TEXT: 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.  
   
  PERIS4-02 
   
   
   
   
   
   
   
  Zombie Monastery 
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Regional Introductory Adventure 
  Version 1.2 
   
  Round 1 
   
  by Bruce Paris 
   
   
   
  A Kondrenaar (Lore Speaker) of Clan Oostmeer has been kidnapped on his way to an important 
  Kondsturm (or “battle for the head”). It appears his services are needed elsewhere … 
   
  This is a Living Greyhawk Perrenland Regional scenario designed as an Introductory Adventure primarily 
  for 1st Level Characters.  It can only be played at APL 2.  
   
   
   
   
  
  Introduction 
  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. 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 four 
  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 
  There is no scoring involved in this adventure. 
  Award experience and gold pieces at the end of 
  the adventure, and give players their Introductory 
  Adventure Certificates (or AR’s). If this is the first 
  Lving Greyhawk game they have played, then they 
  will call this AR #1. 
   
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  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. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  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 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 sidebar 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. 
  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 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1st-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 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit (+1 to all 
  Charisma-based skill checks).  Luxury Upkeep 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 3 
  
  costs 100gp per Time Unit (+2 to all Charisma-
  based skill checks). 
   
   
  Adventure Background 
  This adventure is primarily designed for 4-6 1st 
  Level Characters only. It may also be that the DM 
  is judging Living Greyhawk for the first time as 
  well. Therefore, this adventure aims to help first-
  time players (and DMs) get involved in Living 
  Greyhawk for the first time. 
   
  This section, the Adventure Background, is where 
  you (the DM) will find information which will help 
  you make sense of what has happened before the 
  adventure begins. You shouldn’t normally tell the 
  players much from this section (unless it tells you 
  to do so in the main body of the adventure). It’s 
  like a DM Secrets section, and knowing this kind 
  of background information is one of the rewards of 
  being a DM. 
   
  First, if you haven’t done so already, you should 
  read as much as you can about the country of 
  Perrenland. You can find information in the book 
  called “The Living Greyhawk Gazzeteer”. It is 
  available through most shops which sell role-
  playing games. You should also go to the 
  Perrenland website at http://perrenland.lythia.com/ 
  . Here, you will find a plethora of information about 
  Perrenland and her culture. You should, while you 
  are there, download several copies of the different 
  Clan Certificates. Each player in Perrenland has 
  the opportunity to join a clan when they first create 
  their character. They may opt not to join a clan (in 
  which case they never can, and are forever 
  referred to as “Ootlanders” or “Outlanders”). That’s 
  OK. It’s not compulsory to join a clan.  
   
  At the website, you should also download and 
  print off a copy of the Map Of Perrenland. This will 
  let you show your players where they are in the 
  land they live. It will help immerse your players in 
  their new fantasy world.  
   
  You should now read the section at the back of 
  this adventure entitled : Appendix 1 – Don’t Lose 
  Your Head. Some of this information will become 
  known to the players (PC’s) as they play; but you 
  as DM need to know all about this unusual custom 
  which is unique to Perrenland. 
   
  The Story So Far 
  There has never been a toll on the road from 
  Clastspurg to Traft City. But recently, a group of 
  struggling Roodberg landowners just south of 
  Aerden, banded together and set up a road block. 
  They claimed that as the Great Quag Highway 
  passed through their lands, then they should be 
  able to charge those who pass through for the 
  privilege of doing so. Since times have been 
  tough, it is their legal right to do with their land 
  what they wish. The local Oostmeers, however,  
  took offence, as it meant that every time one of 
  them travelled to the Capitol, Schwartzenbruin, 
  they would have to pay a toll to go through and 
  another toll in order to return.  
   
  Tempers flared. 
   
  There were threats. And more threats.  
   
  It appeared that the only way of settling this 
  dispute was in the time-honored way : Konststurm 
  – The Battle For The Head (see Appendix 1). 
   
  And so, on the 7th day of Readying (early Spring), 
  in the Common Year of 594, the two clans faced 
  off against eachother on the Dagovun Ferronwold 
  – the common land between the Village Of Aerden 
  (primarily Oostmeer) and the Village Of Almech 
  (primarily Roodberg).  
   
  The Roodbergs had summoned their own Clan 
  Kondrenaar (a man called Blatheran Geisszer) up 
  from Clatsberg. He had arrived at dawn with his 
  cartload of clan-heads – ready to proudly show 
  them off and add another to his collection once he 
  had defeated the Oostmeers. 
   
  The Oostmeers had, in turn, summoned their own 
  Clan Kondrenaar down from Traft City (a man 
  called Kassimo Xisch). But it was now already 
  mid-morning and he had not yet arrived  … 
   
   
  Adventure Summary  
  In the Introduction, the player characters (PC’s) 
  are travelling from Traft City to Clatsberg when 
  they come across the Kondsturm taking place in 
  the fields off to their left. Upon investigation, they 
  arrive in the Oostmeer Camp where they are told 
  what is happening, and why they are all waiting. 
  Just as real carnage is about to take place, 
  Kassimo’s little helper, Konky, comes running into 
  the Oostmeer Camp – clearly beaten and nearly 
  dead. He relays that his master’s cart was 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 4 
  
  attacked by hobgoblins just 10 miles north of 
  Aerden. The hobgoblins bashed Konky and left 
  him for dead. But Konky saw them forcibly take his 
  master (and the cart) up a little-used side track 
  which leads up into the Lower Clastspur Ranges. 
  They seemed keen on keeping both his master 
  (and the contents of the cart) quite safe. 
   
  The Oostmeers are faced with a dilemma. During 
  a Kondsturm, no-one may leave their position until 
  one or the other side has admitted defeat. The 
  side who moves first is the defeated side. 
  Therefore, nobody from the Oostmeer Camp can 
  go and rescue their Kondrenaar, Kassimo Xisch, 
  from the hands of the hobgoblins. Even if the party 
  offer to rescue him, the Roodbergs have to be told 
  what is going on, and agree to postpone the 
  Kondsturm even longer. This will involve careful 
  diplomacy and, once again, it looks like the PCs 
  will have to do it as nobody from the Oostmeer 
  camp can move from their position. 
   
  In Encounter One, the PCs have to use their 
  diplomacy, bluff, and/or intimidate skills in order to 
  persuade the Roodberg Clan not to attack before 
  they return with the kidnapped Oostmeer. In 
  Encounter Two, the party leaves the battlefield to 
  go in search of the Kondrenaar. They come 
  across the ambush site, and must use some 
  Survival and Tracking skills in order to determine 
  which way the hobgoblin band went (as there are 
  two trails leading off the main road – not one!). 
  Whilst there, the party will be attacked by two 
  nasty little badgers (EL 1) whose nest was 
  destroyed by the hobgoblins when they attacked 
  the cart. In Encounter Three, the PCs discover 
  the hobgoblin encampment. After defeating four 
  hobgoblins (EL 2), the party discovers the cart 
  which once belonged to Kassimo. It has already 
  been smashed up and used for kindling. A Search 
  of the hobgoblin camp reveals that eight 
  hobgoblins usually reside here, and there are 
  tracks leading out of the camp and up a very steep 
  trail which goes towards the Lower Clatspur 
  Ranges. 
   
  In Encounter Four, the PCs come across an old 
  shack with smoke coming out of the chimney. The 
  shack belongs to Old Jammul, a Quagaloogal 
  lizardfolk who was exiled from the Ferrenwold. He 
  is now nearly blind and practically deaf (which is 
  why he didn’t see or hear the passing hobgoblins). 
  He will tell the PCs some information about the 
  changing times in Perrenland (Player Handout 
  #1), and also tell the PCs that the steep trail leads 
  to a kind of monastery which is used by a local 
  crime organisation called The Dark Wave. There, 
  Jammal has heard, a mage-priest named Druss 
  Beloch is training monk assassins in order to have 
  them commit acts of terror in towns such as 
  Niederschlauss, 
  Traft 
  City, 
  and 
  even 
  Schwartzenbruin.  
   
  In Encounter Five, the party the party must 
  negotiate a narrow ledge. There is a clever trap 
  (EL 1) set into the ledge (which can be disarmed). 
  The party must negotiate this before moving 
  forward. 
   
  In Encounter Six, the party reaches the gates of 
  the monastery. As they crest a rise, they see four 
  hobgoblins (EL 2) exiting through the gates. One 
  of them is locking the gate with a big key. When 
  the party fights (and kills) the hobgoblins, they can 
  get the key which opens the gate and gives them 
  access to the monastery.  
   
  Now, Druss Beloch is not expecting a rescue party 
  so soon. It appears that he has kidnapped 
  Kondrenaar Kassimo for the express purpose of 
  helping him preserve some wicked new zombies 
  he has created out of the monks whom he used to 
  train. Not satisfied with mere human troops, 
  Beloch has called upon dark powers to turn the 
  men into zombies. But they have, strangely, 
  started to rot moreso than usual. When he heard 
  that a Kondrenaar was passing through the 
  region, he arranged to have him kidnapped in an 
  attempt to force Kassimo to help him preserve his 
  zombies. He is using the precious heads of past 
  Oostmeer victories as a bargaining tool: if 
  Kassimo won’t help, the heads will be destroyed. 
  Beloch has Kassimo in his top tower, and has set 
  his zombie troops to guard the lower levels.  
   
  In Encounter Seven, the PCs fight three zombie 
  monks (EL 3) on the ground floor of the 
  monastery. The zombies are in three different 
  rooms on the ground level. They will attack the 
  party one at a time and have enough intelligence 
  to Hide and spring surprise attacks! 
   
  Then, the party goes up the tower stairs to 
  Beloch’s laboratory. On the way up, Beloch may 
  hear the PCs and be alerted. This will give him 
  time to Summon Monster I (Monstrous Scorpion of 
  Medium-size), and cast Mage armor, and try to 
  block the party at the stairs. Once they get 
  through, the party will see Kassimo bound, and 
  Beloch (EL 3) with the precious Heads suspended 
  above a vat of boiling oil. He threatens that one 
  false move and he will cut the rope and destroy 
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  Page 5 
  
  the Heads. The party now have some decisions to 
  make … 
   
  In the Conclusion, the party (hopefully) rescues 
  Kassimo and brings him back to the Oostmeer 
  Camp. If they have also rescued the precious 
  Heads, the Oostmeers will give each party 
  member a 50gp bonus. Then the Kondsturm 
  begins. If Kassimo has his Heads, then the 
  Oostmeers win the Kondstrum. If Kassimo does 
  not have his Heads, then the Roodbergs win. 
  Either way, somebody loses his or her head (and it 
  is one of the nicer NPCs that the PCs meet earlier 
  in the scenario). Their head is taken and given to 
  the winning Kondrenaar. There is much cheering 
  and revelry. This should make the players quite 
  uneasy (even queasy), and give them something 
  to talk about and think about during future 
  adventures in Perrenland! 
   
  DM’s Note 
   
  This adventure is optimally designed to be played 
  over a leisurely 4.5 to 5 hour session. If you only 
  have 4 hours it is suggested that the DM skip 
  Encounter One (and just have an Oostmeer 
  wizard send a “magic message” to the Roodberg 
  Camp). This allows the PCs to leave straight away 
  (and does not break the rules of engagement). If 
  you only have 3 to 3.5 hours, you should skip 
  Encounter Four (Old Jammul) as well. The PCs 
  won’t become fatigued as they have not been 
  delayed by either Encounter One or Encounter 
  Four. 
   
  Introduction 
   
  It is early spring in Perrenland and, already, 
  the winter snows are beginning to thaw upon 
  the wide, vast plain that stretches between 
  Lake Quag and the Northern Clatspurs. The 
  locals called this blossoming expanse “The 
  Ferronwold”, 
  and 
  its 
  beauty 
  is 
  utterly 
  breathtaking. Two days ago, your party met at 
  the Resting Anchor Tavern in Traft City, in 
  response to a call from the innkeeper, Rolf 
  Heiniker. It seems he was looking for a group 
  of adventurers to deliver a batch of his secret 
  brew down to an old mate in Clatsburg. 
  Knowing how low others would stoop to get 
  their hands on his secret stash, Rolf has 
  placed the single bottle of dark ale in your 
  hands and asked you to guard it with your 
  lives. In Clatsburg, you are to seek out a large, 
  fat Oostmeer named Oglo Persson. If you give 
  him the brew intact, he will pay you each 100 
  gold pieces. This sounds pretty good to all of 
  you in these difficult times. 
   
  And so you travelled south from Traft City and 
  through the dense, but beautiful North Wood. 
  Past the town of Niederschlauss, you crossed 
  over the Lake Quag Estuary on the famous 
  Punt (luckily avoiding the many evil creatures 
  who dwell within its depths). On the other side, 
  you turned right and headed down the coast 
  road – with the looming, still-snow-capped 
  mountains of the mighty Clatspurs on your 
  left; and the chilly, dead-calm icyness of Lake 
  Quag, herself, on your right. In the distance, 
  you though you caught sight of the legendary 
  Lost City Of Dagovach … though that is 
  another story. 
   
  However, just at the point where Mount 
  Hellspaar, an active volcano, overlooks the 
  farmlands south of Aerden; you see what 
  appears to be two separate festivals – both 
  happening very close together, but far enough 
  apart to be clearly on separate plots of land.  
   
  The strangest thing is, is that the festivals are 
  taking place right out in what appears to be the 
  middle of nowhere! And there are dozens of 
  people in attendance at both! 
   
  The nearest festival camp is the Oostmeer Camp. 
  Make it clear to the players that they are close 
  enough to walk to this camp in about 5 minutes. 
  The furthest festival camp is the Roodberg Camp. 
  Let the party know that it will take them a good 30 
  minutes to walk to this camp (but they’re welcome 
  to go there first if they wish).  
   
  If the PCs go to the Roodberg Camp first (not 
  preferable) and ask what is going on here (Gather 
  Information check DC 10), read or paraphrase the 
  following : 
   
  ROODBERG PERSON: “This is the Konststurm 
  – The Battle For The Head, of course! It may 
  appear to be a festival of sorts, but it is really 
  an event designed to settle a dispute. This 
  dispute is between the Roodberg family clan 
  (us), and the Oostmeer family clan (them). 
  They will not allow us to charge a modest tax 
  to travellers who wish to use the road through 
  our lands to travel south. These are hard times 
  and we need to make a living any way we can. 
  Many of our children are starving. We are only 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 6 
  
  making THEM pay the tax they levy on us when 
  WE visit Traft City up north! It is time we 
  settled this. We have brought our Clan 
  Kondrenaar, Blatheran Geisszer, to show off 
  our collection of taken Heads! We are still 
  waiting for the Oostmeer Kondrenaar to arrive. 
  If he does not show up soon, the Oostmeers 
  will have to give us a new head to add to our 
  collection; and we will win the dispute!” 
   
  If the PCs question this person more, the person 
  tells them to go over to the Oostmeer Camp and 
  see what is holding them up. No more information 
  will be appraised at this time. Let the players be 
  confused as to what the hell is going on here. This 
  should eventually lead them to the Oostmeer 
  Camp. 
   
  The Oostmeer Camp 
   
  Upon enterring the Oostmeer Camp, the PCs will 
  find the same kind of “festive” atmosphere – 
  however the mood will be decidedly worse than 
  the Roodberg Camp (if they went there first). If the 
  PCs ask to speak to someone in charge, they will 
  be directed to the Master Of Ceremonies, Kellen 
  Schulter. 
   
  Read, or preferably paraphrase, the following 
  conversation with the PCs : 
   
  KELLEN SCHULTER: “We are all members of 
  the Oostmeer clan. We live mostly in the town 
  of Aerden, and the surrounding farmlands. 
  They (pointing over to the Roodberg Camp) are 
  members of the Roodberg clan. They live 
  mostly in and around the town of Almech. Two 
  months ago, the Roodbergs banded together 
  and set up a road block. They claimed that as 
  the Great Quag Highway passed through their 
  lands, then they should be able to charge 
  those who pass through for the privilege of 
  doing so. Since times have been tough, it is 
  their legal right to do with their land what they 
  wish. We local Oostmeers, however,  took 
  offence, as it meant that every time one of us 
  travelled to the Capitol, Schwartzenbruin, we 
  would have to pay a toll to go through and 
  another toll in order to return.  
   
       “Tempers flared. There were threats. And 
  more threats. It was clear that open warfare 
  was imminent, and so the clans decided to 
  settle this dispute using the time honored 
  tradition of the Konststurm.  
      “This ceremony rests upon the age-old 
  Perrenland tradition of “head-taking”. Against 
  enemies 
  outside 
  our 
  clan-system, 
  it 
  is 
  considered an honor to take and preserve the 
  head of an enemy who has taken you to the 
  brink of death, in battle. We preserve the 
  heads, and hang them on the walls of our 
  castles, forts, and family homes. Some of us 
  carry them into battle in foreign lands and hold 
  them high as a sign of respect for our 
  approaching enemy. Then, he or she knows 
  that even if they lose, they will be preserved 
  forever in the stories, hearts, minds, and 
  homes of Perrenders! 
       “However, Perrenders of opposing clans 
  never fight eachother physically in order to 
  solve a dispute. We simply hold the ceremony 
  you see here today – the Konststurm. In this 
  ceremony, each camp faces off against 
  eachother 
  and 
  summons 
  their 
  Clan 
  Kondrenaar (a preserver of heads) to bring 
  forth their clan’s best heads. A performance 
  ensues in which each Kondrenaar tells the 
  story behind each head. A neutral clan (the 
  Morganroods) adjudicate. Whoever has the 
  best Konststurm , or performance, wins the 
  dispute. The losing clan must forfeit the head 
  of one of their own living aristocrats in 
  acknoweledgement of defeat. This way, only 
  one person dies in battle … instead of 
  hundreds.” 
   
  If the players ask why everyone in this camp looks 
  so dejected, reply : 
   
  KELLEN SCHULTER: “It is now mid-morning. 
  We sent for our Clan Kondrenaar – a man 
  called Kassimo Xisch – yesterday. By all 
  accounts he should have been here by now. 
  He has all of our most valuable clan heads. If 
  he does not arrive to perform soon, we will be 
  forced to concede to the Roodbergs. Not only 
  will we have to continue paying the road tax, 
  but we will have to ballot, unnecessarily, for 
  one of our aristocrats to lose their head …” 
   
  This should make the PCs decidedly uneasy. 
  Such a practise should come as a shock to new 
  players in the LG campaign – especially the fact 
  that they are Perrenders themselves! Let the PCs 
  ask Kellen a couple more questions, then interrupt 
  with the following. Read, or paraphrase : 
   
  Suddenly, there is a burst of commotion on the 
  outskirts of the Oostmeer Camp. Kellen 
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  Schulter, the master of ceremonies, runs 
  towards the din followed by yourselves. Upon 
  arrival you see a crowd has gathered around a 
  boy of about 8 years of age. He has been 
  attacked. His clothes are shredded, and he is 
  bloody and extremely dirty. The little fellow 
  slumps into the arms of Marianna Pfeiffer, a 
  beautiful young aristocrat who has come for 
  the ceremony.  
   
  “Speak to me, my child, tell us what 
  happened,” Marianna asks the boy. 
   
  “My name is Konky. I am the assistant to your 
  Clan Kondrenaar, Master Kassimo Xisch. This 
  morning, on our way to the ceremony, my 
  master’s cart was attacked not thirty minutes 
  ago on the main road by hobgoblins - just two 
  miles south of Aerden. The hobgoblins bashed 
  me and left me for dead. But I saw them 
  forcibly take my master (and his cart) on one 
  of the overgrown side tracks which lead up 
  into 
  the 
  Lower 
  Clastspur 
  Ranges. 
  The 
  hobgoblins seemed keen on keeping both my 
  master (and the contents of the cart) quite 
  safe. Then I could see no more, and I fell into 
  the dreamworld …” 
   
  At this point, Konky passes out and Marianna tells 
  the crowd to make way and give her room so that 
  she can carry the boy to the tent of the Clan 
  Priest. The boy is in no condition to answer any 
  more questions, and Marianna kindly informs the 
  PCs of this should they push for more. 
   
  Then the party notices the crowd in an uproar. 
  Everybody is screaming and crying. It appears that 
  they are not so concerned about the boy – but 
  more concerned that his master has gone missing, 
  and that the Konsturm will not now take place. 
  One of them will have to lose their head … 
  After a minute, Kellen Schulter approaches the 
  PCs. He is sweating, hunched, cowed, and 
  wringing his hands together as if he is about to 
  ask the PCs for a BIG favour … 
   
  KELLEN SCHULTER: “Er … Brave, earnest, 
  noteworthy adventurers … um … we are in a 
  bit of a predicament … you see, our 
  Kondrenaar has gone missing and … we are in 
  danger of losing this Konsturm most unfairly. 
  We were … wondering … if … um … you would 
  be so kind as to help us out?” 
   
  If any PC is an Oostmeer (or Vestmeer), then look 
  for this person to step forward immediately to take 
  up the offer (and without reward). If so, this person 
  recieves the bonus Role-Playing Award at the end 
  of this scenario. If asked (by greedy PCs), Kellen 
  is prepared to pay each party member 50gp 
  reward if they bring Kassimo Xisch back alive (and 
  with all his preserved heads intact).  
   
  Kellen Schulter tells the PCs that the Oostmeers 
  are faced with a dilemma. During a Kondsturm, 
  no-one may leave their position until one or the 
  other side has admitted defeat. The side who 
  moves first is the defeated side. Therefore, 
  nobody from the Oostmeer Camp can go and 
  rescue their Kondrenaar from the hands of the 
  hobgoblins. Even if/when the party offer to rescue 
  Kassimo, the Roodbergs have to be told what is 
  going on, and agree to postpone the Kondsturm 
  even longer. This will involve careful diplomacy 
  and, once again, it looks like the PCs will have to 
  do it as nobody from the Oostmeer camp can 
  move from their position. 
   
  Once the PCs have placated the Roodbergs, then 
  they can leave the camp and travel north to try to 
  find where Konky and his master were attacked. 
  From there, they might be able to track the 
  hobgoblins into the Lower Clatspurs. The PCs will 
  have to return with the Kondrenaar (and all the 
  heads) before sunset, or the Konsturm will be 
  considered won (by default) by the Roodbergs. 
   
  Hopefully, the PCs accept the task. Go to 
  Encounter One. If they refuse the quest, then go 
  straight to the Conclusion. The Oostmeers lose 
  the Konsturm, and Marianna Pfeiffer loses her 
  head as payment of defeat. The PCs are free to 
  continue on to Schwartzenbruin. The module is 
  over. Nobody gets any XP or other rewards. 
   
  Encounter One 
   
  In this encounter, the idea is for PCs to go to the 
  Roodberg Camp and seek out the Roodberg 
  Master Of Ceremonies (a woman called Mamoulia 
  Treissen). The camp is opposite the Oostmeer 
  Camp, but the PCs have to walk back to the road, 
  then go down for several kilometers until they can 
  turn left back into the field which houses the 
  Roodberg tents. 
   
  Upon arrival in the Roodberg Camp, read or 
  paraphrase the following: 
   
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  The Roodberg Camp is decidedly more upbeat 
  than the Oostmeer Camp. Fiddles are playing, 
  young girls are dancing, bears are performing, 
  and delicious grittles are simmering upon 
  large open fires. It appears that the clan is 
  already celebrating victory … 
   
  The PCs will need to ask someone if they can 
  speak to the Roodberg master of ceremonies. 
  Eventually, a large woman with crooked teeth, 
  heavily platted hair, numerous “beauty” marks, 
  and an overfull bosom steps forward through the 
  cheering crowd. She says: 
   
  MAMOULIA TREISSEN: “Greetings travellers! 
  Welcome to our celebration. We have just 
  heard the news that the Oostmeer kondrenaar 
  has failed to show for the Konsturm. It appears 
  that we will soon be adding a new head to our 
  collection …”  
   
  Some PCs may think that the Roodbergs have 
  had a hand in this whole affair. A Sense Motive 
  check (DC 10) on Mamoulia will discern that whilst 
  she has no sympathy for the Oostmeers, she (nor 
  her clan) has had anything to do with Kassimo’s 
  abduction. Such a calculated act would bring 
  centuries of shame upon the clan, and the family 
  who did such a thing. The risk is not worth the 
  price. 
   
  The PCs now have to convince Mamoulia to hold 
  off declaring victory until sunset. Some parties 
  may lie as to what is going on. They may say that 
  the Oostmeer kondrenaar has arrived, but is ill, 
  and won’t be ready to perform until later. This, or 
  some other logical ruse, will require a Bluff check 
  (DC 10) – followed by a Diplomacy check (DC 12) 
  in order to have the Roodbergs cancel victory 
  celebrations until sunset. 
   
  The PCs may simply tell Mamloulia the truth. If this 
  occurs, Mamoulia smiles a sneaky grin and says: 
   
  MAMOULIA TREISSEN: “You know, we could 
  never do anything to stop you from rescuing 
  the kondrenaar from his abductors. We pledge 
  that we will never harm another Perrender who 
  is good of heart – openly or inadvertently. 
  However, the heads that the kondrenaar has in 
  his possession … surely some of them could 
  … go missing …even by accident … during his 
  ordeal with the hobgoblins? This would help 
  secure our victory. Those Oostmeers have 
  made us pay tax for centuries … evey time we 
  enter Traft City … now it is time that we got a 
  little back from them!” 
   
  If any PC is a Roodberg, then look for this person 
  to step forward immediately to take up the offer 
  (and without reward). If so, this person recieves 
  the bonus Role-Playing Award at the end of this 
  scenario. If asked (by greedy PCs), Mamoulia is 
  prepared to pay each party member 150gps 
  reward if they bring Kassimo Xisch back … but 
  without his full compliment of preserved heads. 
   
  If the PCs do not take up on Mamoulia’s offer, 
  then she will frown. She launches into an angry 
  frenzy; saying things like: 
   
  “Why should WE postpone a victory which is 
  rightfully ours? WE have been under THEIR 
  control for too long! Just because they control 
  the canton capital, they think they can control 
  US? BAH! They have another thing coming to 
  them! One of those aristocratic bastards will 
  lose their head today! And the sooner the 
  better!” 
   
  The PCs will need to make a Diplomacy check 
  (DC 15) in order to calm Mamoulia down. Only let 
  two PCs try this, as too many “convincers” will 
  make her angrier. If she is placated, she will give 
  the PCs until Sunset to do what they have to do. If 
  she is NOT placated, she will demand that the 
  PCs return with Kassimo before afternoon-tea 
  (about 3pm). This gives them only 4 hours to find 
  Kassimo and rerturn (as opposed to 6 hours).  
   
  Whatever the case, they had better get going … 
   
  Encounter Two 
   
  Read or paraphrase to the players : 
   
  Quickly, you gather yourselves up and set out 
  along the road from whence you came. The 
  place which Konky described they were 
  attacked is generally familiar to you: you 
  passed through here not more than two hours 
  ago 
  – 
  perhaps 
  just 
  before 
  the 
  attack. 
  Eventually you come to a place which fits the 
  young boy’s description. There are three 
  overgrown paths heading off the main road – 
  all leading up towards the Lower Clatspur 
  Ranges.  
   
  DM Note: This should be an appropriate moment 
  for PCs to do some Search checks. Add +2 
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  Page 9 
  
  circumstance bonus if the PC has the Track feat; 
  and another +2 if they have two or more ranks in 
  Survival. Both stack. 
   
  A DC 8 reveals some footprints in the dirt. A 
  scuffle has taken place here recently, and there 
  are cart tracks as well. 
  A DC 10 reveals that the footprints belong to one 
  human 
  adult, 
  one 
  human 
  child, 
  and 
  four 
  humanoids. A Knowledge (Local) DC 12 will 
  reveal 
  the 
  humanoid 
  tracks 
  to 
  belong 
  to 
  hobgoblins. 
   
  A DC 12 reveals that a small creek ran down the 
  side of this clearing. There appears to be straw 
  and various other brick a’ brac strewn beside the 
  creek and across the intersection. A Survival 
  check DC 10 will reveal that the bric a’ brac and 
  straw is the kind usually found in the homes of 
  badgers. A Search check reveals no sign (yet) of 
  any badgers. 
   
  A DC 14 reveals that the cart, human, and 
  humanoid tracks lead up the middle path. The 
  tracks of the boy lead down the main road towards 
  the Konstuurm. 
   
  Note: If the party don’t see which way the tracks 
  lead (ie. they go on the wrong trail); then they will 
  eventually come across the hobgoblins, but they 
  will waste one hour of time. Make a note of it.  
   
  However, just as the PCs are about the walk up 
  the trail, get everyone to make a Spot check (DC 
  17). Those who fail are surprised by two angry 
  badgers who have returned to their nest to find it 
  destroyed. They think the party are responsible. 
  The badgers are very cranky and attack without 
  fear or favour! 
   
  APL 2 (EL 1) 
  Badgers, Angry (2): hp 8 each. See Monster 
  Manual 3.5 Edition, p.268. Because the badger’s 
  nest has been destroyed, treat them both as being 
  affected by Rage (described in the Monster 
  Manual). Their hit points have already been 
  recalculated above. 
   
  Of course, parties with druids and rangers might 
  try to calm the badgers or befriend them. This can 
  be attempted at no penalty. The badgers do not 
  have to die if the party don’t want them to. 
   
  Treasure : None. 
   
  After this, the party is free to journey up one of the 
  trails into the Lower Clatspur Ranges. 
   
  Encounter Three 
   
  Read or paraphrase to the players: 
   
  The trail which you embark upon leads 
  gradually, and gently, upwards. Before too 
  long, the trail leaves the Ferronwold, and 
  begins 
  to 
  meander 
  steeply 
  through 
  the 
  increasingly rocky outcrops (surrounded by 
  glades of forest) which make up the Lower 
  Clatspur Ranges. After an hour, you smell the 
  familiarity of a campside fire … burning 
  somewhere about 100 feet ahead of you along 
  the trail … 
   
  The DM should refer to Map #2 at this point. 
  He/she might like to draw the hobgoblin camp on a 
  battlemat, or prepare a template for this encounter 
  beforehand. 
   
  Smart parties will smell trouble and send a single 
  scout up ahead to survey the scene. A Move 
  Silently check (DC 8) will ensure that the scout 
  arrives and returns without being heard by the four 
  hobgoblins in the camp. The scout will see four 
  hobgoblins sitting around a campfire cooking what 
  appears to be a rump of horse-flesh. Nearby, is a 
  dead horse – now carved up in a clumsy manner. 
  The campfire appears to have been fuelled by 
  planks of wood ripped off a medium-sized cart, 
  which lies in pieces to the side of the camp. An 
  INT check DC 8 will allow the PC to twig that this 
  is most probably the dead horse and cart 
  belonging to the missing Kondrenaar.  
   
  The clearing is 90 feet square. The fire is in the 
  middle (with the 4 hobs sitting evenly around it 
  within 10 feet of the fire). The trail continues on up 
  a steep rocky incline.  
   
  Whole parties who walk forward without Moving 
  Silently (or who try to Move Silently but fail Vs 
  Hobgoblin Listen checks) will altert the hobgoblins. 
  If they can, the hobgoblins will hide behind trees 
  off the clearing, and wait until the party moves in 
  to survey the camp (Party Spot vs Hobgoblin Hide 
  checks). They will spring out and try to surprise 
  the party at an opportune moment. 
   
  Thus, quiet parties may surprise the hobgoblins. 
  Noisy parties will (most probably) be surprised by 
  the hobgoblins. It may even be that the original 
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  Page 10 
  
  scout alerts the hobgoblins and they attack 
  immediately (if they can). The DM will have to 
  wing this encounter – depending upon what tactics 
  both sides use to their advantage.  
   
  APL 2 (EL 2) 
   
  Hobgoblins (4): hp6 each. See Monster Manual 
  3.5 Edition p.153. 
   
  Development 
  If any hobgoblin is subdued and captured, he only 
  speaks goblin or hobgoblin. An Intimidate check 
  (DC 10) will have him reveal that there are eight in 
  the brigand. His four were to cook dinner whilst 
  the other four took the human and his smelly 
  heads up to the spooky monastery. He is scared 
  of the monastery. He hears screams come from 
  there at night, and the other hobgoblins say that if 
  you cross the wizard who lives there, he captures 
  you and forces you to live with him forever. But the 
  wizard pays them well to do odd jobs here n’ 
  there. So life’s not so bad. The other four 
  hobgoblins won’t be back for another few hours. 
  They left the camp about one hour ago. 
   
  Treasure 
  Each hobgoblin carries a longsword and a javelin, 
  and is wearing studded leather armor. There is a 
  half-cooked horse rump on the campfire. The cart 
  has been smashed up ready for use as kindling for 
  the fire. Off to one side are eight makeshift beds. 
  Next to each bed is a bundle of smelly clothes 
  ready for washing. A PC rifling through the clothes 
  will find a pouch with 30gp hidden in each bundle. 
  A Search check (DC 10) of the cart reveals that 
  there was once something in the cart (which has 
  now been removed). There is no sign of the 
  missing Kondrenaar; however, another Search 
  check (DC 14) will show four more hobgoblin 
  tracks leading further up the trail. There is one set 
  of human prints amongst these as well. The Track 
  feat and 2 ranks in Survival add +4 to this check. 
   
  APL 2–loot(14 gp), coin-(40 gp), magic-(0 gp). 
   
  Even if the PCs don’t find the tracks, there is really 
  only one way forward … up. From here on, the 
  trail is narrow and rocky. No horse, not even a 
  Perrenland-bred pony, will go up here under any 
  circumstances. This is why the horse and cart was 
  discarded by the hobgoblins. The PCs may safely 
  leave any mounts tied up here. They will be there 
  upon the PC’s return. 
   
  Encounter Four 
   
  Read or paraphrase to the players: 
   
  The narrow, rocky trail soon leaves behind the 
  connifer forests, and enters a bleak, upward 
  climb 
  which 
  only 
  occasionally 
  affords 
  glimpses back towards the Ferronwold and the 
  beautiful expansive Lake Quag – the second 
  largest lake in all the Known World. Then, 
  almost abruptly, you come over a crest to see 
  a flattened area. Although the trail continues 
  onward and upward, in front of you is a little 
  wooden hut with smoke coming from a brick 
  chimney. There is a nice flower garden around 
  the hut, and a tatty tabby cat sits on the roof 
  (clearly so that it can’t be reached by passing 
  hobgoblins) … 
   
  This is the hut of Old Jammul, an outcast lizardfolk 
  who was a member of the Quagaloogal lizard tribe 
  (which normally resides in the swamps around the 
  foreshores of Lake Quag). He is very old, nearly 
  blind, and practically deaf; which is why he didn’t 
  see or hear the hobgoblins pass by with the 
  missing Kondrenaar. He is also asleep. 
   
  A Listen check (DC 12) will reveal loud, “grunting” 
  snoring coming from inside the hut. One grunt 
  even makes the cat yowl and arc up. A Spot check 
  in through a window (DC 12) reveals a single 
  humanoid figure curled up in a bed with a blanket 
  over itself (snoring). There is a nightcap on it’s 
  head with a pom pom which bounces up and 
  down in time to the snoring. From outside, the PCs 
  can’t see the face or figure of the humanoid. 
   
  The PCs will have to knock VERY loudly on the 
  door. Old Jammul will have to make a Listen 
  check (DC 15) in order to hear. Give the PCs 
  three chances to knock, otherwise they’ll have to 
  break in (Open Lock, DC 15), or break the door 
  down (AC 10, Hardness 5, hp10). If they break the 
  door down, or smash a window (they’re locked 
  too), Old Jammul will wake up and scream. The 
  scream (and sudden surprise) will cause him to 
  have a heart attack and drop immediately to –1 hit 
  points. If not healed within 5 rounds he dies. Full 
  stop.  
   
  If the PCs are cautious, he can be woken carefully 
  (without giving him cardiac arrest). Upon him 
  waking, he will look up and pull back the blanket. 
  The DM should read: 
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 11 
  
  Before you lies a tall, wrinkled, naked male 
  humanoid with a wooly nitecap and pom pom 
  on his head. He is a cross between a human 
  and a lizard. He has clawed hands, a long tail, 
  and a mouth which might have (once upon a 
  time) contained sharp, mighty teeth. Now, it is 
  a gaping, gummy maw … opened half in 
  wonder, and half in fright. His eyes appear to 
  be having trouble focussing on you … 
   
  Once he has woken up, Old Jammul is quite 
  pleased he has friendly visitors. He speaks loudly 
  in broken Common Tongue (he’s nearly deaf). If 
  the PCs are unfriendly, or speak in stern voices, 
  he will get scared and ask them to leave. If they 
  refuse, he becomes agitated. If they intimidate him 
  more, he has a heart attack and goes to –1 (as 
  above).  
   
  If the PCs ask Jammul what he is doing here, he 
  will tell them that he is a Quagaloogal Lizard folk 
  who was outcast from his tribe over 50 years ago. 
  His crime was that he fell in love with the same 
  female which the tribal chief was chosen to marry. 
  When they consecrated their love in secret, they 
  were later found out. She was executed. He was 
  bannished – never to live again upon the 
  Ferronwold.   
  Apart from a weekly visit from an old friend from 
  Aerden who passes on gossip from the outside 
  world, and brings him food and water; he rarely 
  gets to see anybody. He encourages the PCs to 
  stay for lunch (there’s a nice smelling stew 
  simmering in a pot on the stove under the 
  chimney).  
   
  If the PCs did not placate Mammoulia back in 
  Encounter One, then an INT check (DC 5) has 
  them realise that they have no time to stop for 
  lunch, or ask Old Jammul any more questions. If 
  they leave and return later, Old Jammul has gone 
  for his afternoon walk down in the forest (and they 
  do not meet him again). Because these PCs do 
  not stop for lunch, they will now become fatigued 
  (see DMG) until the end of this adventure (unless 
  they have Lesser Restoration or some other 
  means of getting their energy back). Eating whilst 
  walking is not good enough in this rocky, difficult 
  terrain. 
   
  Most PC’s, however, will realise they they should 
  stop for 20 minutes because they are getting 
  hungry (and will become fatigued very soon if they 
  do not stop briefly). Old Jammul will quickly grab 
  some plates (though he drops one); and slops 
  some very tasty stew on each PC’s plate (though 
  one poor PC gets it in his/her lap – Fort Save DC 
  10 or take 1d4 damage). Jammul chatters non-
  stop whilst he serves, so encourage PCs to ask 
  him questions whilst lunch is prepared, etc. 
   
  What 
  If 
  PCs 
  Ask 
  Jammul 
  About 
  The 
  Hobgoblins Or What’s Up The Trail? 
   
  Jammul has been asleep since he put his stew on 
  to simmer about 2 hours ago. He has seen or 
  heard anything or anyone. He has, however, seen 
  and heard different things over the last year or 
  two. 
  Two years ago, a deserted monastery which was 
  once dedicated to Nerull was reinhabited by a 
  wizard whose name Jammul does not know. 
  Jammul 
  has 
  heard 
  that 
  the 
  wizard 
  is a 
  necromancer who works for an evil underground 
  organisation called “The Dark Wave Crime 
  Syndicate”. This organisation is said to have it’s 
  headquarters in Traft City, but nothing has yet 
  been uncovered. Over the last year, Jammul has 
  seen and heard groups of hobgoblins coming and 
  going from the old monastery. Jammul is sure he 
  has seen a number of humans tied and bound, 
  walking with the hobgoblins. They were probably 
  kidnapped. None of the bound humans have ever 
  been seen again. Jammul has not been up to the 
  monastery for over 10 years, but he remembers it 
  has a very high fence and a big iron gate out the 
  front. This trail leads directly to the big gate. There 
  is no other way to get to the monastery. 
   
  The wizard and the hobgoblins leave him alone 
  due to a fortunate superstition held by hobgoblin 
  tribes in this region: if you murder an outcast, you 
  yourself will become one. As hobgoblins treat 
  such a fate as worse than death, Jammul has 
  managed to stay alive and unharmed. 
   
  Jammul Will Ask The PCs What Is Happening 
  In The Outside World 
   
  Over lunch, Jammul will question the PCs about 
  the outside world. As the PCs are new to 
  adventuring, they shouldn’t know much. But Old 
  Jammul has been hearing things from his friend in 
  Aerden. At an opportune moment, Old Jammul 
  tells the PCs what he knows about what is going 
  on in Perrenland and the wider Flanaess (incl. the 
  ether threat). The information encompasses 
  narrative from 591 and 592 CY (regional and core 
  adventures). 
   
  Give the party Player Handout #1 from the 
  Appendix. It is a good summary of Living 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 12 
  
  Greyhawk events up until the start of 593 CY (it’s 
  currently 594 CY). 
   
  After lunch, the PCs will be ready to thank Jammul 
  and head on up the trail in search of the missing 
  Kondrenaar. Proceed to Encounter Five. 
   
  Encounter Five 
   
  Read or paraphrase to the players: 
   
  The trail ahead steepens and becomes even 
  narrower. Eventually, you completely lose 
  sight of the connifer forests where the 
  hobgoblins camped, and you see no sign of 
  Lake Quag or the Ferronwold below. Now you 
  know for certain that you have left civilisation 
  behind. Now you are trekking in some of the 
  most dangerous terrain in all the Flanaess – 
  the mighty Clatspur Ranges! Soon, you find 
  yourselves 
  hugging 
  a 
  trail 
  which 
  runs 
  alongside a cliff-face (to your right), with a 
  drop of 50 feet down to another rocky ledge (to 
  your left). The path is 5ft wide. What is your 
  marching order, and are you taking any special 
  precautions? 
   
  The DM should refer to Map #3 at this point. 
  He/she might like to draw the narrow ledge on a 
  battlemat, or prepare a template for this encounter 
  beforehand. Ensure that you place the lead PC at 
  least 20 feet from the (T) Trap (so that the party 
  has a chance to a) Spot the lever in the wall which 
  activates/deactivates the sything blade; b) Search; 
  c) Disable the trap.  
   
  Let the PCs place figures down to demonstrate 
  their marching order. Make them paranoid. Play 
  up the cliff and the drop to the ledge below (fatal 
  for most 1st Level PCs). Paranoid PCs will lash 
  rope to themselves (and others). Make ‘em feel 
  their way along the ledge … 5ft square x 5ft 
  square. 
   
  When the front PC reaches the 5ft square in front 
  of the trap (T) then get him/her to make a Spot 
  check (DC 12) to notice a lever embedded into the 
  rock wall (down low). The lever is turned to the 
  RIGHT. Turning the lever to the LEFT deactivates 
  the sything blade. If the front PC fails the spot 
  check, the next in line can try (DC 14).  
   
  Similarly, a PC might SAY they are Searching in 
  the 5ft square inhabited by the trap. A Search 
  check (DC 21) will reveal the trap. A further 
  Disable Device check (DC 20) will prevent it from 
  activating. The PC finds a mechanism linked to a 
  lever in the wall (and so on). Stepping directly on 
  the 5ft (T) square will activate the trap (unless it 
  has been deactivated). 
   
  APL 2 (EL 1) 
   
  Sything Blade Trap: CR 1; mechanical; location 
  trigger; automatic reset; Atk +8 melee (1d8/x3); 
  Search DC 21; Disable Device DC 20. 
   
  The blade will shoot out from the wall and try to hit 
  the first person stepping into the (T) square. If the 
  blade misses, nothing happens except that it 
  swings forward, then swings back (and resets). 
  The PC must make a Balance check DC 8 in order 
  to step backwards to avoid it. A failed Balance 
  check means that the PC loses balance on the 
  ledge and topples over. Those PC’s not lashed by 
  rope (to another PC), get one chance for a PC in 
  the 5ft square behind them to reach out and grab 
  them (Reflex save DC 10). A successful grab 
  haults the PC back to safety. A failed grab means 
  the unbalanced PC falls 50 feet down to another 
  ledge (taking 5d6 damage – Fort save DC 10 for 
  half). The cliff can be climbed back up (Climb 
  check DC 10) quite easily. Those PCs who fall, but 
  are lashed are haulted back up, but take 1d4 
  damage from being scraped against the cliff-face 
  in the initial fall. 
   
  A Search check (DC 10) will now reveal the lever 
  in the wall. Once past the trap, the PCs see an 
  identical lever on the other side. They clearly 
  match. One lever deactivates the trap, the other 
  activates it again. Obviously, the hobgoblins and 
  the necromancer are aware of this. 
   
  Encounter Six 
   
  Read, or paraphrase, to the players: 
   
  As you press forward, the rocky ledge soon 
  widens a little and rises up over a small range 
  – heading further into the Lower Clatspurs 
  proper. After another 30 minutes, you crest a 
  hill and are greeted with a rather impressive, 
  but frightening sight: a huge, semi-deserted 
  monastery. Rising up out of the hilltop like a 
  monolith, the grey-walled edifice appears to 
  have two low-set buildings and one other with 
  a three-storey tower rising up out of it. There is 
  also a very high (60 feet) wall surrounding the 
  monastery. You cannot see beyond the wall, 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 13 
  
  but 70 feet up ahead, you see a large iron gate. 
  Exiting through the gate are four hobgoblins. 
  One of them looks like he is locking the gate 
  with a big copper key, whilst the others appear 
  to be readying themselves for the journey back 
  down the mountain … 
   
  Get all the players to make Move Silently OR Hide 
  checks Vs. the Hobgoblins Spot checks (at –2 
  because they’re not expecting anyone). This 
  means that the PCs may get a partial action each 
  during a surprise round; and only a few (or no) 
  hobgoblins will get to act in Round Zero. 
   
  After any partial actions are taken, roll for initiative 
  proper and have the hobgoblins attack the PCs. 
  They will use ranged weapons first (if they can), 
  then switch to melee weapons. 
   
   
   
  APL 2 (EL 2) 
   
  Hobgoblins (4): hp6 each. See Monster Manual 
  3.5 Edition p.153. 
   
  Treasure 
  Each hobgoblin carries a longsword and a javelin, 
  and is wearing studded leather armor. A PC rifling 
  through their clothes will find a pouch with 30gp on 
  each of the hobgoblins. The PC’s also find a big 
  copper key on the lead hobgoblin. This key opens 
  the gate into the monastery. 
   
  APL 2–loot(14 gp), coin-(40 gp), magic-(0 gp). 
   
  Encounter Seven 
   
  When the PCs get through the gate, they are free 
  to look around the semi-deserted monastery. 
  From where they are standing (the gate), they 
  certainly don’t see any movement at ground level. 
  Although the PCs don’t know it, the Kondrenaar is 
  in the tower room with the necromancer – bound 
  and gagged. The necromancer also has the 
  Kondrenaar’s sack of preserved heads with him as 
  well. 
   
  Any PC looking for hobgoblin tracks (Survival 
  check DC 14) will see them leading towards the 
  largest building containing The Tower.  
   
  The DM should now refer to DM Map #3 : The 
  Zombie Monastery, as the PCs are likely to start 
  exploring. 
   
  Acolyte’s Quarters: This building has a wooden 
  door which is well padlocked (Open Lock DC 20). 
  There are four small windows (only large enough 
  for a small PC to climb through). The glass is 
  stained with pictures which depict scenes of 
  terrible slaughter and mayhem. If smashed (either 
  window or door), the room is empty except for 30 
  beds which are now rotten, smelly, and covered in 
  vermin droppings and cockroaches. Any sort of 
  “good hit” on the door or window will break it open. 
   
  Deserted Dining Hall And Kitchen: This building 
  has a wooden door which is well padlocked (Open 
  Lock DC 20). There are six small windows (only 
  large enough for a small PC to climb through). The 
  glass is stained with pictures which depict scenes 
  of gluttonous revelery mixed with debaucherous 
  and letcherous behaviour. If smashed (either 
  window or door), the room is empty except for two 
  long tables with about 40 chairs. All the wood is 
  rotting away. The kitchen is stripped bare. There is 
  nothing but broken cooking utensils in here which 
  are useless. Any sort of “good hit” on the door or 
  window will break it open. 
   
  The Tower Building 
  There are 13 steps leading up to the main doors of 
  the tower building. The steps themselves are 13 
  feet wide. Etched into the stone cornice above the 
  main double doors are 13 sculptures of tortured 
  faces: eyes gauged, tongues lolping, wounds 
  gaping. Upon examination of the double doors, it 
  appears that they are not locked. Stepping inside, 
  the PCs discover a small entry chamber. Ahead of 
  them is a room (with a wooden door) and a worn 
  sign on it which reads “Reception”. To their left is 
  an opening revealing a set of stone stairs going up 
  (most probably to the tower). To their immediate 
  right is another door with a sign that reads: “High 
  Monks Quarters Only”. Only if the PCs walk to the 
  right a bit further will they see a door with a sign 
  on it that reads: “Chapel”. 
   
  Reception:  
  This room appears to have once been an office of 
  sorts. Everything is wrecked and littered in here 
  with overturned desks and cupboards (containing 
  nothing of interest). As soon as any PC steps into 
  the room and goes up to either a desk or a 
  cupboard, a Zombie Monk rises up to attack! It’s 
  movements will indicate that it definitely knows 
  martial arts! The zombie is dressed in black and 
  has a balaclava over its head. As soon as a PC 
  strikes it with a successful hit, the balaclava falls 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 14 
  
  off to reveal a face which is pale, eaten away, and 
  definitely not living (in the true sense of the word!). 
   
  APL 2 (EL 1) 
   
  Zombie Monk (1): hp11. See Appendix III for 
  statistics. Remember that these undead are 
  considered as having 1HD in respect to turning 
  undead. These zombies would normally be CR 2 
  (with 21 hit points), but they are decaying away for 
  some unknown reason. 
   
  If no PC enters this room, then the Zombie Monk 
  will be waiting for the PCs (wth any other 
  undefeated Zombies) as they go to leave this 
  building after they rescue the Kondrenaar. 
   
  Treasure: None. 
   
  High Monks Quarters: 
  Opening this door reveals a room with 10 
  overturned 
  beds, 
  and 
  several 
  overturned 
  cupboards. There is nothing of value in any of 
  these, but any PC going in and checking out a bed 
  or cupboard will alert a Zombie Monk who will rise 
  up and attack! It’s movements will indicate that it 
  definitely knows martial arts! The zombie is 
  dressed in black and has a balaclava over its 
  head. As soon as a PC strikes it with a successful 
  hit, the balaclava falls off to reveal a face which is 
  pale, eaten away, and definitely not living (in the 
  true sense of the word!). 
   
  APL 2 (EL 1) 
   
  Zombie Monk (1): hp11. See Appendix III for 
  statistics. Remember that these undead are 
  considered as having 1HD in respect to turning 
  undead. These zombies would normally be CR 2 
  (with 21 hit points), but they are decaying away for 
  some unknown reason. 
   
  If no PC enters this room, then the Zombie Monk 
  will be waiting for the PCs (wth any other 
  undefeated Zombies) as they go to leave this 
  building after they rescue the Kondrenaar. 
   
  Treasure: None. 
   
  The Chapel: 
  Opening this door reveals a small chapel which 
  might seat about 50 monks. All the pews have 
  been overturned, and a broken altar stands on a 
  10ft x 10ft pedestal against the far wall opposite 
  the door. Any PC going in to check out the alter 
  will find that a Zombie Monk rises up to attack! It’s 
  movements will indicate that it definitely knows 
  martial arts! The zombie is dressed in black and 
  has a balaclava over its head. As soon as a PC 
  strikes it with a successful hit, the balaclava falls 
  off to reveal a face which is pale, eaten away, and 
  definitely not living (in the true sense of the word!). 
   
  APL 2 (EL 1) 
   
  Zombie Monk (1): hp11. See Appendix III for 
  statistics. Remember that these undead are 
  considered as having 1HD in respect to turning 
  undead. These zombies would normally be CR 2 
  (with 21 hit points), but they are decaying away for 
  some unknown reason. 
  If no PC enters this room, then the Zombie Monk 
  will be waiting for the PCs (wth any other 
  undefeated Zombies) as they go to leave this 
  building after they rescue the Kondrenaar. 
   
  Treasure: None. 
   
  Steps Going Up To The Tower 
  The steps going up to the top of the tower are 5 
  feet wide. There are two “landings” on the way up. 
  It takes 2 rounds to get from one landing to 
  another due to the precipous nature of the ruined 
  steps (which are crumbling away). Each landing is 
  30 feet x 30 feet round. On the second landing, 
  have the PCs make a Listen check DC 12. Those 
  who succeed will hear manaical laughter coming 
  from above, mixed with muffled cries (as if coming 
  from someone who has been gagged). If the party 
  charge 
  up 
  the 
  steps, 
  then 
  Beloch 
  (the 
  Necromancer) will automatically hear the PCs 
  coming and cast Mage Armor (Round 1) and 
  Summon Monster I (Round 2) in preparation. If the 
  party tries to sneak up the stairs, then have them 
  all make a Move Silently check Vs. Beloch’s Listen 
  check. Choose one(1) of the following outcomes : 
   
  �  If Beloch Hears The Party And 
  Prepares 
   
  As soon as the party come within 5 feet of the top 
  of the tower stairs, a summoned Medium-size 
  Monstrous Scorpion appears and attacks. Give 
  the poor PC out front a Spot check Vs. Scorpion 
  Hide check in order to not be surprised. 
   
  Monstrous Scorpion, Medium-size (1): hp 13. 
  See Monster Manual 3.4 Edition p.287. 
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 15 
  
  After the scorpion is defeated, the PCs are ready 
  to face-off against Beloch … 
   
  Read or paraphrase the following as soon as the 
  first PC steps up into the room at the top of the 
  tower : 
   
  The room at the top of the tower is 30 feet in 
  diameter. Over to your right (15 feet away) you 
  see a man bound and gagged … sobbing 
  uncontrollably in absolute fear. He is dressed 
  in the traditional colours of the Oostmeeren 
  family clan. Over to your left (15 feet away) you 
  see a tall bald-headed man with a long 
  drooping moustache and a plaited goatee. He 
  is dressed in wizardly robes. He is holding a 
  knife in his left hand up against a rope which is 
  attached to a sack suspended over a boiling 
  cauldron. He laughs maniacally and says to 
  you: 
   
  “Come any closer, or make any move against 
  me, and I will cut this rope. If I do, your Clan 
  Kondrenaar will lose all of his precious heads. 
  Of course, so will I … but they’re worth more to 
  him than they are to me …” 
   
  The party can talk to Beloch. He will introduce 
  himself and, if asked, provide the reason why he 
  kidnapped the clan kondrenaar : 
   
  BELOCH: “I am doing some research for a 
  secret organisation of evil … known as The 
  Dark Wave. Don’t bother asking anything 
  about it, as I won’t tell you. My research 
  involves turning humans who are already 
  trained monks – into zombies! Bwhaaaaa!!! 
  [laughs maniacally] However … those few 
  zombies which I have created so far, have 
  strangely begun to rot and lose their efficacy. I 
  heard your clan kondrenaar had developed a 
  balm which they use to preserve their precious 
  heads. So I decided to kidnap one of them so 
  he could tell me the formula. This gentleman 
  has been extremely helpful. I now have the 
  formula. And I am no longer in any need of 
  him. Take him away. But his heads stay with 
  me … as insurance against any reprisals … 
   
  Beloch is telling the truth and is true to his word. 
  The party may rescue Kassimo without any attack 
  from Beloch – and leave. They will, however, not 
  be rewarded by the Oostmeerens as they left the 
  heads behind. In fact, the Oostmeerens will now 
  lose the kondsturm to the Roodbergs. One of them 
  will lose his/her head … 
   
  If the party decide to attack Beloch, then play it 
  out. Roll for Initiative. On his turn, if able, Beloch 
  will cut the rope and cause the heads to fall into 
  the cauldron. The heads will take 2 rounds to ruin. 
  Anyone grabbing the heads with their hands from 
  the cauldron (even with gloves on) takes 2d6 
  damage (Fort Save DC 12 for half). Anyone trying 
  to pry the heads out with a stick, pole, or bucket 
  takes 1d8 splash damage (Fort Save DC 12 for 
  half).  
   
  Beloch, Mad Wizard, Wiz3: hp XX; See Appendix 
  III for statistics. 
   
  �  If Beloch Does Not Hear The Party 
  And Does Not Prepare 
   
  In this case, the PCs will surprise Beloch. Read or 
  paraphrase the following as soon as the first PC 
  steps up into the room at the top of the tower : 
   
  The room at the top of the tower is 30 feet in 
  diameter. Over to your right (15 feet away) you 
  see a man bound and gagged … sobbing 
  uncontrollably in absolute fear. He is dressed 
  in the traditional colours of the Oostmeeren 
  family clan. Over to your left (15 feet away) you 
  see a tall bald-headed man with a long 
  drooping moustache and a plaited goatee. He 
  is dressed in wizardly robes. He is laughing 
  maniacally and appears to be taunting the 
  victim with a knife. To his left is a sack 
  suspended by a rope over a boiling cauldron. 
   
  DM Note: At this point, ask the first PC into the 
  room to tell you what he/she is doing. If they 
  quietly relay what they see to the others, then ask 
  the others what they do. Every PC who is aware 
  gets a surprise action (one Move OR Attack 
  action).  
   
  Of course once this is over, Beloch will react. If no-
  one has attacked him, he will say: 
   
  “Come any closer, or make any move against 
  me, and I will cut this rope. If I do, your Clan 
  Kondrenaar will lose all of his precious heads. 
  Of course, so will I … but they’re worth more to 
  him than they are to me …” 
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 16 
  
  The party can talk to Beloch. He will introduce 
  himself and, if asked, provide the reason why he 
  kidnapped the clan kondrenaar : 
   
  BELOCH: “I am doing some research for a 
  secret organisation of evil … known as The 
  Dark Wave. Don’t bother asking anything 
  about it, as I won’t tell you. My research 
  involves turning humans who are already 
  trained monks – into zombies! Bwhaaaaa!!! 
  [laughs maniacally] However … those few 
  zombies which I have created so far, have 
  strangely begun to rot and lose their efficacy. I 
  heard your clan kondrenaar had developed a 
  balm which they use to preserve their precious 
  heads. So I decided to kidnap one of them so 
  he could tell me the formula. This gentleman 
  has been extremely helpful. I now have the 
  formula. And I am no longer in any need of 
  him. Take him away. But his heads stay with 
  me … as insurance against any reprisals … 
   
  Beloch is telling the truth and is true to his word. 
  The party may rescue Kassimo without any attack 
  from Beloch – and leave. They will, however, not 
  be rewarded by the Oostmeerens as they left the 
  heads behind. In fact, the Oostmeerens will now 
  lose the kondsturm. 
   
  If the party have attacked (or decide to attack) 
  Beloch, then play it out. Roll for Initiative. On his 
  turn, if able, Beloch will try to cut the rope and 
  cause the sack with the clan heads to fall into the 
  cauldron. The heads will take 2 rounds to ruin. 
  Anyone grabbing the heads with their hands from 
  the cauldron (even with gloves on) takes 2d6 
  damage (Fort Save DC 12 for half). Anyone trying 
  to pry the heads out with a stick, pole, or bucket 
  takes 1d8 splash damage (Fort Save DC 12 for 
  half).  
   
  APL 2 (EL 3) 
   
  Beloch, Mad Wizard, Wiz3: hp 15; See Appendix 
  III for statistics. 
   
  Treasure: There is a medium-sized chest in the 
  room. It is locked (Open Lock DC 14). It can also 
  be bashed open with a bludgeoning weapon (AC 
  5, hp15). Inside is the money which the Dark 
  Wave has paid Beloch for his efforts. There is also 
  a note. Should the PCs read the note, refer them 
  to Player’s Handout #2. 
   
  APL 2–loot(0 gp), coin-(292 gp), magic-(0 gp). 
   
  Questioning The Kondrenaar And Beyond 
  Kassimo Xisch will be grateful to be rescued, but 
  he will scold the party for being so careless as to 
  let his clan’s prize heads be destroyed (if that 
  event occurred). He will explain to the party that 
  one of the Oostmeeren aristocrats will now have to 
  die as a result of losing the heads. Of course, 
  some clever PCs may come up with the plan to cut 
  of Beloch’s head and the heads of the Zombies 
  downstairs … then try to Bluff the Oostmeerens 
  into thinking it is their heroic ancestors. If they try 
  this (and suceed at a Bluff check Vs. DC 14), then 
  the Oostmeers and Roodbergs will be fooled. The 
  Oostmeers will win. Later … like in 48 hours … the 
  Oostmeers will realise they’ve been duped … 
  Kassimo Xisch will be worried about his young 
  charge, Konky, and will ask if he is safe. Kassimo 
  will tell the party that they must get back to the 
  konsturm as fast as possible. 
   
  Downstairs In The Monastery On The Way Out 
  It is possible that PCs just went straight upstairs to 
  deal with Beloch, and did not fight all the Zombies. 
  When they come downstairs, any Zombies not yet 
  dead will be barring the exit … waiting to kill the 
  party!! 
   
  After all, this is a Zombie Monastery … <g> 
   
  Conclusion 
   
  In Conclusion, the party (hopefully) rescues 
  Kassimo and brings him back to the Oostmeer 
  Camp. If they have also rescued the precious 
  Heads (or something they want to Bluff as being 
  heads), the Oostmeers will give each party 
  member a 50gp bonus. Then the Kondsturm 
  begins. If Kassimo has his Heads, then the 
  Oostmeers win the Kondstrum. If Kassimo does 
  not have his Heads, then the Roodbergs win. 
  Either way, somebody loses his or her head (and it 
  is one of the nicer NPCs that the PCs meet earlier 
  in the scenario). Their head is taken and given to 
  the winning Kondrenaar. There is much cheering 
  and revelry. This should make the players quite 
  uneasy (even queasy), and give them something 
  to talk about and think about during future 
  adventures in Perrenland! 
   
  Depending on what the PCs do, read the following 
  at an appropriate moment: 
   
  �  If Kassimo Has Heads 
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 17 
  
        And so your party is invited to sit on the 
  sideline as the crowd anxiously gathers for the 
  kondsturm. Kassimo Xisch, Oostmeer, grabs 
  his sack and walks stoically out onto the field 
  between the two camps. There, he waits. The 
  Oostmeer 
  skatemguler 
  (a 
  screaming 
  old 
  woman who hurls abuse at her own side so 
  that they may be shamed into fighting harder) 
  begins to shout: “Kassimo! Your mother was a 
  a duck’s bum, and your father was a wilting 
  flower!” 
         
        After a minute, Kassimo is joined in a 
  similar fashion by the Roodberg kondrenaar, a 
  man called Blatheran Geisszer. Then, too, does 
  the Roodberg skatemguler start to hurl abuse 
  at her own representative. Her curses cannot 
  be repeated, as they are far too rude. 
   
        Then, to much cheering and raucous 
  rambunctiousness on the part of both sides, 
  each kondrenaar sings the praises of each 
  hero’s head … one at a time. Kassimo even 
  does a little dance as he sings with each head. 
  Blatheran stands on wood and dances in tight 
  clogs whilst clicking and clacking in a most 
  unusual way to the sound of his own voice. 
  The crowd applauds. 
   
        But finally, it is Kassimo Xisch who stirs 
  the crowd with his rendition of “Bubby Boy” a 
  moving song about a cow which belonged to 
  the head of a hero called “Krickett”. Amidst 
  tears and celebration, the Oostmeers are 
  deemed winners of the kondsturm!  
   
        Then, without further ado, Elania Treissen 
  (daughter 
  of 
  Mamoulia), 
  a 
  beautiful  
  aristocratic Roodberg, is brought forward to a 
  chopping block. She stoically bows her head 
  and pushes her collar back.  
   
        “Don’t miss, for Pelor’s sake, Stewie …” 
  she says. And then her head is chopped off. 
   
        The crowd goes wild. Kassimo scoops up 
  Elania’s head and holds it high. There are more 
  cheers, and celebrations. The Oostmeers have 
  won the day! The Oostmeers no longer have to 
  pay the road tax! 
   
        And as you all leave and head off towards 
  Schwartzenbruin, you cannot help but wonder: 
  maybe you should have left old Kassimo back 
  at the … Zombie Monastery. 
   
  �  If Kassimo Doesn’t Have Heads (Or Doesn’t 
  Return) 
   
        And so it is a sad day for the Oostmeers. A 
  message is sent to the Roodberg camp which 
  effectively deems the Roodbergs the winners 
  of the kondsturm! All the roodbergs cheer! 
  Then, the Roodberg kondrenaar, Blatheran 
  Geisszer, comes out into the middle of the field 
  between the two camps. He then, out of 
  respect, performs the routine which he had 
  practised, ready to compete against Kassimo. 
  This includes standing on wood and dancing 
  in tight clogs whilst clicking and clacking in a 
  most unusual way to the sound of his own 
  voice. The crowd applauds. 
   
        Then, 
  without 
  further 
  ado, 
  Marianna 
  Pfeiffer, the beautiful  aristocratic Oostmeer, is 
  brought forward to a chopping block. She 
  stoically bows her head and pushes her collar 
  back.  
   
        “Don’t miss, for Pelor’s sake, Stewie …” 
  she says. And then her head is chopped off. 
   
        The crowd goes wild. Blatheran scoops up 
  Marianna’s head and holds it high. There are 
  more cheers, and celebrations. The Roodbergs 
  have won the day! The Oostmeers must 
  continue to pay the road tax! 
   
        And as you all leave and head off towards 
  Schwartzenbruin, you cannot help but wonder: 
  maybe you should have done more to rescue 
  those heads back at the … Zombie Monastery. 
   
  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 roleplaying) to each 
  character. 
   
  Encounter Two 
  Deafeating or Calming the badgers : 30 xp 
   
  Encounter Three 
  Defeating the hobgoblins : 60 xp 
   
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 18 
  
  Encounter Five 
  Overcoming the trap without anyone taking 
  damage : 30 xp 
   
  Encounter Six 
  Defeating the hobgoblins : 60 xp 
   
  Encounter Seven 
  Defeating all three zombies : 90 xp 
  Defeating Beloch the Wizard : 90 xp 
   
  Discretionary roleplaying award 
  APL 2 90 xp 
   
  Total possible experience:   
  APL 2 450 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 treasure. 
   
  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 minutes 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 (i.e., 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 pieces 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 treasure from each encounter add it up 
  and that is the 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.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three:   
  APL 2–loot(14 gp), coin-(40 gp), magic-(0 gp). 
   
  Encounter Six: 
  APL 2–loot(14 gp), coin-(40 gp), magic-(0 gp). 
   
  Encounter Seven: 
  APL 2–loot(0 gp), coin-(292 gp), magic-(0 gp). 
   
  Total Possible Treasure 
  APL 2: L: 28 gp; C: 372 gp; M: 0 gp  - Total: 
  450 gp 
   
  Special 
  There are no Special Favors or Items allowed in 
  Introductory Modules. You will need to play a 
  sanctioned module (COR, IUZ, or PER) to get 
  access to these. 
   
  Items for the Adventure 
  Record 
  There are no Items allowed on the AR of 
  Introductory Modules. You will need to play a 
  sanctioned module (COR, IUZ, or PER) to get 
  access to these. 
  ________________________________________ 
  PERIS4-02 Zombie Monastery v1.2 
   
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  Appendix I 
  DON’T LOOSE YOUR HEAD  
  The history of head-taking in 
  Perrenland 
  By Patrick Williamson, Mark Somers, and Wes 
  Nicholson 
   
  “Ornhulf Weisspeer you’re nothing but the son of 
  a Uitlander trollsop fostered onto a weak and 
  pathetic clan” bellowed Iringal Hussen across 
  the battlefield.  Ornhulf paused in hacking his at 
  Hussen opponent’s shield as around him each 
  side took a pause recognising the opening lines 
  of a “Skam-Oost” or calling out.  
  “Well at least I don’t have any Orc blood 
  polluting my bloodline, and my father was 
  legitimate… you half-breed blaggard” replied 
  Ornhulf after a moment’s reflection.  For the next 
  minute as each man exchanged insults the two 
  clans drew apart reforming themselves into 
  separate battle lines as their champions 
  approached each other.  Finally, Ornhulf, who 
  had final right of say, called upon his Clan 
  Kondrednaar to set a time and place for 
  “Kondsturm”, or “the battle for the head”. 
   
  One of the stranger traditions in Perrenland is 
  the practice amongst the clans of “head taking”. 
   This practice, according to the lore keepers, 
  has been passed down from the Ur-Flan culture 
  that used to dominate the region before the 
  great migrations; a culture that, rather than 
  vanishing, has simply adapted into what 
  Perrender society is today.   
   
  The Kondsturm is responsible for the ongoing 
  nature of inter-clan rivalry, and the main reason 
  why pitched battles are generally called off and 
  resulting casualties keep low.  Perrenders 
  consider a battle between champions to resolve 
  a current issue to be the best and most 
  honorable test of a clan’s rights.  It could be 
  perceived by the less well educated that, to 
  Perrenders, the Kondsturms are all but a series 
  of ongoing, but deadly, games - played out see 
  who is the best, season after season.  The 
  matters 
  involved 
  often 
  seem 
  trivial 
  and 
  unjustified, and can range from “who has the 
  plowing rights to a few acres of fertile land on a 
  border” to “who actually owns that prize bull who 
  has been rustled countless times by each side”? 
   Simple matters mostly, but ones that can 
  quickly cause damage if not settled quickly. 
   
  The Kondsturm ends in one side or the other 
  collecting a head and taking it back to the main 
  stadt associated with the head-taker.  Here, it is 
  presented to the Graf (noble) of the clan who in 
  turn hands it to his Konddrednaar (lore speaker) 
  so that it can be properly prepared for mounting 
  on the walls of the stadt.  The more famous the 
  head that is taken, the more prominently it is 
  displayed, and the less it is shrunk in the 
  preservation process.  The head becomes the 
  property of the clan whose hero claimed the 
  head, and its theft by the loosing clan is strictly 
  forbidden. Such an act would result in a major 
  loss of honour and perhaps even full scale inter 
  clan warfare.  Full-scale warfare between clans 
  is something each Kondrednaar is tasked to 
  prevent.  The most successful, and famous, of 
  them never allow blood to flow freely between 
  the clans if such a thing can be avoided. 
   
  To date, the most famous of all Kondsturm was 
  at the battle of Der Rood-Oosting (98 CY). 
  During this battle, the Kondrednaar of the 
  Vosser Clan convinced the Aerdi Roodberg 
  nation, 
  not 
  then 
  considered 
  a 
  clan 
  of 
  Perrenland, to participate in a mass Kondsturm 
  to determine who had ownership rights of the 
  fertile Velverdyva valley, south of the town of 
  Clatsberg.  Spurred on by their Kondrednaar, 
  the Vossers succeeded in taking several 
  hundred Roodberg heads that fateful morning.  
  This effectively drove the Aerdi invaders from 
  the land, much to the dismay of the Roodbergs 
  who, to this day, consider the heads taken in 
  that battle to have been taken under false 
  pretences.  
   
  Many foreigners new to the country are instantly 
  affronted by the heads, many of then centuries 
  old, that adorn the walls of Perrenlands clan 
  leaders stadts.  This may be one of the reasons 
  why Perrenland is still viewed as a barbaric 
  country despite evidence to the contrary.  
  Perrenders themselves get a macabre sense of 
  pleasure as they watch foreign dignitaries pale 
  and whisper about the practice amongst 
  themselves in their foreign tongues.  The 
  experienced foreign diplomat, however, knows 
  that the best way to gain a semblance of trust 
  amongst the clan leadership is to inquire about 
  the history of a particular head, or to comment 
  on the appearance of a new one.  This gives the 
  clan noble the opportunity to produce his 
  Kondrednaar, or clan lore speaker : a bard with 
  special skills and training in the preservation and 
  story keeping of the nobles’ heads.  The 
  PERIS4-02 Zombie Monastery v1.2 
   
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  Konddrednaar may even bestow the rare honour 
  on such visitors, by having the head, through 
  closely guarded magical secrets,  recall its own 
  glorious end! 
   
  The Skam-Oost or “Calling out” is a vital part of 
  the Kondsturm.  Traditionally, only Perrender 
  clan members can initiate a Skam-Oost and, 
  although not always directed against another 
  member of one of Perrenlands clans, it is rare 
  for a non-clan head to be considered worthy of a 
  Kondstur – and besides, they seldom stick to the 
  rules.  In game terms for LG Perrenland regional 
  scenarios, a PC who is a clan member can use 
  the Skam-Oost to draw out a significant clan 
  based NPC to single combat.  A breech of the 
  single combat nature of this event by a PC or 
  their party would result in exile from the region of 
  the entire group.  Most importantly if you loose 
  your head you cannot be raised.  The winner of 
  a Kondsturm has the right to claim the field, and 
  the other side must back down, revenge killings 
  are not allowed under Perrender law. 
   
  Clan Kondrednaar (Clan Lore 
  Speaker) 
  It is difficult to establish the true origins of the 
  Clan Kondrednaar. They seem to have been 
  around from times well before the establishment 
  of Perrenland as a nation. The connection of the 
  Kondrednaar to the dead might well stem from 
  ancient Ur-Flan practices. Little of these times 
  are understood even by those who are 
  Kondrednaar. Each of the modern Perrenese 
  clans has a history that extends deep into pre-
  Perrenland times. 
   
  The Kondrednaar of a Perrenese clan is a bard 
  with particular skills. More than just a clan 
  knowledge keeper, the Kondrednaar is a person 
  with a special affinity with his clan. He also has a 
  connection to the dead, divining knowledge from 
  the heads of the foes defeated in battle. 
   
  In times of clan fighting, the Kondrednaar uses 
  the heads of defeated foes to demoralise and 
  hurt his enemies and can summon the strength 
  of the clan spirit to aid him in battle. 
   
  Much of the Kondrednaar’s knowledge is little 
  understood in the current times. Some find the 
  ways of the Kondrednaar strange and archaic, 
  but when there is clan trouble, the Kondrednaar 
  is the one who can rally the clan warband, and 
  make the difference. The Kondrednaar has a 
  place in many rituals and gatherings of the 
  clans. The Kondrednaar of modern Perrenland 
  is an adviser to those clan leaders willing to 
  respect their ways. 
   
  Those who become Kondrednaar are those who 
  revere and study lore. A Kondrednaar will know 
  much clan lore and history. Many who become 
  Kondrednaar have studied in the temples of the 
  Old Kerk of Perrenland. Some of the ways of the 
  Kondrednaar have similar roots to those of the 
  Old Kerk. While the Old Kerk is an organisation 
  with temples and rules, the Kondrednaar have 
  no such organisation. 
   
  Much 
  of 
  the 
  knowledge 
  learnt 
  by 
  the 
  Kondrednaar has been passed orally for 
  generations and much has still not been put 
  down in writing. As well as knowing clan laws 
  and 
  history, 
  the 
  Kondrednaar 
  will 
  know 
  something 
  of 
  folklore 
  and 
  legend. 
  No 
  Kondrednaar will remain hidden amongst the 
  folk of a clan for long. Part of the duty of any 
  Kondrednaar is to remind the clan of its 
  illustrious history or fateful past with tale telling 
  and ballad singing. 
   
  The Kondrednaar exists not just for the past, but 
  also for the present and future. It is the 
  Kondrednaar who will pass on tales of today’s 
  heroes and villains of the clan to the next 
  generation. A clan leader will tread carefully 
  around the Kondrednaar for fear of offending 
  him and appearing in a bad light in the tales of 
  tomorrow. A Kondrednaar might have both 
  friends and enemies in his own clan. Generally 
  though, the Kondrednaar’s vitriol is reserved for 
  the enemies of the clan. 
   
  Each of the Perrenese clans will have its 
  Kondrednaar, and while in some ways opposed, 
  they all come from similar traditions and 
  background. A gathering of Kondrednaar from 
  different clans will be a noisy occasion. Not 
  warriors, but bards are the ones who become 
  Kondrednaar. 
  However 
  some 
  Kondrednaar 
  might have levels in fighter or priest or any of the 
  other classes. 
  PERIS4-02 Zombie Monastery v1.2 
   
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  Appendix II 
  DM Map #1: Map Of South Traft 
   
   
   
  It should be remembered by the DM that Perrenland is divided into a number of “mini-States” called 
  Cantons. This scenario is set in area called Traft Canton – which is on the north-eastern shore of Lake 
  Quag. This adventure, in particular, is situated near the Village Of Aerden (in the shadow of the snowy 
  Clatspur Ranges and a rumbling Mount Hellspaar volcano. To the west is the Lost City Of Dagovach – 
  recently uncovered by adventurers. It’s terrible depths have not yet been explored. To the south is the 
  Canton Of Clatspurgen and, if you were to follow the Quag Highway all the way, you would eventually 
  have to either go straight ahead (on to other lands), or take a right and follow the shores of Lake Quag 
  around until you got to the Perrenland capital, Schwartzenbruin. The road north goes through the Town 
  Of Niederschlauss, and eventually reaches the capital, Traft City (pop. 15,000). 
   
  The main clans who live in South Traft are the Roodbergs and the Oostmeers. Although they live side by 
  side, the Oostmeers have always considered that the territory belongs to them (whilst the Roodbergs 
  would like the territory for themselves – exclusively). The humans who live here are very “Scandinavian” 
  in their way of life, and their language inflection of Common resembles that of a Swiss, Danish, or 
  Swedish person of our own Earth culture. The Roodbergs tend to be abrupt and formal, whilst the 
  Oostmeers are generally softer spoken, friendlier, and more tolerant of others (including other races). 
  PERIS4-02 Zombie Monastery v1.2 
   
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  DM Map #2: Hobgoblin Camp 
   
   
   
  1. The Campfire around which four hobgoblins sit. 
  2. The Cart which belonged to the Kondrenaar (it’s now all smashed up) 
  3. Camp Beds (very rough) 
  4. The direction from which the PCs come. 
  5. The road continues on to the Zombie Monastery 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PERIS4-02 Zombie Monastery v1.2 
   
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  DM Map #3: The Zombie Monastery 
   
   
   
  1. The PCs enter from this direction. This is the distance at which they first spot the Hobgoblins 
  leaving the monastery. 
  2. This is where the four hobgoblins are locking the gate when the PCs first spot them. 
  3. Acolyte’s Quarters 
  4. Dining Hall and Mess Area 
  5. Wide stone steps leading up to massive double doors. 
  6. Entry chamber. 
  7. Office (Zombie!) 
  8. High Monk’s Quarters (Zombie!) 
  9. Chapel (Zombie!) 
  10. The Tower. Druss Beloch can be found at the top of the tower. The square box signifies the 
  entrance at the top of the tower. See the descriptions in the scenario to place the occupants. 
   
   
   
   
   
   
   
   
   
   
   
  PERIS4-02 Zombie Monastery v1.2 
   
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  Appendix III 
   
  NPC And Monster Statistics
   
  Encounter Seven 
   
        Zombie Monk1: Male Human Commoner  
  CR 
  2; 
  Size: 
  M; 
  Type 
  Undead; 
  HD 
  (2d12)+(1d8)+3; hp 11; Init +0 (+0 Dex, +0 
  Misc); Spd (Walk) 30'; AC 14 (flatfooted 14, 
  touch 12), BA/G +5/+9; Atk *Slam +5 (1d6+4 
  20/x2); Full Atk *Slam +3/+3 Flurry Of Blows 
  (1d6+4 20/x2) SA: Flurry of Blows (Ex), Single 
  Actions Only (Ex), Stunning Fist attack 1/day 
  (DC 13); Vision: Darkvision (60'), Normal AL: 
  LN; Sv: Fort +2, Ref +2, Will +7; Str 18, Dex 11, 
  Con 10, Int 10, Wis 15, Cha 0. 
       Skills and Feats:  Balance +1, Hide +1, Listen 
  +3, Spot +3; Weapon Focus (Unarmed Strike). 
   
        Description: 
  Zombies 
  are 
  corpses 
  reanimated through dark and sinister magic. 
  These mindless automatons shamble about, 
  doing their creator's bidding without fear or 
  hesitation. Zombies are not pleasant to look 
  upon. Drawn from their graves, half decayed 
  and partially consumed by worms, they wear the 
  tattered remains of their burial clothes. A rank 
  odor of death hangs heavy in the air around 
  them. Because of their utter lack of intelligence, 
  the instructions given to a newly created zombie 
  must be very simple, such as "Kill anyone who 
  enters this room." The statistics block describes 
  zombies with humanlike forms. Zombies with 
  different forms may have different statistics. 
        Combat: Zombies hammer enemies with 
  their unnaturally strong fists. Because zombies 
  move 
  so 
  slowly, 
  however, 
  experienced 
  adventurers have little trouble dealing with them. 
        Special Qualities: Undead: Immune to mind-
  influencing effects, poison, sleep, paralysis, 
  stunning, and disease. Not subject to critical 
  hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. 
         Partial Actions Only (Ex): Zombies have 
  poor reflexes and can perform only partial 
  actions. Thus they can move or attack, but can 
  only do both if they charge (a partial charge). 
   
   
   
   
        Druss Beloch, Mad Wizard Male Human 
  Necromancer3  CR 3; Size: M Type Humanoid; 
  HD (3d4)+3; hp 15; Init +2 (+2 Dex, +0 Misc); 
  Spd Walk 30'; AC 12 (flatfooted 10, touch 12), 
  BA/G +1/+1;  Atk Dagger +1 (1d4 19-20/x2) or 
  Dagger (Thrown) +3 (1d4 19-20/x2); SA: +2 
  bonus to Spellcraft when using Necromantic 
  spells; +4 to Concentration when in casting in 
  combat; Vision: Normal AL: LE; Sv: Fort +2, Ref 
  +3, Will +3; Str 10, Dex 15, Con 13, Int 16, Wis 
  10, Cha 9 
        Skills and Feats:  Concentration +7, Craft 
  (Alchemy) +9, Intimidate +2, Knowledge 
  (Arcana) +9, Listen +3, Spellcraft +11; Combat 
  Casting, Dodge, Mobility. 
        Possessions:   1 Dagger,  1 Outfit 
  (Scholar's), 
   
  Wizard Spells Known:  
   
  Level 0 Acid Splash, Arcane Mark, Dancing 
  Lights, Daze, Detect Magic, Detect Poison, 
  Disrupt Undead, Flare, Light, Prestidigitation, 
  Ray of Frost, Read Magic, Resistance, Touch of 
  Fatigue. 
  Level 1 Burning Hands, Cause Fear, Chill 
  Touch, Magic Missile, Ray of Enfeeblement, 
  Shield, Sleep, Summon Monster I. 
  Level 2 Blindness/Deafness, Ghoul Touch, 
  Scare, Scorching Ray. 
   
  Wizard Spells Learned:  
   
  Level 0 (5/day) (Save DC 13) : Acid Splash, 
  Daze, Flare, Ray of Frost, Touch of Fatigue. 
  Level 1 (4/day) (Save DC 14) : Cause Fear, 
  Magic Missile, Shield, Summon Monster I. 
  Level 2 (3/day) (Save DC 15) : Ghoul Touch, 
  Scare, Scorching Ray. 
  PERIS4-02 Zombie Monastery v1.2 
   
  Page 25 
  
   
  Player Handout #1 
   
  What’s Happened Over The Last Couple Of Years? 
  A Perrenland Primer As Told By Old Jammul in the scenario, Zombie Monastery 
   
        It is no secret that it is election time here in Perrenland. The Voormann (up until now), has been a 
  benevolent fellow by the name of Karenin Weisspeer (a member of the Weisspeer family clan which 
  resides mostly in and around the town of Krestible in the south of Perrenland). Karenin is well-known 
  across the Flanaess for upholding a pact of neutrality between Perrenland and Iuz during the Greyhawk 
  Wars (581-584 CY). This ensured that Iuz laid waste to all of Perrenland’s neighbours – but left 
  Perrenland untouched. Nobody knows just how Karenin upheld this deal with such a fiend, or what he 
  has continued to offer Iuz in return for Perrenland’s neutrality … 
        But there is no doubt that Iuz is intent on breaking the pact. In 591 CY, denziens of Iuz were 
  discovered in Schwartzenbruin (the capital), including a terrible demon which threatened to return. In 592 
  CY, Iuz did a deal with the Dark Wave Crime Syndicate (evil merchant-warriors who operate out of Traft 
  City). His plan was to smuggle cursed artefacts out of Traft to many good clerics across the Flanaess. 
  Once in their possession, Iuz himself would control the minds of these clerics, and thus turn all good 
  churches against their people. He even sent a white dragon, Glacialismagnificus, to guard the shipment. 
  But, once again, all the minions were defeated and the plot was spoiled. There have also been subtle 
  signs of Iuzian infiltration in the Sepia Uplands, where a sinkhole was found containing aranea who were 
  preparing the way for a much larger invasion. Thankfully, they too were extinguished. 
        Such infiltration has led to a rise in people speaking out about the so-called “pact-of-neutrality”. Many 
  say that the pact has brought peace and prosperity to Perrenland; whilst others argue that the pact has 
  merely served as a smokescreen which allows Iuz and his cronies to operate covertly, thus destroying 
  Perrenland from the inside. One outspoken leader, Hetmann Orgus Bildgear (of Traft) believes that 
  Perrenland should secure her borders and break the pact of neutrality with Iuz. At the end of 592 CY, the 
  1st Auszug (Army) marched into the Sepia Uplands, and took this area over “in the name of Perrenland 
  security”. This new canton has been named Vesbergen (after Bilgear’s mother, Vesbergen Bildgear). At 
  the same time a secret enclave of elves, known as “the Kershane”, made themselves known. Living high 
  in the Clatspur Ranges, these elves know that a time is approaching when their magic will be needed … 
        As a result, Orgus Bildgear has become very popular amongst the people of Perrenland – particularly 
  those people who would rather see Perrenland be more pro-active (as opposed to taking each day as it 
  comes). So, Orgus Bildgear has presented himself as a candidate for Voormann opposite Karenin 
  Weisspeer. The election is to be held early 593 CY (play the scenarios entitled “Wild Goose Chase”, 
  “Tinderbox”, and “Lost Souls”, and do not play “A Dark God’s Laughter” until you have played these).  
        Meanwhile, Voormann Karenin has his own problems. His daughter, Hanne, discovered that Karl 
  Hussen (another rival candidate) was gathering his own forces in order to put pressure on those who 
  might support Karenin (as opposed to himself). By using humanoids and assassins, Karl Hussen made 
  several attacks on the lives of key Weisspeer supporters and, whilst moderately successful, was 
  ultimately stopped and driven into the hills around a deserted mountain citadel called Kir Russ. On the 
  way out of town, he kidnapped the Voormann’s daughter, Hanne, and took her with him as a bargaining 
  chip at a later time. Although Kir Russ was raided by some adventuring parties, Karl Hussen escaped. 
  Many adventuring parties are still out searching for the new whereabouts of Hanne (and Karl) at the start 
  of 593 CY. 
        These searches have been hampered by bandit raids occurring at the base of the Yatil mountains. It 
  appears that the bandits (mostly undead and lycanthope types) are being led by a sorcerer who, as yet, 
  has eluded capture (play the scenarios “Highway Robbery” and “Battles In The Yatils”). 
        Finally, the Sturgenblood Totem (an ancient artefact designed to destroy the clans of Perrenland) has 
  been accidentally discovered. In 592 CY, adventurers travelled to the Lost City Of Dagovach in order to 
  find the first of two missing pieces of the totem. Once both pieces are found, the totem will open to reveal 
  a map which tells how and where the totem itself might be eventually destroyed (play the scenarios 
  entitled “The Yeti’s Tooth” and “The Hollows Unveiled”). 
  PERIS4-02 PERIS4-02 Zombie Monastery 
   
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  Player Handout #2 
   
  A Note To Beloch Found In His Lab At The Zombie Monastery 
   
  Beloch, 
   
  Those undead you sent us rotted 
  away after three months. What is 
  your problem? Find out how to 
  make them stay fresh. Our 
  employer, the old one, needs them 
  very soon! Do not fail us or you 
  die. Then we make an undead out of 
  you!  
   
  ~ the godfather 
  Dark wave crime syndicate 
  Secret headquarters 
  Traft city 
  PERIS4-02 PERIS4-02 Zombie Monastery 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER4-A02 - Zombie Monastery.pdf