eyes.  Stout-
  looking fellow with a crooked grin, hah. His 
  brother, Brond, is around 6’6” tall and 156 lbs.  A 
  real beanpole that I have no idea on how he got in 
  the family. He has a shaved head and blue eyes too. 
  You can’t miss them if you see them together.  A 
  real hoot they are if you know them well. By horse 
  the trip to the Lortmils is about one day, maybe a 
  bit more. If I knew what to look for I would tell you 
  but this map isn’t really too definitive as to 
  directions.  I would think that it looks like some 
  kind of cave or tunnel entrance to me.  But be 
  careful, there might be a lot of local animal types 
  out there in the wilderness.  Good luck my friends 
  and by Cuthbert’s grace bring my buddies back to 
  me in one piece” 
   
  If the PCs choose to go to the local Church or 
  Guardsmen they will again tell the PCs that they have 
  other important business to do.  The Church will help 
  them in any way possible except sending someone with 
  them.  If the PCs wish to get a divination cast to see 
  what is in the Temple or close by the Clergy will cast it 
  but only after a donation of 250 gold. However, the 
  divination will only reveal that the future is cloudy and 
  that it is dark around that area.  Something appears to 
  be blocking him but he doesn’t know what it could be. 
   
  On the way to the cave use every “clichéd” DM scare 
  tactic while the party sets up camp and the overnight 
  watches.  There is no encounter for this but don’t just 
  bypass this without some type of roleplaying.  Give 
  them a few wild dogs barking or some branches 
  breaking in the distance etc. to keep them on their toes 
  waiting for the obligatory nighttime thug attack.  
  Unfortunately it never comes but they don’t know that! 
   Let them make a few Listen, Search, Spot and whatever 
  else kind of checks that you might see fit to keep the 
  party alert. 
   
   
  Encounter 2: The Opening to Chaos 
   
  After about a day of travel the party comes to the base 
  of the Lortmil Mountains.  They can decide to make 
  camp here or push into the mountains looking for the 
  elusive entrance. If any PC has the Hellfire ring then it 
  would work in this area. 
   
  Read the following as they begin their trek up into the 
  Lortmils: 
   
  After having traveled the better part of a day 
  southwest from Valkurl, you now must ascend up 
  the mountains.  The rocky terrain and steep spires 
  look daunting as they cast their shadow over your 
  party.   
   
  It will take them a half days travel and have them make 
  an Intuit Direction DC 15 check and then have them 
  make a Wilderness Lore DC 15 check to get on the 
  right path as the map.  This does not require someone 
  with Tracking to do so as the map can get you in the 
  general direction of where the PCs need to go.  
   
  Stepping over some dried out leaves you notice a 
  few scraggly bushes overhanging a dark rocky hole. 
   It appears that this may be the cavern entrance but 
  only a closer look will reveal the truth… 
   
  The tunnel leads back a few hundred yards before they 
  encounter its inhabitants, which happen to be some 
  Ettins who guard the secret passage back to the ancient 
  Temple.  The map will detail the layout of the cave and 
  where the door is. See DM map #1. 
   
  Once the PCs decide to make their way into the cavern 
  they will walk a few hundred yards.  A Tracking check 
  DC 15 will reveal bits of humanoid footprints (the two 
  brothers) and larger footprints (Ettins). 
   
  As you continue on this long winding passage you 
  gaze into an open cavern.  You see a few beds and a 
  few piles of bones and rubbish over a small fire that 
  seems to be cooking something foul. A few animal 
  hides hang on the wall too. Also a few crude but 
  detailed drawing on the wall depicting great battles 
  of holy worshippers of some type fighting people of 
  the same faith in an underground cavern. 
  
  Lost Secret of the Lortmils 
   
  Page 7 
   
  This is a scene from one of the battle long ago.  Veluna 
  PCs may think it vaguely looks like worshippers of Rao 
  but there is no direct evidence that it is.   
   
  If the PCs decide to cast Detect Thoughts or Charm 
  Monster on the Ettins they will reveal very little.  The 
  Detect Thoughts will reveal that they are thinking 
  about how good the meat on the human tastes and 
  really nothing more.  If they are charmed and the PCs 
  ask them question they will answer with that they are 
  guarding the door for their master.  They have the keys 
  but don’t know how to open it because they aren’t 
  allowed deeper into the cave.  Their master only comes 
  when he wants to but they have no way of contacting 
  him.  They suppose they could leave the cave without 
  the master knowing but they fear him and his 
  master…they will not talk about their master’s master. 
   
  Remember that Ettins have excellent spot and listen 
  checks. Roll the appropriate checks for the Ettins to see 
  if they hear the party coming.  If so they will ready 
  themselves appropriately.  They also have darkvision 
  too so use these abilities when needed.  If they do not 
  hear the party read the following: 
   
  The Ettins are eating and mumbling as they sit 
  around the fire. They seem to not be aware of your 
  arrival…yet.  
   
  TACTICS: If they are aware then have them first throw 
  their spears and then charge the party.  The Barbarian 
  Ettins will rage and charge obviously. These guys are 
  the guards for the cult and will fight to the death and to 
  the best of their abilities.  
   
  APL 6 (EL 6) 
  �Trush: Large Giant (Ettin)/Ftr1; hp 75; see Appendix 
  One 
   
  APL 8 (EL 9)  
  �Trush and Pofer (2): Large Giant (Ettin)/Ftr2; hp 79; 
  see Appendix One 
   
  APL 10 (EL 11) 
  �Trush and Pofer (2): Large Giant (Ettin)/Ftr4; hp 93; 
  see Appendix One 
   
  APL 12 (EL 13) 
  �Trush and Pofer (2): Large Giant (Ettin)/Ftr4; hp 93; 
  see Appendix One 
  �Qulix and Gramd (2): Large Giant (Ettin)/Bbn4; hp 
  97; see Appendix One 
   
  After defeating the Ettins the party now has the task of 
  finding the secret door.  
   
  Treasure: 
  APL 6: L: 25 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 25 gp; C: 0 gp; M: 0 gp 
  APL 10: L: 50 gp; C: 0 gp; M: 0 gp 
  APL 12: L: 50 gp; C: 0 gp; M: 0 gp 
   
  Each of the Ettins has in his possession a stone key, 
  which can help open the door.  The door is found 
  behind one of the animal hides on the cave. Remember 
  that the party still knows nothing of what else lurks 
  here.  They also find on a Search Check (DC 15) a body 
  of one of the brothers on a pile of bones. His body is 
  totally mangled but his head is still pretty intact and 
  the party can recognize him to be that of Bronds.  The 
  other bones in the cave are very old and brittle and the 
  party can figure out that none of them belonged to 
  Lojap during his existence.  Hopefully this will give the 
  party a hint that maybe there is another entrance/door 
  in the cave.  If the party is high enough level to speak 
  with the dead then Bronds carcass will tell them the 
  ettins gave his brother to some men and took him 
  through a secret door in the cave. Then the ettins killed 
  him (Brond) and tossed him on the pile of bones to be 
  eaten in the future.  
   
  A clue is smeared on one of the cavern walls.  Though it 
  requires a Search check of (DC 25) to even recognize 
  that there is a drawing there.  It has been worn down 
  over time and it depicts a cleric of Rao holding up his 
  holy symbol with bright white light beaming at the 
  door.  The door is opening slightly in the drawing.  
  Also there is another drawing depicting other clerics of 
  Rao inserting two stone keys while the other cleric is 
  channeling the positive energy into the door. 
   
  If the party finds the secret door, which isn’t a really 
  difficult task (Search check [DC 20]), then they can use 
  the keys to attempt to open it.  The catch is it will not 
  open for non-evil characters.  In order to open it a 
  priest must either channel positive energy into the 
  door while the two keys are in it or the party will have 
  to break the door down. Have the priest attempting to 
  open the door expand one of his turn checks for the 
  day and make a turn check (HD  on the chart below). If 
  the keys are in the door and he succeeds then the door 
  opens. If he misses by a few points then you can have 
  the door shake a bit to urge them to try again if you 
  wish. If the party has to bash down the door then it will 
  make a lot of noise and alert the occupants of the 
  Temple even though it is pretty far away. 
  
  Lost Secret of the Lortmils 
   
  Page 8 
   
  DC for Positive Energy Turn Check: 
  APL 6: 
   
  HD 5 
  APL 8: 
   
  HD 7 
  APL 10:  
  HD 9 
  APL 12:  
  HD 11 
   
  Stone Secret Door: 4 in thick; hardness 8; hp 60; break 
  DC 28. 
   
   
  Encounter 3: The Long and Winding 
  Road 
   
  The tunnel behind the secret door that leads into the 
  mountains is approx. 8-10 feet wide. After 60 ft there 
  are torches on each side of the wall that light up when 
  the party passes by them.  If anyone wishes to Track 
  they will find plenty of footprints but nothing specific 
  even if they roll an extremely high number.  The only 
  thing they will discern is that there are no ettin tracks 
  at all.  If there are any dwarves or PCs with Profession 
  (Stone Cutting) DC 10 they will realize this was built 
  many centuries ago. 
   
  As you follow the ancient path into the mountain 
  you wonder what might be back here that would 
  need such a hidden place to cover its secrets.  Off 
  the beaten path is a small alcove that seems to lead 
  into the darkness.  The path you were on still 
  continues on.   
   
  The small alcove is a little ‘war’ room for the enemy. 
  Many papers are stored here along with used scroll 
  paper.   
   
  Most of the papers aret burnt and unreadable as 
  well as what appear to be history books of ancient 
  Veluna.  It looks like some artifacts and other relics 
  were destroyed for what purpose you can only 
  guess.   
   
  Basically the enemy burns any evidence they find of 
  their ‘One’ and anything to do with Rao as well as items 
  that might be harmful to them. However if the PCs 
  look around and get a Search (DC 25) they will find a 
  map of the Diocese of Whitehale that shows Veluna’s 
  troop movements over the course of some time.  Give 
  the PCs Player Handout #1  
  Once the PC’s are done here continue: 
   
   
  Encounter 3A: The Temple 
   
  The dusty, moldy, claustrophobic path leads on for 
  what seems like almost 200 yards when it finally 
  makes a sharp turn to the left. 
   
  The party can now start to get a little more paranoid 
  since they can’t really see what is around the corner 
  unless they send a scout to check out the path.  If they 
  do or if the whole party continues then tell them the 
  following on what they see.  A Knowledge (Religion) 
  check (DC 15) will let them know that this place was a 
  former temple of Rao. 
   
  As you turn the corner the path opens up into what 
  appears to be some type of temple. The path leads 
  about 50 feet from the turn and widens to almost 80 
  feet across which looks to be some type of entryway 
  that has 6 pillars on a pristine marble floor. The 
  place is fairly well lit and you seem to make out 
  over the alter, a holy symbol of Rao that has been 
  defaced.  This looks to have been a former Temple 
  to Rao. 
   
  At this point if the party is not invisible and has done 
  nothing to conceal them then they are attacked 
  immediately by the undead guards and the evil Clerics 
  the following round.  The party would have had to had 
  some very good planning not to have alerted them if 
  they had to bash the door down to get in.  Plus the 
  undead guards were alerted by the torches going off as 
  the party traveled down the corridor.  There is/was 
  really no way they can surprise the guards and/or the 
  temple clerics.  
   
  The entire temple is under the effects of an Unhallow 
  spell cast long ago. The spell that was attached to it ran 
  out long ago but its other effects remain. All NPC’s and 
  monsters in this area are under the effect of a Magic 
  Circle vs. Good. Also all Turn Checks suffer a -4 
  profane penalty. This coupled with the +2 Turn 
  Resistance of the Spellstitched creatures makes them 
  very hard to turn. 
   
  At APL 12 the party will face a creature known as a 
  Nightwing. It emits an effect known as a Chill Aura 
  (Su) out to 60 feet. This causes a noticeable chill in the 
  air as the party nears it. It will automatically ruin all 
  food and drink. It also has a chance to destroy holy 
  water, potions, oils, and ointments unless they each 
  make a Fort Save (DC 22). Remember, the saving 
  through for magic items is 2 + half the caster level 
  rounded down. So a Cure Light Wounds potion at 1
  st 
  
  Lost Secret of the Lortmils 
   
  Page 9 
  caster level would have a +2 on its roll. Odds are a lot of 
  potions will be destroyed before the party even begins 
  this fight. 
   
  APL 6 (EL 8) 
  �Bodak: hp 58; see Monster Manual. 
  �Rashe Hested: Clr5; hp 37; see Appendix 1. 
   
  APL 8 (EL 10)  
  �Spellstitched Morgh*: hp 91; see Appendix 1. 
  �Rashe Hested: Clr7; hp 51; see Appendix 1. 
   
  APL 10 (EL 12) 
  �Spellstitched Devourer*: hp 78; see Appendix 1. 
  �Rashe Hested: Clr9; hp 65; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Nightwing: hp 110; see Monster Manual. 
  �Rashe Hested: Clr11; hp 79; see Appendix 1. 
   
  Tactics:  The cleric will utter, “For the One!” and “To 
  his holiness!” when casting his spells. He will also use 
  his Rod of Lesser Extension on Hold Person spells to 
  extend their length. 
   
  Remember with the spellstitched template these 
  undead can cast arcane spells.  Let the party take a nice 
  barrage of magic missiles before engaging them in 
  hand-to-hand combat.  The cleric can cast ranged spells 
  from the interior of the temple before engaging also.  
  Obviously, they will have cast any buff spells on 
  themselves too to make this a pretty tough fight.  
   
  Make sure to give the monster a Listen check to 
  prepare for the party if needed.  The Bodak should 
  position himself to where he can affect the most people 
  with his Death Gaze.  The Spellstitched creatures 
  should fire spells from a distance before heading into 
  combat.  Remember that the Nightwing is unaffected 
  by any spell 6
  th level or lower.  They are allowed to run 
  if needed but the creatures will chase until they reach 
  the cave where the ettins lived.   
   
  Treasure: 
   
  APL 6: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character) 
   
  APL 8: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character) 
   
  APL 10: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character), 
  Rod of Lesser Extension (450 gp per 
  character) 
   
  APL 12: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character), 
  Rod of Lesser Extension (450 gp per 
  character) 
   
  Once the party has defeated the bad guys, they can start 
  to explore the temple.  The can see 3 sets of tapestries 
  that have various beds, clothes and other random 
  things in them.  Nothing really of value is in them at 
  all. The temple contains various drawings of numerous 
  clerics, paladins and Knights of Rao worshipping a man 
  cloaked in darkness who is crushing a holy symbol of 
  Rao. Some of the other paintings show Raoan clergy 
  fighting amongst themselves for some reason. The 
  cloaked man is in the background of this painting 
  looking quite amused. There is also a painting of 2 men 
  holding what looks to be the tablet that Leuko’s friends 
  had found casting it into a lake of water.  If any PCs 
  have Appraise they can make a check (DC 15) to 
  recognize these as possibly being at least 4 centuries 
  old. 
   
  In the back of the temple they can see a passage on the 
  left.  Also there is a secret door behind the altar, Search 
  (DC 20).  This leads to the portal room that is the origin 
  of the evil that resides in this place.  Read the following 
  once they find this: 
   
  A feeling of gloom has come over this entire place 
  even though it appears that this was once a Temple 
  to the great Rao.  After carefully moving aside some 
  empty bottles and sacrificial weapons on the altar 
  you notice some footprints leading into the wall 
  directly behind it.  Scraping aside some of the dust 
  on the door there is an indentation of a circle on it. 
   
  The only way to open this secret door is by either being 
  on the other side or placing the symbol found in the 
  graveyard into the indentation.  The door will radiate 
  magic as the symbol contains magic itself, which is the 
  key to opening the door.  A simple Knock spell or 
  Chime of Opening will open the door if the PCs do 
  wish to use that means.  If so then continue to 
  Encounter 5: The Darkness Enshrouds 
   
  If the party follows the path in the back of the room it 
  leads them into Encounter 4: Where the Dead Lie. 
   
   
  Encounter 4: Where the Dead Lie 
   
  This dreary path leads back behind the Temple. It 
  leads into a vast area that has mounds of dirt, to 
  many to count, spread across the area.  A cold chill 
  touches your spine and makes the hair on the back 
  
  Lost Secret of the Lortmils 
   
  Page 10 
  of your neck stand up as you ponder if you should 
  even enter this place.   
   
  Once the PCs decide to enter read the following: 
   
  As you warily walk towards one of the dirt mounds 
  that sick feeling in your stomach returns and what 
  you thought was in the mounds of dirt is true.  
  Bodies, decayed over centuries lie under all this 
  dirt.  You can even see some still in their armor as if 
  they were about to jump out at you at any time.  
  Unusually in the corner there is a body that is not 
  yet buried.  After looking him over it seems you 
  have found the other brother.  His inner workings 
  seem to have been taken from his body but his 
  mangled face matches the description of what 
  Leuko told you. 
   
  The temple is not sure what to do with the bodies but it 
  looks to be maybe an army of undead could be made 
  when the time is right for an uprising against the 
  living. 
   
  Hopefully after they search this area for a while they 
  realize there must be some greater evil lurking around 
  this place.  A Search check of DC 15 will allow them to 
  find the symbol lying on top of a dirt pile of one of the 
  buried bodies emitting some sort of green light.  This is 
  the symbol that is needed to be placed into the door to 
  open up the last passageway to where the true evil of 
  the place resides.   
   
  The symbol radiates faint Necromancy and 
  Transmutation magic. The symbol is in the shape of a 
  circle (which matches the door) its smooth and is 
  pretty thick as it juts outward in the shape of a cone.  If 
  someone picks it up read the following: (Doesn’t matter 
  if they have gloves on or not) 
   
  A bright green flash erupts all around you as the 
  symbol is lifted up.  Streaks of green beams shoot 
  out into each of the dirt piles with a sickening thud. 
   And with that…nothing happens.  Upon looking at 
  the symbol now you notice that it looks rather 
  ordinary but with a few green gems sparkling like 
  small eyes looking out at you… 
   
  However if they search around some more they will 
  realize that some of the armor and dead are now gone.  
  The elite of the troops were sent away by the powerful 
  symbol.  Its not a trap by any means only a contingency 
  if one does not know the password to lift it off the 
  sacred grave. 
   
  Also curiously drawn into the dirt in between a circle 
  of dirt piles is a crude drawing of the adventurers 
  themselves. Drawn to look exactly like they are right 
  now.  One of them is delivering the killing blow on an 
  unknown foe while a shadow laughs high above with 
  glowing red eyes that seem real even now. 
   
  Once they have the symbol they can head back to the 
  secret door and place it upon it. 
   
   
  Encounter 5: The Darkness 
  Enshrouds 
   
  When you place the glimmering green symbol into 
  the indentation a loud ‘Click’ can be heard.  Then 
  the gems seem to bleed out green covering the 
  entire door as it vanishes away leaving you staring 
  down a darkened hallway.  The small steps lead 
  down into a more “finished” hallway and leads 
  down about 40 feet.   
   
  As the PCs approach the lair of the ‘evil’ one they will 
  see that it is enshrouded in darkness.  Their torches or 
  light sources will not work against it.  No manner of 
  spell will defeat it because it is not a spell but an entity 
  (that is all that will be known for now).  It is immune to 
  thought detecting spells but if someone were to Detect 
  Evil they would literally be knocked out as it radiates 
  Overwhelming Evil.  As they walk towards the 
  darkness all they will hear is faint laughter but the two 
  guardians will not make their move.  However they 
  will have buffed themselves by now. 
   
  Read the following when they get within 5 feet of the 
  lair room: 
   
  As you inch closer not sure what manner of 
  darkness this is but it appears to shrink back as your 
  near it.  The blackness slides across the room as if it 
  were forming into something or someone.  Then 
  two glowing red eyes pierce the darkness and blink 
  brilliantly at you as it cackles in laughter racing up 
  through the ceiling.  
   
  As your eyes come back from the ceiling you now 
  see what that creature was laughing about.  Two 
  men dressed in all black armor, one holding a 
  symbol similar to the one you placed on the door 
  his face looking like he’s been around for ages.  The 
  other ‘man’ with his cheekbone and jaw piercing 
  through his skin and some flesh hanging from his 
  scalp smirks at you all.   
  
  Lost Secret of the Lortmils 
   
  Page 11 
   
  “Welcome Veluna heroes, it seems fate has brought 
  you to us at last!” 
   
  They will attack in force and show no mercy.  Their 
  goal is to die for their master, as only that will complete 
  their destiny and the spell that has been cast upon both 
  of them.  Even if the PCs try to parlay and tell them 
  that they want to help them they will not believe them. 
   They will go for the kill with every ounce of strength 
  they have left.  If any spells such as Detect Thoughts 
  are used on these two enemies it will not tell them 
  much.  Rictor is a Deathknight at higher APLs and thus 
  will be a blank mind other than to kill for his holiness.  
  Klevan will keep thinking about completing a spell and 
  making sure to fulfill his destiny. 
   
   APL 6 (EL 9) 
  �Rictor: Ftr7; hp 62; see Appendix 1. 
  �Klevan Minava: Clr7; hp 51; see Appendix 1. 
   
  APL 8 (EL 11)  
  �Rictor: Ftr6/Deathknight; hp 48; see Appendix 1. 
  �Klevan Minava: Clr9; hp 65; see Appendix 1. 
   
  APL 10 (EL 13) 
  �Rictor: Ftr8/Deathknight; hp 61 see Appendix 1. 
  �Klevan Minava: Clr11; hp 79; see Appendix 1. 
   
  APL 12 (EL 15) 
  �Rictor: Ftr10/Deathknight; hp 75; see Appendix 1. 
  �Klevan Minava: Clr13; hp 93; see Appendix 1. 
   
  Tactics: Both of the enemies will have a few rounds of 
  actions before the PCs arrive since they will either hear 
  the PCs entering via the symbol or breaking it down. If 
  that is the case in all APLs Klevan will buff Rictor and 
  himself to the fullest and prepare.  Remember their 
  destiny is to die but if they take a few of the ‘heroes’ 
  with them that is okay. 
   
  Klevan will use his Amulet of Dispelling on the first 
  round to dispel any magic’s that the PCs may have one 
  them. 
   
  Rictor will occasionally use his touch attack to deal the 
  1-point of con damage but use it sparingly.  Klevan will 
  start out by casting his damage dealing spells first 
  whichever you prefer. 
   
  Treasure: 
   
  APL 6: L: 254 gp; C: 0 gp; M: +1 Bastard 
  Sword (195 gp per character), Pearl of Power 
  2
  nd level (333 gp per character) 
   
  APL 8: L: 127 gp; C: 0 gp; M: +1 Bastard 
  Sword (195 gp per character), Pearl of Power 
  2
  nd level (333 gp per character), +1 Large Steel 
  Shield (98 gp per character), Amulet of 
  Dispelling (500 gp per character) 
   
  APL 10: L: 128 gp; C: 0 gp; M: +1 Frost 
  Bastard Sword (695 gp per character), +1 Full-
  Plate (221 gp per character), +2 Large Steel 
  Shield (348 gp per character), Pearl of Power 
  2
  nd level (333 gp per character), Amulet of 
  Dispelling (500 gp per character) 
   
  APL 12: L: 128 gp; C: 0 gp; M: +1 Frost 
  Bastard Sword (695 gp per character), +1 Full-
  Plate (221 gp per character), +2 Large Steel 
  Shield (348 gp per character), Pearl of Power 
  3
  rd level (750 gp per character), Amulet of 
  Dispelling (500 gp per character), Cloak of 
  Resistance +1 [2] (83 gp per character/per 
  cloak) 
   
  Once they are about to get the killing blow on the last 
  remaining enemy read the following: 
   
  “Thank you brave heroes.  You have fulfilled your 
  part of the destiny just as he has foreseen it. We are 
  thankful.” 
   
  And with that a huge semi-circle force wave blasts 
  out of the (Deathknight or Cleric) and knocks you all 
  onto your backs as it shimmers its way through the 
  cavern. 
   
  This is a MAJOR plot development in Veluna and such 
  must be recorded on the critical event summary or 
  emailed to velunatriad@living-greyhawk.com  please. 
  It will have major repercussions in the coming months 
  and possibly years. 
   
  If the PCs happen to not kill either of the two enemies 
  and take them back to the Church that is fine.  Just 
  mark it in the critical event summary if that is the case 
  and have the Church thank them vehemently and they 
  will get to the bottom of this. 
   
  Once they are done they are free to leave the cavern. 
   
   
  Conclusion 
   
  
  Lost Secret of the Lortmils 
   
  Page 12 
  It is assumed the PCs will more than likely go straight 
  to the Church instead of Leuko.  However, Leuko will 
  intercept them when he sees them entering town.  
   
  “Heroes, heroes!!  What news of my friends?” 
   
  Once he’s told that they were found dead continue. 
  “That is dire news indeed.  Oh those fools what did 
  they get into!”  Leuko begins to tear up as he pulls a 
  handkerchief out of his back pocket to wipe his face 
  off.  “I thank you for trying to save them for me.  
  Oh did you guys feel that wave of force where you 
  were? That was real strange…” 
   
  He will go with the PCs to the temple as he tells them 
  he is bringing something he should have first to them.  
  He is of course talking about the tablet that has some 
  clues to this temple. 
   
  Once they reach the temple of Rao they are ushered in 
  to see the High Priest.  Her name is High Priest Aleena 
  and she will first inquire as to what the PCs want.  They 
  are busy investigating what this strange burst of energy 
  was that happened a few short hours earlier.  After the 
  PCs tell her what they found read the following: 
   
  “I cannot believe what you tell me.  If such a thing 
  existed our priests of Rao would have kept such 
  records in the College of Divine or even the College 
  of Arcane and not cover it up.  That is not our way.  
  This makes no sense.”   
   
  Leuko steps up and clears his throat, “Um High 
  Priest?”  He pulls out a rather large stone tablet 
  from his coat placing it on the ground.  You wonder 
  how he could have fit such a thing in there.  “I 
  think this may help you find some answers.  My 
  friends found this at the bottom of a lake near the 
  Lortmils.” 
   
  Aleena looks over the tablet and nods. “This looks 
  like something that we priests would have made 
  long ago but still.  Our worshippers would not have 
  left Rao for some false god.”   
   
  She calls for two of her acolytes to come forth and 
  send for a few Temple Guardsmen to go with her to 
  search this temple. 
   
  ”I implore all of you standing here not to speak of 
  this until we have found out what were dealing 
  with.  Get an answer from each PC at the table before 
  continuing.  If it is true that our church did not 
  record this history then there had to be a good 
  reason. I will send word to Tarik Turis to inform the 
  esteemed Archbishop Falswop.  Something that can 
  enact a spell such as you speak of must be a great 
  evil that we do not want unleashed on Veluna.” 
   
  She will leave immediately with the troops and rush 
  forth towards the temple.  If any PC says they will not 
  keep this secret then circle on the adventure record 
  that they now have the distrust of the Church.  If this is 
  the second one they have then it will be upgraded to a 
  second level of distrust. 
   
  A few acolytes within the temple that heard such 
  things begin to talk amongst themselves worriedly 
  and a few even begin to pack up their belongings as 
  if they are going to go for a long trip presumably to 
  the temple to see for themselves if their long 
  thought great Rao actually had deserters… 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus role-playing) to each character. 
   
  Encounter 2: The Opening to Chaos 
  Defeat the Ettins. 
   
   
  APL 6: 
  180 xp 
   
  APL 8: 
  270 xp 
   
  APL 10: 
  330 xp 
   
  APL 12:  
  390 xp 
   
  Encounter 2: The Opening to Chaos. 
  Find the stone keys on the Ettins and use the positive 
  energy to open the secret door. 
   
   
  APL 6: 
  60 xp 
   
  APL 8:  
  75 xp 
   
  APL 10:  
  90 xp 
   
  APL 12:  
  105 xp 
   
  Encounter 3: The Long Winding Road 
  Defeat the Cleric, monster, and spellstitched ghouls. 
   
   
  APL 6: 
  270 xp 
   
  APL 8:  
  300 xp 
   
  APL 10:  
  390 xp 
   
  APL 12:  
  450 xp 
   
  
  Lost Secret of the Lortmils 
   
  Page 13 
  Encounter 5: The Darkness Enshrouds 
  Find and use the symbol to open the secret door 
  behind the altar. 
   
   
  APL 6:  
  60 xp 
   
  APL 8: 
  75 xp 
   
  APL 10:  
  90 xp 
   
  APL 12:  
  105 xp 
  Encounter 5: The Darkness Enshrouds 
  Defeat the Deathknight and Cleric of the ‘one’. 
   
   
  APL 6:  
  270 xp 
   
  APL 8:  
  330 xp 
   
  APL 10:  
  390 xp 
   
  APL 12:  
  450 xp 
   
  Conclusion 
  Taking their findings to the Church of Rao in Valkurl 
  and VOWING not to tell anyone yet. 
   
   
  APL 6: 
  60 xp 
   
  APL 8: 
  75 xp 
   
  APL 10:  
  90 xp 
   
  APL 12:           105 xp 
   
  Total Possible Experience: 
   
   
  APL 6: 
  900 xp 
   
  APL 8:  
  1,125 xp 
   
  APL 10:  
  1,350 xp 
   
  APL 12:  
  1,575 xp 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasurer.  
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minute per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (that is., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below.  
   
  The coin total is the number of gold piece each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below.  
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer, or similar spell to 
  determine what the item does, and how to activate it. 
  Other times they may attempt to use the item blindly. 
  If the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure 
  totals below.  
   
  Once you have subtracted the value for unclaimed 
  treasures from each encounter add it up and that is 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the Gp Gained field of the adventure certificate. 
   
  Treasure Key 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry 
  and other valuables; M = Magic Items. 
   
  Encounter 2: The Opening to Chaos 
  Defeat the Ettins. 
   
  APL 6: L: 25 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 25 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 50 gp; C: 0 gp; M: 0 gp 
   
   
  Encounter 3A: The Temple 
  Defeat the Cleric and his companion 
   
  APL 6: L: 52 gp; C: 0 gp; M: Wand of Inflict 
  Light Wounds (63 gp per character) 
   
  APL 8: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character) 
   
  APL 10: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character), 
  Rod of Lesser Extension (450 gp per 
  character) 
   
  APL 12: L: 52 gp; C: 0 gp; M: Wand of 
  Inflict Light Wounds (63 gp per character), 
  Rod of Lesser Extension (450 gp per 
  character) 
   
   
  
  Lost Secret of the Lortmils 
   
  Page 14 
  Encounter 5: The Darkness Enshrouds 
  Defeat the Deathknight and Cleric of the ‘One’. 
   
  APL 6: L: 254 gp; C: 0 gp; M: +1 Bastard Sword 
  (195 gp per character), Pearl of Power 2
  nd level 
  (333 gp per character) 
   
  APL 8: L: 127 gp; C: 0 gp; M: +1 Bastard 
  Sword (195 gp per character), Pearl of Power 
  2
  nd level (333 gp per character), +1 Large Steel 
  Shield (98 gp per character), Amulet of 
  Dispelling (500 gp per character) 
   
  APL 10: L: 128 gp; C: 0 gp; M: +1 Frost 
  Bastard Sword (695 gp per character), +1 Full-
  Plate (221 gp per character), +2 Large Steel 
  Shield (348 gp per character), Pearl of Power 
  2
  nd level (333 gp per character), Amulet of 
  Dispelling (500 gp per character) 
   
  APL 12: L: 128 gp; C: 0 gp; M: +1 Frost 
  Bastard Sword (695 gp per character), +1 Full-
  Plate (221 gp per character), +2 Large Steel 
  Shield (348 gp per character), Pearl of Power 
  3
  rd level (750 gp per character), Amulet of 
  Dispelling (500 gp per character), Cloak of 
  Resistance +1 [2] (83 gp per character/per 
  cloak) 
   
  Total Possible Treasure: 
   
   
   
  APL 6: 
    800 gp  
   
  APL 8: 
  1,250 gp  
   
  APL 10: 
  2,100 gp  
   
  APL 12: 
  2,785 gp  
    
  New Magic Items: 
   
  �Amulet of Dispelling (APL 8+ Only): This Amulet 
  emanates a strange green glow at all times.  When you 
  call upon ‘The One’ it radiates a bright emerald color 
  out to a 30 foot radius from the bearer. This works as an 
  area of effect Dispel Magic centered on the user but it 
  does not affect the user. The caster level for the Dispel 
  check is 5
  th. Activating this item is a standard action 
  and you must possess the ability to cast Dispel Magic in 
  order to activate it. This item may be used once per 
  scenario. 
  Caster 
  Level: 
  5
  th; 
  Prerequisites: 
  Craft 
  Wondrous Item, Dispel Magic; An amulet that has 
  been tainted by the ‘One’; Market Price: 6,000 gp; 
  (Frequency: Adventure) 
   
  �Distrust of the Church of Rao: If a PC disagrees or 
  breaks their promise to not tell anyone outside of High 
  Priest Aleena and her acolytes of the Temple in the 
  Lortmils they now have the Distrust of the Church.  If 
  this is the second offense then it is upgraded to level 2 
  Distrust.  This will be recorded throughout all Veluna 
  modules from now on. 
   
  �Rod of Lesser Extension (APL 10+ Only): The user 
  can cast up to three spells per day that are enlarged as 
  though using the Enlarge Spell feat.  This applies to any 
  spells of up to 3
  rd level. 
  Caster Level: 17
  th; Prerequisites: Craft Rod, Enlarge 
  Spell; Market Price: 5,400 gp; (Frequency: Adventure) 
  From Tome and Blood: A Guidebook to Wizards and 
  Sorcerers 
   
  
  Lost Secret of the Lortmils 
   
  Page 15 
                        APPENDIX I: 
  NPC’s 
   
  Introduction: 
   
  �Lueko Linstel: Exp6; CR 5; Medium-size humanoid 
  (human); HD 6D6; hp 24; Init +2; Spd 30 ft; AC 12 
  (Touch 12, flat-footed 10); Atk +4 melee (1D4, dagger); 
  AL N; SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 
  10, Int 12, Wis 15, Cha 12. 
  Skills and Feats: Appraise +6, Bluff +10, Forgery +3, 
  Innuendo +7, Knowledge (Valkurl) +6, Knowledge 
  (Veluna) +6, Listen +11, Profession (Accounting) +13, 
  Profession (Gambling) +3, Read Lips +6, Sense Motive 
  +9, Spot +5; Alertness, Run, Skill Focus (Profession 
  Accounting). 
   
   
  Encounter 2: The Opening to Chaos 
   
  APL 6 (EL 6) 
  �Ettin: Bbn1; Large Giant; CR 6; HD 10D8+1D12+22; 
  hp 75; Init -1; Spd 50 ft; AC 18 (Touch 8, flat-footed 18); 
  Atks +14/+9 melee (1D10+7, 2 Greatclubs) or +6/+1 
  ranged (1D8+6, Longspears); SA Superior two-weapon 
  fighting; SQ Darkvision 90 ft Rage 1/day; AL CE; SV 
  Fort +11, Ref +2, Will +3; Str 23, Dex 8, Con 15, Int 6, 
  Wis 10, Cha 11. 
  Skills and Feats: Climb +6, Listen +10, Jump 
  +6, Search +2, Spot +10; Alertness, Power Attack, 
  Weapon Focus (Greatclub) 
   
  Equipment: Greatclub, hide armor, longspears. 
   
  APL 8 (EL 9) 
  �Ettin 
  (2): 
  Ftr2; 
  Large 
  Giant; 
  CR 
  7; 
  HD 
  10D8+2D10+24; hp 79; Init +3; Spd 40 ft; AC 18 (Touch 
  8, flat-footed 18); Atks +15/+10 melee (1D10+6, 2 
  Greatclubs) or +7/+2 ranged (1D8+6, Longspears); SA 
  Superior two-weapon fighting; SQ Darkvision 90 ft.; AL 
  CE; SV Fort +12, Ref +2, Will +3; Str 23, Dex 8, Con 15, 
  Int 6, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +7, Listen +10, Search +0, 
  Spot +10; Alertness, Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (Greatclub). 
   
  Equipment: Greatclub, hide armor, Longspears. 
   
  APL 10 (EL 11) 
  �Ettin 
  (2): 
  Ftr4; 
  Large 
  Giant; 
  CR 
  9; 
  HD 
  10D8+4D10+28; hp 93; Init +3; Spd 40 ft; AC 18 (Touch 
  8, flat-footed 18); Atks +18/+13 melee (1D10+9, 2 
  Greatclubs) or +9/+4 ranged (1D8+6, Longspears); SA 
  Superior two-weapon fighting; SQ Darkvision 90 ft.; AL 
  CE; SV Fort +13, Ref +3, Will +4; Str 24, Dex 8, Con 15, 
  Int 6, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +8, Listen +10, Jump +8, 
  Search +0, Spot +10; Alertness, Cleave, Improved 
  Initiative, Power Attack, Weapon Focus (Greatclub), 
  Weapon Specialization (Greatclub). 
   
  Equipment: Greatclub, hide armor, Longspears. 
   
  APL 12 (EL 13) 
  �Ettin 
  (2): 
  Ftr4; 
  Large 
  Giant; 
  CR 
  9; 
  HD 
  10D8+4D10+28; hp 93; Init +3; Spd 40 ft; AC 18 (Touch 
  8, flat-footed 18); Atks +18/+13 melee (1D10+9, 2 
  Greatclubs) or +9/+4 ranged (1D8+6, Longspears); SA 
  Superior two-weapon fighting; SQ Darkvision 90 ft.; AL 
  CE; SV Fort +13, Ref +3, Will +4; Str 24, Dex 8, Con 15, 
  Int 6, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +8, Listen +10, Jump +8, 
  Search +0, Spot +10; Alertness, Cleave, Improved 
  Initiative, Power Attack, Weapon Focus (Greatclub), 
  Weapon Specialization (Greatclub). 
   
  Equipment: Greatclub, hide armor, Longspears. 
   
  �Ettin 
  (2): 
  Bbn4; 
  Large Giant; CR 9; HD 
  10D8+4D12+28; hp 97; Init +3; Spd 50 ft; AC 18 (Touch 
  8, flat-footed 18); Atks +18/+13 melee (1D10+7, 2 
  Greatclubs) or +9/+4 ranged (1D8+6, Longspears); SA 
  Superior two-weapon fighting; SQ Darkvision 90 ft 
  Rage 2/day, Uncanny Dodge; AL CE; SV Fort +13, Ref 
  +3, Will +4; Str 24, Dex 8, Con 15, Int 6, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +10, Listen +10, Jump +10, 
  Search +2, Spot +10; Alertness, Improved Initiative, 
  Power Attack, Weapon Focus (Greatclub) 
   
  Equipment: Greatclub, hide armor, longspears. 
   
   
  Encounter 3: The Long Winding Road 
   
  APL 6 (EL 9) 
  �Rashe Hested: Male human Clr5; CR 5; Medium-
  size humanoid (Human); HD 5d6+15; hp 37; Init +4; 
  Spd 20 ft; AC 18 (Touch 10, Flat-footed 18); Atk +5 
  melee (1d8+2, Morningstar); AL NE; SV Fort +7, Ref +3, 
  Will +8; Str 14, Dex 10, Con 16, Int: 10, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +15, Heal +7, 
  Knowledge (Religion) +6, Spellcraft +7; Combat 
  Casting, Lightning Reflexes, Improved Initiative. 
   
  Equipment: Morningstar, Half-plate, Large steel 
  shield, Wand of Inflict Light Wounds (375). 
   
  Spells (5/4+1/3+1/2+1; base DC = 14 + spell level): 
  0 – Cure Minor Wounds, Inflict Minor Wounds, 
  Detect Magic, Mending, Resistance; 1
  st - Cause Fear*, 
  Cure Light Wounds, Deathwatch, Random Action, 
  Shield of Faith; 2
  nd – Desecrate, Invisibility*, Hold 
  
  Lost Secret of the Lortmils 
   
  Page 16 
  Person, Sound Burst; 3
  rd – Nondetection*, Inflict 
  Serious Wounds, Dispel Magic.  
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  APL 8 (EL 10) 
  �Rashe Hested: Male human Clr7; CR 7; Medium-
  size humanoid (Human); HD 7d6+21; hp 51; Init +4; 
  Spd 20 ft; AC 18 (Touch 10, Flat-footed 18); Atk +7 
  melee (1d8+2, Morningstar); AL NE; SV Fort +8, Ref +4, 
  Will +9; Str 14, Dex 10, Con 16, Int: 10, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +17, Heal +8, 
  Knowledge (Religion) +8, Spellcraft +8; Combat 
  Casting, Lightning Reflexes, Improved Initiative, 
  Heightened Spell. 
   
  Equipment: Morningstar, Half-plate, Large steel 
  shield, Wand of Inflict Light Wounds. 
   
  Spells (6/5+1/4+1/3+1/2+1; base DC = 14 + spell 
  level): 0 - Cure Minor Wounds, Inflict Minor Wounds, 
  Detect Magic, Guidance, Mending, Resistance; 1
  st - 
  Cause Fear*, Cure Light Wounds, Deathwatch, Divine 
  Favor, Random Action, Shield of Faith; 2
  nd – Desecrate, 
  Invisibility*, Hold Person, Resist Elements, Sound 
  Burst; 3
  rd – Dispel Magic, Nondetection*, Inflict 
  Serious Wounds, Magic circle against Good; 4
  th – 
  Confusion*, Heightened Hold Person (DC 18), Spell 
  immunity. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  �Spellstitched Morgh*: Medium-size undead; CR 9; 
  HD 14D12; hp 91; Init +5; Spd 30 ft; AC 15 (Touch 11, 
  flat-footed 14); Atks +12 melee (1D6+5, 2 slams) and +7 
  melee (Tongue touch paralysis); SA Improved grab, 
  paralyzing touch, spell-like abilities, create spawn; SQ 
  DR 10/+3, SR 15, +2 turn resistance, Undead; AL CE; 
  SV Fort +6, Ref +7, Will +11; Str 21, Dex 13, Con -, Int 
  11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11, Hide +15, Listen +12, 
  Move Silently +15, Spot +12, Swim +10; Alertness, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility.
   
  Equipment:  None 
   
  Spell-Like Abilities:  1/day – chill touch, magic 
  missile, grease, ray of enfeeblement. Caster level 9
  th; 
  save DC 17 + spell level. 
  *See Appendix 2: New Rules 
   
  APL 10 (EL 13) 
  �Rashe Hested: Male human Clr9; CR 9; Medium-
  size humanoid (Human); HD 9d6+27; hp 65; Init +4; 
  Spd 20 ft; AC 18 (Touch 10, Flat-footed 18); Atk +8/+3 
  melee (1d8+2, Morningstar); AL NE; SV Fort +9, Ref +5, 
  Will +10; Str 14, Dex 10, Con 16, Int: 10, Wis 19, Cha 
  12. 
   
  Skills and Feats: Concentration +19, Heal +8, 
  Knowledge (Religion) +10, Spellcraft +10; Combat 
  Casting, Lightning Reflexes, Improved Initiative, 
  Heightened Spell, Spell Focus (Enchantment). 
   
  Equipment: Morningstar, Half-plate, Large steel 
  shield, Wand of Inflict Light Wounds, Rod of Lesser 
  Extension 
   
  Spells (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + 
  spell level; DC 16 + spell level for Enchantment spells): 
  0 - Cure Minor Wounds, Inflict Minor Wounds, Detect 
  Magic, Guidance, Mending, Resistance; 1
  st - Cause 
  Fear*, Cure Light Wounds, Deathwatch, Divine Favor, 
  Random Action, Shield of Faith; 2
  nd – Calm emotions, 
  Desecrate, Invisibility*, Hold Person, Resist Elements, 
  Sound Burst; 3
  rd – Dispel Magic, Nondetection*, Inflict 
  Serious Wounds, Magic circle against good, Searing 
  light; 4
  th – Confusion*, Divine power, Heightened 
  Hold Person (DC 20), Spell immunity; 5
  th – Flame 
  strike, Slay living*. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  �Spellstitched Devourer*: Large undead; CR 12; HD 
  12D12; hp 78; Init +4; Spd 30 ft; AC 18 (Touch 9, flat-
  footed 17); Atks +11 melee (1D6+5, 2 claws and energy 
  drain); SA Energy drain, trap essence, spell-like 
  abilities; SQ +2 turn resistance, DR 10/+3, undead, spell 
  deflection, SR 21; AL NE; SV Fort +6, Ref +6, Will +13; 
  Str 21, Dex 10, Con -, Int 16, Wis 16, Cha 17. 
   
  Skills and Feats: Climb +10, Concentration +18, 
  Jump +17, Listen +17, Move Silently +12, Spot +17; 
  Alertness, Blind-Fight, Combat Casting, Expertise, 
  Improved Initiative, Weapon Focus (Claw). 
  
  Lost Secret of the Lortmils 
   
  Page 17 
   
  Equipment:  None 
   
  Spell-Like Abilities:  3/day— magic missile; 2/day 
  - scare; 1/day—darkness, fear, flame arrow, Melf’s acid 
  arrow, obscuring mist, wall of ice, vampiric touch.  
  Caster level 12
  th; save DC 17 + spell level 
  *See Appendix 2: New Rules 
   
  APL 12 (EL 15) 
  �Rashe Hested: Male human Clr11; CR 11; Medium-
  size humanoid (Human); HD 11d6+33; hp 79; Init +4; 
  Spd 20 ft; AC 18 (Touch 10, Flat-footed 18); Atk +10/+5 
  melee (1d8+2, Morningstar); AL NE; SV Fort +10, Ref 
  +5, Will +11; Str 14, Dex 10, Con 16, Int: 10, Wis 19, 
  Cha 12. 
   
  Skills and Feats: Concentration +21, Heal +10, 
  Knowledge (Religion) +11, Spellcraft +11; Combat 
  Casting, Lightning Reflexes, Improved Initiative, 
  Heightened Spell, Chain Spell. 
   
  Equipment: Morningstar, Half-plate, Large steel 
  shield, Wand of Inflict Light Wounds. 
   
  Spells (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 
  + spell level): 0 – Cure Minor Wounds, Inflict Minor 
  Wounds, 
  Detect 
  Magic, 
  Guidance, 
  Mending, 
  Resistance; 1
  st - Cause Fear*, Cure Light Wounds, 
  Deathwatch, Divine Favor, Endure elements, Random 
  Action, Shield of Faith; 2
  nd – Calm emotions, Desecrate, 
  Invisibility*, Hold Person, Resist Elements, Sound 
  Burst; 3
  rd – Dispel Magic, Nondetection*, Inflict 
  Serious Wounds, Invisibility purge, Magic circle 
  against good, Searing light; 4
  th – Confusion*, Divine 
  power, Freedom of movement, Heightened Hold 
  Person (DC 18), Spell immunity; 5
  th – Flame strike, Slay 
  living*, Chain Hold Person; 6
  th – Harm, Mislead*. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Trickery (Bluff, Disguise, and Hide are 
  class skills). 
  *See Appendix 2: New Rules 
   
   
  Encounter 5: The Darkness Enshrouds 
   
  APL 6 (EL 9) 
  �Klevan Minava: Male human Clr7; CR 7; Medium-
  size humanoid (Human); HD 7d6+21; hp 51; Init +0; 
  Spd 20 ft; AC 20 (Touch 10, Flat-footed 20); Atk +7 
  melee (1d8+2, Light Flail); AL NE; SV Fort +8, Ref +4, 
  Will +9; Str 14, Dex 10, Con 16, Int: 10, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +17, Heal +7, 
  Knowledge (Arcana) +1, Knowledge (Religion) +6, Scry 
  +3, Spellcraft +7; Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes, Extra Slot. 
   
  Equipment: Full-plate, Large steel shield, Light 
  Flail, Pearl of Power 2
  nd level. 
   
  Spells (6/5+1/4+1/3+1/2+1; base DC = 14 + spell 
  level; 16 + spell level for Evocation spells): 0 - Cure 
  Minor Wounds, Inflict Minor Wounds, Detect Magic, 
  Guidance, Mending, Resistance; 1
  st - Cause Fear*, Cure 
  Light Wounds, Deathwatch, Divine Favor, Random 
  Action, Shield of Faith; 2
  nd – Desecrate*, Endurance, 
  Hold Person, Resist Elements, Sound Burst; 3
  rd – 
  Deeper Darkness (Extra Slot), Dispel Magic, Inflict 
  Serious Wounds, Magic circle against Good*, Magic 
  Vestment; 4
  th – Unholy Blight*, Greater magic weapon, 
  Spell immunity. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Evil (You cast evil spells at +1 caster 
  level). 
  *See Appendix 2: New Rules 
   
  �Rictor: Ftr7; Male human; CR 7; HD 7D10+21; hp 
  67; Init +3; Spd 30 ft; AC 19 (Touch 11, flat-footed 18); 
  Atk +13/+8 melee (1D10+9, Bastard Sword [19-20]); AL 
  CE; SV Fort +8, Ref +5, Will +3; Str 18, Dex 12, Con 16, 
  Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +8, Listen +1, Jump +6, 
  Search +4, Spot +3, Swim +8; Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword), power 
  attack, cleave, iron will, lightning reflexes, dodge, 
  sunder. 
   
  Equipment: +1 Bastard Sword, Longsword, full-
  plate 
   
  APL 8 (EL 11) 
  �Klevan Minava: Male human Clr9; CR 9; Medium-
  size humanoid (Human); HD 9d6+27; hp 65; Init +0; 
  Spd 200 ft; AC 21 (Touch 10, Flat-footed 21); Atk +8/+3 
  melee (1d8+2, Light Flail); AL NE; SV Fort +9, Ref +5, 
  Will +10; Str 14, Dex 10, Con 16, Int: 10, Wis 20, Cha 
  10. 
   
  Skills and Feats: Concentration +19, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +7, Scry 
  +4, Spellcraft +8; Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes, Greater Spell Focus 
  (Evocation), Extra Slot. 
  
  Lost Secret of the Lortmils 
   
  Page 18 
   
  Equipment: Full-plate, +1 Large steel shield, Light 
  Flail, Pearl of Power 2
  nd level, Amulet of Dispelling* 
   
  Spells (6/5+1/5+1/4+1/3+1/1+1; base DC = 15 + 
  spell level; 19 + spell level for Evocation spells): 0 - Cure 
  Minor Wounds, Inflict Minor Wounds, Detect Magic, 
  Guidance, Mending, Resistance; 1
  st - Cause Fear*, Cure 
  Light Wounds, Deathwatch, Divine Favor, Random 
  Action, Shield of Faith; 2
  nd – Calm emotions, 
  Desecrate*, Endurance, Hold Person, Resist Elements, 
  Sound Burst; 3
  rd – Dispel Magic, Inflict Serious 
  Wounds, Magic circle against Good*, Magic Vestment, 
  Searing light; 4
  th – Unholy Blight*, Divine power, 
  Greater magic weapon, Inflict Critical Wounds (Extra 
  Slot), Spell immunity; 5
  th – Flame strike, Slay living*. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Evil (You cast evil spells at +1 caster 
  level). 
  *See Appendix 2: New Rules 
   
  �Rictor: Ftr6/Deathknight*; Medium-Size Undead; 
  CR 9; HD 6D12; hp 48; Init +3; Spd 20 ft; AC 26 (Touch 
  12, flat-footed 24); Atk +13/+8 melee (1D10+12, Bastard 
  Sword [19-20]), or +12/+7 touch (1D8+1, 1 point Con 
  damage); SA: Abyssal blast, constitution damage, fear 
  aura 15ft; SQ: Aura of despair, dark blessing, DR 15/+1, 
  undead immunities, SR 20, summon mount, turn 
  immunity; AL CE; SV Fort +7, Ref +6, Will +4; Str 22, 
  Dex 14, Con -, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +8, Listen +1, Jump +6, 
  Search +4, Spot +3, Swim +8; Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword), power 
  attack, Great fortitude, lightning reflexes, iron will, 
  cleave. 
   
  Equipment: +1 Bastard Sword, Longsword, +1 full-
  plate. 
  *See Appendix 2: New Rules 
   
  APL 10 (EL 13) 
  �Klevan Minava: Male human Clr11; CR 11; 
  Medium-size humanoid (Human); HD 11d6+33; hp 79; 
  Init +0; Spd 20 ft; AC 20 (Touch 10, Flat-footed 20); Atk 
  +10/+5 melee (1d8+2, Light Flail); AL NE; SV Fort +10, 
  Ref +5, Will +11; Str 14, Dex 10, Con 16, Int: 10, Wis 20, 
  Cha 10. 
   
  Skills and Feats: Concentration +21, Heal +8, 
  Knowledge (Arcana) +4, Knowledge (Religion) +8, Scry 
  +3, Spellcraft +10; Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes, Greater Spell Focus 
  (Evocation), Extra Slot. 
   
  Equipment: Full-plate, Large steel shield, Light 
  Flail, Pearl of Power 2
  nd level, Amulet of Dispelling* 
   
  Spells (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 15 
  + spell level; 19 + spell level for Evocation spells): 0 - 
  Cure Minor Wounds, Inflict Minor Wounds, Detect 
  Magic, Guidance, Mending, Resistance; 1
  st - Cause 
  Fear*, Cure Light Wounds, Deathwatch, Divine Favor, 
  Endure Elements, Random Action, Shield of Faith; 2
  nd 
  – Calm emotions, Desecrate*, Endurance, Hold Person, 
  Resist Elements, Sound Burst; 3
  rd – Dispel Magic, 
  Inflict Serious Wounds, Invisibility Purge, Magic circle 
  against Good*, Magic Vestment, Searing light; 4
  th – 
  Unholy Blight*, Divine power, Greater magic weapon, 
  Inflict Critical Wounds (extra slot), Freedom of 
  movement, Spell immunity; 5
  th – Flame strike, Slay 
  living*, Spell resistance; 6
  th – Create Undead*, Harm.  
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Evil (You cast evil spells at +1 caster 
  level). 
  *See Appendix 2: New Rules 
   
  �Rictor: Ftr8/Deathknight*; CR 11; Medium-Size 
  undead; HD 8d12; hp 61: Init +1; Spd 20 ft., AC 29 
  (Touch 12, flat-footed 27); Atk +16/+11 melee (1D10+9 
  (+1d6), Frost Bastard sword [17-20]) or +14/+9 touch 
  (1D8+1, 1 point Con damage); SA Abyssal blast, 
  constitution damage, fear aura 15ft; SQ Aura of despair, 
  dark blessing, DR 15/+1, undead immunities, SR 20, 
  summon mount, turn immunity; AL CE; SV Fort +8, 
  Ref +6, Will +4; Str 22, Dex 15, Con -, Int 10, Wis 10, 
  Cha 14.  
   
  Skills and Feats: Climb +13, Ride +8, Spot +4; 
  Weapon Focus (bastard sword), weapon specialization 
  (bastard sword), improved critical (bastard sword), 
  exotic weapon proficiency (bastard sword), power 
  attack, Great fortitude, lightning reflexes, iron will, 
  resistance to energy (fire) 
   
  Equipment: +1 Frost bastard sword, +1 blackened 
  full-plate, +2 blackened large steel shield  
  *See Appendix 2: New Rules 
   
  APL 12 
  �Klevan Minava: Male human Clr13; CR 13; 
  Medium-size humanoid (Human); HD 13d6+39; hp 93; 
  Init +0; Spd 20 ft; AC 20 (Touch 10, Flat-footed 20); Atk 
  +11/+6 melee (1d8+2, Light Flail); AL NE; SV Fort +12, 
  
  Lost Secret of the Lortmils 
   
  Page 19 
  Ref +7, Will +14; Str 14, Dex 10, Con 16, Int: 10, Wis 21, 
  Cha 10. 
   
  Skills and Feats: Concentration +23, Heal +8, 
  Knowledge (Arcana) +4, Knowledge (Religion) +10, 
  Scry +7, Spellcraft +12; Combat Casting, Empowered 
  Spell, Spell Focus (Evocation), Lightning Reflexes, 
  Greater Spell Focus (Evocation), Extra Slot. 
   
  Equipment: Full-plate, Large steel shield, Light 
  Flail, Pearl of Power 3
  rd level, Amulet of Dispelling*, 
  Cloak of Resistance +1. 
   
  Spells (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC 
  = 15 + spell level; 19 + spell level for Evocation spells): 0 
  - Cure Minor Wounds, Inflict Minor Wounds, Detect 
  Magic, Guidance, Mending, Resistance; 1
  st - Cause 
  Fear*, Cure Light Wounds, Deathwatch, Divine Favor, 
  Doom, Endure Elements, Random Action, Shield of 
  Faith; 2
  nd – Bull’s Strength, Calm emotions, Desecrate*, 
  Endurance, Hold Person, Resist Elements, Sound 
  Burst; 3
  rd – Dispel Magic, Inflict Serious Wounds, 
  Invisibility Purge, Magic circle against Good*, Magic 
  Vestment, Searing light; 4
  th – Unholy Blight*, Divine 
  power, Greater magic weapon, Freedom of movement, 
  Inflict Critical Wounds, Spell immunity; 5
  th – Circle of 
  Doom, Flame strike, Greater Command, Slay living*, 
  Spell resistance; 6
  th – Blade Barrier, Create Undead*, 
  Harm, Heal (Extra Slot); 7
  th – Blasphemy*, Empowered 
  Flame Strike. 
   
  *Domain Spell.  
   
  Domains: Death (You may use a death touch once 
  per day.  Your death touch is a spell-like ability that is a 
  death effect.  You must succeed at a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1D6 per your cleric level.  
  If the total at least equals the creature’s current hit 
  points, it dies; Evil (You cast evil spells at +1 caster 
  level). 
  *See Appendix 2: New Rules 
   
  �Rictor: Ftr10/Deathknight*; CR 13; Medium-Size 
  undead; HD 10d12; hp 75: Init +1; Spd 20 ft., AC 29 
  (Touch 12, flat-footed 27); Atk +18/+13 melee 
  (1D10+10, Bastard sword; 17-20) or +16/+11 touch 
  (1D8+1, 1 point Con damage); SA Abyssal blast, 
  constitution damage, fear aura 15ft; SQ Aura of despair, 
  dark blessing, DR 15/+1, undead immunities, SR 20, 
  summon mount, turn immunity; AL CE; SV Fort +10, 
  Ref +8, Will +6; Str 22, Dex 15, Con -, Int 10, Wis 10, 
  Cha 14.  
   
  Skills and Feats: Climb +13, Ride +10, Spot +5; 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword), Improved Critical (Bastard Sword), 
  Exotic Weapon Proficiency (Bastard Sword), Power 
  Attack, Great Fortitude, Lightning Reflexes, Iron Will, 
  Resistance to Energy (Fire) 
   
  Equipment: +1 Frost bastard sword, +1 blackened 
  full-plate, +2 blackened large steel shield, Cloak of 
  Resistance +1 
  *See Appendix 2: New Rules 
   
  
  Lost Secret of the Lortmils 
   
  Page 20 
  Appendix 2: New Rules 
                                                             
                                                   Feats 
   
  Chain Spell [Metamagic] as presented in Tome and 
  Blood 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
   
  Prerequisites: Any other Metamagic feat. 
   
  Benefit: You can chain any spell that specifies a 
  single target and has a range greater than touch.  The 
  chained spell affect that target (the primary target) 
  normally, then arcs to a number of secondary targets 
  equal to your caster level.  Each arc affects one 
  secondary target.  You choose the secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be affected more than 
  once.  You can affect fewer secondary targets than the 
  maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as many dice of damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage.  For 
  spells that do not deal points of damage, the save DCs 
  against arcing effects are reduced by 4.  for example, a 
  10
  th level wizard casts a chained cause fear on a nearby 
  goblin and can specify up to ten secondary targets. The 
  goblin, as primary target, must make a Will save against 
  DC 14, while hose affected by the secondary arcs save 
  against DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  Greater Spell Focus [General] as presented in Tome 
  and Blood 
  Choose a school of magic to which you already have 
  applied the spell focus feat. Your magic spells of that 
  school are now even more potent than before. 
   
  Prerequisite: Spell Focus 
   
  Benefit: Add +4 to the DC for all saving throws 
  against spells from the school of magic you select to 
  focus on.  This supersedes (does not stack with) the 
  bonus from spell focus. 
  Special: you can gain this feat multiple times.  Its 
  effects do not stack.  Each time you take the feat, it 
  applies to a new school of magic. 
   
  Extra slot [General] as presented in Tome and Blood 
  You can cast an extra spell. 
   
  Prerequisite: Spellcaster level 4
  th. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment.  This extra slot can be at any level up to one 
  level lower than the highest-level spell you can cast.  
  For example, a 4
  th level sorcerer gains either an extra 0-
  level or 1
  st level slot, allowing him to cast any known 
  spell of the chosen level one more time each day.  A 4
  th 
  level wizard can prepare any extra 0-level or 1
  st level 
  spell she knows.  Once selected, the extra spell slot 
  never migrates up or down in level. 
  Special: you can gain this feat multiple times.  Each 
  time, you gain an extra spell slot at any level up to one 
  level lower than the highest-level spell you can cast. 
   
  Resistance to Energy [General] as presented in 
  Masters of the Wild 
  You channel the power of nature to resist a particular 
  energy type (fire, cold, electricity, acid, or sonic) 
   
  Prerequisite: Base fort save bonus 8 
   
  Benefit: choose an energy form.  You gain 
  resistance 5 against that type of energy. For example, if 
  you choose fire, you ignore the first 5 points of fire 
  damage you take each round, regardless of whether 
  that damage stems from a mundane or a magical 
  source. 
  Special: you can take this feat multiple times.  If you 
  choose the same energy form two or more times, the 
  effects stack.  This resistance does not stack with that 
  provided by any spell or magic item. 
   
   
  Spellstitched Traits: 
   
  Spellstitched creatures are undead creatures that have 
  been powerfully enhanced and fortified by arcane 
  means.  The undead gain the ability to cast spells, can 
  resist being turned, and become more difficult to attack 
  in melee.  The process benefits undead with 
  intelligence far more than it helps those that are 
  mindless, since intelligent undead can discharge their 
  spells tactically. 
   
  The outward sign that an undead creature has been 
  spellstitched is its rune-covered body.  The runes are 
  carved into the bones of skeletal undead or tattooed on 
  the rotting flesh of other corporeal undead.  These 
  runes may not be immediately noticeable to an 
  observer, appearing to be cracks in bones or wrinkles in 
  the skin.   
   
  Spellstitched creatures can be created only by a 
  wizard or sorcerer of sufficient level to cast the spells to 
  be imbued in the undead’s body.  The process for 
  creating 
  a 
  spellstitched 
  creature 
  requires 
  the 
  expenditure of 1,000 gp for carving or tattooing 
  materials as well as 500 XP for every point of Wisdom 
  that the undead creature possesses.  Undead that are 
  spellcaster can spellstitch themselves. 
  
  Lost Secret of the Lortmils 
   
  Page 21 
  Creating a Spellstitched Creature 
   
  “Spellstitched” is a template that can be added to any 
  corporeal undead (referred to hereafter as the base 
  creature).  The template uses all the base creature’s 
  statistics and special abilities except as noted here.   
   
  Special Attacks: A spellstitched creature with a 
  Wisdom score of 10 or higher can be imbued with 
  spell-like abilities.  All spells selected must be from the 
  schools of Conjuration, Evocation, or Necromancy.  
  These abilities are used as if the spells were cast by a 
  sorcerer of the same level as the number of Hit Dice 
  the spellstitched creature possesses. 
   
   
  Spells Known is the number of different spells the 
  creature has access to as spell-like abilities.  A creature 
  with a Wisdom score higher than 10 gains the spells 
  from the row on the table corresponding to its Wisdom 
  score, and the spells from all the rows above that row. 
   
  Times/Day is the number of times per day that the 
  creature can use spell-like abilities of a given level.  The 
  creator of the creature must decide how to allocate the 
  spells known.  Once this determination has been made 
  for a particular ability, it cannot be changed.  For 
  instance, the sample spellstitched creature has magic 
  missile and obscuring mist as it’s 1
  st –level spell-like 
  abilities it can use magic missile three times per day 
  and obscuring mist once per day.  The creator cannot 
  later change either the spells or the times per day each 
  can be used. 
   
  Special Qualities:  A spellstitched creature retains 
  all the special qualities of the base creature and gains 
  the following special qualities. 
   
  Damage Reduction:  A spellstitched creature with 
  1-3 HD has no damage reduction. One with 4-7 HD has 
  DR 5/+1; one with 8-11 HD has DR 5/+2; and one with 
  12 or more HD has DR 1-/+3. 
   
  Spell Resistance:  A spellstitched creature has spell 
  resistance equal to 15 + base creature’s Charisma bonus. 
   
  Turn Resistance (Ex): A spellstitched creature has 
  +2 turn resistance.  This value is added to the base 
  creature’s turn resistance (if any). 
   
  If the base creature already has one of more these 
  special qualities use the better value. 
   
   
  Saves: Same as base creature +2 
   
  Abilities: Same as base creature. 
   
  Skills: Same as base creature. 
   
  Feats: Same as base creature. 
   
   
  Climate/Terrain: Same as base creature. 
   
  Organization: Same as base creature. 
  Challenge Rating: Same as base creature +1. 
  Treasure: Same as base creature. 
  Alignment: Same as base creature. 
  Advancement: Same as base creature. 
   
  Death Knight Traits: 
   
  Gods of death create death knights.  They are martial 
  champions of evil. These horrible undead are most 
  commonly raised from the ranks of blackguards, 
  fighters, rangers, and barbarians; but a paladin who falls 
  from grace near the moment of death may also become 
  a death knight.  Paladins who become death knights are 
  subject to the same modifications as are presented for 
  the blackguard in Chapter 2 of the Dungeon Master’s 
  Guide. 
   
  A death knight’s physical form is that of its 
  decayed body.  The face is a blackened skull covered 
  with patches of rotting flesh, with two pinpoints of 
  orange light in the eye sockets.  The voice of a death 
  knight is chilling, seeming to echo from deep within.  
  Death knights were powerful people in life, and so they 
  often wear expensive or magic clothing and armor.  
  They are quite fond of wearing flowing capes to mark 
  them as figures of importance. 
   
  Death knights speak the languages they knew in 
  life. 
  CREATING A DEATH KNIGHT 
  “Death Knight” is a template that can be added to any 
  evil humanoid creature of 6
  th level or higher (referred 
  to hereafter as the character).  The character’s type 
  changes to undead.  It uses all the character’s statistics 
  and special abilities except as noted here. 
   
  Hit Dice:  All the character’s Hit Dice (current and 
  future) become D12s. 
   
  Speed: Same as the character. 
   
  AC: The death knight has +5 natural armor, or the 
  character’s natural armor, whichever is better. 
   
  Attacks: Death knights usually fight with martial 
  weapons, but if disarmed they will use a touch attack. 
   
  Damage: The death knight’s touch attack uses 
  negative energy to deal damage equal to 1D8 + the 
  death knight’s Charisma bonus to living creatures.  
  Each successful touch attack also deals 1 point of 
  Constitution damage.  A Will save (DC 10 = 1/2 death 
  knight’s HD + death knight’s Charisma modifier) 
  reduces the damage by half and negates the 
  Constitution damage. Characters with natural attacks 
  can use their natural weaponry or use the touch attack, 
  as they prefer. 
   
  Special Attacks: A death knight retains all the 
  character’s special attacks and gains those described 
  below. 
   
  Abyssal Blast (Su): Once per day, a death knight 
  can unleash a blast of eldritch fire.  The blast fills a 20-
  
  Lost Secret of the Lortmils 
   
  Page 22 
  foot-radius spread anywhere within a range of 400 feet 
  + 40 feet per HD of the death knight.  The blast deals 
  1D6 points of damage per HD of the death knight 
  (maximum 20D6).  Half of the damage is fire damage, 
  but the rest results directly from divine power and is 
  therefore not subject to being reduced by protection 
  from elements (fire), fire shield (chill shield), or similar 
  magic.  A Reflex save (DC 10 + 1/2 death knight’s HD + 
  death knight’s Charisma modifier) reduces the damage 
  by half. 
   
  Fear Aura (Su): Death knights are shrouded in a 
  dreadful aura of death and evil.  Creatures of less than 5 
  HD within 15 feet of a death knight must succeed at a 
  Will save (DC 10 + 1/2 death knight’s HD + death 
  knight’s Charisma modifier) or be affected as though by 
  a fear spell cast by a sorcerer of the death knight’s level. 
   
  Spells:  A death knight can cast any spells it could 
  while alive, unless alignment restrictions prohibit the 
  casting of a particular spell. 
   
  Special Qualities: A death knight retains all the 
  character’s special qualities and gains those described 
  below. 
   
  Damage Reduction (Su):  A death knight’s undead 
  body is tough, giving the creature damage reduction 
  15/+1. 
   
  Immunities (Ex): Death knights are immune to 
  cold, electricity, and polymorph in addition to those 
  immunities possessed by undead (see undead traits, 
  below). 
   
  Spell Resistance (Su): A death knight gains spell 
  resistance 20 +1 per character’s level beyond 10
  th. 
   
  Summon Mount (Su): A death knight has the 
  ability to summon a mount, typically a nightmare, 
  though it may be of any other species normally used as 
  a mount.  The mount may have no more Hit Dice than 
  half the death knight’s levels.  If the mount is lost or 
  killed the death knight may summon another one after 
  a year and a day. 
   
  Turn Immunity (Ex): A death knight cannot be 
  turned.  It can be banished with holy word, however, 
  just as if it were an evil outsider.  (The banished death 
  knight returns to the plane of the evil god it serves.) 
   
  Undead Traits: A death knight is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. It is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  A death knight 
  cannot be raised, and ressurection works only if it is 
  willing.  The creature has darkvision (60-foot range). 
   
  Saves: Same as character. 
   
  Abilities: A death knight gains +4 to Strength and 
  +2 to both Wisdom and Charisma. Being undead, it has 
  no Constitution score. 
   
  Skills: Same as character. 
   
  Feats: Same as character. 
   
  Climate/Terrain: Any land and underground. 
   
  Organization: Solitary or troupe (see undead 
  followers above). 
   
  Challenge Rating: Same as character +3. 
   
  Treasure: Double Standard. 
   
  Alignment: Same as character (always evil). 
   
  Advancement: Death knights continue to advance 
  level as per their original class. 
  
  Lost Secret of the Lortmils 
   
  Page 23 
  DM Map #1 
   
   
  
  Lost Secret of the Lortmils 
   
  Page 24 
  DM Map #2 
   
   
  
  Lost Secret of the Lortmils 
   
  Page 25 
  DM Map #3 
   
  
  Lost Secret of the Lortmils 
   
  Page 26 
  Player Handout #1 
   
  
  Lost Secret of the Lortmils 
   
  Page 27 
  Player Handout #2 
   
  
  Lost Secret of the Lortmils 
   
  Page 28 
  Critical Event Summary 
   
  Please complete the following Critical event summary.  This is very important for the future of 
  Veluna regional (and Meta-Regional) modules.  If you are judging this at Orbcon March 7 please 
  turn this into any of the Triad that is there.  If you are judging this at home please email the 
  velunatriad@living-greyhawk.com and let us know what happened.  (Please email before May 1, 
  2003) 
   
  Did the PCs know Leuko? 
   
  Y 
   
  N 
   
  Did the PCs go to the Church (Doesn’t matter what God) before they went to the Temple?  Y
   
  N 
   
  Did they break down the secret door to get inside the Temple or did they figure out to channel 
  Positive Energy into it? 
   
  Did they defeat Rashe?  
  Y 
  N 
   
  Did they pick up the green glowing Circular disc from the graveyard and place it in the secret altar 
  door?  
   
  Did they find the Map of the Diocese of Whitehale? Y 
  N 
   
  Did they kill Rictor? 
  Y 
  N 
   
  Did they kill Klevan? Y 
  N 
   
  Did they go back to the Church of Rao and tell them about what they found?  Y 
  N 
   
  If Yes did they tell anyone else about what they found?  
  Y 
  N 
   
  Who? 
   
   
  Please write anything else that you may feel is interesting that happened in the module. 
  _______________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________
  _________________________________________________________________________________________________________________________________________
  ___________________________________________________________________________________________________________________________________ 
    
  Thank you for your time and the Triad hope you enjoyed the module. 
   
  
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