TEXT: 1
  MATTERS OF
  VENGEANCE
  A Short Adventure for Four 
  15th-Level Player Characters
  CREDITS
  Design:
  Darrin Drader
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
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  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
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  This material is protected under the copyright laws of the United
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  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2003 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
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  Matters of Vengeance is a short D&D adventure for four
  15th-level player characters (PCs). The story is set in
  and around the village of Three Forks. You can place the
  action in any remote section of your campaign world
  that is a few days’ ride from a city. The area you select
  should feature nearby forested regions and be able to
  accommodate an abandoned village and a nearby
  manor house as well. The adventure is designed to take
  place during winter to help set the mood, although you
  can change the season without changing the adventure.
  As always, feel free to adapt the material presented here
  as you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks, includ-
  ing the Player’s Handbook, the Dungeon Master’s
  Guide, and the Monster Manual. This adventure uti-
  lizes the v.3.5 rules, but it can easily be used with the
  3.0 rules as well.
  To get started, print out this adventure (including
  the maps). Read through the scenario at least once to
  familiarize yourself with the situation, threats, and
  major NPCs (particularly their motivations). In addi-
  tion, you might want to familiarize yourself with the
  death knight template from Monster Manual II and
  the swordwraith from Fiend Folio, though all the statis-
  tics needed to run those creatures are provided with
  the adventure.
  Text that appears in shaded boxes is player informa-
  tion that you can read aloud or paraphrase for the
  players at the proper times. Any unshaded boxes con-
  tain important information for you.
  ADVENTURE 
  BACKGROUND
  Ombrol Losladan was born in the small village of Three
  Forks to an honest peasant family. As a child, he made
  friends with a girl named Taryn Bistimmer, who was
  nearly his age. As the two children grew older, their
  friendship blossomed into romance, and they began to
  court. Their love was a simple one, uncomplicated by
  jealousy or parental expectations. But they were poor,
  so Ombrol knew he must make his fortune before
  claiming Taryn as his bride. On his sixteenth birthday,
  he pledged his undying love for his lady fair and gave
  her his family locket as a promise to return and marry
  her. Then he left the village to join the militia in a
  nearby city.
  
  2
  During his absence, Taryn’s family fell on hard
  times. Several seasons of poor crops put the family
  deeply into debt. Taryn’s father died of a wasting dis-
  ease, and to keep their home, her mother had to grant
  her only daughter’s hand in marriage to the local baron,
  an older man named Kaiius Holden. Thus, when
  Ombrol returned home six years later as a decorated
  soldier, he found that his one true love was already mar-
  ried, though the union had produced no children.
  Instead of returning to the city, Ombrol stayed on to
  help his family, since his parents were growing old and
  could no longer farm the fields as they once had. Mean-
  while, he kept a silent watch on Baron Holden’s manor
  and pined for Taryn. His love for her drove him to
  obsession, and he began to keep track of the times that
  Taryn left for the village. Eventually, Ombrol worked
  up the courage to approach her in the market.
  FORLORN LOVERS
  Their meeting was brief, and what Taryn said unsettled
  Ombrol, worsening his already fragile mental state.
  Baron Holden was a cold man who was interested only
  in his own happiness and comfort. His youth had long
  been over, and their marriage was a loveless one. Worse
  yet, she constantly feared for her own safety, since all of
  the guards answered to him and gave her little regard.
  Taryn longed to return to her one true love, but break-
  ing away from the baron would place the two lovers
  and both their families in grave danger. When their
  rushed conversation was over, Ombrol sullenly
  watched Taryn leave,
  Over the next two months, the former lovers met in
  secret on several occasions. Each time, their separation
  weighed more heavily upon them. Ultimately, Ombrol
  decided to take action. Donning his armor and sword
  once more, he pledged his services to the baron so that
  he could be closer to his beloved Taryn. Baron Holden
  accepted Ombrol’s pledge of loyalty and placed the
  young soldier in his personal guard.
  By this time, Ombrol was well aware of the baron’s
  schedule, and he often found excuses to stay behind
  while the baron went hunting or walked among his
  people. Ombrol and Taryn sometimes managed to
  sneak away together in the baron’s absence. Ultimately,
  however, another guard caught them trysting, subdued
  Ombrol by force of arms, and took him prisoner. Left
  shackled in the dungeon to wait for the baron’s return,
  Ombrol bemoaned his fate. But his lady love was a
  resourceful woman, and she managed to obtain the
  keys to his cell and his manacles from one of the
  guards. Sneaking into the dungeon, she let herself into
  his cell and unshackled him. Knowing that both of
  them would face the baron’s wrath if they stayed, the
  two lovers fled the manor on horseback.
  The baron and his men scoured the nearby woods
  for his wayward wife and his treacherous guardsman,
  and their trail was quickly found. The baron’s men set
  up an ambush for the pair along a wooded roadside
  and fell upon Ombrol and Taryn as they passed
  through. Ombrol was quick to rise to his lady’s
  defense, but Baron Holden’s forces had the advantage
  of superior numbers. Though Ombrol fought furi-
  ously, dispatching several of the guards who had once
  trusted him as one of their own, the baron finally
  ended the battle by firing a bolt through his wife’s
  heart. She died in Ombrol’s arms. After watching the
  life fade from her eyes, Ombrol offered no resistance
  as the baron’s guards chained him and returned him to
  the manor.
  DESCENT INTO MADNESS
  For years Ombrol prayed for death as he wasted away in
  Holden’s dungeon. He mourned his lost Taryn, but his
  grief slowly gave way to a cold anger. During his long
  incarceration, Ombrol plotted how he would kill the
  baron. In the end, however, Kaiius Holden simply dis-
  appeared. Though his loyal retainers spent months
  searching for him, he was never found. When they
  finally gave up on finding the baron alive, the guards
  freed Ombrol. They bore him no ill will for what he had
  done, and they didn’t wish to see him waste away for
  the rest of his life.
  Upon his release from captivity, Ombrol learned
  that his parents had died poor and destitute. The baron
  had told them that their son had deserted them and
  their village, and he levied twice the standard taxes
  upon them as punishment for the young man’s crimes.
  Upon learning their fate, Ombrol became sullen and
  angry. He returned to the house where he had been
  raised and began to drink heavily.
  During this inebriated period, a voice began to
  speak to him, offering words of comfort and urging
  him toward revenge. It taught him to cultivate his
  hatred and focus his loathing until he could use the
  skills he had acquired in combat against people who
  were normally considered good and upstanding citi-
  zens. The voice belonged to none other than the demon
  prince Orcus, who sought to make the unhappy
  Ombrol his tool. Ombrol returned to the manor by
  stealth and slew the guards who still lived there, along
  with their families and the few members of Baron
  Holden’s family that remained. Now a known killer,
  
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  Ombrol went into hiding, but he was eventually
  tracked down and slain by the local militia.
  DEATH KNIGHT ASCENDANT
  But Ombrol was not to be allowed the peace of death.
  Orcus animated his lifeless husk of a body, transform-
  ing him into a death knight. He recruited the undead
  from the surrounding area into his service and used his
  fearsome army to conquer the manor house where he
  had once served the baron. Realizing that they had
  fallen under the control of a fearsome undead lord, the
  villagers quickly fled the area. Their dwellings eventu-
  ally fell into disrepair, and the once verdant fields
  became choked with weeds. The death knight stayed in
  the manor, biding his time and occasionally ordering
  brutal attacks on people traveling through the area that
  he controlled.
  BLOODLINE
  And so matters remained for more than two hundred
  years. Recently, however, a young noble named Erim
  Holden came to the area with his entourage. A descen-
  dant of the baron’s nephew and the last living descen-
  dant of Kaiius Holden, Erin sought to reclaim the
  family property. Upon realizing that only undead now
  inhabited the village, he left for the city to seek rein-
  forcements. But Ombrol had seen Erim and instinc-
  tively recognized him as a relative of the hated baron.
  Lord Ombrol ordered his undead followers to attack
  the baron’s men and take the noble alive. The undead
  slew many of Holden’s guards, but Erim himself
  escaped to the city on horseback.
  Ombrol, intent on revenge, hired the Dragon’s Fang
  mercenary company to help him deal with the living
  inhabitants of the city and locate the baron’s nephew.
  The company distrusts the death knight, and many of
  its members feel that their leader, Akaron Swiftblade,
  has made a critical error by aligning them with an
  undead lord. Erim Holden, for his part, seeks a group of
  adventurers to clear his manor and return him to his
  rightful position of power.
  ADVENTURE SYNOPSIS
  The characters receive an offer of employment from
  Erim Holden, who wants some adventurers to rid his
  manor of an undead infestation. Shortly after the party
  leaves for the abandoned village, however, Erim is
  abducted by members of the Dragon’s Fang mercenary
  company and whisked away to the manor. Ombrol
  immediately begins making arrangements for a cere-
  mony in which he will end the bloodline of his most
  hated enemy by sacrificing his last relative to Orcus.
  Upon entering the village, the PCs must fight their
  way past some undead patrols and living guards. Once
  inside, they find various clues that divulge the history
  of the death knight. To save Erim’s life, the party must
  dispatch the undead within the manor, deal with the
  mercenary company, and stop the death knight before
  the sacrificial rite has concluded.
  ADVENTURE HOOKS
  There are several ways that the characters may become
  involved in this storyline. They may be drawn by tales of
  the abandoned village and the nearby manor filled with
  undead, or they may be acquaintances of Erim Holden
  who have agreed to help him regain his property. Per-
  haps the PCs are simply be passing through the area
  when they hear that a newcomer is in need of adventur-
  ers. Alternatively, one of the characters may either be
  from the city or have roots in the village of Three Forks.
  As the DM, it is your job to decide how best to
  involve the characters in the adventure. You can use the
  following hooks to spur your imagination, modifying
  them as necessary to fit your campaign or the characters.
  •
  While traveling through an area of the campaign
  world they have not previously explored, the PCs
  happen upon the abandoned village. After they
  encounter a few undead patrols, it should become
  clear that a more powerful evil directs these groups.
  If they withdraw to seek more information before
  approaching the manor, they can glean some half-
  remembered tales about the village from the most
  venerable nearby residents, as well as wildly inaccu-
  rate tales from the superstitious locals, who believe it
  to be a place of extreme evil.
  •
  During another adventure, the party finds an old
  tome with yellowed, crumbling pages. This book
  describes many notable events that took place in this
  area about two centuries ago. Some of the more inter-
  esting entries describe the plight of the villagers,
  who vacated the area when it was overrun with
  undead. Although the village has long been
  forgotten, tales told by bards and locals maintain that
  little has changed since the tome was penned.
  •
  A necromancer who is on friendly terms with the
  PCs approaches them with an interesting conun-
  drum. Ever since he moved approximately 50 miles
  from the village, the undead he has created and
  charged with guarding his property have been
  
  wandering away, seemingly of their own volition. He
  can point the PCs in the direction the undead have
  been going, but he knows nothing else of the area.
  •
  The party learns of a trading caravan that was set
  upon by undead creatures while passing through the
  area. More than half of the soldiers guarding the
  caravan were killed, and their corpses were pulled off
  the road and toward the village.
  BEGINNING THE
  ADVENTURE
  Whether you use one of the plot hooks above or make up
  one of your own, the party should meet with Erim
  Holden before tackling the manor house. He is presently
  staying at an upscale inn located in the nearby city. While
  a meeting with him is not absolutely necessary to begin
  the adventure, it helps convey the history behind the
  manor, lets the PCs know who Erim Holden is, and warns
  them that undead inhabit the village of Three Forks.
  Erim Holden stands 5 feet 6 inches tall and appears
  strong and stocky. His hair is brown, and the top of his
  head is bald. He keeps his remaining hair at shoulder
  length and wears it in braids caught with platinum
  bands. Long sideburns run to his chin, and he has a
  long mustache bound with ornate golden bands.
  Erim shows the PCs the deed to the property, which
  dates back five hundred years. He tells them of his
  uncle, Kaiius Holden, who he believes died at the
  hands of the undead now holding the manor and the
  village. He describes his visit to the village, mentioning
  that he saw the silhouette of an armored figure, with
  red pinpoints of light where its eyes should have been. 
  Erim offers the characters 8,000 gp worth of gems if
  they can successfully clear out the manor. A successful
  opposed Diplomacy check raises his offer to 10,000 gp,
  but no higher. One of the conditions he sets is that the
  characters not disturb any of the treasures they find
  within the manor, since he wants to preserve any
  family heirlooms that remain. While he prefers to
  make full payment upon completion of the job, he does
  offer the characters 50% of the market value of any
  treasures they find within the manor.
  Creatures: The inn is filled with numerous travelers
  and servants, plus the innkeepers. Five of Erim’s guards
  stay in a room across the hallway and can be sum-
  moned in a single round with a shout.
  D Erim Holden: Male human aristocrat 7; hp 34.
  Guards: Male or female human warrior 5; hp 35.
  THE VILLAGE OF 
  THREE FORKS
  Three Forks was so named because of the three creeks
  that converge within its limits. It is windy and snowing
  heavily when the party arrives, and the light that filters
  through the trees is dim. Characters can see to a maxi-
  mum range of 100 feet without low-light vision or 200
  feet with it. Darkvision allows vision to its normal
  range or 100 feet, whichever is longer. 
  At any range less than or equal to maximum visibil-
  ity, creatures have concealment (20% miss chance).
  Artificial light negates the concealment, but only
  within the area that the light source illuminates
  brightly. Darkvision negates this concealment within
  its normal range.
  Many of the dwellings have fallen apart completely,
  and the rest are in extreme disrepair. The only excep-
  tion is the manor on the hill, which has been immacu-
  lately maintained.
  When the PCs first enter the village, read or para-
  phrase the following aloud.
  Unless the PCs have taken great pains to make them-
  selves invisible, they are already being observed by the
  undead patrolling the village in area A. 
  Creatures: Undead patrol areas A and B, while the
  human fighters of the Dragon Fang mercenary com-
  pany guard area C.
  Tactics: The undead do not attack until the PCs
  come within 50 feet of their positions. They coordinate
  their activities only with others in their own groups;
  they do not assist groups in other locations. 
  Development: The undead guardians do not bother
  to report the presence of the party to their master, since
  they assume that the intrusion will be observed by the
  guards on the hill near the manor.
  The windblown snow carries a chill that seems
  even colder than the wintry conditions would
  merit, and the light that filters down from the
  gray sky is dim at best. No sounds break the still-
  ness of the falling snow.
  Ahead lie the remains of a village. Many of the
  structures still stand, though they display the rav-
  ages of extreme age and lack of maintenance.
  Many of them are little more than weatherbeaten
  wood planks just barely held together with rusted
  nails. Upon the highest hill, however, stands a
  fine manor that appears to be inhabited, judging
  by the lights in the windows.
  4
  
  5
  
  6
  A. GUARDPOSTS OF THE DEAD (EL 13)
  The guardposts within the village are staffed with shad-
  ows. These creatures are the manor’s first line of
  defense, since the death knight believes that strangers
  would typically enter the village first.
  Creatures: Six shadows are permanently stationed
  here, keeping a silent watch for anyone entering the
  area. They are hiding beneath overhangs in ruined
  buildings, under the branches of trees, or in any other
  places of deep shadow. Their orders are to allow
  strangers to enter the village but to attack anyone who
  comes within 50 feet of their positions.
  D Shadows (6): hp 58, 63, 65, 70, 75, 80; see Monster
  Manual, page 221.
  Tactics: Anyone trying to hit a shadow has a 20%
  miss chance as described in the previous section
  because of the shadowy conditions, in addition to the
  normal 50% miss chance for an incorporeal opponent.
  Thus, anyone trying to hit a shadow without employ-
  ing a light source or darkvision must check for a miss
  twice with each hit—once for the shadow’s conceal-
  ment (20%) and once for the regular incorporeal miss
  chance (50%). A light source or darkvision negates only
  the first of these miss chances. Furthermore, each
  shadow has a +10 circumstance bonus on Hide checks
  as long as it remains in a place of deep shadow. 
  The shadows use their hiding and concealment to
  maximum benefit, engaging in strike-and-fade tactics
  against the party. Each shadow attacks once, then uses
  the withdraw action to vanish into the ground or
  another solid object. After that, it moves to another
  suitably shadowy area, reemerges, hides, and seeks out
  a new foe. The shadows disperse throughout the sur-
  rounding area and attempt to catch the PCs individu-
  ally whenever possible. Their intention is not to kill
  invaders, but to harass and weaken them before they
  can approach the manor, which is guarded by sword-
  wraiths and mercenaries.
  Development: The shadows continue to harass the
  PCs until all of them are destroyed.
  B. SHADOW POSTS (EL 13)
  All of these locations serve as stationary guardposts.
  They are staffed by Lord Losladan’s elite guardians, the
  swordwraiths.
  Creatures: Swordwraiths stand a constant vigil here
  to prevent anyone from entering the manor. Because
  the manor house stands atop a hill, they have a good
  view of any combat that occurs in the village.
  D Swordwraiths (7): hp 32, 32, 35, 36, 37, 40, 42; see
  Appendix for statistics.
  Tactics: Using concealment to their advantage, the
  swordwraiths try to surprise the PCs. Three of them ini-
  tiate combat by firing their crossbows at any spellcast-
  ers in the group. The others remain hidden and
  approach the party by stealth, attempting to gang up on
  any characters standing away from the main group.
  Once the PCs are aware of the swordwraiths’ locations,
  all of them draw their swords and engage the characters
  in melee.
  Any attack against a swordwraith made without the
  benefit of artificial light or darkvision has a 20% miss
  chance because of the shadowy conditions. The natural
  gloom of the area also grants each swordwraith a +5
  bonus on Hide checks.
  Development: Surviving swordwraiths attempt to
  bring the bodies of any creatures they slay to the manor
  as potential undead allies for the death knight.
  C. MANOR ENTRANCE (EL 15)
  The area in front of the manor’s doors is not obscured
  by a fence or any other structures. When the PCs enter
  the area, read or paraphrase the following aloud.
  Creatures: Protecting the front of the manor are five
  Dragon’s Fang mercenaries.
  D Mercenaries (4): Male or female human fighter
  10; hp 55, 58, 64, 70; see Appendix for statistics.
  D Mercenary Wizard: Male human wizard 10; hp
  37; AC 15; see Appendix for statistics.
  Tactics: When the PCs approach, the mercenaries
  first try to warn them away. Should this tactic fail, the
  fighters line up against the party’s fighters, while the
  mercenary wizard stands behind the battle lines and
  fires offensive spells at the PCs. 
  Development: Unlike the mercenaries within the
  manor, these NPCs are fiercely loyal to Akaron Swift-
  blade. They are willing to stop attacking for a while to
  parley, but they neither abandon their posts nor allow the
  PCs to pass. Should the battle go poorly for them, they
  flee the immediate area, then sneak into the village and
  order the shadows to follow them. Once so fortified, they
  attempt to catch up with the party inside the manor.
  Five menacing humanoid figures stand before the
  entrance to this lone manor. The dark, imposing
  structure appears to be made of dark gray basalt
  stones that have been carved into bricks and
  mortared together. A pair of 8-foot-tall, iron-
  bound oak doors bars the entrance. The snow in
  front of this area is heavily packed down from the
  constant pacing of the guards.
  
  7
  Doors: The doors to the manor are secured by a good
  quality lock. 
  s Strong Wooden Door: 2 in. thick, hardness 5, hp
  20, Break DC 23, Open Lock DC 30.
  HOLDEN MANOR
  The inside of Holden Manor is dark and gloomy. Most of
  the interior illumination is provided by candles, though
  chandeliers light the larger rooms. The interior walls are
  made of the same basalt rock as the exterior of the
  manor, though the floor is made of polished gray marble.
  The manor’s interior was once decorated with
  countless works of art, including banners, tapestries,
  paintings, and trophies. Most of these decorations have
  long since decayed or been taken down, since the death
  knight prefers the place to look as grim and dark as his
  soul. The few moldering bits of cloth still hanging on
  the walls have faded to a ghost of their former vibrancy.
  Creatures: Except where noted, the manor is staffed
  with animated human skeletons. These creatures func-
  tion as servants rather than guards, and they do not
  attack unless provoked. They constantly run about
  replacing candles that have burned down and relight-
  ing those that have gone out, as well as tending to the
  numerous other chores that are commonplace in the
  maintenance of such a large dwelling. There is a 10%
  chance of encountering a skeletal servant within each
  room or hallway. Unless attacked, they ignore the PCs.
  D Skeletons, human (20): hp 6 each; see Monster
  Manual, page 225.
  Tactics: The skeletal servants of the manor have
  nothing more than their own skeletal claws to fight
  with if attacked. Since they have no organized strategy
  for defense, they are unlikely to present much of a chal-
  lenge for the characters.
  1. ENTRANCE HALL (EL 15)
  This room once served as both a greeting area and an
  entertainment room, though it now functions as a sec-
  ondary guardpost. When the PCs enter, read or para-
  phrase the following aloud.
  Creatures: Five swordwraiths inhabit this room, along
  with four members of the Dragon’s Fang mercenary
  company.
  D Swordwraiths (5): hp 32, 35, 36, 40, 42; see Appen-
  dix for statistics.
  D Mercenaries (3): Male or female human fighter
  10; hp 48, 58, 64; see Appendix for statistics.
  D Mercenary Wizard: Male or female human
  wizard 10; hp 37; see Appendix for statistics.
  Tactics: The swordwraiths immediately attempt to
  engage the PCs in melee combat, as do the mercenaries
  if they are not asked to parley (see below). The merce-
  nary fighters shoot their crossbows at whichever oppo-
  nents they view as the greatest threats, while the wizard
  fires offensive spells at the party, targeting any PCs that
  appear to be spellcasters first.
  Development: To parley with the mercenaries, at
  least one character must forego any attacks during the
  first round of combat to speak to them. Doing so pro-
  vokes an attack of opportunity from any swordwraiths
  that threaten this character’s square. If the PCs success-
  fully use Diplomacy to convince these mercenaries that
  their leader has led them astray by aligning with the
  undead, they agree to ignore the intruders and slip
  away from the manor. They order any swordwraiths
  still fighting to stand down once an agreement has
  been reached.
  2. TROPHY ROOM (EL 15)
  While he was alive, Baron Holden used this room to
  display the many trophies he had accumulated during
  his numerous hunts. When Lord Losladan assumed
  control of the manor, he destroyed the baron’s trophies
  to make room for more gruesome displays of his own.
  When the party enters this room, read or paraphrase
  the following aloud.
  On either side of this rectangular room stand
  large trophy cases containing the grisly remains of
  humanoids. On one shelf rests a mummified
  human heart, and on another the decapitated
  head of an elf, his face permanently contorted in
  what must have been his final cry of pain. On yet
  another shelf is a disembodied brain floating in a
  jar filled with liquid. Hands, legs, arms, and 
  are devoid of any decorations. A long, red rug with
  a geometric pattern picked out in gilded thread
  lies directly in front of the manor’s main doors.
  This enormous room serves as the entrance hall
  for the manor. The walls are made of the same
  basalt blocks as the exterior of the manor, and the
  floor is made of polished gray marble. A total of
  eight pillars made from the same marble as the
  floor support the vaulted ceiling above. A high-
  hanging chandelier lights the room, and the walls 
  
  8
  The picture on the wall depicts Lord Losladan’s
  beloved Taryn. The death knight painted this picture
  himself after taking the manor, and it is the one deco-
  ration that he insists on carefully preserving. Though
  realistic, the portrait itself would fetch no more than
  20 gp on the open market. The ornate gold frame, how-
  ever, is worth 200 gp.
  Creatures: The statues in this room are iron golems.
  D Golem, Iron (2): hp 129 each; see Monster
  Manual, page 136.
  Tactics: If the party enters the room and comes
  within 10 feet of the portrait, the iron golems animate
  and attack. They lead off their assault with their poison
  gas attack, attempting to catch their foes by surprise.
  Thereafter, they engage in melee combat with the clos-
  est opponents.
  3. KITCHEN
  Until recently, this room was kept empty and dark.
  When the Dragon’s Fang mercenary company moved
  into the manor, its members began using this room to
  prepare their meals. Read or paraphrase the following
  aloud when the PCs enter.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Development: A brief glance around the room
  reveals a small, unlocked door that leads to the pantry,
  which is currently stocked with the meat from half of a
  slain deer. The pantry is naturally cold, but it has been
  turned into an effective icebox by the addition of ice
  blocks brought in from the outside.
  Also in the kitchen are 10 days worth of trail rations,
  2 gallons of wine in ceramic jugs, an ornate china set
  worth 700 gp, and a set of silver flatware inlaid with
  gold (worth 300 gp).
  4. BANQUET HALL
  This room serves as the manor’s banquet hall. Normally
  it lies empty, but recently the mercenaries have been
  using it to eat their meals. Read or paraphrase the fol-
  lowing aloud when the PCs enter.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Development: There is nothing of value in this
  room. The leftover food is still relatively fresh, and the
  PCs may safely consume if they so choose.
  5. TARYN’S BEDROOM (EL 10)
  Taryn once shared this chamber with her husband,
  though they typically slept in separate beds. Following
  Taryn’s death, the baron moved into room 6, leaving his
  wife’s belongings undisturbed here. The death knight
  had the baron’s bed stripped, but ordered Taryn’s bed
  made up daily with fresh linens. Read or paraphrase the
  following aloud when the PCs enter.
  Lord Losladan is the only creature allowed to enter this
  room, which he considers sacred. All of Taryn’s belong-
  ings remain undisturbed here.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Trap: The door to this room is trapped with an
  energy drain trap.
  a Energy Drain Trap: CR 10; see Dungeon Master’s
  Guide, page 74.
  Development: A successful DC 15 Search check
  reveals a number of valuables (see Treasure, below) as
  well as Taryn’s diary. Anyone who reads this book learns
  the history of Taryn and Ombrol up until the point of 
  This room contains two beds, a wardrobe, and two
  nightstands, each supporting a small oil lamp. The
  bed to the right is immaculately made and topped
  with a frilly bedspread. The bed to the left has
  been stripped down to the frame.
  A bleached white human skull serves as the cen-
  terpiece of the banquet table that dominates this
  long room. Plates filled with bones and cold
  cooked meat still remain, along with a few cups
  half filled with wine.
  This room appears to be the manor’s kitchen.
  Against the far wall stands a cast-iron stove, and fresh
  blood upon the countertops gives silent evidence
  that meat has been prepared here recently. Numer-
  ous cabinets and counters provide ample storage.
  por tions of torsos in various states of decay com-
  plete the gruesome display. Beside the trophy
  cases stand two large iron statues of muscular war-
  riors brandishing barbed longswords.
  Hanging on the far wall is one decoration that,
  unlike all the others in this manor house, appears
  to have been perfectly preserved. It is a painted
  portrait of a young woman with pale skin, blue
  eyes, and long, chestnut-colored hair. Candelabras
  placed on either side of the picture provide flatter-
  ing illumination for it.
  
  9
  their flight from the manor. The final entry describes
  how Taryn was going to free Ombrol from his cell
  (room 12).
  Treasure: The items of value in this room include 60
  sp, 5 gp, 3 rubies (each worth 50 gp), a bag of holding,
  and two potions of cure serious wounds.
  6. MASTER BEDROOM
  Following Taryn’s death, the baron moved into this bed-
  room. When Lord Losladan assumed control of the
  manor, he redecorated this chamber and made it his
  own. Although he does not sleep, many of his habits
  mimic those he had when he was alive. He frequently
  
  10
  comes to this room and meditates upon his dark pur-
  pose in the service of Orcus. Read or paraphrase the fol-
  lowing aloud when the PCs enter.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Development: Other than the bed and the chair,
  Lord Losladan keeps no items of any kind in this room.
  7. BARRACKS (EL 16)
  Once quarters for servants, these two rooms now serve
  as barracks for the Dragon’s Fang mercenary company.
  The room is messy, as befits a chamber where soldiers
  spend most of their off-duty time. Read or paraphrase
  the following aloud when the PCs enter.
  Creatures: Five mercenaries and one mercenary
  wizard are whiling away their off-duty hours in each
  room when the PCs arrive.  
  D Mercenaries (5): Male or female human fighter
  10; hp 58, 57, 64, 67, 72; see Appendix for statistics.
  D Mercenary Wizard: Female human wizard 10; hp
  37; see Appendix for statistics.
  Tactics: The mercenaries are so engrossed in their
  game that they do not hear the PCs unless they make a
  great deal of noise in their approach. Thus, the charac-
  ters have a good chance to surprise them.
  As with area 1, the PCs may attempt a diplomatic
  approach to the situation. For such a tactic to succeed,
  at least one PC must attempt a Diplomacy check as a
  standard action during the first round after the party
  makes itself visible to the mercenaries. If the check
  fails or the attempt is not made, the mercenaries attack.
  If the check succeeds, the mercenaries hold their
  attacks and listen (see Development, below).
  If combat ensues, the mercenaries are disorganized
  for the first 2 rounds unless they know the PCs are
  there. Thereafter, the fighters form a line and attempt
  to hold back the opponents, while the wizard stands
  back and casts offensive spells against the party. 
  Since these two barracks rooms connect with each
  other, one of the fighters seizes any possible opportu-
  nity to throw the door between the rooms open and
  shout for reinforcements. The mercenaries in the
  second barracks are making enough noise with their
  game that they do not hear sounds of combat other-
  wise. An additional five mercenaries and one merce-
  nary wizard enter the fray 1 round after the warning is
  given, ensuring that the PCs are outnumbered (and
  possibly outmatched). If given the chance, two merce-
  naries flee the combat and run for area 13, intending to
  interrupt the ceremony in progress there and warn the
  death knight of the threat.
  Development: Any PC who succeeds on an opposed
  Diplomacy check manages to convince the mercenar-
  ies to gather their possessions and leave the manor,
  since it is against their best interests to aid the undead.
  At the foot of each bed stands a locked chest. Each
  may be opened either with the proper key (carried by
  the mercenary who owns it), or with a successful Open
  Lock check.
  s Strong Wooden Chest: 1-1/2 in. thick, hardness 5,
  hp 15, Break DC 23, Open Lock DC 25.
  Treasure: Each chest contains 500 gp, 12 potions of
  cure moderate wounds, a +2 dagger of wounding, and 5
  gems, each worth 250 gp.
  8. STORAGE
  At one time, this chamber was a simple storage room.
  Now it contains many of the personal items that once
  belonged to Baron Kaiius Holden. Read or paraphrase
  the following aloud when the PCs enter.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Development: Many of the items stored in this
  room have either been deliberately destroyed or fallen
  apart through neglect. The remaining objects of value
  are scattered amid the junk. A successful DC 15 Search
  check turns up the following: a painting of Kaiius
  Holden that is in remarkably good condition (worth
  250 gp), an ornate golden candelabra (worth 50 gp), a
  cloak made of some exotic material (worth 75 gp), a +2
  This room appears to be littered with junk. Piles
  of items that appear to be broken or in poor condi-
  tion litter the floor. A pathway through the debris
  has been cleared to allow passage between the two
  doors in this room, and judging by the number of
  footprints, it appears to receive a large amount of
  foot traffic.
  This rectangular room contains several beds, each
  with a chest positioned at its base. Six soldiers, all
  wearing armor and clothing similar to that of the
  guards outside the main entrance, are playing a
  game of dice.
  This chamber is clearly a bedroom, though other
  than the threadbare mattress on an oak wooden
  frame and a weathered-looking chair upholstered
  in leather, the room appears empty.
  
  11
  longsword of sharpness, a jewel-encrusted family
  locket (worth 850 gp), and a +2 shield bearing the
  Holden family crest (a lion with an outstretched claw
  on a dark blue background studded with diamonds).
  9. THE STABLE (EL 13)
  This large chamber houses the mounts for the manor’s
  inhabitants. Five of the stalls are designed for horses,
  and one larger stall (twice the usual size) houses
  Ombrol’s fiendish warhorse. Read or paraphrase the fol-
  lowing aloud when the PCs enter.
  Creatures: This room is inhabited by five normal
  heavy warhorses, a single fiendish heavy warhorse, and
  eight swordwraiths.
  D Ombrol’s Stallion: Male fiendish heavy warhorse;
  CR 3; Large magical beast; HD 4d8+12; hp 30; Init +1;
  Spd 50 ft.; AC 14, touch 10, flat-footed 13; Base Atk +3;
  Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk +6 melee
  (1d6+4, 2 hooves) and +1 melee (1d4+2, bite);
  Space/Reach 10 ft./5 ft.; SA smite good 1/day; SQ
  damage reduction 5/magic, darkvision 60 ft., low-light
  vision, resistance to cold 5 and fire 5, scent, spell resist-
  ance 9; AL LE; SV Fort +7, Ref +5, Will +2; Str 18, Dex
  13, Con 17, Int 3, Wis 13, Cha 6.  
  Skills and Feats: Hide –3, Listen +5, Spot +4;
  Endurance, Run.
  Smite Good (Su): Once per day, Ombrol’s stallion
  can make a normal melee attack to deal 4 extra points
  of damage against a good foe.
  D Heavy Warhorses (5): hp 28, 30, 32, 32, 33; see
  Monster Manual, page 273.
  D Swordwraiths (8): hp 32, 33, 35, 35, 36, 40, 42, 42;
  see Appendix for statistics.
  Tactics: The swordwraiths attack the PCs immedi-
  ately upon seeing them. The fiendish warhorse, which
  is Lord Losladan’s summoned mount, crashes through
  the door to its pen as a standard action, then joins the
  combat. The swordwraiths attempt to engage the PCs
  in melee, while the warhorse begins by using its smite
  good attack. Thereafter, it continues the fight with its
  hooves.
  10. TRAINING ROOM
  This chamber once served as a training room for the
  guards who protected Baron Holden. Since the death
  knight gained control of the manor, only the
  Dragon’s Fang mercenary company has made use of
  it. Read or paraphrase the following aloud when the
  PCs enter.
  Creatures: No one is here except possibly the ubiq-
  uitous skeletal servants (10% chance).
  Development: This room contains ten wooden prac-
  tice longswords and four quarterstaffs.
  11. LIBRARY
  This room was the private library of Baron Holden, and
  it served as his favorite place of relaxation. Surprisingly,
  Lord Losladan also retreats here often to read selections
  from the baron’s collection. In addition to the books
  that the old baron kept, Lord Losladan has managed to
  acquire numerous other tomes written in recent years.
  Some describe events that have taken place in nearby
  lands, while others are far more fanciful and include
  more than a few fictional accounts. Read or paraphrase
  the following aloud when the PCs enter.
  Development: Though this library contains no spell-
  books or other books on magic, it does offer a wide
  range of information on the world as it existed 200
  years ago, as well as a few more up-to-date books. A
  character seeking specific information within these
  books gains a +2 competence bonus on any related
  Knowledge check.
  12. PRISON CELLS (EL 12 OR 0)
  The prison cells that the baron used to lock up local
  troublemakers are located in this section. Ombrol
  Losladan was incarcerated here after his capture, and
  he himself has kept a few prisoners since taking over
  the manor. The only living prisoner at this point,
  Bookshelves line the walls of this chamber and
  form rows all through the room. All the shelves
  are literally stuffed with books. In the center of
  the library stands an octagonal table with four
  chairs arranged around it.
  This room appears empty save for a metal rack
  that holds a number of wooden swords and quar-
  terstaffs. A white pattern depicting a swordfight
  between two armored soldiers is set into the gray
  marble of the floor.
  This area is obviously a stable. Five wooden stalls
  are occupied by horses, and one larger holding
  pen houses a vile-looking black mare with the
  scent of brimstone about it. The corners of the
  chamber contain an assortment of hay, hammers,
  horseshoes, and barding for the animals. Eight
  armored figures with glowing red eyes stand
  guard over the animals.
  
  12
  however, is Erim Holden. Read or paraphrase the fol-
  lowing aloud when the PCs enter.
  If the PCs have not yet defeated the death knight and
  his entourage in the ceremonial chamber (area 13),
  Akaron Swiftblade still has the only key to Erim’s cell.
  In a few moments, he will give it to two of his merce-
  naries, who will arrive in 1d6 rounds to take Erim from
  his cell and escort him to the ceremonial chamber to be
  sacrificed to Orcus.
  Creatures: Erim Holden is the only prisoner held
  here at present. He knows that the death knight has
  plans to sacrifice him.
  Tactics: If the mercenaries arrive in time to spot the
  PCs, they run to area 13 to inform Akaron Swiftblade
  that there are intruders in the manor. The death knight
  and his entourage respond by moving to area 1 to wait
  for the characters.
  Development: If the PCs manage to rescue Erim,
  he heartily thanks them for their timely arrival, then
  requests that he be escorted to the nearest door or be
  given a place to hide until the PCs have finished
  clearing out the manor. If the party has already dis-
  patched the fiendish warhorse and the swordwraiths
  in the stable (area 9), that would be an ideal location
  for him to hide until the characters can escort him
  back to the city.
  s Wooden Cell Door: 2 in. thick, hardness 10, hp
  60, Break DC 28, Open Lock DC 33.
  13. CEREMONIAL CHAMBER (EL 18)
  The double doors to this room are well hidden (Search
  DC 30). Inside, Lord Ombrol Losladan is preparing a
  ritual sacrifice to end not only the life of Erim Holden,
  but also the bloodline of his most hated enemy, Baron
  Kaiius Holden. If the party has not yet encountered
  Erim in area 12, Akaron Swiftblade is just about to send
  two mercenaries to fetch him when the PCs arrive
  here. If the PCs have already encountered those two
  mercenaries, omit them from the description below.
  Read or paraphrase the following aloud when the PCs
  enter, adjusting as needed to accommodate the charac-
  ters’ previous actions.
  Creatures: Within this room are Ombrol Losladan,
  the mercenary leader Akaron Swiftblade, five sword-
  wraiths, a mercenary wizard, and two mercenaries
  (unless they have already been sent after Erim).
  D Ombrol Losladan: Male human death knight
  fighter 7/blackguard 3; CR 13; Medium undead (aug-
  mented humanoid); HD 7d12 plus 3d12; hp 65; Init +5;
  Spd 20 ft.; AC 27, touch 11, flat-footed 26; Base Atk +10;
  Grp +15; Atk +15 melee touch (1d8 plus 1 Con, touch)
  or +20 melee (2d6+13/19–20, +4 greatsword) or +13
  ranged (1d10+2/19–20, +2 heavy crossbow); Full Atk
  +15 melee touch (1d8 plus 1 Con, touch) or +20/+15
  melee (2d6+13/19–20, +4 greatsword) or +13 ranged
  (1d10+2/19–20, +2 heavy crossbow); SA abyssal blast,
  command undead 4/day, Constitution damage, fear
  aura 15 ft., poison use, smite good 1/day; SQ aura of
  despair, aura of evil, damage reduction 15/bludgeoning
  and magic, dark blessing, darkvision 60 ft., detect good,
  immunities (cold, electricity, polymorph), spell resist-
  ance 20, summon mount, turn immunity, undead fol-
  lowers, undead traits; AL LE; SV Fort +9, Ref +5, Will
  +6; Str 21, Dex 13, Con –, Int 10, Wis 14, Cha 12.  
  Skills and Feats: Climb +3, Diplomacy +6, Handle
  Animal +4, Hide +1, Intimidate +5, Jump +3, Knowl-
  edge (religion) +2, Listen +3, Ride +6; Cleave, Dodge,
  Great Cleave, Improved Initiative, Improved Sunder,
  Mobility, Power Attack, Weapon Focus (greatsword),
  Weapon Specialization (greatsword).
  Abyssal Blast (Su): Once per day, Ombrol can
  unleash a blast of eldritch fire that fills a 20-foot-radius
  spread anywhere within 800 feet of him. The blast deals
  10d6 points of damage to each creature in the area
  This large room is illuminated by numerous
  candles encircling a stone ceremonial altar in the
  center, which looks large enough to accommodate
  a human. Dark brown stains, likely the dried
  blood from previous sacrifices, stains the polished
  white marble platform. Also in this room is an
  enormous and fearsome figure dressed in black-
  ened armor. Tiny red pinpoints of light are visible
  within his mighty visored helm. A black, evil-
  looking aura encircles his massive form. At his
  side are five other ghastly armored forms that
  appear to be similar in nature, though slightly less
  imposing. Also here is a human male who is
  clearly alive. He is dressed in full plate armor,
  though he wears no helm. A nasty, jagged scar
  runs from his right temple all the way down to his
  chin. At his side are two men wearing in lighter
  armor and a man dressed in robes.
  This area is divided into a series of small cells.
  Judging by the number of skeletal remains in
  several of these chambers, it appears that numer-
  ous prisoners were forgotten and left to starve
  after their incarceration. A man looks fearfully
  through the barred window in the door of the
  corner cell.
  
  13
  (Reflex DC 16 half). Half of this damage is fire damage;
  the rest results from divine power and is therefore not
  subject to reduction via protection from energy (fire),
  fire shield (chill shield), or the like.
  Command Undead (Su): Ombrol can command or
  rebuke undead four times per day as a 1st-level cleric
  would.
  Constitution Damage (Ex): Ombrol’s touch attack
  uses negative energy to deal 1d8 points of damage to a
  living target. Each successful touch attack also deals 1
  point of Constitution damage. A successful DC 16 Will
  save reduces the damage by half and negates the Con-
  stitution damage. 
  Fear Aura (Su): Each creature with fewer than 5 HD
  within 15 feet of Ombrol must succeed on a DC 16
  Will save or be affected as though by a fear spell (caster
  level 10th).
  Poison Use: Ombrol has been trained in the use of
  poison and never risks accidentally poisoning himself
  when applying poison to a blade.
  Smite Good (Su): Ombrol may attempt to smite
  good with one normal melee attack. He adds +1 to his
  attack roll and deals 3 extra points of damage. Smiting a
  creature that is not good has no effect but uses up the
  ability for that day.
  Aura of Despair (Su): Ombrol radiates a malign aura
  that causes every enemy within 10 feet of him to take a
  –2 morale penalty on all saving throws.
  Aura of Evil (Ex): Ombrol radiates a moderate aura
  of evil.
  Dark Blessing: Ombrol applies his Charisma bonus
  to all saving throws. (This modifier is already figured
  into the statistics given above.)
  Detect Good (Sp): Ombrol can use detect good at
  will as the spell.
  Summon Mount (Su): Ombrol can summon a
  mount of any other species normally used for that
  purpose as long as it has no more than 5 HD. If his
  mount is lost or killed, he may summon another after
  a year and a day. Ombrol presently has a fiendish
  heavy warhorse as his summoned mount. It is housed
  in the stable (area 9) unless the PCs have already dealt
  with it.
  Turn Immunity (Ex): Ombrol cannot be turned. He
  can be banished with holy word, however, just as if he
  were an evil outsider. (When banished, Ombrol returns
  to the Abyssal plane ruled by Orcus.)
  Undead Followers: Ombrol attracts lesser undead
  creatures within a 200-mile radius. He may have up to
  20 HD of such followers at a time. These creatures
  remain in his service until destroyed. They are in
  addition to any undead creatures he might be able to
  command or rebuke as a class ability.
  Undead Traits: Ombrol is immune to mind-affect-
  ing effects, poison, sleep effects, paralysis, stunning,
  disease, death effects, and any effect that requires a
  Fortitude save unless it also works on objects or is
  harmless. He is not subject to critical hits, nonlethal
  damage, ability damage to his physical ability scores,
  ability drain, energy drain, fatigue, exhaustion, or
  death from massive damage. He cannot be raised, and
  resurrection works only if he is willing. Darkvision
  60 ft.
  Blackguard Spells Prepared (2/1; save DC 12 + spell
  level): 1st—doom, inflict light wounds; 2nd—bull’s
  strength.
  Possessions: +3 full plate armor, +4 greatsword, +2
  heavy crossbow, 10 bolts, cloak of Charisma +2, chime
  of opening, 2 potions of invisibility, 50 gp.
  D Akaron Swiftblade: Male human fighter 15; CR
  15; Medium humanoid; HD 15d10+30; hp 112; Init +5;
  Spd 20 ft.; AC 26, touch 12, flat-footed 25; Base Atk +15;
  Grp +19; Atk +22 melee (1d10+8/17–20, +2 flaming bas-
  tard sword) or +19 ranged (1d8+6/19–20/�3, +1 com-
  posite longbow [+4 Str bonus] with +1 arrows); Full Atk
  +21/+16/+11 melee (1d10+8/17–20, +2 flaming bastard
  sword) or +19/+14/+9 ranged (1d8+6/19–20/�3, +1
  composite longbow [+4 Str bonus] with +1 arrows); AL
  CE; SV Fort +13, Ref +8, Will +10; Str 18, Dex 13, Con
  14, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +9, Jump +10, Ride +14, Spot
  +15; Cleave, Dodge, Exotic Weapon Proficiency (bas-
  tard sword), Great Cleave, Improved Critical (bastard
  sword), Improved Critical (composite longbow),
  Improved Initiative, Iron Will, Mounted Combat, Point
  Blank Shot, Power Attack, Precise Shot, Weapon Focus
  (bastard sword), Weapon Focus (composite longbow),
  Weapon Specialization (bastard sword).
  Possessions: +2 full plate armor, +2 heavy steel
  shield, +2 flaming bastard sword, +1 composite long-
  bow (+4 Str bonus), 50 +1 arrows, eyes of the eagle,
  cloak of resistance +2, boots of speed, ring of protection
  +1, elixir of fire breath, 3 potions of bear’s endurance, 3
  potions of cure moderate wounds, potion of bull’s
  strength, potion of heroism, 4 gems (worth 250 gp
  each), 245 gp.
  D Swordwraiths (5): hp 32, 35, 36, 40, 42; see Appen-
  dix for statistics.
  D Mercenaries (2): Male human fighter 10; hp 48,
  64; see Appendix for statistics.
  D Mercenary Wizard: Male human wizard 10; hp
  37; see Appendix for statistics.
  
  14
  Tactics: Unless the characters attack him first, the
  death knight decides to question them and see whether
  they might be useful before slaying them. He first
  demands to know why the characters have entered his
  manor. He suspects that they are here to rescue Erim
  Holden, but he isn’t sure and doesn’t want to waste good
  potential retainers. If the characters hold their attacks
  and answer him, he offers them 10,000 gp to stop their
  hostilities and become his agents. If allowed to elabo-
  rate, he explains that he simply wants them to make
  occasional trips into the city to retrieve various items,
  negotiate with mercenary companies, and do whatever
  else is needed to arrange raids and covert actions that
  he wishes to conduct in the future. If the characters are
  interested in his offer, he presses for their acquies-
  cence, though he withdraws the offer if he discovers
  that the PCs have slain his fiendish warhorse in room 9.
  If the characters refuse his offer, or otherwise anger
  him, the death knight orders his forces to attack.
  If the situation degenerates into combat, Lord
  Losladan immediately charges whichever PC appears
  to be the most physically imposing. Akaron Swiftblade
  and two of the swordwraiths also gang up on that same
  opponent, attempting to flank the character and take
  him down as quickly as possible. Meanwhile, the mer-
  cenary wizard uses the most powerful offensive spells
  at his disposal against the party’s spellcasters. All of the
  mercenaries in this room are loyal to Akaron Swift-
  blade, and no negotiations are possible unless their
  leader is slain before them.
  Development: If the death knight succeeds in slay-
  ing Erim, Orcus immediately rewards him with an
  additional level of blackguard.
  Treasure: This room contains the following treasure,
  in addition to the items carried by the creatures: 15,000
  gp (hidden in a secret compartment in one of the pil-
  lars [Search DC 30]), 5 potions of cure critical wounds,
  and the Losladan family locket (worth 500 gp).
  CONTINUING THE
  ADVENTURE
  If the PCs leave without slaying the death knight, he
  continues to pursue them until they either return to
  the manor to destroy him, or he succeeds in slaying
  them via through the swordwraiths he sends against
  them. Should they wander far away, he hires assas-
  sins to murder them. Ombrol’s pursuit is relentless,
  since his primary philosophy is to crush his enemies
  without fail.
  If the party is victorious against the death knight
  and Erim survives, the characters earn a bonus award of
  4,500 XP. Erim quickly moves his permanent residence
  to the manor and attempts to draw people back to the
  village. He is willing to invest a sizable sum of money
  in repairing and renovating the old village dwellings, as
  well as building new ones. His intent is to grow the vil-
  lage into a town so that he may one day qualify for a
  title based on his holdings. During this rebuilding
  phase, the newly resettled community may need pro-
  tection from the various creatures that prowl the
  nearby woods.
  The fate of Kaiius Holden has been left intentionally
  vague. You may decide whether he was killed decades
  ago by some wild animal during an ill-fated hunting
  expedition, or whether he somehow remains alive. Per-
  haps he has been imprisoned, whisked away to another
  plane, or otherwise magically held in a manner that
  negates the passage of years. Should he return, he tries
  to take the manor back for himself, whether or not
  Erim claims to be its current master.
  APPENDIX: STATISTICS 
  FOR MAJOR NPCS
  This section provides statistics for NPCs and monsters
  that the characters can meet in several places.
  D Mercenary: Male or female human fighter 10; CR
  10; Medium humanoid; HD 10d10+20; hp 75; Init +5;
  Spd 20 ft.; AC 24, touch 11, flat-footed 23; Base Atk +10;
  Grp +13; Atk +15 melee (1d10+6/17–20, +1 bastard
  sword) or +12 ranged (1d8+4/�3, +1 composite long-
  bow [+1 Str bonus]); Full Atk +15/+10 melee
  (1d10+6/17–20, +1 bastard sword) or +12/+7 ranged
  (1d8+4/�3, +1 composite longbow [+1 Str bonus]); AL
  NE; SV Fort +10, Ref +5, Will +5; Str 17, Dex 13, Con 14,
  Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +6, Intimidate +8, Jump +6,
  Spot +7; Cleave, Dodge, Exotic Weapon Proficiency
  (bastard sword), Great Cleave, Improved Critical (bas-
  tard sword), Improved Initiative, Improved Sunder,
  Point Blank Shot, Power Attack, Weapon Focus (bastard
  sword), Weapon Specialization (bastard sword).
  Possessions: +2 full plate armor, +1 heavy steel
  shield, +1 bastard sword, +1 composite longbow (+3 Str
  bonus); 25 +1 arrows; cloak of resistance +1, 3 potions
  of bear’s endurance; 3 potions of cure moderate
  wounds, 170 gp.
  D Mercenary Wizard: Male or female human
  wizard 10; CR 10; Medium humanoid; HD 10d4+13; hp
  
  15
  38; Init +6; Spd 30 ft.; AC 15, touch 13, flat-footed 13;
  Base Atk +5; Grp +5; Atk +5 melee (1d6, quarterstaff) or
  +5 melee (1d4/19–20, dagger) or +8 ranged (1d8/19–20,
  masterwork light crossbow with masterwork crossbow
  bolts); AL N; SV Fort +5, Ref +8, Will +9; Str 10, Dex 14,
  Con 13, Int 17, Wis 12, Cha 8.  
  Skills and Feats: Appraise +5, Concentration +14,
  Craft (alchemy) +16, Decipher Script +10, Knowledge
  (arcana) +16, Knowledge (history) +16, Spellcraft +18;
  Brew Potion, Combat Casting, Improved Initiative,
  Lightning Reflexes, Quicken Spell, Scribe Scroll, Silent
  Spell, Toughness.
  Wizard Spells Prepared (4/5/5/4/3/2; save DC 13 +
  spell level): 0—dancing lights, daze, detect magic, light;
  1st—charm person, feather fall, mage armor, magic
  missile, summon monster I; 2nd—blur, cat’s grace,
  flaming sphere (2), invisibility; 3rd—fireball, flame
  arrow, fly, haste; 4th—polymorph, stoneskin, summon
  monster IV; 5th—Mordenkainen’s faithful hound,
  summon monster V.
  Spellbook: 0—acid splash, arcane mark, dancing
  lights, daze, detect magic, detect poison, disrupt undead,
  flare, ghost sound, light, mage hand, mending, message,
  open/close, prestidigitation, ray of frost, read magic,
  resistance, touch of idiocy; 1st—alarm, burning hands,
  cause fear, charm person, feather fall, hold portal, mage
  armor, magic missile, shield, summon monster I, true
  strike, unseen servant; 2nd—blur, cat’s grace, flaming
  sphere, invisibility, knock, Melf’s acid arrow, summon
  monster II, Tasha’s hideous laughter; 3rd—fireball,
  flame arrow, fly, haste, hold person, lightning bolt, slow,
  summon monster III; 4th—charm monster, fear, ice
  storm, polymorph, stoneskin, summon monster IV;
  5th—hold monster, Mordenkainen’s faithful hound,
  summon monster V, wall of force. 
  Possessions: Quarterstaff; dagger; light master-
  work crossbow, 10 masterwork crossbow bolts, ring
  of protection +1, cloak of resistance +1, bracers of
  armor +2, wand of lightning bolt (25 charges), scroll
  of fireball, scroll of flesh to stone, scroll of teleport, 2
  potions of haste.
  D Swordwraith: Male or female human sword-
  wraith fighter 5; CR 7; Medium undead (augmented
  humanoid); HD 5d12; hp 32; Init +5; Spd 20 ft.; AC 20,
  touch 11, flat-footed 19; Base Atk +5; Grp +8; Atk +10
  melee (1d8+6/19–20, +1 longsword) or +7 ranged
  (1d10+1/19–20, +1 heavy crossbow); SA Strength
  damage; SQ damage reduction 10/magic and slashing,
  darkvision 60 ft., turn resistance +2, undead traits; AL
  LE; SV Fort +5, Ref +3, Will +5; Str 17, Dex 13, Con –,
  Int 11, Wis 13, Cha 8.  
  Skills and Feats: Climb +3, Hide +3, Jump +3, Listen
  +5, Move Silently +1, Ride +5, Spot +5; Alertness,
  Cleave, Improved Initiative, Iron Will, Power Attack,
  Quick Draw, Weapon Focus (longsword), Weapon Spe-
  cialization (longsword).
  Strength Damage (Su): A creature struck by a sword-
  wraith’s longsword takes 1 point of Strength damage.
  Turn Resistance (Ex): A swordwraith is treated as a
  7-HD undead for the purpose of turn, rebuke, com-
  mand, or bolster attempts.
  Undead Traits: A swordwraith is immune to mind-
  affecting effects, poison, sleep effects, paralysis, stun-
  ning, disease, death effects, and any effect that requires
  a Fortitude save unless it also works on objects or is
  harmless. It is not subject to critical hits, nonlethal
  damage, ability damage to its physical ability scores,
  ability drain, energy drain, fatigue, exhaustion, or death
  from massive damage. It cannot be raised, and resurrec-
  tion works only if it is willing. Darkvision 60 ft.
  ABOUT THE AUTHOR
  Darrin Drader was born in Pullman, Washington in
  1973, and he attended Washington State University
  there as well. He has lived in western Washington for
  the past six years and is thrilled to be an employee of
  Wizards of the Coast, Inc. Darrin has done design work
  for Asgard Online Magazine, D20 Weekly Online Mag-
  azine, Dragon Magazine, Star Wars Gamer Magazine,
  Bastion Press, and of course, Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Matters of Vengeance.pdf