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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 System license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run Dungeons & Dragons 
  game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2007 Wizards of the Coast, Inc. 
  Visit the Living Greyhawk website at www.rpga.com. 
   
   
  CGR7-02 
   
   
   
   
   
   
  The Silent Barracks 
   
  A Four-Round Dungeons & Dragons® Living Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  by Christian J. Alipounarian, Creighton Broadhurst, and Christopher Lindsay  
  Circle Reviewer: Creighton Broadhurst  
  HQ Reviewer: Chris Tulach 
   
   
  The discovery of a hidden staircase and the ruins of past battles lure brave adventurers ever deeper into the bowels of 
  Castle Greyhawk. What dangers (and treasures) lie hidden there in the wrack of past battles? A “Greyhawk Ruins” 
  adventure for characters level 1-7 (APLs 2-4) set in the Domain of Greyhawk. 
   
  Resources for this adventure [and the authors of those works] include City of Peril [Ed Stark], Complete Arcane [Richard 
  Baker],Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws], 
  Dungeonscape [Jason Bulmahn and Rich Burlew], Expedition to the Ruins of Greyhawk [Jason Bulmahn, James Jacobs, Erik 
  Mona], Greyhawk Ruins [Blake Mobley, Timothy B. Brown], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss], Libris Mortis [Andy Collins, Bruce R. Cordell], Player’s Handbook II 
  [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and The Adventure Begins [Roger E. 
  Moore]. 
   
   
   
   
   
  
  CGR7-01 Ruins of Discovery 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  event from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  Living Greyhawk campaign—a worldwide, ongoing D&D® 
  campaign set in the Greyhawk setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level™ gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the session Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the session DM. 
  You must be at least a Herald-Level GM to run this 
  adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second, players and DMs gain rewards for 
  sanctioned RPGA play if they are members of the Dungeons 
  & Dragons Rewards program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2008.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-sanctioned 
  event, reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Core adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant creature’s 
  stat block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  Along with this adventure, you’ll find a RPGA session 
  tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a Living 
  Greyhawk adventure record (AR). You need one copy of 
  this for each participating player. 
   
  LAYOUT AND ORGANIZATION 
  This adventure has several sections: 
  • 
  CGR7-02:1 Into the Silent Barracks: This section 
  contains the adventure text, all relevant stat blocks, 
  handouts, and maps. This is the first zone of the 
  adventure and contains a mixture of encounter traps 
  and scavenger monsters all lurking to catch unwary 
  adventurers. 
  • 
  CGR7-02:2 Pit of the Gouger: Much of this section of 
  the ruins are controlled by Uro’thon a huge, but 
  horribly dismembered, troll. Other parts of the 
  complex are plagued by strange magical affects. 
  • 
  CGR7-02:3 Convert and Die…or Vice Versa: This 
  part of the ruins is actually split into two sections. One 
  section, (Rooms 330 – 334) contains the living 
  remnants of a group of bandits that are licking their 
  wounds from a nasty encounter they had a couple days 
  back with the ghoul-lord Wraeth Blackstone. The 
  other section (Rooms 320, 325 – 329) contains Wraeth 
  himself, and many of the bandits who have become 
  ghouls themselves.  
  • 
  CGR7-02:4 Blackstone Crypt: This part of the 
  dungeon were claimed by the dwarven clan Blackstone 
  as somewhere to bury their dead. 
  • 
  Appendices: This section contains all the New Rules 
  Items required for this adventure as well as affiliation 
  briefing sheets and any other required generic 
  information. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To calculate the Average 
  Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  
  CGR7-01 Ruins of Discovery 
   
  Page 2 
  2. 
  Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. A player character 
  more than three levels higher than the APL at which the 
  adventure is played cannot participate. If a player character 
  is more than two levels away from the APL at which the 
  adventure is played, he suffers a 50% penalty to the amount 
  of gold and XP gained in the adventure. This simulates the 
  fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to reach 
  the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing this 
  adventure in 2008, check the current version of the LGCS 
  and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a “Greyhawk Ruins” adventure. Each “Greyhawk 
  Ruins” adventure comprises four distinct rounds (or zones), 
  set in the Domain of Greyhawk. Treat each adventure as a 
  separate round. Thus, it costs most characters 2 TUs to 
  participate in each round but characters with the Domain of 
  Greyhawk as their home region pay only 1 TU per round. 
  Characters must pay upkeep for each round in which they 
  participate. 
   
  Each round has its own AR. A character receives an AR 
  for a round at the end of the session in which he first earns 
  XP or gp from that particular part of the dungeon. Once a 
  character has received an AR for a zone, he may never again 
  adventure in that area.  
   
  A character can chose to explore all the rounds of this 
  adventure in a single (mega) session (equivalent to four 
  adventure rounds) or can chose to enter them one at a time 
  (taking up to four sessions to complete the entire 
  adventure). 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as may 
  be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by living 
  off the wild. If the character possesses four or more ranks in 
  Survival and succeeds on a DC 20 Survival check, he heals 
  temporary ability damage as if he had Standard Upkeep, 
  may refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). PCs may Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Read these notes before play begins. 
   
  GREYHAWK RUINS SOURCEBOOK 
  To play this adventure you also need a copy of the Greyhawk 
  Ruins Sourcebook. The sourcebook contains information 
  about the free city, its laws, and statistics for watchmen, and 
  the 
  like. 
  Download 
  the 
  map 
  free 
  from 
  www.wizards.com/default.asp?x=lg/welcome. The DM 
  should ensure that he reviews the city’s laws before play. 
   
  AFFILIATION BRIEFING SHEETS 
  Many of the PCs participating in this adventure will be 
  members of one of the free city’s affiliations (as detailed in 
  the Greyhawk Ruins Sourcebook). Before play begins, hand out 
  the relevant briefing sheet to each player. PCs not 
  belonging to any affiliation must determine for themselves 
  exactly why they are exploring the ruins. 
   
  ADVENTURE BACKGROUND 
  Momentous events once again threaten to overwhelm the 
  free city of Greyhawk. To the south, Turrosh Mak demands 
  peace with the Domain while bandits once again grow 
  emboldened by Greyhawk’s widely spread armed forces. 
  Indeed, some of these bandits have powerful friends within 
  the free city who manipulate the bandits for their own ends.  
   
  The rise of banditry has not gone unnoticed in the free 
  city. Many within the city grow concerned at the increase 
  of lawlessness in the Near Domain. Chief among these is 
  Eritai Kaan-Ipzirel, Matriarch of St. Cuthbert and member 
  of the free city’s Directing Oligarchy. Several weeks ago, she 
  dispatched Korenth Mauk, a trusted servant, to learn more.  
   
  Korenth’s investigations quickly bore fruit and he 
  swiftly came to the conclusion that the ruins of the 
  infamous Castle Greyhawk – only a few miles from the city 
  itself – was in some way connected to the rise of lawlessness 
  in the Domain. Unfortunately, his investigations drew the 
  attention of certain powerful individuals who were angered 
  
  CGR7-01 Ruins of Discovery 
   
  Page 3 
  at Eritai’s servant poking his nose into such sensitive 
  matters. Thus, Korenth had to die and was slain by a master 
  assassin two days ago. Korenth resisted mightily, however, 
  and the sound of battle alerted those staying in the nearby 
  rooms, so the assassin could not complete a thorough search 
  of the room, leaving vital evidence unrecovered. 
   
  In CGR7-01 Ruins of Discovery, the PCs uncovered 
  certain clues within Korenth’s room that led them to 
  discovery that his investigations centered around the ruins 
  of Castle Greyhawk. Setting out to the ruins, bandits beset 
  the PCs but were eventually slain. Once they reached the 
  ruins, they entered the War Tower after bargaining with the 
  Wartower Wardens. Exploring the dungeons, they 
  destroyed many foul creatures and odious individuals and 
  discovered that the bandits were in some way using 
  portions of the first level (and perhaps areas below) that as a 
  kind of base of operations. 
   
  In this adventure, the PCs return to the ruins to 
  uncover the true extent of the bandits’ control over the 
  subterranean levels of the War Tower. 
   
  INTRODUCTION 
  As the adventure opens, the PCs are in the Greyhawk City. 
  They could be at the Griffon’s Nest or at another venue. 
  Each of the PCs has been contacted by their affiliation and 
  asked to continue their investigation of the dungeons below 
  the War Tower (refer to the Affiliation Briefing Sheets for 
  more information). 
   
  Before play begins, hand out the affiliation briefing 
  sheets to the appropriate PCs and allow them time to 
  assimilate and discus the included information. PCs 
  without any affiliation score must decide why they want to 
  explore Castle Greyhawk; likely the lure of fame and wealth 
  have proved too strong to resist! 
   
  Again, you find yourselves in the Free City of 
  Greyhawk. Adventure beckons in the dark halls below 
  the ruins of Zagig’s old home and you have banded 
  together with several likeminded individuals.  
   
  Once the PCs have introduced themselves to each other, 
  proceed with the adventure. If the PCs wish to learn more 
  about the castle before setting off, proceed to encounter 
  one. Before setting out, the PCs have enough time to buy 
  consumable magic items, visit old friends, call in favors and 
  so on. If the PCs want to role-play the journey to the castle, 
  use encounter two. Once they arrive at the ruins, use 
  encounter three.  
   
  1: LEARNING MORE 
  Doubtless, at some point during the adventure, the PCs will 
  seek to learn more about Castle Greyhawk and other things 
  of interest. When they do so, consult the tables below to 
  determine exactly what they learn. 
   
  Characters with ranks in Knowledge (local: core) or 
  bardic knowledge can learn more Castle Greyhawk and its 
  environs. When a character makes a successful skill check, 
  the following lore is revealed, including the information 
  from lower DCs. 
   
  GETTING THERE 
  • 
  DC 10: Castle Greyhawk stands eight miles from the 
  city beyond the mighty Selintan. The safest and 
  quickest way to reach it is to follow Marsh Path across 
  Zagig’s Bridge. 
  • 
  DC 15: Most people avoid Zagig’s Bridge – some say it 
  is haunted or cursed. Several hovels have grown up 
  around the span, mainly populated by landless 
  immigrants from the Wild Coast.  
   
  CASTLE GREYHAWK  
  • 
  DC 10: The shattered stumps of the castle’s three great 
  towers are clearly visible from North Hills Park. There 
  are rumored to be at least 10 levels of dungeon below 
  each tower as well as strange portals to other planes. 
  The castle was abandoned in 421 CY after Zagig 
  disappeared. Only adventurers explore the ruins now.  
  • 
  DC 15: The three towers are known as the Tower of 
  War (to the east), the Tower of Power (to the west), and 
  the Tower of Magic (in the centre). 
  • 
  DC 20: Returning in secret, Zagig captured nine 
  demigods in the dungeons below his castle around the 
  turn of the century and used their power to propel 
  himself to godhood. 
   
  2: GETTING THERE 
  Use this encounter when the PCs decide to leave the city 
  and travel toward the ruins of Castle Greyhawk. This 
  encounter assumes that the PCs leave through Marsh Gate 
  (the gate nearest to Castle Greyhawk). If they leave through 
  another gate, modify the encounter as necessary. If time is 
  tight, skip this encounter. 
   
  For simplicity, assume that any PC with weapons that 
  had to be left with the City Watch did so at Marsh Gate. 
  Thus, as they leave the city they can retrieve their weapons 
  without any problems. The City Watch do not hinder the 
  PCs in any way as they leave.  
   
  Set just north of the junction between the city walls 
  and the Black Wall, Marsh Gate gives access to the southern 
  end of the Foreign Quarter. It is mainly used by wagons 
  bringing piles of waste to the city’s refuse tip, which lies at 
  Garbage Hill, outside the western walls. It is also common 
  to see funeral processions bearing bodies to the city’s 
  cemetery – also just outside the western wall. Those bound 
  for Castle Greyhawk leave the city by Marsh Gate, heading 
  along the river trail leading to Zagig’s Bridge. Two Watch 
  patrols guard the gate Read: 
   
  As you retrieve your weapons from the City Watch, 
  several large wagons laden with rubbish and filth pass 
  by on the way to Garbage Hill. Travelers, merchants, 
  and watchmen all get out of the way of the foul-
  smelling carts. 
   
  
  CGR7-01 Ruins of Discovery 
   
  Page 4 
  The PCs are free to leave the city.  
   
  DEVELOPMENT 
  Proceed to encounter 3. DM Maps 1 and 2 shows the 
  location of the ruins in relation to Greyhawk City. 
   
  3: THE RUINS 
  In this encounter, the PCs finally reach the ruins of Castle 
  Greyhawk and meet the Wartower Wardens. Use DM Map 
  5 to handle Encounters 10 and 11. Read: 
   
  A small, squat building stands just outside the 
  shattered ruin of the Tower of War. The building is of 
  grey stone and is obviously of much newer 
  construction than the surrounding ruins. A lone dwarf 
  sits outside, sitting on a shattered stone block. He is 
  smoking a long pipe.  
   
  When the PCs approach the dwarf or enter his field of 
  vision, continue:  
   
  At your approach, he looks up. “Well met, strangers. 
  You have the look of adventurers about you. Have you 
  come to try your luck in the War Tower? 
   
  This is Grebold Blitzhame (LN male dwarf fighter 5). A 
  member of the Wartower Wardens he shares this guard 
  duty with this brother, Thren (who watches here at night).  
   
  If the PCs confirm that they are here to explore the 
  War Tower, Grebold insists that they speak with Stillguar, 
  leader of the Wartower Wardens. Grebold calls inside and 
  presently, a grizzled dwarf emerges. If the PCs try to enter 
  the tower without speaking with Stillguar, the entire guild 
  turns out to stop them. See Development for more details. 
   
  Stillguar explains that the Wartower Wardens controls 
  access to the ruins and that to enter, the PCs must promise 
  to pay 25% of the treasure to the guild when they leave. To 
  facilitate this, the dwarves demand that they inventory the 
  PCs’ possessions and wealth so that they only tax what the 
  PCs find.  
   
  STILLGUAR 
  Short, stocky and heavily bearded this muscled dwarf 
  carries an axe at his side and has an air of authority 
  about him. 
   
  Attitude: Indifferent (PH 72). 
   
  What He Knows: See Learning More. 
   
  Background: Stillguar has dwelt here for two decades, 
  taxing adventurers seeking to enter the War Tower. In that 
  time he has seen many things and is happy to paint a lurid 
  picture of the terrors lurking in the dungeons below the 
  tower.  
   
   
  LEARNING MORE 
  The PCs may have some questions for Stillguar. His 
  responses to such questions appear below: 
   
  Have you seen any bandits around here? No. (A DC 
  20 Sense Motive check reveals that Stillguar is holding 
  something back. If the PCs push this point and threaten to 
  tell the free city’s authorities that bandits have been using 
  the tower, Stillguar drops his demand to 10% of treasure 
  found as long as they promise to keep the knowledge to 
  themselves. He denies helping the bandits but argues that 
  everyone should be allowed access to the ruins, no matter 
  their personal philosophy. 
   
  Has anyone recently entered the War Tower? A 
  small group of adventurers went into the tower two days 
  ago. They have not yet returned.  
   
  Why are you here? We of the Wartower Wardens 
  believe that much wealth lies unclaimed in the dungeons 
  below. We guard this entrance to claim a fair share. 
   
  How long have you done this? About 20 years. 
   
  DEVELOPMENT 
  If the PCs try to muscle their way into the tower without 
  speaking to, and making a deal with, the Wartower 
  Wardens twelve members of the guild emerge from the 
  guildhouse to stop the PCs. In total, the PCs are confronted 
  by 10 guards (LN male dwarf fighter 4) and 2 lieutenants 
  (LN male dwarf fighter 7). If combat ensues, use the 
  statistics starting on page 110 of the Dungeon Master’s Guide. 
  The dwarves beat the PCs unconscious, steal half their coin 
  wealth and deposit the PCs outside the ruins. 
   
  If the PCs agree to Sillguar’s demands, the PCs may 
  enter the dungeons. Proceed to the appropriate adventure 
  zone. If this is the PCs first visit to the Silent Barracks they 
  should ideally proceed to zone 1. If the bulk of the party has 
  already adventured there, though, but one or more of the 
  PCs has not, move immediately to the zone they wish to 
  investigate giving no details about the layout of zone one. 
  (In this situation it is assumed that zone one has been 
  temporarily cleared out). In summary, the zones are:  
  • 
  CGR7-02:1 Into the Silent Barracks: This section 
  contains the adventure text, all relevant stat blocks, 
  handouts, and maps. This is the first zone of the 
  adventure and contains a mixture of encounter traps 
  and scavenger monsters all lurking to catch unwary 
  adventurers. 
  • 
  CGR7-02:2 pit of the Gouger: Much of this section of 
  the ruins are controlled by Uro’thon a huge, but 
  horribly dismembered, troll. Other parts of the 
  complex are plagued by strange magical affects. 
  • 
  CGR7-02:3 Convert and Die…or Vice Versa: This 
  part of the ruins is actually split into two sections. One 
  section, (Rooms 330 – 334) contains the living 
  remnants of a group of bandits that are licking their 
  wounds from a nasty encounter they had a couple days 
  back with the ghoul-lord Wraeth Blackstone. The 
  other section (Rooms 320, 325 – 329) contains Wraeth 
  himself, and many of the bandits who have become 
  ghouls themselves.  
  • 
  CGR7-02:4 Blackstone Crypt: This part of the 
  dungeon were claimed by the dwarven clan Blackstone 
  as somewhere to bury their dead. 
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 2 
  CGR7-02:1 
   
   
   
   
  Into The Silent Barracks 
   
  By Creighton Broadhurst 
   
   
   
  ADVENTURE BACKGROUND 
  The Silent Barracks comprise the second dungeon level 
  below the Tower of War. This level is a complete ruin. 
  Originally made to service the troops above, it was laid 
  waste during battles between clerics of Nerull and the 
  humanoid followers of Vaprak. Many of the monsters 
  dwelling here now have been forced out of the deeper 
  levels by the constant warfare continuing there. 
   
  A small band of bandits has also set up a small fortress 
  here (zone three) which they use to store and sort the many 
  items they have acquired from the Near Domain. These 
  bandits had some small level of control over some portions 
  of the dungeon and have set some traps to control the 
  scavengers endemic here and the passage of meddlesome 
  adventurers. However, the sudden emergence of packs of 
  undead from the lower levels has broken their hold over 
  much of the dungeon.  
   
  ADVENTURE SUMMARY 
  In this adventure, the PCs first enter the Silent Barracks 
  and begin their exploration of that level. A mix of 
  scavengers that prey on passing adventurers and the like 
  mainly inhabits the many chambers and passageways here. 
  The monsters and challenges they face include: 
   
  1-01: A hidden pit has been set to catch the unwary.  
   
  1-03:  This area contains a cleverly trapped statue. Once 
  activated, torches set in the surrounding walls hurl fire and 
  ice at would be thieves. 
   
  1-04: A small pack of darkmantles hides in the 
  chamber above and attack any adventurers reaching this 
  area. 
   
  1-07: A trash-filled chamber containing one or more 
  carrion crawlers and the entrance to several other areas 
  awaits the PCs here. 
   
  Once the PCs have explored this zone of the dungeon they 
  will discovered how to get to zones two and three. Zone 
  four is only accessible from zone three. 
    
  PREPARATION FOR PLAY 
  This should be the first zone that the PCs play in this 
  adventure. If it is not, gloss over the party’s progress 
  through this portion of the dungeon, describing the various 
  chambers extremely vaguely. Scavengers and such inhabit 
  this portion of the dungeon so when the PC returns to 
  adventure in this area simply assume that the monsters 
  described herein are recently arrived in the area. Similarly, 
  previous adventurers did not trigger the encounter trap in 
  area 103 – perhaps they believed the statue was too 
  obviously a trap. 
   
  INTRODUCTION 
  Once the PCs have reached the War Tower and have 
  negotiated their way past the Wartower Wardens, the 
  adventure proper begins. If the players are handling this 
  adventure in more than one session, use this section each 
  time, but paraphrase its contents. Read: 
   
  Once past the Wartower Wardens, you move through 
  the now silent and abandoned tunnels of the Hungry 
  Halls. There is only one way down to the next level – 
  the Silent Barracks – a stairway held by a small but 
  determined band of bandits. The bandits are now dead 
  and nothing stands between you and further 
  adventure! 
   
  Proceed to area 1-01. 
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 3 
  1−01: TO THE SILENT 
  BARRACKS 
  This chamber and the long stairway leading down from the 
  first level (area 9 of zone 2 in CGR7-01 Ruins of Discovery) is 
  the first area of the Silent Barracks the PCs encounter. Read: 
   
  The stairs leading downwards from the upper level 
  quickly widen to 10 ft. and plunge steeply downwards.  
   
  A character with Track succeeding on a DC 20 Survival 
  check can tell that small groups of humanoids travelling 
  both upwards and downwards infrequently use the stairs. 
   
  When a PC enters the indicated squares, he activates a 
  pit trap. 
   
  APL 2 (EL 2) 
   
  �Hidden Pit Trap: CR 2; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5-ft. squares); Search DC 24; Disable Device DC 19. 
   
   
  APL 4 (EL 2) 
   
  �Hidden Spiked Pit Trap: CR 2; mechanical; 
  location trigger; automatic reset; DC 20 Reflex save avoids; 
  20 ft. deep (2d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+2 each; Search DC 24; Disable 
  Device DC 15. 
   
  With the exception of the spikes at APL 4, the pit is empty. 
  The inhabitants of zone 2 know of its location and easily 
  avoid it as they move through this area.  
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Steep Stairs: A flight of 10 ft. wide steep stairs leads 
  into the room. Another stair leads from the chamber to area 
  303. 
   
  Characters moving up either stair must spend 2 squares 
  of movement to enter each square. Characters running or 
  charging down must succeed on a DC 10 Balance check 
  upon entering the first steep stair square. Characters who 
  fail, stumble, and end their move 1d2x5 feet later. 
  Characters that fail by 5 or more take 1d6 points of damage, 
  and fall prone in the square in which they end their 
  movement. While on the stairs, a character gets a +1 bonus 
  on melee attack rolls against creatures below him. 
   
  DEVELOPMENT 
  Once the PCs have bypassed or survived the pit trap they 
  can either investigate the raised chamber to the northwest 
  (area 102) or continue down the stairs to area 103. 
   
  1−02: RAISED CHAMBER 
  This chamber can only be accessed from area 101. When the 
  PCs can see into this chamber, read: 
   
  A 5 ft. high ledge separates this chamber from the one 
  in which you currently stand. Its main features are a 
  large (closed) chest against one wall and a flipped over 
  table missing a leg. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
    
  Ledge: This chamber is 5 ft. above the floor level of 
  area 301. It costs 2 squares of movement to clamber over the 
  ledge into this chamber. 
   
  Large Chest: A large chest (hardness 5, hp 15, Break 
  DC 23) stands against one wall of that chamber. Although it 
  has long since been looted, the lid has fallen closed. Inside, 
  it is empty of obvious loot. However, previous explorers 
  missed the chest’s false bottom, which a PC can find with a 
  DC 25 Search check. A small amount of mixed coinage still 
  lies here waiting to be recovered. 
   
  Flipped Over Table: A large table lies flipped over 
  against the northeast wall; one leg has been hacked off and 
  is visible nearby. Several pieces of paper are trapped under 
  it and the surface bears numerous ink stains. The writing is 
  long since faded and is illegible.  
   
  Treasure: The only treasure in this area is hidden in 
  the chest’s false bottom. Refer to the Treasure Summary to 
  determine what the PCs find here. 
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 4 
  1−03: WRATH OF VAPRAK 
  In many ways, this chamber is the centre of this zone. The 
  bandits dwelling in zone three have laid a cunning trap 
  upon the statue, setting it to activate if anyone comes 
  within 10 ft. of the statue’s head. (In practice this means 
  that someone must either climb the statue or be flying or 
  levitating nearby). To further entice foolish adventurers to 
  their death they have replaced the statue’s eyes with two 
  large (but relatively) inexpensive gems. When the PCs enter 
  the chamber, read: 
   
  Ahead of you a short, steep stair leads upwards in this 
  chamber. A huge scarred and defaced stone statue of a 
  mottled brown and green humanoid stands in the 
  centre of this chamber. Black gems glitter in its eye 
  sockets. To your left, right and above your heads, a 
  balcony, accessed by steep narrow stairs, runs along 
  the walls 
   
  At the far end of the chamber another set of stairs 
  leads down to a set of double doors. Another door 
  pierces the wall to your right. 
   
  APL 2 (EL 2) 
   
  �Cold Fire: Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Cold Fire: Appendix 1. 
   
  When a PC gets within 20 ft. of the statue’s head, the trap 
  activates and runs for the number of rounds listed in the 
  relevant stat block. Read: 
   
  The torch scones on the left hand wall suddenly erupt 
  in cold, blue flame while fire bursts from those to your 
  right. 
   
  In subsequent rounds, each PC is randomly targeted by the 
  affect of a single torch. The torches burning with blue 
  flames hurl a lesser orb of cold at APL 2 or a ray of ice at APL 4. 
  The other torches emit a lesser orb of fire (APL 2) or a scorching 
  ray (APL 4). PCs can stop a torch targeting them by 
  destroying it (see stat block). If there are fewer torch scones 
  than PCs in the chamber determine randomly who is not 
  targeted each round. 
   
  When the trap’s duration ends the flames in any 
  surviving torch scones die down. The trap is then inactive 
  for 10 minutes before resetting. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Balcony: A balcony 10 ft. above the floor of this 
  chamber runs around much of this chamber. To steep 
  staircases provide access to the balcony. Torch scones (see 
  Appendix 1 for stats) stud the walls behind the balcony. All 
  are either empty or hold the remains of expended torches. 
  PCs under the balcony gain cover (+4 to AC, +2 on Reflex 
  saves) from the torch scones on the opposite wall if the cold 
  fire trap activates. 
   
  Steep Staircases: Characters moving up either set of 
  stairs must spend 2 squares of movement to enter each 
  square. Characters running or charging down must succeed 
  on a DC 10 Balance check upon entering the first steep stair 
  square. Characters who fail, stumble, and end their move 
  1d2x5 feet later. Characters that fail by 5 or more take 1d6 
  points of damage, and fall prone in the square in which they 
  end their movement. While on the stairs, a character gets a 
  +1 bonus on melee attack rolls against creatures below him. 
   
  Huge Statue: The scarred and defaced bulk of this 
  huge stone statue (hardness 8, hp 540, Break DC 50) is 20 ft. 
  high and depicts a mottled brown and green humanoid. A 
  DC 20 Knowledge (religion) check identifies the statue as 
  representing Vaprak (CE lesser deity of ogres, combat, 
  greed, destruction, aggression, frenzy, and trolls). 
   
  Characters succeeding on a DC 15 Climb check can 
  scale the statue. 
   
  Eye Socket Gems: To further entice fools to their 
  death, the bandits have placed a Nystul’s magic aura on each 
  gem. A DC 16 Spellcraft check reveals that they both emit 
  an aura of faint enchantment. PC examining the gems, and 
  making a DC 15 Appraise check, correctly estimate each 
  gem’s worth at 30 gp. 
   
  Treasure: The only treasure in the chamber is the 
  gems placed in the eye socket of the statue. Refer to the 
  Treasure Summary for more details. 
   
   
  DEVELOPMENT 
  If the PCs battle the cold fire trap in this chamber, the 
  darkmantles in area 104 may hear the battle and prepare 
  accordingly. Have them make a DC -10 Listen check 
  (modified by -15 for interposing door, distance, and 
  distraction). If the darkmantles hear the PCs, they prepare 
  for combat by clustering around the lip of the oval hole in 
  the ceiling of area 104. Refer to that combat encounter for 
  more detailed tactical notes on the ensuing battle. The 
  darkmantles do not enter this area if the cold fire trap is still 
  active. 
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 5 
  1−04: DEATH FROM ABOVE  
  A small flock of darkmantles has recently taken up 
  residence in this chamber arriving here when adventurers 
  left the doors connecting 1-05 and 1-10 open. They lurk in 
  the chamber above this area, keeping a watch for prey 
  moving below. When the PCs enter this chamber, read: 
   
  Ahead of you, the main part of this chamber is roughly 
  30 ft. wide and is reached by climbing a short but steep 
  flight of stairs ahead of you.  
   
  Add, if the PCs can see the hole in the ceiling (which is 30 
  ft. from the doors): 
   
  The ceiling here is 20 ft. high and is pierced by a large 
  oval-shaped hole almost 15 ft. wide. 
   
  If the darkmantles did not hear the PCs battling the trap in 
  area 103 give them a DC 0 Listen check to hear the PCs 
  open the door (modified by -8 for distance and distraction). 
  PCs entering the chamber who can see the oval hole in the 
  ceiling can make a Spot check opposed by the darkmantles’ 
  Hide check to notice the creatures lurking above. 
   
  APL 2 (EL 4) 
   
  �Darkmantles (4): hp 6; MM 38. 
   
  APL 4 (EL 6) 
   
  �Shadow Darkmantles (4): hp 13; Appendix 1. 
   
  Once the PCs can see the darkmantles, a DC 11 knowledge 
  (arcana) identifies them as such. At APL 4, a DC 12 
  Knowledge (arcana) check reveals that these are not normal 
  darkmantles. 
   
  Tactics: When they become aware of prey in the chamber 
  below, each darkmantle casts darkness on itself. In the next 
  round, they fly out of their lair and attack, using their 
  limited aerial mobility to attack weaker looking members of 
  the party. If a darkmantles hits an opponent with its slam 
  attack, it uses improved grab to start a grapple (free action, 
  no attack of opportunity). In subsequent rounds, it 
  constricts its opponent until slain.  
   
  If the darkmantle is reduced to fewer than half hit 
  points, it flees combat seeking the safety of the chamber 
  above. Once in the upper chamber, it stays out of line of 
  sight of opponents in the main chamber any only attacks 
  those entering its lair. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Ceiling: The ceiling is 20 ft. high and can be move 
  across with a DC 25 Climb check. 
   
  Oval Ceiling Hole: An oval 20 ft. long, 10 ft. wide hole 
  pierces the ceiling in the exact centre of this chamber. It 
  opens into another, smaller chamber (see What Lies Above, 
  below). Falling from this chamber inflicts 2d6 points of 
  falling damage. A PC succeeding on a DC 15 jump check 
  reduces this to 1d6 points of falling damage. 
   
  Steep Stairs: A short flight of stairs leads up into this 
  chamber from area 103. Similarly, a short flight of stairs 
  leads down to the set of double doors leading to 119.  
   
   
  Characters moving up either set of stairs must spend 2 
  squares of movement to enter each square. Characters 
  running or charging down must succeed on a DC 10 
  Balance check upon entering the first steep stair square. 
  Characters who fail, stumble, and end their move 1d2x5 feet 
  later. Characters that fail by 5 or more take 1d6 points of 
  damage, and fall prone in the square in which they end 
  their movement. While on the stairs, a character gets a +1 
  bonus on melee attack rolls against creatures below him. 
   
  Stone Doors: Several stone doors (hardness 8, hp 60, 
  Break DC 28) block further exploration of the rest of the 
  dungeon.  
   
  Walls: The stone walls of this chamber can be scaled 
  with a DC 20 Climb check. 
   
  WHAT LIES ABOVE 
  This area is only accessible from area 104 and has the 
  following features of note: 
   
  Ceiling: The ceiling is 10 ft. high. 
   
  Dung: The floor of the chamber is coated in dung and 
  other detritus. This thin coating does not hinder 
  movement. 
   
  Treasure: During their short tenure here the 
  darkmantles have managed to slay only a single halfling 
  adventurer. His partially eaten body lies among the dung, a 
  few of his possessions yet survive, but most of his 
  equipment is now worthless. Two successful DC 25 
  Spellcraft checks identifies the potion of remove paralysis and 
  the potion of enlarge person. Refer to the Treasure Summary 
  for details of the rest of the treasure. 
   
   
   
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 6 
  1−05: LONG CORRIDOR 
  One of the doors in area 1-04 opens onto this corridor. Since 
  the carrion crawlers took up residence in area 107, few 
  creatures have come this way. 
   
  A steep stairway leads down into a long, wide corridor. 
  To your left at the bottom of the stairs an archway 
  gives access to a room or alcove beyond. There is a lot 
  of dust here but much of it is disturbed.  
   
  When the PCs open the door from area 104, have the 
  carrion crawlers in area 107 make a Listen check (modified 
  by -14 for distance and distraction) to detect the presence of 
  intruders. If the PCs are fleeing the trap in area 104 and 
  break down the door the carrion crawlers must make a DC -
  10 Listen check. If, however, the PCs do not batter the door 
  down, have the carrion crawlers make opposed Listen 
  checks against the PCs’ lowest Move Silently check. If the 
  carrion crawlers hear the PCs, they move up the corridor to 
  investigate. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Stone Door: This door (hardness 8, hp 60, Break DC 
  28) stands at the top of the steep stairs leading down into 
  the main part of this corridor. 
   
  Steep Stairs: A flight of steep stairs leads into the 
  room. Characters moving up the stairs must spend 2 squares 
  of movement to enter each square. Characters running or 
  charging down must succeed on a DC 10 Balance check 
  upon entering the first steep stair square. Characters who 
  fail, stumble, and end their move 1d2x5 feet later. 
  Characters that fail by 5 or more take 1d6 points of damage, 
  and fall prone in the square in which they end their 
  movement. While on the stairs, a character gets a +1 bonus 
  on melee attack rolls against creatures below him. 
   
  Wooden Door: This unlocked wooden door (hardness 
  5, hp 15, Break DC 18) leads to 2-01 (zone two, see 
  Development, below for more information).  
   
  Tracks: A DC 20 Search check reveals several 
  footprints of a human-sized creature leading down the 
  passage. A DC 20 Survival check by someone with Track 
  confirms that the tracks head down the corridor but do not 
  return. This check also reveals the presence of other tracks 
  made by a large, many legged creature. These tracks move 
  up and down the corridor. 
   
  Broken Tooth: A DC 25 Search check made at the 
  bottom of the steps leading into this corridor reveals a 
  single, large broken tooth several inches long. A subsequent 
  DC 16 knowledge (nature) or Knowledge (dungeoneering) 
  check reveals that this probably came from a Large creature. 
  It is impossible to determine what kind of creature, 
  however. (The tooth actually belongs to one of the carrion 
  crawlers in area 107). 
   
  DEVELOPMENT 
  This area links with zone two. If you are playing this 
  adventure without restrictions, the PCs can pass through 
  the door leading to zone two without incident. If however, 
  you are playing this adventure under time restrains, refer to 
  the below notes. 
   
  Restricted Play Notes: If this adventure is being 
  played under time constraints (such as at a convention and 
  play in other zones is not possible), this doorway has been 
  spiked shut from the other side and cannot be opened at 
  this time. (By the time the PCs return to investigate zone 
  two, either one of the defenders of that area has dislodged 
  the spikes or a prior frustrated explorer has broken down 
  the door). 
   
  1−06: ALCOVE OF WATCHERS 
  This small, arched alcove opens off area 1-05. 
   
  Two dented and scratched pillars hold loft the plain 
  archway into this small alcove. The walls of this place 
  are covered in graffiti showing armed humanoids of 
  some type guarding smaller stockier creatures 
  working at some kind of forge or smelter. Several large 
  bloodstains cover much of the floor. 
   
  CHAMBER FEATURES 
  This alcove has the following features of note: 
   
  Ceiling: The ceiling is 10 ft. high. 
   
  Scratched Pillars: To slender pillars (+2 to AC, +1 on 
  Reflex saves to characters in the same square) support the 
  archway. Several large scratches – probably made by swords 
  or axes - mar their surface. 
   
  Graffiti: The walls of the alcove are covered in crude 
  graffiti, gouged into the rock and colored in with a number 
  of unidentifiable pigments. The graffiti shows a number of 
  primitive-looking humanoids (DC 11 Knowledge [local – 
  any] identifies them as orcs) overseeing a number of short 
  squat humanoids (obviously dwarves but another successful 
  DC 11 Knowledge [local – any] identifies them as actually 
  duergar) working at some kind of smelter. 
   
  Blood Stains: Much of the floor of the alcove is 
  covered in a number of old bloodstains. A DC 15 Heal 
  check reveals that whoever bled here almost certainly died 
  from their wounds. 
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 7 
  1−07: THE CRAWLING ONES 
  One or two carrion crawlers have claimed this chamber as 
  their own. These aggressive creatures attack anyone or 
  anything entering their domain. On occasion, they move up 
  the corridor into areas 1-05 and 1-06 in search of decaying 
  flesh on which to feast. 
   
  When the PCs open the door from area 104, the carrion 
  crawlers may have detected their presence (see area 105 for 
  details). If they become aware of intruders, they move into 
  105 in search of warm food. If they do not hear intruders, 
  they are resting in the trash in the centre of the room. 
   
  This large chamber is full or debris and trash. As far as 
  you can see, the trash is deepest around the edges of 
  the chamber where fragments of furniture are visible.  
   
  One/two multilegged creatures each with a 
  segmented 10-ft. long body, eight writhing tentacles 
  and a tooth-filled maw launch themselves out of the 
  debris toward you.  
   
  If the PCs can see to the back of the chamber, add: 
   
  Two doors – one in the east corner and in the west lead 
  to other areas. Between the two, on the far wall, the 
  image of a taloned claw has been graven into the rock. 
   
  A DC 14 Knowledge (dungeoneering) check identifies the 
  creatures as carrion crawlers. 
   
  APL 2 (EL 4) 
   
  �Carrion Crawler (1): hp 19; MM 30. 
   
  APL 4 (EL 6) 
   
  �Carrion Crawler (2): hp 19; MM 30. 
   
  Tactics: Carrion crawlers are aggressive scavengers. When 
  they detect intruders, they attack using their tentacles to 
  incapacitate a foe. Each carrion crawler concentrates on a 
  single foe. Once an opponent is paralyzed, the carrion 
  crawler moves onto another target. A carrions crawler only 
  stops to finish off a paralyzed opponent if there are no 
  active enemies in the area.  
   
  The carrion crawlers do not pursue fleeing foe into 104; 
  they know of the creatures therein. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Trash and Refuse: Trash and refuse covers the floor of 
  this chamber. Along the walls, this trash is particularly 
  thick, while it is lighter in the other parts of the chamber. 
  Fragments of broken chairs, tables, and other furniture 
  comprise most of the trash. Intermixed with this are dried 
  excrement, pieces of gnawed bone, lengths of moldering 
  rope, and so on.  
   
  Dense Refuse: Squares adjacent to the chamber’s walls 
  contain dense refuse. Entering such squares filled with 
  dense refuse costs 2 squares of movement, increases the DC 
  of Balance and Tumble checks by 5, and increases the DC of 
  Move Silently checks by 2.  
   
  Light Refuse: Light refuse fills any square not filled by 
  dense refuse. Light refuse adds 2 to the DC of Balance and 
  Tumble checks). 
   
  Taloned Claw Carving: The southwest wall displays 
  the large, crude carving of a taloned claw. A DC 20 
  Knowledge (religion) check reveals that this is the symbol 
  of Vaprak (CE lesser deity of ogres, combat, greed, 
  destruction, aggression, frenzy, and trolls). 
   
  Skeletal Remains: The remains of eight humanoids 
  are scattered about this chamber. A DC 15 Heal check 
  reveals that all died violent deaths; several skulls are 
  shattered and many other bones show signs of crushing or 
  piercing injuries inflicted years ago. A DC 17 Knowledge 
  (local – any) check reveals the skeletons as those of 
  troglodytes. 
   
  Treasure: Refer to the Treasure Summary for details 
  on what the PCs find here.  
   
  Doors: Sturdy wooden doors (hardness 5, hp 15, Break 
  DC 18) swollen shut deny access to two small rooms 
  opening off this chamber. 
   
  DEVELOPMENT 
  Once the PCs have neutralized the carrion crawlers, they 
  can investigate the wooden doors leading to area 108. 
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 8 
  1−08: DWARF LAIR  
  These two small chambers can be accessed from 1-07. 
  Essentially, they are identical except for the secret door 
  leading to 1-09 in the northwest chamber. 
   
  This small chamber was obviously once a barracks of 
  some sort as the remains of several wooden cots lie 
  scattered about. Intertwined with these remains are 
  the skeletons of three short, stocky humanoids. Dust 
  lies thickly in this area. 
   
  CHAMBER FEATURES 
  These chambers have the following features of note: 
   
  Doors: Sturdy wooden doors (hardness 5, hp 15, Break 
  DC 18) swollen shut deny access to these small rooms. 
   
  Ceiling: The ceiling is 10 ft. high. 
   
  Secret Door: The northwestern chamber has a secret 
  door (hardness 8, hp 60, Break DC 28) in the west corner 
  that leads to area 109. PCs can locate this door with a DC 25 
  Search check. 
   
  Ruined Furniture: The remains of three wooden cots 
  lie scattered about his chamber; they have obviously been 
  hacked up. Several pieces are scorched; a DC 21 Spellcraft 
  check reveals that this was likely caused by a burning hands 
  spell. 
   
  Dwarf Skeletons: The skeletons of three short, stocky 
  humanoids also lie here. A DC 16 Knowledge (local – any) 
  identifies them as dwarves. A DC 15 Healing check reveals 
  that they died in battle years ago; all have signs of violence 
  upon them.  
   
  Treasure: There is nothing of interest here.  
   
  DEVELOPMENT 
  If the PCs discover the secret door, proceed to area 109. If 
  the wish to rest in one of these areas for the night they will 
  not be molested by any of the dungeon inhabitants. If, 
  however, the PCs fled here to escape the carrion crawlers, 
  they are unable to get a good night sleep while resting here. 
  Periodically, the carrion crawlers bang against the doors in 
  an effort to get at those within.  
   
  If one or more PCs have fled to this area and do not 
  emerge for fear of falling to the carrion crawlers, another 
  band of adventurers eventually rescues them five days later. 
  Such PCs must pay 1 TU to simulate this period of 
  incarceration.  
   
  Treasure: Although they had to be rescued by other 
  adventurers, their savors pity the poor trapped adventurers 
  and let them share in the carrion crawlers’ loot. Each 
  trapped PC receives half the listed treasure for this 
  encounter (refer to the Treasure Summary for area 107 for 
  more details). 
   
   
  1−09: CHAMBER OF THE SIX 
  This small, natural cavern is reached through a secret door 
  in the northwestern chamber leading off of 1-07. 
   
  This small, irregularly shaped natural chamber is 
  barely 20 ft. long and 15 ft. wide. Three stone chairs, 
  seemingly part of the floor, stand need the opposite 
  wall. A body is slumped against the middle chair. 
  Immediately to your right a deep rock shelf pierces the 
  wall.  
   
  CHAMBER FEATURES 
  Dust lies thickly in this chamber. This chamber has the 
  following features of note: 
   
  Ceiling: The ceiling is 10 ft. high. 
   
  Natural Stone Walls: Many small ledges and 
  handholds pockmark this area’s rough stone walls (Climb 
  DC 15 to scale). 
   
  Shelf: A natural shelf in the north wall has been 
  smoothed and polished. While the shelf is empty, some 
  graffiti has been carved into the wall behind it in Dwarven. 
  A PC who can speak Dwarven, comprehend languages, or a DC 
  15 Decipher Script check reveals that the carvings reads 
  “the secret chamber of the six” and is signed “Gundo”. Next 
  to Gundo’s signature appear five red marks. 
   
  Stone Chairs: Three Medium-sized stone chairs 
  (hardness 8, hp 540, Break DC 50) have been carved out of 
  one wall. A DC 15 Knowledge (engineering and 
  architecture) reveals that they are of dwarven make. The 
  chairs are attached to the floor and cannot be moved. 
   
  Dead Adventurer: The body of a human female lies 
  slumped against the middle chair. Equipment is strewn 
  around the body. A cause of death isn’t readily apparent but 
  there is no food among her equipment and the only water 
  skin present is empty. A reddish crystal lies close to one 
  hand (this is an empowered spellshard [Spellcraft DC 19 
  identifies an aura of moderate evocation]; a successful DC 
  30 Spellcraft check reveals that it is keyed to magic missile). 
  Another empowered spellshard lies nearby (identifiable as 
  detailed above) keyed to cure moderate wounds. 
   
  Treasure: Refer to the Treasure Summary for more 
  information on the items found here. 
   
   
  DEVELOPMENT 
  If the PCs return the corpse to the Free City, they can, by 
  sending a day talking to fellow adventurers, identify the 
  slain woman as Etressa Gamboral an associate member of 
  the Guild of Wizardry. Returning her corpse to her family 
  earns their gratitude. PCs doing so gain the Thanks of 
  Family Gamboral AR item (refer to the Treasure Summary 
  for more information). 
   
   
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 9 
  1−10: PARTING OF THE WAYS 
  This area provides access to zone three of the dungeon.  
   
  This large hallway has a set of shallow steps leading up 
  to another double door directly ahead of you. To your 
  right more steps lead upward to another hallway. 
  Shattered planks and pieces of wood litter the corners 
  and floor adjacent to the walls. Atop the stairs to your 
  left is a makeshift barricade of wood, broken armor 
  and so on. 
   
  CHAMBER FEATURES 
  This chamber has the following features of note: 
   
  Shallow Stairs: Two sets of shallow stairs lead out of 
  this chamber. Characters can move up and down the stairs 
  without hindrance. While on the stairs, a character gets a +1 
  bonus on melee attack rolls against creatures below him. 
   
  Shattered Bench: A bench once ran around much of 
  this chamber but it has long since been broken. Its remains 
  and other detritus are piled up haphazardly against the walls 
  and in the corners. 
   
  Tracks: PCs succeeding on a DC 20 Search check 
  discover many footprints in the dust in the vicinity of both 
  doors and both stairs. A PC with Track making a DC 20 
  Survival check discovers that the tracks lead from the 
  northeast door to the other stairs and back and from the 
  northeast door to the door through which they entered. 
   
  DEVELOPMENT 
  This area links with zone three. If you are playing this 
  adventure without time restrictions, the PCs can pass 
  through the double doors or climb the stairs to the 
  northwest without incident. If, however, you are playing 
  this adventure under time restrains, refer to the below 
  notes. 
   
  Restricted Play Notes: The double doors to the 
  northeast are securely fastened from the inside and cannot 
  be broken down. A DC 5 Listen check made at the door 
  reveals the sound of something being dragged across the 
  floor and of a low moaning. The doors are chained shut 
  from the inside and cannot be opened. 
   
  If the PCs approach the makeshift barricade, a storm of 
  arrows and javelins forces them back. No one is seriously 
  injured and the PCs do not expend any resources in this 
  assault but they are forced back into area 1-04. 
   
  CONCLUSION 
  Once the PCs have left the ruins, proceed to the relevant 
  section below.  
   
  SUCCESS 
  Use this text if the PCs successfully clear the zone and 
  discover the links to other zones. 
    
  Congratulations! The way is clear into the further 
  recesses of the Silent Barracks. Your skill and bravery 
  have crushed the many foes you have faced and 
  defeated the deadly traps set here to slay intruders. 
  Your exploration has revealed several more corridors 
  and as yet unopened doors leading deeper into the 
  dungeon.  
   
  FAILURE 
  Use this text if the PCs fail to clear the first zone of traps 
  and monsters.  
   
  The perils of the War Tower have proved too much for 
  you. The dangers lurking in the dark of the Silent 
  Barracks and defeated you and the survivors of your 
  ill-fated expedition have retreated to Greyhawk City. 
  You will have to wait for braver (or perhaps luckier) 
  adventurers to clear the initial tunnels and 
  passageways before you investigate further. 
   
  AFFILIATION AWARDS 
  Successfully completing the first zone of the Silent Barracks 
  does not net the PCs any affiliation awards. To gain such, 
  they must explore further and face more deadly challenges. 
   
  DEVELOPMENT 
  The PCs can now explore zones two, three, and four. 
   
  Zone Two: Area 105 houses the door that leads to this 
  zone. 
   
  Zone Three: This area is accessed from area 110. 
   
  Zone Four: Zone four cannot be accessed until the 
  PCs have retrieved a certain item from zone three. In any 
  event, the tunnel leading to zone four is also found in zone 
  three. 
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 10 
  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. 
   
  101: To the Silent Barracks 
  Survive/bypass the pit trap 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
   
  103: Wrath of Vaprak 
  Survive the encounter trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
   
  104: Death From Above 
  Slay the darkmantles 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
   
  104: Death From Above 
  Slay the carrion crawlers 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
   
  Discretionary Roleplaying Award 
  APL 2 
  90 XP 
  APL 4  
  135 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4  
  675 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  102: Raised Chamber 
  All APLs: Coins 25 gp; Total 25 gp. 
   
  103: Wrath of Vaprak 
  All APLs: Coin 10 gp; Total 10 gp. 
   
  104: What Lies Above 
  APL 2: Loot 12 gp; Coin 4 gp; Magic 45 gp potion of remove 
  paralysis (25 gp), potion of enlarge person (20 gp); Total 61 gp. 
   
  APL 4: Loot 12 gp; Coin 4 gp; Magic 45 gp potion of 
  remove paralysis (25 gp), potion of enlarge person (20 gp), ring of 
  sustenance (208 gp); Total 269 gp. 
   
  107: The Crawling Ones 
  APL 2: Loot 50 gp; Coin 10 gp; Magic 115 gp, silversheen (20 
  gp), hand of the mage (75 gp), elixir of vision (20 gp); Total 175 
  gp. 
   
  APL 4: Loot 50 gp; Coin 10 gp; Magic 285 gp, silversheen 
  (20 gp), hand of the mage (75 gp), elixir of vision (20 gp), 
  universal solvent (4 gp), horn of fog (166 gp); Total 345 gp. 
   
  109: Chamber of the Six 
   All APLs: Loot 25 gp; Coin 20 gp; Magic 125 gp; empowered 
  spellshard (magic missile) 125 gp, empowered spellshard (cure 
  moderate wounds) 250 gp; Total 420 gp. 
   
  Treasure Cap 
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
   
  Total Possible Treasure 
  APL 2: 691 gp 
   
  APL 4: 1,069 gp 
   
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 11 
  ADVENTURE RECORD ITEMS 
  Use these notes to determine which AR items the PCs gain: 
  • 
  Thanks of Family Gamboral: Thanks of Family 
  Gamboral. If the PCs return Etressa’s body (area 109) to 
  her family they gain this item. 
  • 
  Cleared the Halls: PCs who successfully clear the first 
  zone of monsters and traps gain this AR item. 
   
  �Thanks of Family Gamboral: In thanks for returning 
  the body of his beloved daughter, Etressa, her father offers 
  to lend you one of his magic items for use during a single 
  Greyhawk Ruins adventure. For one adventure (that is one 
  AR) you may borrow either an eternal wand of protection from 
  evil (CL 1; MIC 159) or a ring of brief blessing (MIC 122). You 
  must return this item at the end of the adventure. 
   
  �Clear the Halls: You have cleared the first part of the 
  Silent Barracks and have discovered several passageways 
  and doors leading deeper into the dungeon. While doing so 
  you have gained an affinity – or perhaps minor connection 
  – with the place. Thus, while in the Silent Barracks when 
  you make a Knowledge check to identify a monster, or a 
  Survival or Search check you can immediately reroll the 
  check, taking the higher of the two totals as your result. You 
  can do this three times.  
   
  ���  
   
  ITEM ACCESS 
  APL 2: 
  • 
  Silversheen (Any; DMG) 
  • 
  Potion of vision (Any; DMG) 
  • 
  Hand of the mage (Adventure; DMG) 
  • 
  Empowered spellshard (magic missile) (Core; Magic Item 
  Compendium; 1,500 gp) 
  • 
  Empowered spellshard (cure moderate wounds) (Core; Magic 
  Item Compendium; 3,000 gp) 
   
  APL 4 (all of APL 2 plus): 
  • 
  Ring of sustenance (Core; DMG) 
  • 
  Universal solvent (Core; DMG) 
  • 
  Horn of fog (Adventure; DMG) 
   
   
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 12 
  APPENDIX 1: APL 2 
  303: STATUE OF DEATH 
  COLD FIRE 
  CR 2 
  Search DC 17; Type magic 
  Trigger location; Init +1 
  Effect lesser orb of fire (Atk +4 ranged touch, 1d8 points 
  of fire damage per target) or 
  Effect lesser orb of cold (Atk +4 ranged touch, 1d8 
  points of cold damage per target) 
  Duration 5 rounds 
  Destruction AC 12; hp 5; hardness 8 (each torch 
  sconce) 
  Disarm Disable Device DC 26 (each torch sconce) 
  Disarm Disable Device DC 26 (entire trap)
   
   
   
   
  
  CGR7-02:1 Into the Silent Barracks 
   
  Page 13 
   APL 4
  303: STATUE OF DEATH 
  COLD FIRE 
  CR 4 
  Search DC 19; Type magic 
  Trigger location; Init +2 
  Effect scorching ray (Atk +6 ranged touch, 4d6 points of 
  fire damage per target) or 
  Effect ray of ice (Atk +6 ranged touch, 2d6 points of 
  cold damage plus frozen to ground [DC 13 Reflex 
  save negates last effect]) 
  Duration 7 rounds 
  Destruction AC 14; hp 10; hardness 8 (each torch 
  sconce) 
  Disarm Disable Device DC 27 (each torch sconce) 
  Disarm Disable Device DC 27 (entire trap) 
   
  104: DEATH FROM ABOVE 
  SHADOW* DARKMANTLE 
  CR 2 
  *Lords of Madness 167 
  NE Small magical beast (extraplanar) 
  Init +5; Senses blindsight 90 ft., darkvision 60 ft.; Listen 
  +5, Spot +5 
  Languages None 
  AC 17, touch 11, flat-footed 17 
  (+1 size, +6 natural) 
  hp 13 (1 HD); DR 5/magic 
  Resist cold 6 
  Fort +5, Ref +3, Will +0  
  Speed 30 ft. (4 squares), fly 45 ft. (poor) 
  Melee slam +7  (1d4+7) 
  Base Atk +1; Grp +2  
  Atk Options constrict, improved grab 
  Special Actions shadow blend 
  Spell-like Abilities (CL 5th): 
  1/day—darkness  
  Abilities Str 20, Dex 13, Con 17, Int 4, Wis 10, Cha 8 
  Feats Improved Initiative 
  Skills  Hide +11, Listen +5 (+1 if blindsight negated), 
  Move Silently +7, Spot +5 (+1 if blindsight negated)  
  Blindsight (Ex) A shadow darkmantle can “see” by 
  emitting high–frequency sounds, inaudible to most 
  other creatures, that allows it to ascertain objects and 
  creatures within 90 feet. A silence spell negates this 
  ability and effectively blinds a shadow darkmantle. 
  Constrict (Ex) A shadow darkmantle deals 1d4+7 
  points of damage with a successful grapple check. 
  Improved Grab (Ex) To use this ability, a shadow 
  darkmantle must hit a Large or smaller creature with 
  its slam attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it attaches to 
  the opponent’s head and can constrict. 
  Shadow Blend (Su) A shadow darkmantle can, in any 
  condition less than full daylight, disappear into the 
  shadows giving it total concealment, Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will.  
   
   
   
   
  
  CGR7-02: Into The Silent Barracks 
   
  Page 3 
  DM MAP 1: ZONE LAYOUT 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 1 
  CGR7-02:2 
   
   
   
   
  Pit of the Gouger 
   
  By Christian J. Alipounarian 
  Cartography: Kevin Lawson 
   
   
  ADVENTURE BACKGROUND 
  Uro’thon was a troll of superlative size, strength, and 
  cunning. He was also one of the leaders of Vaprak’s forces. 
  He was known as the Gouger to friend and foe alike and his 
  followers made a climactic final stand against Nerull’s 
  forces in this area of the dungeons. The troll inflicted 
  horrendous damage on his tormentors before being 
  dismembered by a blackguard’s life-drinker. 
   
  The axe’s weird necromantic energies inhibited the 
  troll’s natural regenerative processes, and over time 
  Uro’thon was horrified to find that he could only 
  regenerate a portion of his shattered body. In the wake of 
  the battle, he survived by eating the numerous corpses 
  littering the room and drinking from the waterskins of the 
  fallen. A few scattered followers of Vaprak found Uro’thon 
  and now serve, quite literally, as his limbs. 
   
  Over the years, the Gouger has fueled a mad hope that 
  the magic that holds his regeneration at bay can be 
  overcome and his form made whole. To this end, his 
  followers have been instructed to capture alive any 
  interloper that seems capable of magic. Such intruders are 
  the favored targets of Uro’thon’s gang. A few unfortunates 
  have met this fate, only to be eaten alive when they fail to 
  rectify the troll’s condition. 
  In the wake of the battle, this area was permeated with 
  unstable magic that lingers to this day in various unusual, 
  seemingly random effects. 
   
  ADVENTURE SUMMARY 
  Upon entering this area of the dungeon through room 2-01, 
  characters discover several discrete areas, as follows: 
   
  Areas 2-02 through 2-05 serve as the demesne of 
  Uro’thon and his followers, entry to which is concealed by a 
  damaged secret door in Area 2-01. The humanoids here 
  attempt to viciously kill and eat all intruders, save 
  interlopers that appear to be spellcasters as noted in the 
  Adventure Background. 
   
  Area 2-04 is the site of the final pitched battle that 
  disfigured Uro’thon. The remnants of Vaprak’s followers 
  avoid this area and those beyond because of the prevalence 
  of lingering necromancy and the odd interactions of various 
  magical auras left over from the fight. A number of the 
  bandits that operate in the locality stumbled on this area 
  looking for a base of operations, with disastrous results. 
   
  Areas 2-07 through 2-09 are the domain of an animated 
  guillotine with a thirst for fresh heads. Vaprak’s followers 
  avoid it. 
    
  PREPARATION FOR PLAY 
  Encounters in this section of the dungeon fall into one of 
  two types. The first are hostile zones, where the PCs run 
  afoul of creatures that viciously defend their territory from 
  intruders. The second are areas that have been subject to 
  magic that lingers creating a variety of odd effects. As a rule, 
  areas that were the sites of the most pitched fighting are 
  those that host such strange odd magic affects. 
   
  Any time that the PCs enter a room listed as being 
  “Magic-Corrupted,” roll to see what effect is in play there. 
  While none of the effects is harmful, some may lead to 
  interesting complications. Use each effect only once. 
  1. Sound is amplified in the room (+10 to Listen checks) 
  2. Sound is dampened in the room (-10 to Listen checks) 
  3. Butterflies burst from anything the PCs or their items 
  touch (except the floor) in the room, disappearing after 
  one round. 
  4. Heavy or light gravity (roll randomly; -10/+10 to Jump 
  and 
  Tumble 
  checks 
  and 
  increase/decrease 
  encumbrance category by one step, to a minimum of 
  Light load and a maximum of Heavy load) 
  5. Light sources flare to double strength or diminish to 
  half strength (roll randomly; +5/-5 Spot checks) 
  6. Walls appear to expand and contract as if breathing 
  7. Eyes open at random points on the walls, ceiling, and/or 
  floor, watching the PCs for 1d4 rounds before closing 
  8. Occupants of the room begin to emanate a strong 
  random odor (DM’s choice) 
  9. Creatures burst into (magical, non-damaging) green 
  flames (light equivalent to a torch) 
  10. All normal speech (not spell-casting) while in the room 
  sounds like yowling cats, making communication 
  impossible. 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 2 
  INTRODUCTION 
  This zone of the dungeon is accessed from area 1-05 in zone 
  one. If any of the PCs have not completed zone one (and 
  therefore don’t have an AR for the zone) gloss over the 
  party’s progress through that portion of the dungeon, 
  describing the various chambers extremely vaguely. 
  Scavengers and such inhabit zone one so when the PC 
  returns to adventure in that area simply assume that the 
  monsters described herein are recently arrived. Similarly, 
  the encounter trap in area 1-03 was not triggered by 
  previous adventurers – perhaps they believed the statue was 
  too obviously a trap. 
   
  When the PCs area ready to proceed, read: 
   
  You have traversed many corridors and passageways to 
  reach this point. Ahead of you a wooden door set in the 
  wall of this long corridor is the only obstacle to 
  overcome before proceeding deeper into the dungeon. 
   
  CHAMBER FEATURES 
  This area has the following features of note: 
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Wooden Door: This unlocked wooden door (hardness 
  5, hp 15, Break DC 18) leads to area 2-01. PCs listening at 
  the door hear nothing and no light wells out from the area 
  beyond. 
   
  DEVELOPMENT 
  Once the PCs have opened the door, proceed to area 2-01. 
   
   
   
   
  AREA 2−01 
  This area was the scene of intense fighting between the 
  followers of Vaprak the Destroyer and Nerull the Reaper. 
  The character of the room should serve to indicate that the 
  PCs are entering a new area of the ruins. 
   
  This area is magic-corrupted. 
   
  A small alcove beyond the door from the hallway 
  outside leads into a chamber fifteen feet square. The 
  flagstone floor has buckled in many places, as has the 
  wall opposite where you entered. Scorching can be 
  seen everywhere, even on the ceiling twenty feet 
  overhead. Large, blackened bones litter the area. 
   
  This area was the scene of secondary combat and the last 
  gasp for Vaprak’s loyal forces. The followers of the 
  Destroyer had made a fighting withdrawl into this area, but 
  the entire room was the target of a flame strike, killing all the 
  humanoids that had not already fled. The bones are readily 
  identifiable (DC 10 Heal check) as being that of Large 
  humanoids; a DC 20 Heal check or a PC with giants as a 
  favored enemy can more specifically conclude that the 
  bones are those of ogres and trolls. 
   
  The flame strike damaged the secret door in the far wall, 
  leaving it to resemble an area of the wall that has buckled 
  under heat and/or pressure. A DC 15 Search check discerns 
  that it is a secret door, once operated by pushing on its 
  bottom to cause it to pivot at its center. The door is not 
  locked, nor is it trapped; however, it is so badly warped that 
  a DC 18 Strength check is required to lever it open. 
   
  If the PCs open the northeastern door, read: 
   
  A straight stair ascends at a modest angle to a landing 
  twenty-five feet beyond. More bones - similar to those 
  already found - are also here, though the walls do not 
  bear any of the same scorching. 
   
  If the PCs continue up the stairs, proceed to area 2-06. 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 3 
  AREA 2−02 
  This oddly shaped room marks the boundary of the area 
  claimed by the Gouger and his followers. 
   
  Beyond the ruined secret door, a stairway descends 
  into darkness from northwest to southwest. 
   
  If the PCs descend, read: 
   
  The stair terminates in short tunnel that opens into a 
  chamber to the southeast. Roughly in the room’s 
  center is a ceiling-high pillar. A groove in its surface, 
  facing you, is blocked by an inset piece of metal. A 
  lingering scent in the room is faint, but rancid. The 
  room is otherwise quiet and appears bare. 
   
  In the northern corner of the room, initially unseen by the 
  PCs as they enter from 2-01, are the smashed remnants of an 
  old chest. This room was once used by trogolodytes to 
  ambush would-be intruders to great effect. The Gouger 
  decided that if something isn’t broken, don’t fix it. As a 
  result, this room is the first line of defense. 
   
  The pillar is essentially a “pillbox” – the pillar is hollow, 
  with a single arrow slit covered by a metal plate that can be 
  shut to provide cover. The plate features two extremely 
  small peepholes. Inside the pillar, the occupant enjoys 
  cover (+4 to AC), and an additional +4 circumstance bonus 
  to AC against missile weapons. 
   
  The room’s current occupant is a hobgoblin sorcerer in 
  service to the Gouger. 
   
  All APLs (EL 1) 
   
  �Hobgoblin Wizard: hp 9; Appendix 1. 
   
  �Pillbox arrow slit cover: hardness 8; hp 8. 
   
  Tactics: The wizard observes the PCs for one round, trying 
  to discern the general nature of the group (who are 
  warriors, rogues, casters, and so on). He then makes an 
  educated guess as to which might be an easily influenced 
  (read as: low Will save) target – preferably a large-looking 
  fighter, and slides open the arrow slit cover. This likely 
  begins the surprise round. On his turn, he casts cause fear on 
  his primary target before attempting to pick away at arcane 
  casters (especially any using magic missile) with his own 
  magic missiles. 
   
  Because he is both overconfident due to his superior 
  position, and because he is sure no one in the rest of the 
  area can hear his cries of alarm, the hobgoblin doesn’t sound 
  any kind of alarm. 
  The Pillbox: While the pillbox does provide him with 
  some distinct advantages, it’s not foolproof. First, magic 
  missiles can target him without penalty while he is in the 
  pillbox – the reason why the hobgoblin focuses his 
  attention on opponents that may have the spell. Second, the 
  pillbox becomes a liability because any PCs that get adjacent 
  to him can use piercing and slashing weapons to stab at him 
  inside. (Bludgeoning weapons are too wide to effectively 
  strike through the hole.) While the pillbox still provides 
  cover in this case, the immobility of its interior allows such 
  attacks against him to gain a +4 circumstance bonus 
  (effectively negating his cover). In such a case, the 
  hobgoblin throws the cover to his arrow slit back into place 
  and attempts to quietly escape through the secret door. If 
  cornered before he can reach the trap door, he fights to the 
  death; so great is his fear of the Gouger that only magic 
  coercion convinces him to reveal anything about the area. 
  The Trap Door and the Tunnel: The trap door in the floor 
  is immediately visible (complete with large iron ring on the 
  surface for easy use), and is neither secured nor trapped. A 
  rusty but serviceable ladder, crude and apparently of more 
  recent construction than anything seen thus far, descends 
  20 ft. to a tunnel below. The passage travels to the southeast 
  before turning towards the northeast. When the PCs pass 
  the corner, read: 
   
  The passage turns northeast and comes to gently 
  rising stone stairs. This tunnel is heavy with moisture, 
  and algae, moss, and mushrooms of great size grow 
  along its length. Puddles accumulate on the floor. 
   
  The puddles form the water source for the Gouger and his 
  band. If the PCs press on, they come to another (older and 
  badly corroded) iron ladder that ascends 30 ft. to area 2-03. 
  At the bottom of the ladder, one of the larger toadstools is 
  actually a shrieker. If the PCs specifically ask about the 
  various fungi, a DC 12 Knowledge (nature) check identifies 
  the shrieker. 
   
   
  All APLs (EL 1) 
   
  �Shrieker: hp 11; MM 112. 
   
  A howling shrieker alerts the occupants of area 2-03, who 
  are then prepared for the PCs’ arrival (see Tactics in the next 
  section). 
  AREA 2−03 
  This room is among the largest in the dungeon. In years 
  past, the area served as an enormous storehouse of gold and 
  other treasures, used to fund the salaries of all manner of 
  monstrous troops. The occupants – and their treasures – are 
  long gone now, and this room instead serves as the likely 
  battleground between intruders and the Gouger’s forces. 
   
  This area is magic-corrupted. 
   
  Ascending the ladder, you find yourself on a landing 
  overlooking a large area. The landing is fifteen feet 
  deep and twice that in width. Floor to ceiling iron bars 
  cordon off the upper area of the room where you now 
  stand. The bars run from northwest to southeast and 
  are spaced two feet apart, providing an unrestricted 
  view into the rest of the room to the southwest. There, 
  a pair of broad, gently rising stairs ascend to a stone 
  ledge in the room’s southern corner, forty-five feet 
  away. Two ominous-looking doors, carved in relief and 
  depicting leaping demons, can be seen. Throughout 
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 4 
  the room, the walls, ceiling, and floor sport heavy 
  damage – burns, gouges, and cracks hint at a terrific 
  battle that once took place here. 
   
  Beyond the intrusion into the room formed by the walls of 
  area 2-02, a long table serves as a makeshift guard area. 
  Guards stand watch there, intending to use the table as 
  cover against any intruders. 
   
  APL 2 (EL 3) 
   
  �Kobold (4): hp 4; MM 161. 
   
  �Wolves (2): hp 13; MM 283. Note that these wolves 
  have rough-sewn leather barding that increases their AC by 
  +2 (armor bonus). 
   
  APL 4 (EL 6) 
   
  �Ogre: hp 29; MM 198. 
   
  �Wolf: hp 13; MM 283. Note that this wolf has rough-
  sewn leather barding that increases its AC by +2 (armor 
  bonus). 
   
  Tactics – General Notes: The below descriptions of tactics 
  assume that the room’s occupants have been alerted by the 
  shrieker in area 2-02’s. If this isn’t the case, use the tactics 
  listed as a guideline but note that the monsters likely do not 
  enjoy a surprise round. 
   
  Whenever possible, the kobolds and the ogres attempt 
  to knock out obvious spellcasters instead of killing them 
  (typically by attacking full force until the foe is reduced to a 
  few hit points, and then attacking for non-lethal damage). 
  As noted in the Adventure Background, the Gouger is 
  always on the lookout for those who might be able to 
  magically restore his regenerative abilities. 
   
  Tactics – Kobolds: Upon sighting targets, in the 
  surprise round, two of the kobolds up-end the large table on 
  its side, providing an area behind with cover (+4 AC) from 
  which to fire. The other two kobolds signal the wolves to 
  attack (a free action) and open fire on the PCs. Their fellows 
  join them as soon as possible. 
   
  Tactics – Ogre: The ogre wades into the fray as soon as 
  it sees the PCs. The ogre and the wolves are used to working 
  with each other, and make full use of opportunities to flank. 
  The ogre is especially fond of timing his attacks such that 
  the wolves trip a foe first, and then uses the maximum 
  Power Attack while it enjoys the advantage of attacking a 
  prone enemy. 
   
  Tactics – Wolves: These creatures attack on command 
  and fight to the death. As pack animals, they work in 
  tandem with each other and the kobolds or the ogre to flank 
  foes and bring them down cooperatively. 
   
  Development: As with the hobgoblin in area 2-02, these 
  guards are too terrified to think of parley or surrender and 
  only help the PCs if magically compelled to do so. 
   
  AREA 2−04 
  This room serves as the lair of the Gouger. This great, 
  embittered old troll has lost much of his power, but is still a 
  great menace to inexperienced adventurers. This area has 
  the potential to be tactically complex, so read this area 
  description thoroughly before running the fight. 
   
  The Gouger likely hears the noise of battle outside and 
  so is aware and prepared for the PCs to open either of the 
  doors into this area. If he is, he gains a surprise round attack 
  on any PC that opens the door (see Tactics, below). 
   
   Important Note: Adjudicate the surprise round 
  before reading the read-aloud text. The doors open inward, 
  allowing the Gouger to yank them open or to push them 
  shut if needed. 
   
  Beyond the door is an extraordinary sight. This room 
  is laden with offal and droppings, and cracked, gnawed 
  bones are everywhere. From two points in the corner 
  of this fifteen-foot square room, heavy iron chains 
  come down in a V towards the floor from the ceiling 
  twenty feet overhead. They connect to a leather and 
  mail harness hanging in mid-air in the center of the 
  room. Held within this harness is what could only be  
  a troll… or rather, most of a troll. The great creature is 
  nothing more than a head, neck, torso, and a single, 
  heavily muscled clawed arm. 
   
  “HAIL VAPRAK! HAIL THE DESTROYER!” the 
  creature bellows as it flails at you. 
   
  DM Note: Mechanically, the Gouger is an ogre, with a few 
  modifications (two smaller attacks instead of an ogre’s 
  single large greatclub attack, different feats, Improved Grab, 
  regeneration 5, and scent). The Improved Grab and 
  regeneration abilities increases the Gouger’s CR by +1 each; 
  his immobility reduces it by –1, resulting in a net CR 
  adjustment of +1 (bringing his base CR to 4 at APL 2). 
   
  APL 2 (EL 4) 
   
  �The Gouger: hp 26; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �The Gouger: hp 50; Appendix 1. 
   
  Setup: The Gouger’s harness keeps him suspended ten feet 
  off the ground. This allows him to reach any targets in the 
  room while keeping him safely away from PCs who are not 
  Large or who do not have reach or missile weapons. This 
  also leaves the area beneath him open for any PCs that wish 
  to enter the room.  
   
  Basically, because The Gouger is suspended, PCs can't 
  get a line of sight to him without coming to the threshold of 
  the doorway, which obviously brings them within his 
  reach. Because of his elevated position, PCs can’t get line of 
  sight for ranged attacks anywhere outside of area 2-04 (so 
  they can’t stand on the other side of the doors’ thresholds 
  and attack with ranged weapons). 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 5 
  Tactics: Should the Gouger catch any PCs by surprise, he 
  makes a single attack – a grapple attempt - against the first 
  PC that opens the door. He won’t take the –20 penalty to 
  allow himself to act as if he was not grappled; he is relying 
  on his regeneration to keep him in the fight long enough to 
  kill or incapacitate the party. 
   
  The Gouger’s aim is to yank a PC into the room, forcing 
  the other PCs to engage him rather than fleeing. The 
  creature works on killing whatever target it managed to 
  grab before moving on to the next foe. The wretched 
  creature fights to the death. 
   
  Note that it too attempts to refrain from killing casters of 
  any sort, as long as its life it not put in serious jeopardy, by 
  doing so. 
   
  Development: The Gouger bargains for its life if it is 
  reduced to 5 hp or less. It freely tells the PCs of its 
  predicament and history, perhaps luring the PCs into 
  allowing to regenerate its wounds and begin the combat in 
  earnest once more. 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 6 
  AREA 2−05 
  This area is the boundary between dungeon levels; it should 
  be painfully clear to the PCs that proceeding down into the 
  pit is a bad idea. 
   
  This area is magic-corrupted. 
   
  Beyond this room’s burnished brass double doors is a 
  chamber that reeks of death. At random points on the 
  room’s ceilings, walls, and floor are the corpses of all 
  manner of humanoids. While their species differ, the 
  method of their dispatch is identical – a steel rod has 
  impaled them into the wall. A pair of dilapidated 
  winches flanks a yawing pit from which cold, damp air 
  flows, keeping the room chilly and slick with 
  moisture. The pit is covered with an enormous, 
  crudely crafted metal grate. 
   
  The grate is two inch-thick iron. Though stout, the high 
  levels of moisture in the room have led to a great deal of 
  oxidation taking place, making it marginally easier to 
  destroy than would otherwise be normal. It is secured to the 
  floor via forty-eight iron bolts, anchored directly into the 
  stone floor. 
   
  As an additional effect of the magic corruption of this 
  area of the dungeon the grate, if struck, bleeds. This has no 
  in-game affect but looks very nasty. 
   
  �Metal Grate: Hardness 10; hp 50; Break DC 28. 
   
  The humanoid remains appear to have been impaled 
  into the wall with terrific force, as the steel rods did not 
  cause the stone beneath it to crack or spider-web. While 
  humanoids of all sorts of represented, they appear to be 
  predominantly those of “dungeon dwellers” – goblinoids, 
  orcs, troglodytes, and so forth. 
   
  The winches are badly damaged by the moisture and 
  passage of time, but clever PCs might think to use the 
  winch for leverage to pull open the grate. For this to work, 
  the winch drum must be slowly ratcheted notch by notch. 
  PCs using the winch gain a +10 circumstance bonus to 
  attempts against the Break DC, but each attempt takes 10 
  minutes and ruins the winch in trying. 
   
  The pit leads to the part of the next adventure in the 
  series, CGR8-01 Crypts of the Forgotten.   
   
  AREA 2−06 
  This area is magic-corrupted. 
   
  The damage to this area is so complete that only the 
  surviving fire pit and rotating spit hint that this place 
  was once a mess hall. Each is big enough to roast a 
  large man. The room is cross-shaped, with an 
  additional branch to the southeast. The ceiling above 
  the fire pit has an iron grate, obviously a ventilation 
  source when cooking.  
   
  Several great tables are still present, but badly 
  scorched and burned. Whatever the fiery explosions 
  were that took place here, the tables were simply too 
  large to have burned completely. Here and there, 
  cooled puddles of melted pewter and shards of glass 
  can be seen. 
   
  There were once a great many humanoid remains here, but 
  any edible bones were long ago cracked and eaten by the 
  Gouger. Searching a room of this size and with this much 
  debris promises to be a laborious task and anything of value 
  has long ago been taken away. 
   
  The door to the northeast has stout iron chains 
  crisscrossing it, anchored off at an eyehook bolted into the 
  stone floor. While the chains are easily pulled away from 
  this side of the door, it’s clear that this door was deliberately 
  secured, and has remained so for some time. 
   
   
  As an additional effect of the magic corruption of 
  this area of the dungeon the door, if opened, creates a magic 
  mouth-like effect in which the sobbing of males and females 
  is heard, followed by the sound of a guillotine (you should 
  not describe it as such, but rather mimic the noise – 
  ssssssssssSSSSSS-SHWUNK!). 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 7 
  AREA 2−07 
  Beyond the door, a short, steep series of steps leads up to a 
  landing and the main part of this chamber. This room was 
  once a holding pen for duergar prisoners. A crude guillotine 
  was built in the room and the hapless unfortunates were 
  witness to their own eventual fates as others were beheaded 
  and dragged to the fire pit to be eaten. The same 
  adventurers that killed the duergar saved a few fortunate 
  survivors. However, the traumatic events that took place 
  here, focused on the guillotine, have caused a poltergeist-
  like manifestation. Now, the guillotine is animated, and the 
  dead are not resting peacefully. 
   
  From the top of the steep stairs the chamber beyond is 
  visible. The corners of the room are shrouded in 
  shadows and a thick silence hangs over all. A 
  monstrously large guillotine stands in the room’s 
  western corner. Floor-to-ceiling iron bars cordon off 
  much of the northeastern part of the room. A single 
  iron door leads into that pen, and a pair of more 
  mundane oak doors stand to the northwest and 
  southeast. 
   
  If any of the PCs enter the room, read: 
   
  At your approach, the guillotine stirs, its angled blade 
  making a threatening noise. From the area of the pen, 
  you see the specters of a number of humanoids – 
  mainly humans, with a few elves, halflings, and others 
  – standing there observing you. Their heads are tucked 
  under their shoulders, and they cheer as the 
  instrument of their execution – and perhaps yours - 
  leaps to the attack. 
   
  At APL 4 add: 
   
  A spectral duergar wearing an 
  executioner’s hood appears and join 
  the fray. 
   
  APL 2 (EL 3) 
   
  �Large Animated Object: hp 52; 
  MM, 14. This animated object has a 
  hardness of 3 (rotted wood). 
   
  APL 4 (EL 5) 
   
  �Large Animated Object: hp 52; 
  MM 14. This animated object has a 
  hardness of 5 (wood). 
   
  �Shadow: hp 19; MM 221. 
   
  Tactics: The animated object fights 
  mindlessly until destroyed. If present, 
  the shadow focuses on PCs that look 
  likely to have low Strength scores, 
  hoping for a quick kill. All the while, the 
  specters cheer on the PCs’ behalf. They 
  are harmless, and can neither affect the 
  PCs, nor can they be affected. 
   
  Development: Any PC slain by the guillotine is assumed to 
  have fallen afoul of its blade and is beheaded; her spectral 
  form appears the following round, holding her own head 
  under her shoulders, and cheering for the PCs. 
   
  Any party that successfully defeats the guillotine gains 
  the Defiance of the Headsman AR item. Once the guillotine 
  is destroyed, the specters fade away, seemingly at peace, 
  never to reappear. 
   
  The area is otherwise empty. The cell door is unlocked. 
   
  AREA 2−08 
  This area was once the quarters of a group of outcast 
  troglodytes, and their rancid stench still hangs faintly in the 
  air. Aside from a single smashed piece of pottery, this room 
  is bare.  
   
   
  AREA 2−09 
  This chamber once housed the duergar headsmen/cooks. 
  The remnants of cots are found here, but the area is 
  otherwise vacant. 
   
  Treasure: The body of a dwarf adventurer lies in the 
  room. A member of the Watchtowert Wardens who 
  foolishly explored the dungeons on his own, his equipment 
  is intact. However, when the PCs return to the surface the 
  dwarves recognize the items and confiscate them. PCs gain 
  the Warden’s Thanks AR item. 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 8 
  CONCLUSION 
  Once the PCs have left the ruins, proceed to the relevant 
  section below.  
   
  SUCCESS 
  Use this text if the PCs successfully explore this portion of 
  the dungeon slaying The Gouger and destroying the 
  guillotine. 
    
  Victory is yours. You have managed to slay the last 
  servants of Vaprak in this dungeon level and to 
  destroy the animated guillotine, laying to rest many 
  tortured souls in the process. 
   
  FAILURE 
  Use this text if the PCs do not clear this zone. 
   
  The monsters of this zone have proven too ferocious 
  for you forcing you to retire without clearing out their 
  infestation. Several weeks later, you hear that a 
  different band of adventurers finally managed to  slay 
  those that escaped your blades. 
   
  AFFILIATION AWARDS 
  Now is time to determine how many affiliation points each 
  PC gained for their given affiliations. Record each PC’s gain 
  (or loss) on the Affiliation Score Gained/Lost AR item. PCs 
  can gain the following points: 
   
  Mercenaries' Guild 
  • 
  +1 for killing The Gouger 
   
  Nightwatchmen 
  • 
  +1 for killing The Gouger 
   
  Religious Organizations 
  • 
  +1 for destroying the guillotine 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 9 
  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. 
   
  Area 2-02 
  Defeat the hobgoblin wizard 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
   
  Defeat the shrieker 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
   
  Area 2-03 
  Defeat the kobolds / ogres 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
   
  Defeat the wolf / wolves 
  APL 2  
  60 XP 
  APL 4  
  30 XP 
   
  Area 2-04 
  Defeat The Gouger 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
   
  Area 2-07 
  Defeat the guillotine 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
   
  Defeat the shadow 
  APL 4  
  90 XP 
   
  Discretionary Roleplaying Award 
  APL 2 
  90 XP 
  APL 4  
  135 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4  
  675 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Area 2-02 
  APL 2 & 4: Loot 5 gp; Coin 0 gp; Magic 167 gp headband of 
  intellect +2, 4 gp potion of cure light wounds, 2 gp scroll of magic 
  missile, 12 gp wand of magic missiles (10 charges); Total 190 
  gp. 
   
  Area 2-04 
  APL 2: Loot 0 gp; Coin 0 gp; Magic 125 gp brooch of shielding, 
  167 gp ring of protection +1; Total 292 gp 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 97 gp +1 hide armor, 
  500 gp amulet of mighty fists +1, 167 gp ring of protection +1; 
  Total 764 gp 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
  APL 4: 650 gp. 
   
   
  Total Possible Treasure 
  APL 2: 450 gp. 
   
  APL 4: 650 gp. 
   
   
  ADVENTURE RECORD ITEMS 
  ITEM ACCESS 
  APL 2: 
  Brooch of shielding (Adventure; DMG) 
  Spellbook (Any, see above, 1,200 gp) 
  Pearl of power (1st-level) WW (Core; DMG) 
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 10 
  Salve of slipperiness WW (Core; DMG) 
   
  APL 4 (all of APL 2 plus:) 
  Elixir of fire breath WW (Core; DMG) 
  Pearl of power (2nd-level) WW (Core; DMG) 
  Horn of fog WW (Core; DMG) 
   
  SPECIAL 
  Use these notes to determine which AR items the PCs gain: 
  • 
  Favor of the Headman: PCs that defeat the guillotine 
  gain access to this AR item. 
  • 
  Spellbook: PCs defeating the hobgoblin wizard in area 
  2-03 gain access to this AR item.  
  • 
  Wardens’ Thanks: PCs returning the equipment 
  found in  2-09 to the Wartower Wardens receive this 
  AR item. 
   
  �Favor of the Headsman: You have defeated the 
  guillotine - quite literally. Zagyg watches the goings-on in 
  Castle Greyhawk and, finding this amusing, has blessed 
  you. The next time you are successfully affected by a vorpal 
  effect (such as a vorpal sword, the vorpal tusks of a razor boar, 
  and so on.), it is completely negated (thus you are not 
  decapitated and you take no damage from the attack). Cross 
  off this AR item when it is expended. 
   
  �Spellbook: You have gained access to a minor spellbook.  
   
  0—all PH. 
   
  1st–burning hands, cause fear, color spray, sleep, Tenser’s 
  floating disk. 
   
  �Warden’s Thanks: You have gained the thanks of the 
  Wartower Wardens for returning the equipment of one of 
  their fallen comrades. In thanks, they grant you Core access 
  to the items marked WW below. 
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 11 
  APPENDIX 1: APL 2
  AREA 2−02 
   
   
   
  HOBGOBLIN WIZARD 
  CR 1 
  Male hobgoblin wizard 1 
  NE Medium humanoid (goblin) 
  Init +3; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Common, Giant, Goblin  
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 9 (1 HD)  
  Fort +2, Ref +3, Will +3 
  Speed 30 ft. (6 squares) 
  Melee morningstar +2 (1d8+2) or 
  Ranged light crossbow +3 (1d8) 
  Base Atk +0; Grp +2  
  Combat Gear potion of cure light wounds, scroll of 
  magic missile, wand of magic missile (10 charges). 
  Wizard Spells Prepared (CL 1st; +3 ranged touch): 
   1st—cause fear(DC 14), color spray (DC 14) 
   0—acid splash, detect magic, ray of frost 
  Abilities Str 10, Dex 16, Con 15, Int 17, Wis 8, Cha 12 
  Feats Iron Will, Scribe ScrollB  
  Skills Concentration +6, Knowledge (arcane) +6, 
  Spellcraft +6, Tumble +5 
  Possessions combat gear plus morningstar, light 
  crossbow, case and 20 bolts, headband of intellect 
  +2, spellbook, spell component pouches 
  Spellbook spells prepared plus 0—all; 1st – burning 
  hands, sleep, Tenser’s floating disk 
   
   
  AREA 2−04 
   
   
   
  THE GOUGER 
  CR 4 
  Male troll 
  CE Large giant 
  Init -1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +2, Spot +2 
  Languages Common, Giant, Goblin  
  AC 17, touch 9, flat-footed 17 
   (-1 size, +1 deflection, -1 Dex, +3 hide armor, +5 
  natural) 
  hp 26 (4 HD); regeneration 5  
  Fort +6, Ref +0, Will +3 
  Speed 0 ft. (immobile) 
  Melee claw +9 (1d6+6) and 
  bite +3 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +12  
  Combat Gear brooch of shielding, ring of protection +1 
  Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 
  Feats Iron Will, Weapon Focus (claw)  
  Skills Climb +5, Listen +2, Spot +2 
  Possessions combat gear plus loincloth 
  Improved Grab (Ex) To use this ability, The Gouger 
  must hit with a bite or claw attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
  Regeneration (Ex) Fire and acid deal normal damage 
  to a troll. If a troll loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
   
  
  CGR7-02:2 Pit of the Gouger 
   
  Page 12 
   APL 4
  AREA 2−02 
   
   
   
  HOBGOBLIN WIZARD 
  CR 1 
  Male hobgoblin wizard 1 
  NE Medium humanoid (goblin) 
  Init +3; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Common, Giant, Goblin  
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 9 (1 HD)  
  Fort +2, Ref +3, Will +3 
  Speed 30 ft. (6 squares) 
  Melee morningstar +2 (1d8+2) or 
  Ranged light crossbow +3 (1d8) 
  Base Atk +0; Grp +2  
  Combat Gear potion of cure light wounds, scroll of 
  magic missile, wand of magic missile (10 charges). 
  Wizard Spells Prepared (CL 1st; +3 ranged touch): 
   1st—cause fear(DC 14), color spray (DC 14) 
   0—acid splash, detect magic, ray of frost 
  Abilities Str 10, Dex 16, Con 15, Int 17, Wis 8, Cha 12 
  Feats Iron Will, Scribe ScrollB  
  Skills Concentration +6, Knowledge (arcane) +6, 
  Spellcraft +6, Tumble +5 
  Possessions combat gear plus morningstar, light 
  crossbow, case and 20 bolts, headband of intellect 
  +2, spellbook, spell component pouches 
  Spellbook spells prepared plus 0—all; 1st – burning 
  hands, sleep, Tenser’s floating disk 
   
   
   
   
  AREA 2−04 
   
   
   
  THE GOUGER 
  CR 6 
  Male troll barbarian 2 
  CE Large giant 
  Init -1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +6, Spot +2 
  Languages Common, Giant, Goblin  
  AC 18, touch 9, flat-footed 18 
   (-1 size, +1 deflection, -1 Dex, +3 +1 hide armor, +5 
  natural) 
  hp 50 (6 HD); regeneration 5  
  Fort +9, Ref +0, Will +3 
  Speed 0 ft. (immobile) 
  Melee claw +13 (1d6+8) and 
  bite +8 (1d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +14  
  Abilities Str 22, Dex 8, Con 16, Int 6, Wis 10, Cha 8 
  Feats Iron Will, Weapon Focus (bite), Weapon Focus 
  (claw)  
  Skills Climb +6, Listen +6, Spot +2 
  Possessions +1 hide armor, amulet of mighty fists +1, 
  ring of protection +1, loincloth 
  Improved Grab (Ex) To use this ability, The Gouger 
  must hit with a bite or claw attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
  Rage (Ex) A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus 
  to Constitution, and a +2 morale bonus on Will saves, 
  but he takes a -2 penalty to Armor Class. The 
  increase in Constitution increases the barbarian’s hit 
  points by 2 points per level, but these hit points go 
  away at the end of the rage when his Constitution 
  score drops back to normal. (These extra hit points 
  are not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any Charisma-, 
  Dexterity-, or Intelligence-based skills (except for 
  Balance, Escape Artist, Intimidate, and Ride), the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion 
  (such as a scroll) to function. He can use any feat he 
  has except Combat Expertise, item creation feats, 
  and metamagic feats. A fit of rage lasts for a number 
  of rounds equal to 3 + the character’s (newly 
  improved) Constitution modifier. A barbarian may 
  prematurely end his rage. At the end of the rage, the 
  barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (-2 penalty to Strength, -2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 
  17th-level barbarian, at which point this limitation no 
  longer applies). 
  A barbarian can fly into a rage only once per encounter. 
  At 1st level he can use his rage ability once per day. 
  At 4th level and every four levels thereafter, he can 
  use it one additional time per day (to a maximum of 
  six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
  Regeneration (Ex) Fire and acid deal normal damage 
  to a troll. If a troll loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
  Uncanny Dodge (Ex) At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, 
  he still loses his Dexterity bonus to AC if immobilized. 
  If a barbarian already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge instead. 
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 2 
  DM MAP 1: ZONE LAYOUT 
   
   
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 3 
  CGR7-02:3 
   
   
   
   
  Convert and Die 
  …or Vice Versa 
   
  By Christopher Lindsay 
   
   
   
  ADVENTURE BACKGROUND 
  A group of bandits has indeed taken up residence within 
  the ruins of Castle Greyhawk. Unfortunately for them, they 
  stumbled upon a hidden sarcophagus, and in their greed, 
  broke the seal on the container, releasing its occupant, the 
  ghoul lord Wraeth Blackstone. Knowing nothing but his 
  hatred of the living, Wraeth had been planning his rampage 
  of death and destruction in the event that some hapless fool 
  ever decided to practice their grave robbing skills upon his 
  particular enclosure. 
   
  A terror in combat, Wraeth killed many of the bandits 
  in the initial encounter, and has spent the last couple days 
  converting more of them into ghouls, enslaving them at the 
  same time. For Wraeth, it is simply a matter of time before 
  all of the bandits have either been converted into a state of 
  undying servitude, or destroyed altogether. Then, the 
  undead dwarven duskblade plans to move through the 
  ruins, converting or destroying all living creatures he 
  encounters. 
   
   
  ADVENTURE SUMMARY 
  The PCs begin this section of the adventure in room 319. 
  From this chamber they have two stairways that they can 
  investigate. How they approach this determines whether 
  they enter the bandit’s area or the ghoul area to begin with. 
  However, circumstances typically lead the PCs into the 
  bandit area first. 
   
  In the area controlled by bandits, the PCs encounter 
  their guards first, who, after recent encounters with the 
  ghouls, generally attack first. Assuming the PCs defeat this 
  group, they can proceed further into the bandits’ area, 
  where they are likely to fight bandits in the infirmary that 
  have finally succumbed to ghoul fever, and then have 
  conversations with bandits that have not been converted, 
  but are in no condition to fight. 
   
  In the area controlled by ghouls, the PCs encounter a 
  ghoul patrol first thing. Assuming they defeat this 
  encounter, the PCs can proceed further into the lair, where 
  they are likely to encounter one or more chokers-turned-
  ghoul. A trap has been set before Wraeth’s lair, and then the 
  PCs must contend with Wraeth himself. If the PCs defeat 
  the ghoul lord, they have the opportunity to search his lair 
  and find a key that allows them to proceed into the fourth 
  and final round of this adventure. 
    
  PREPARATION FOR PLAY 
  Though the encounters in this round of the adventure 
  feature primarily ghouls and bandits, both of which are base 
  fare for most DMs, you may want to read up a bit on the 
  duskblade (Player’s Handbook II), though all information 
  required for running a duskblade is given in this adventure. 
  It is important to note that all possible light sources have 
  been removed from the area controlled by ghouls, so PCs 
  without darkvision have the range of their vision limited by 
  whatever source of light they have at their disposal. Wraeth 
  and his ghoul minions possess darkvision, which generally 
  gives them the advantage against PCs who are forced to 
  announce their presence with light. 
   
  It is important to note that the rooms of this zone are 
  listed somewhat out of order, to address the probability that 
  most groups are likely to encounter the bandit area before 
  they fully explore the ghoul area. 
   
  GETTING HERE 
  This zone of the dungeon is accessed from area 1-10 in zone 
  one. If any of the PCs have not completed zone one (and 
  therefore don’t have an AR for the zone) gloss over the 
  party’s progress through that portion of the dungeon, 
  describing the various chambers extremely vaguely. 
  Scavengers and such inhabit zone one so when the PC 
  returns to adventure in that area simply assume that the 
  monsters described herein are recently arrived. Similarly, 
  the encounter trap in area 103 was not triggered by previous 
  adventurers – perhaps they believed the statue was too 
  obviously a trap. 
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 4 
  INTRODUCTION 
  Having traversed the ruins of Castle Greyhawk thus 
  far, you find yourself in an oddly shaped chamber that 
  contains two stairways leading up into new, 
  unexplored areas.  
   
  Proceeding up the stairs to the north east leads the PCs into 
  the area controlled by bandits. A pair of double doors is at 
  the top of this stairway, and though they look very sturdy, 
  being constructed of stone, they are unlocked and open 
  easily. 
   
  Proceeding up the stairs to the north west leads the 
  PCs into the area controlled by ghouls. While there is no 
  door at the top of these stairs, the bandits have constructed 
  a makeshift barricade of broken furniture and bits of old 
  rusty armor they found in the area they control.  
   
  It takes ten minutes of 
  work to pass this barricade, 
  not to mention the noise 
  involved in its removal. 
  Doing so alerts the bandits 
  in room 3-01 (assuming 
  they still live), who come 
  out to investigate. The 
  bandits do not take kindly 
  to interloping adventurers 
  removing their barricade 
  (attacking 
  them 
  as 
  appropriate), since they put 
  it up in an attempt to prevent further attacks by the ghouls, 
  who they are afraid of. 
   
  3−01: TWITCHY MUCH? 
  The original purpose of this chamber is no longer obvious. 
  However, the four raised platforms make it an ideal place 
  for the bandits to set up a guard station. 
   
   
  Flickering torch-light illuminates most of this large 
  vaulted chamber, casting deep shadow in some areas. 
  High, stone platforms reside in the four corners of 
  this chamber, a short, steep stairway leading up to 
  each. The floor here is littered with debris from a pair 
  of massive, smashed glass chandeliers.  
   
  If the PCs are encountering the bandits from this chamber 
  for the first time, read: 
   
  A single scruffy human bandit stands on each of the 
  four platforms, while a pair of greataxe toting half-orcs 
  patrols the floor.  
   
  APL 2 (EL 3) 
   
  �Human Bandits (4): male human warrior 1; hp 6; 
  Appendix 1. 
   
  �Half-Orc Bandits (2): male half-orc warrior 1; hp 6; 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Human Bandits (4): male human fighter 1; hp 12; 
  Appendix 1. 
   
  �Half-Orc Bandits (2): male half-orc fighter 1; hp 12; 
  Appendix 1. 
   
  Bandit Tactics: These bandits have worked out some 
  rudimentary tactics for defending their lair ahead of time. 
  Having been spooked by the ghouls, unless charmed these 
  bandits fight to the death. 
   
  Human Bandits: The human bandits start combat 
  standing on top of their platforms, and use their raised 
  perspective to throw spears at the PCs. They do not advance 
  to melee combat until they have only a single spear 
  remaining, or a PC has made their way up to the platform, 
  forcing the issue. 
   
  Half-orc Bandits: The half-orc bandits attempt to 
  create a bottleneck by standing in the front entryway, and 
  blocking off the PCs as best they can. They are aware of 
  their allies ranged attacks and so may move into position, 
  allowing the PCs to come to them, and then switch between 
  attacking moving away from the potential targets of thrown 
  spears. 
   
  AREA FEATURES 
  This area has the following features of note:  
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  Floor: The debris from the smashed chandeliers makes 
  the entire bottom floor of this chamber difficult terrain. 
   
  Light: Torches are mounted in brackets in the corners 
  of the room that are accessible when standing on the 
  platforms. Though they light the room well enough for a 
  character with normal vision to see, the platforms create 
  areas of shadowy illumination at their base (20% miss 
  chance), if no further light source is introduced into the 
  room. 
   
  Platforms: The platforms are 10 feet high and 
  constructed entirely of stone. They can be climbed unaided 
  with a DC 20 Climb check. A Medium or smaller creature 
  that lays prone on a platform, gains the benefit of cover 
  from creatures on the floor below. 
  
  CGR7-02:3 C
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  AREA FEA
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  Convert and Die
  3−0
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  0 flasks of oil 
  ATURES 
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  e…or Vica Versa
  02: STOR
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  −03: FO
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  FEATURES 
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  eiling: The ceili
  hrine: A DC 2
  rtment in the c
  pil on the eye 
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  nside is an ivory
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  isturbed. 
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  EN SHRI
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  Page 5 
  INE 
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  e scroll 
  value), 
  litiesSC. 
  aluable 
  well. 
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 6 
  3−04: INFIRMARY 
  Just beyond the hall, this chamber contains five bandits, 
  one of which (a human named Rolph) is unharmed. Rolph 
  lost a bet and now serves as nurse to his four injured 
  companions. Assuming the PCs have defeated the bandits 
  in 330, Rolph immediately surrenders, begging the PC for 
  any assistance they might be able to provide. 
   
  This chamber, which is open to the hallway contains 
  four makeshift beds, composed mainly of bedrolls lain 
  over straw, on the floor. It is clear that numerous beds 
  used to line the walls here, though they’ve recently 
  been removed. An injured bandit, three humans and 
  one half-orc, lay unconscious in the bedrolls, having 
  suffered from numerous bite and scratch wounds. A 
  single human bandit moves among them, tending 
  their wounds. 
   
  Rolph has a partially used healing kit from the bandits’ store 
  room (3-02), and he is doing his best to keep his buddies 
  alive. Any assistance is appreciated, and Rolph 
  gives his word immediately not to pull any 
  funny business.  
   
  These bandits are no threat to anyone at 
  this time, and so no statistics are provided for 
  this encounter. However, if the PCs rest here 
  this evening, they witness two or more bandits 
  as they succumb to ghoul fever and rise as 
  ghouls to attack. Use the statistics blocks from 
  3-08: Ghoulish Bandits. Use the APL 4 statistic 
  block (3-01) for human bandits for Rolph. This 
  encounter is entirely optional, and should only 
  be used if you (the DM) perceive that the PCs 
  are either having too easy a time of it, or they 
  are running way ahead of time. Otherwise, you 
  should skip the combat portion of this 
  encounter. 
   
  All APLs 
   
  �Rolph, Human Bandit: male human 
  fighter 1; hp 12; Appendix 1. 
   
  APL 2 (EL 2) 
   
  �Ghoul (2): hp 13; Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Ghoul (4): hp 13; Appendix 1. 
   
  Ghoul Tactics: The ghouls do their best to 
  paralyze all opponents before finishing them 
  off and consuming their remains. 
   
  DEVELOPMENT 
  If Rolph, or any of the other bandits survive to 
  leave the ruins, they swear off banditry and 
  take up lives of service, eventually becoming 
  honest farmers. 
   
  If questioned about the other wing of this 
  section of the ruins, Rolph can tell the PCs that he has 
  heard reports of a decrepit old, bearded ghoul that fights 
  like a demon, with fire coming out of its hands. He is 
  personally terrified to meet such a creature, and chooses not 
  to accompany the PCs unless they threaten him with death. 
  Either way, he isn’t much good in a fight, and runs at the 
  first opportunity. 
   
  Rolph can also tell the PCs that the group of bandits he 
  is with, is new, having just been established, and it now 
  looks as though it has been wiped out before it began the 
  business of banditry. 
   
  AREA FEATURES 
  This area has the following features of note:  
   
  Ceiling: The ceiling here is 15 ft. high. 
   
   
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 7 
   
  3−05: STAGING AREA 
  This chamber, though uninhabited, is clearly the bandits’ 
  starting point for entry in the ruins.  
   
  This oddly shaped chamber contains three lifts of 
  varying size, only one of which appearing to be 
  operational. Additionally, a solid looking stone door is 
  set into the northwest wall. 
   
  Three lifts of various sizes occupy this chamber, though 
  only one of them is currently operational. A system of 
  winches and pulleys are present, one having been repaired 
  by the bandits, and allow the use of one lift to ascend to the 
  surface of the ruins. 
   
  AREA FEATURES 
  This area has the following features of note:  
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  Lift: The lift hoists a platform, 10 feet wide, down 
  through a hole in the floor. While the winch can be 
  employed from both the floor of this chamber and the top 
  of the shaft, in requires no less than four Medium creatures 
  (or two Large creatures) to successfully employ the winch. 
  Because of this, the bandits needed one more relatively 
  healthy man before they could complete the ascent (four to 
  lift the initial load, and four to lower the platform and lift 
  the remaining load).  
   
  Restricted Play Option: Sinister sounds emanate 
  from below. The PCs should not proceed any further. The 
  areas below are detailed in COR8-01 Crypts of the Forgotten.  
   
  Iron-Bound Stone Door: 8 in. thick; hardness 10; 120 
  hp; Break DC 28; Open Locks DC 40. Additional unnamed 
  enchantments have been placed on this door that prevents 
  it from being knocked open. 
   
  This door actually leads deeper into the ruins, though 
  passing this point is not covered within the scope of this 
  four-round adventure. Suffice it to say that the only way for 
  the PCs to pass this point is to get the key located in zone 
  four of this adventure. 
   
   
  3−06: BLOODY REMAINS 
  Once the PCs have cleared away the furniture and wreckage 
  that the bandits used to seal off this area, they get their first 
  view of the chamber beyond. 
   
  This wide hall appears to have been bathed in blood, as 
  the viscous fluid drips and dries on nearly every 
  surface. Four bodies lay akimbo, having been recently 
  stripped of all flesh. Bite marks are evident on the 
  bones of the fallen. 
   
  An archway leads toward a wide stairway leading 
  down into darkness, though a faint hum of magical 
  energy is in evidence, as you note a wall of force 
  blocking passage down the stairs. 
   
  The corpses were formerly bandits, but became food for the 
  pack of ghouls that now inhabits these chambers.  
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  Archway: Any character making a Spot check DC 20 
  notices a slight depression in the wall next to the archway. 
  Closer inspection reveals a dwarven family crest. Any PC 
  that makes a DC 20 Knowledge (history) check recognizes 
  the crest as that of the fallen clan Blackstone. 
   
  In order to pass through the archway, the PCs must 
  defeat the ghoul lord Wraeth Blackstone and take his ring. 
  Pressing the ring into the depression deactivates the wall of 
  force until the ring is pressed into the depression once more. 
  Gaining access to this passage is what begins zone 4 of this 
  adventure. 
   
   
   
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 8 
  3−07: FOYER (EL 0 OR 2) 
  There are actually two chambers on the map so marked, and 
  both are essentially identical, with one exception. The 
  chamber closest to the entrance has an open archway at 
  both ends, while the chamber furthest has an open archway 
  at one end, and a set of double doors at the other. 
   
  The chamber that lies beyond the archway is diamond-
  shaped, though otherwise plain. Casual observation 
  reveals that tapestries hung from the four walls of this 
  foyer at one time, only aged iron hangars now remain. 
   
  These two chambers use to house expensive tapestries 
  depicting a variety of scenes involving the practice of 
  ancient magic. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  CHAMBER WITH TWO ARCHWAYS 
  The room beyond this chamber is currently the lair of a 
  pack of ghouls that were previously bandits. Unless the PCs 
  use considerable stealth in their approach, it is likely that 
  they draw the attention of these creatures shortly (within 
  1d3 rounds) after they enter this chamber. See 326: 
  Ghoulish Bandits. 
   
  CHAMBER WITH DOUBLE DOORS 
  Thanks to Wraeth Blackstone, the doors here are locked 
  and trapped. Wraeth has rigged several large stone blocks to 
  fall on the head of unwary adventurers. 
   
  Iron-Bound Wooden Door: 2 in. thick; hardness 8; 30 
  hp; Break DC 23; Open Locks DC 25. 
   
  �Stone Blocks from Ceiling: CR 2; mechanical; 
  location trigger (opening the door); repair reset; Atk +8 
  melee (2d6, stone blocks); Search DC 25; Disable Device DC 
  18. 
   
   
   
   
   
   
   
   
   
   
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 9 
  3−08: GHOULISH BANDITS 
  This chamber was once a gathering place for the faithful of 
  Boccob. Now it is all but deserted. The PCs can view the 
  following scene from within the foyer (3-07). 
   
  This large two-tiered chamber houses a full-bodied 
  sculpture of Boccob the Archmage on its upper tier. A 
  depiction of his symbol, the eye, adorns the front of 
  the statue’s robes, and glows with a faint violet 
  luminescence. Two short stone stairways lead up to 
  the tier upon which it rests, from the lower floor of 
  this chamber.  
   
  Assuming the PCs haven’t already attracted the attention of 
  the ghouls within this chamber, once they enter the room, 
  read: 
   
  Foul creatures, the remnants of the bandits they once 
  were, stalk across the room. Pale skin is drawn tight 
  across clearly visible 
  bones, and hunger 
  burns like hot coals 
  in their eyes, as their 
  lips draw back in a 
  snarl to reveal razor 
  sharp teeth. 
   
  These ghouls were 
  once bandits, and are 
  still adorned with the 
  armor they wore in life. 
  Though their former 
  race 
  is 
  essentially 
  irrelevant, at APL 2 
  they are both human, 
  while at APL 4, two are 
  human and two are 
  half-orc. These ghouls 
  are wicked feral beasts, 
  wholly 
  under 
  the 
  control of their maker, 
  the 
  gravetouched 
  ghoul 
  Wraeth 
  Blackstone. On his 
  behalf, they fight until 
  destroyed. 
   
  APL 2 (EL 2) 
   
  �Ghoul (2): hp 
  13; Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Ghoul (4): hp 
  13; Appendix 1. 
   
  Ghoul Tactics: The 
  ghouls do their best to 
  paralyze all opponents 
  before finishing them off and consuming their remains. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  Upper Tier: This level of the room is only five feet 
  above the lower floor, though the statue is raised another 
  two feet above that on its pedestal. A stone 4-foot high stone 
  banister adorns the edge of the upper tier, except where the 
  two short stairways descend to the lower floor. 
   
  Statue: A DC 25 Search check reveals a secret chamber 
  hidden in the chest of the statue of Boccob. Rotating the iris 
  of the glowing eye emblazoned there causes it to slide open 
  revealing the chamber and its treasure, a ring of brief blessing 
  (Magic Item Compendium 122). 
   
   
  
  CGR7-02:3 Convert and Die…or Vica Versa 
   
  Page 10 
  3−09: CHOKE…HOLD  
  When Wraeth first emerged from his sarcophagus, after his 
  initial encounter with the bandits, he found a choker lair 
  not far from his own. Defeating the creature(s) therein, he 
  made a conscious decision to turn them into spawn. 
   
  A single unadorned archway leads into this chamber, 
  whose only occupants appear to be a pair of dead 
  bandits. The bandits are hanging from the southeast 
  and northwest walls respectively, having been 
  anchored in place by a number of pitons which are 
  driven through their hands, feet, and limbs, directly 
  into the stone. A curtain of ebony beads hangs 
  lengthwise across the room, concealing the northeast 
  wall. 
   
  Investigating the bandit corpses reveals that they have 
  merely been gnawed upon, and not entirely consumed. Any 
  PC making a DC 20 Heal check recognizes that these two 
  appear to have been strangled to death. 
   
  Investigating the curtain reveals that it is composed of 
  worthless black beads that have been strung with a sturdy 
  wire and hung in a curtain from the ceiling. Once the PCs 
  disturb the curtain near the 
  alcove, read: 
   
  A large alcove containing a 
  statue of a nondescript dwarf 
  wearing robes, and bearing a 
  large axe is revealed when you 
  disturb the curtain of beads. 
   
  Allow PCs that investigate the 
  alcove a DC 22 Spot check to 
  notice the choker(s) hiding there, 
  and avoid surprise. Whether 
  surprised or not, however, once 
  the PCs get a look at the choker(s) 
  read: 
   
  A creature perches in the 
  shadows, near the ceiling. Its 
  body resembles that of a naked, 
  mottled halfling with limbs 
  that are long and spindly, and 
  its eyes glow like hot coals. It 
  hisses, showing a mouth full of 
  large, sharp teeth. 
   
  The choker(s) hide behind the 
  curtain, attempting to surprise 
  interlopers that enter their lair. 
   
  APL 2 (EL 3) 
   
  �Choker (gravetouched 
  ghoul): hp 19; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Choker (gravetouched ghoul) (2): hp 19; Appendix 
  1. 
   
  Choker Tactics: The chokers begin combat using only 
  their claw attacks, since they can do this and still take 
  advantage of their reach, while attempting to paralyze 
  opponents at the same time. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 10 ft. high. 
   
  Statue: The statue is a member of the Blackstone 
  family, though it was recently defaced by Wraeth, who has 
  no interest in recalling his past life. 
   
  Corpses: If searched, both of these dead bandits still 
  possess a potion of cure light wounds. 
   
  DEVELOPMENT 
  Combat in this area alerts Wraeth to the presence of the 
  PCs. 
   
  
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  3−10: THE SOURCE 
  This is the lair of the ghoul lord Wraeth Blackstone. At the 
  moment, Wraeth is waiting patiently for the effects of 
  ghoul fever to do his work for him, since he is fairly 
  confident that many of the bandits he has encountered thus 
  far, that haven’t died, are afflicted with the fatal disease. 
  While he waits, Wraeth is using the stone that comprised 
  his former sarcophagus, as well as the freshly peeled bones 
  of fallen bandits, to construct a macabre throne. 
   
  A throne constructed entirely of stone and bones is the 
  only feature of note in this otherwise plain stone 
  chamber.  
   
  A stout dwarf whose skin appears to have been 
  stretched too tightly over a skull with blazing eyes the 
  color of blood, glares at you. He is wearing a mithral 
  shirt and easily hefts a dwarven waraxe in one hand. 
  He speaks through gritted teeth, “I suppose you’ve 
  destroyed all my pets. No matter! I’ll simply make new 
  ones… starting with you!” 
   
  Released by the bandits who unsealed his sarcophagus, 
  Wraeth plans to create an army of ghouls with which to 
  march across the land, causing terror, death, and 
  destruction.  
   
  APL 2 (EL 4) 
   
  �Wraeth Blackstone (gravetouched ghoul): male 
  dwarf duskblade 3; hp 20; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Wraeth Blackstone (gravetouched ghoul) (2): 
  male dwarf duskblade 5; hp 32; Appendix 1. 
   
  Wraeth’s Tactics: Wraeth is less than subtle in combat, 
  though not less than intelligent. If he sees a lot of ranged 
  weapons or PCs that look like spellcasters, then he opens 
  starts by casting obscuring mist to prevent them from easily 
  targeting him. He then moves through the mist attempting 
  to paralyze those he can, and kill those he can’t. 
   
  However, if the PCs look as though they are primarily 
  melee combatants, he opens up with burning hands (APL 2), 
  or scorching ray (APL 4). 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 10 ft. high. 
   
  Throne: This large chair is constructed of stone taken 
  from Wraeth’s former sarcophagus, and bones taken from 
  his victims. It has no other special qualities. 
   
  DEVELOPMENT 
  Defeating Wraeth, allows the PCs to claim the Blackstone 
  family ring (which he wears), which is the key to advancing 
  through the wall of force, and into zone four of this 
  adventure. 
   
   
   
   
  3−11: COFFER OF THE GHOUL 
  LORD 
  This small chamber previously held Wraeth Blackstone in 
  repose. However, it bears occupants no longer. 
   
  This small chamber isn’t much more than a walk-in 
  closet. The remnants of a black stone sarcophagus are 
  stacked neatly against the far wall, apparently 
  discarded after the construction of the throne in the 
  main chamber. A shelf on one side of the room holds a 
  small iron coffer and finely made tools for masonry 
  and stonecarving. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 10 ft. high. 
   
  Iron Coffer: This box is neither locked nor trapped. It 
  contains a small cache of platinum coins and gems. The 
  exact amount varies by APL, and is given in the treasure 
  section of this adventure. 
   
   
  
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  Page 12 
  CONCLUSION 
  Once the PCs have left the ruins, proceed to the relevant 
  section below.  
   
  SUCCESS 
  If the PCs defeat Wraeth, they can take possession of his 
  ring and use it to unlock the wall of force that prevents them 
  from continuing into the final round of this adventure. It is 
  important to note that the key needed to travel deeper into 
  the ruins can only be obtained within zone four. 
    
  FAILURE 
  Failure in this adventure likely means death for the entire 
  party, though it may be possible, if any PCs survive, to 
  obtain the ring… or even the final key, from a party of 
  successful adventurers. If this is the case, then PCs that 
  survive, but fail in this round of the adventure must spend 
  an additional time unit, above and beyond what they would 
  use to play the fourth and final round, in order to get what 
  they need to play in the next adventure.  
   
  AFFILIATION AWARDS 
  Now is time to determine how many affiliation points each 
  PC gained for their given affiliations. Record each PC’s gain 
  (or loss) on the Affiliation Score Gained/Lost AR item. PCs 
  can gain the following points: 
   
  The Guild of Wizardry 
  • 
  +1 for returning the arcane scroll of know vulnerabilities, 
  found in the hidden shrine. Characters doing this also 
  gain Open access to the item. 
   
  Merchants' and Traders' Union 
  • 
  +1 for returning trade goods stolen by the bandits in 
  order to support their operations. 
   
  Cartographers' Guild 
  • 
  +1 for producing an accurate map of this section of the 
  ruins. 
   
  Thieves' Guild 
  • 
  +1 for saving Rolph and giving him the opportunity to 
  rejoin the guild. 
   
  Nightwatchmen 
  • 
  +1 for producing evidence of the defeat and 
  disbandment of the bandits inside the ruins. 
   
  Religious Organizations (Boccob) 
  • 
  +1 for returning the ancient religious text of Boccob, 
  directly to the temple. 
   
  
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  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. 
   
  3-01: Twitchy Much? 
  Defeat the bandits, whether in their lair, or the main entry. 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
   
  3-08: Ghoulish Bandits 
  Destroy the ghouls. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
   
  3-09: Choke…Hold 
  Destroy the gravetouched ghoul choker(s). 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
   
  3-10: The Source 
  Destroy Wraeth Blackstone. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
   
  Discretionary Roleplaying Award 
  APL 2 
  90 XP 
  APL 4  
  135 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4  
  675 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3-01: Twitchy Much? 
  APL 2: Loot 21 gp; Coin 7 gp; Magic 25 gp - 6 potions of cure 
  light wounds; Total 53 gp. 
   
  APL 4: Loot 71 gp; Coin 7 gp; Magic 25 gp - 6 potions of cure 
  light wounds; Total 103 gp. 
   
  3-03: Forgotten Shrine 
  APL 2 & 4: Loot 5 gp; Magic 58 gp – scroll of know 
  vulnerabilities; Total 63 gp. 
   
  3-10: The Source 
  APL 2: Loot 33 gp; Magic 179 gp 2 potions of inflict light 
  wounds (4 gp), +1 mithral shirt (175 gp); Total 212 gp. 
   
  APL 4: Loot 6 gp; Magic 179 gp 2 potions of inflict light wounds 
  (4 gp), +1 mithral shirt (175 gp), +1 dwarven waraxe (194 gp); 
  Total 379 gp. 
   
  3-11: Coffer of the Ghoul Lord 
  APL 2: Loot 25 gp; Coin 100 gp; Total 125 gp. 
   
  APL 4: Loot 35 gp; Coin 100 gp; Total 155 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp 
   
  Total Possible Treasure 
  APL 2: 453 gp; APL 4: 700 gp 
   
   
   
  
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  SPECIAL 
  Use these notes to determine which AR items the PCs gain: 
  • 
  Blackstone Family Ring: PCs that find the ring in 
  area 3-10 can use it to penetrate the wall of force in area 
  3-06.  
  • 
  Touch of Undeath: PCs that defeat all the undead in 
  this zone receive the Touch of Undeath AR item. 
   
  �Blackstone Family Ring: This heavy, gold ring bears the 
  sigil –a pyramid with the hammer of Moradin floating 
  inside – of the Blackstone Family upon it. It may be useful 
  during your exploration of the ruins below the War Tower. 
   
  � Touch of Undeath: You have battled the undead and 
  been victorious. The forces of good have recognized your 
  valor and grant you a boon. The next time you must make a 
  saving throw against the paralysis affect of either a ghast or 
  ghoul you automatically succeed and ignore the affect. 
  Cross off this AR item when used. 
   
  ADVENTURE RECORD ITEMS 
  ITEM ACCESS 
  APL 2 & 4: 
  Scroll of know vulnerabilities (Core; Spell Compendium) 
  +1 mithral shirt (adventure) 
  Ring of brief blessing (Core; Magic Item Compendium) 
  Potion of inflict light wounds (Adventure; DMG) 
   
  
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  Page 15 
  APPENDIX 1: APL 2
  3−01: TWITCHY MUCH?  
  4 HUMAN BANDITS 
  CR 1/2 
  Human warrior 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +5 (1d8+3) 
  Ranged spear +3 (1d8+3) 
  Base Atk +1; Grp +4  
  Atk Options Point Blank Shot 
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 8 
  Feats Point Blank Shot, Weapon Focus (spear) 
  Skills Climb +4, Jump +4, Ride +5 
  Possessions combat gear plus studded leather armor, 
  heavy wooden shield, 3 spears, belt pouch, flint and 
  steel, 3 torches, 5 gp 
   
  2 HALF-ORC BANDITS 
  CR 1/2 
  Half-orc warrior 1 
  CN Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee greataxe +6 (1d12+6/x3) 
  Base Atk +1; Grp +5  
  Combat Gear potion of cure light wounds 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Weapon Focus (greataxe) 
  Skills Climb +5, Jump +5 
  Possessions combat gear plus studded leather armor, 
  greataxe, 10 gp 
   
  3−08: GHOULISH BANDITS  
  GHOULS 
  CR 1 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft., Listen +2, Spot +7 
  Languages Common, Orc 
  AC 17, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +2 natural) 
  hp 13 (2 HD) 
  Immune mind-affecting (charms, compulsions, 
  phantasms, patterns, and morale effects), poison, 
  sleep effects, paralysis, stunning, disease, and death 
  effects 
  Resist +2 turn resistance 
  Fort +0, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d6+1 plus paralysis plus ghoul fever) 
  and  
  2 claws +0 each (1d3 plus paralysis)  
  Base Atk +1; Grp +2  
  Abilities Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12 
  SQ undead traits 
  Feats Multiattack 
  Skills Balance +5, Climb +4, Hide +5, Jump +4, Move 
  Silently +5, Spot +7 
  Possessions studded leather armor  
  Ghoul Fever (Su) Disease – bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  3−09: CHOKE…HOLD 
  GRAVETOUCHED GHOUL CHOKER*
   
  CR 3 
  *Libris Mortis  
  CE Medium undead (augmented aberration) 
  Init +8; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Undercommon  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +6 natural) 
  hp 19 (3 HD) 
  Resist +2 turn resistance 
  Fort +1, Ref +7, Will +6 
  Speed 20 ft. (4 squares), climb 10 ft. 
  Melee 2 tentacles +7 each (1d3+4) or  
  Melee bite +7 (1d4+4 plus paralysis plus ghoul fever) 
  and  
  2 claws +5 each (1d3+2 plus paralysis) 
  Space 5 ft.; Reach 5 ft. (10 ft. with claw or tentacle) 
  Base Atk +2; Grp +6  
  Atk Options constrict 1d3+4, improved grab  
  Abilities Str 18, Dex 18, Con —, Int 6, Wis 17, Cha 9 
  Feats Improved Initiative, Lightning Reflexes, 
  Multiattack, Stealthy 
  Skills Climb +14, Hide +12, Move Silently +8 
  Constrict (Ex) A choker deals 1d3+4 points of damage 
  with a successful grapple check against a Large or 
  smaller creature. Because it seizes its victim by the 
  neck, a creature in the choker’s grasp cannot speak 
  or cast spells with verbal components. 
  Improved Grab (Ex) To use this ability, a choker must 
  hit a Large or smaller opponent with a tentacle attack. 
  It can then attempt to start a grapple as a free action 
  
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  Page 16 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict. Chokers receive a +4 racial bonus on 
  grapple checks, which is already included in the 
  statistics block. 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 10, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 10 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Skills A choker has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
   
  3−10: THE SOURCE 
  WRAETH BLACKSTONE (GRAVETOUCHED 
  GHOUL)* 
  CR 4 
  Male dwarf duskblade** 3 
  *Libris Mortis  
  **Player’s Handbook II 
  CE Medium undead (augmented humanoid) 
  Init +4; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Goblin, Orc 
  AC 21, touch 14, flat-footed 17; +4 dodge bonus to AC 
  against giants 
   (+4 Dex, +5 armor, +2 natural) 
  hp 20 (3 HD) 
  Immune mind-affecting (charms, compulsions, 
  phantasms, patterns, and morale effects), poison, 
  sleep effects, paralysis, stunning, disease, and death 
  effects 
  Resist stability (+4 on ability checks to resist being bull 
  rushed or tripped), +2 turn resistance 
  Fort +3, Ref +5, Will +6; +2 against spells and spell-like 
  effects 
  Speed 20 ft. (4 squares) 
  Melee mwk dwarven waraxe +8 (1d10+4) or  
  Melee bite +6 (1d6+3 plus paralysis plus ghoul fever) 
  and  
  2 claws each +4 (1d4+1 plus paralysis) 
  Base Atk +3; Grp +6  
  Atk Options arcane channeling, ghoul fever, paralysis, 
  +1 racial bonus to attack orcs and goblinoids 
  Combat Gear 2 potions of inflict light wounds 
  Duskblade Spells Known (CL 3rd): 
   1st (5/day)—burning hands (DC 14), obscuring mist, 
  shocking grasp (+6 melee touch), swift expeditious 
  retreat 
   0 (5/day)—acid splash (+7 ranged touch), disrupt 
  undead (+7 ranged touch), ray of frost (+7 ranged 
  touch), touch of fatigue (+6 melee touch) 
  Spell-Like Abilities (CL 3rd) 
  6/day total—dancing lights, detect magic, flare, ghost 
  sound, and read magic 
  Abilities Str 16, Dex 18, Con—, Int 16, Wis 16, Cha 14 
  SQ stonecunning, undead traits, arcane attunement, 
  armored mage (light), arcane channeling 
  Feats Combat Casting, Multiattack, Power Attack, 
  Weapon Focus (dwarven waraxe)  
  Skills Concentration +6 (+10 casting defensively), Craft 
  (trapmaking) +9 (+11 when using stone or metal), 
  Knowledge (arcane) +9, Spellcraft +9 
  Possessions combat gear plus +1 mithral shirt, 
  masterwork dwarven waraxe, gold earrings (50 gp for 
  the pair), jade ring (20 gp), spell component pouch, 
  Blackstone crest ring. 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 13, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by Wraeth’s bite or claw attack 
  must succeed on a DC 13 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Armored Mage (Ex) Wraeth’s limited focus and 
  specialized training allow him to avoid arcane spell 
  failure when wearing light armor and light shields. 
  Arcane Channeling (Su) Wraeth can use a standard 
  action to cast any touch spell he knows and deliver 
  the spell through his weapon with a melee attack. 
  Casting a spell in this manner does not provoke 
  attacks of opportunity. The spell must have a casting 
  time of 1 standard action or less. If the melee attack 
  is successful, the attack deals damage normally; then 
  the effect of the spell is resolved. 
   
  
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   APL 4
  3−01: TWITCHY MUCH?  
  HUMAN BANDITS 
  CR 1 
  Human fighter 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +5 (1d8+3) 
  Ranged spear +3 (1d8+3) 
  Base Atk +1; Grp +4  
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 8 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (spear) 
  Skills Climb +4, Jump +4, Ride +5 
  Possessions combat gear plus studded leather armor, 
  heavy wooden shield, 3 spears, belt pouch, flint and 
  steel, 3 torches, 5 gp 
   
  HALF-ORC BANDITS 
  CR 1 
  Half-orc fighter 1 
  CN Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee masterwork greataxe +7 (1d12+6/x3) 
  Base Atk +1; Grp +5  
  Atk Options Power Attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Power Attack, Weapon Focus (greataxe) 
  Skills Climb +5, Jump +5 
  Possessions combat gear plus studded leather armor, 
  masterwork greataxe, 10 gp 
   
  3−08: GHOULISH BANDITS  
  4 GHOULS 
  CR 1 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft., Listen +2, Spot +7 
  Languages Common, Orc 
  AC 17, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +2 natural) 
  hp 13 (2 HD) 
  Immune mind-affecting (charms, compulsions, 
  phantasms, patterns, and morale effects), poison, 
  sleep effects, paralysis, stunning, disease, and death 
  effects 
  Resist +2 turn resistance 
  Fort +0, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d6+1 plus paralysis plus ghoul fever) 
  and  
  2 claws +0 (1d3 plus paralysis)  
  Base Atk +1; Grp +2  
  Abilities Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12 
  SQ undead traits 
  Feats Multiattack 
  Skills Balance +5, Climb +4, Hide +5, Jump +4, Move 
  Silently +5, Spot +7 
  Possessions studded leather armor  
  Ghoul Fever (Su) Disease – bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  3−09: CHOKE…HOLD  
  GRAVETOUCHED GHOUL*CHOKERS 
   
  CR 3 
  *Libris Mortis  
  CE Medium undead (augmented aberration) 
  Init +8; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Undercommon  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +6 natural) 
  hp 19 (3 HD) 
  Resist +2 turn resistance 
  Fort +1, Ref +7, Will +6 
  Speed 20 ft. (4 squares), climb 10 ft. 
  Melee 2 tentacles +7 each (1d3+4) or  
  Melee bite +7 (1d4+4 plus paralysis plus ghoul fever) 
  and  
  2 claws +5 each (1d3+2 plus paralysis) 
  Space 5 ft.; Reach 5 ft. (10 ft. with claw or tentacle) 
  Base Atk +2; Grp +6  
  Atk Options constrict 1d3+4, improved grab,  
  Abilities Str 18, Dex 18, Con —, Int 6, Wis 17, Cha 9 
  Feats Improved Initiative, Lightning Reflexes, 
  Multiattack, Stealthy 
  Skills Climb +14, Hide +12, Move Silently +8 
  Constrict (Ex) A choker deals 1d3+4 points of damage 
  with a successful grapple check against a Large or 
  smaller creature. Because it seizes its victim by the 
  neck, a creature in the choker’s grasp cannot speak 
  or cast spells with verbal components. 
  
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  Improved Grab (Ex) To use this ability, a choker must 
  hit a Large or smaller opponent with a tentacle attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict. Chokers receive a +4 racial bonus on 
  grapple checks, which is already included in the 
  statistics block. 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 10, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 10 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Skills A choker has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
   
  3−10: THE SOURCE  
  WRAETH BLACKSTONE (GRAVETOUCHED 
  GHOUL)* 
  CR 6 
  Male dwarf duskblade** 5 
  *Libris Mortis  
  **Player’s Handbook II 
  CE Medium undead (augmented humanoid) 
  Init +4; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Goblin, Orc 
  AC 21, touch 14, flat-footed 17; +4 dodge bonus to AC 
  against giants 
   (+4 Dex, +5 armor, +2 natural) 
  hp 32 (5 HD) 
  Immune mind-affecting (charms, compulsions, 
  phantasms, patterns, and morale effects), poison, 
  sleep effects, paralysis, stunning, disease, and death 
  effects 
  Resist +2 turn resistance, stability (+4 on ability checks 
  to resist being bull rushed or tripped), 
  Fort +4, Ref +5, Will +7; +2 against spells and spell-like 
  effects 
  Speed 20 ft. (4 squares) 
  Melee +1 dwarven waraxe +10 (1d10+5) or bite +8 
  (1d6+3 plus paralysis plus ghoul fever) and  
  2 claws +6 each (1d4+1 plus paralysis) 
  Base Atk +5; Grp +8  
  Atk Options Power Attack, ghoul fever, paralysis, +1 
  racial bonus to attack orcs and goblinoids, quick cast 
  1/day 
  Combat Gear 2 potions of inflict moderate wounds 
  Duskblade Spells Known (CL 5th): 
   2nd (3/day)—scorching ray (+9 ranged touch) 
   1st (6/day)—burning hands (DC 14), obscuring mist, 
  shocking grasp (+8 melee touch), swift expeditious 
  retreat, true strike 
   0 (6/day)—acid splash (+9 ranged touch), disrupt 
  undead (+9 ranged touch), ray of frost (+9 ranged 
  touch), touch of fatigue (+8 melee touch) 
  Spell-Like Abilities (CL 5th) 
  6/day total—dancing lights, detect magic, flare, ghost 
  sound, and read magic 
  Abilities Str 16, Dex 18, Con—, Int 17, Wis 16, Cha 14 
  SQ stonecunning, undead traits, arcane attunement, 
  armored mage (medium), arcane channeling,  
  Feats Combat Casting, Multiattack, Power Attack, 
  Weapon Focus (dwarven waraxe)  
  Skills Concentration +8 (+12 casting defensively), Craft 
  (trapmaking) +11 (+13 when using stone or metal), 
  Knowledge (arcane) +11, Spellcraft +11 
  Possessions combat gear plus +1 mithral shirt, +1 
  dwarven waraxe, gold earrings (50 gp for the pair), 
  jade ring (20 gp), spell component pouch, Blackstone 
  crest ring. 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 14, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Paralysis (Ex) Those hit by Wraeth’s bite or claw attack 
  must succeed on a DC 14 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Armored Mage (Ex) Wraeth’s limited focus and 
  specialized training allow him to avoid arcane spell 
  failure when wearing light or medium armor and light 
  shields. 
  Arcane Channeling (Su) Wraeth can use a standard 
  action to cast any touch spell he knows and deliver 
  the spell through his weapon with a melee attack. 
  Casting a spell in this manner does not provoke 
  attacks of opportunity. The spell must have a casting 
  time of 1 standard action or less. If the melee attack 
  is successful, the attack deals damage normally; then 
  the effect of the spell is resolved. 
  Quick Cast Wraeth can cast one spell each day as a 
  swift action, so long as the casting time of the spell is 
  1 standard action or less. 
   
   
  
  CGR7-02:3 Convert or Die..or Vica Versa 
   
  DM MAP 1: ZONE LAYOUT 
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 1 
   
  CGR7-02:4 
   
   
   
  Blackstone Crypt 
   
  By Christopher Lindsay 
   
   
   
  ADVENTURE BACKGROUND 
  This section of the ruins comprises all that remains of the 
  upper level of a tomb formerly occupied by the dwarves of 
  clan Blackstone. Though it is no longer the structure it once 
  was, the cavernous main chamber of this structure how 
  houses a chasm leading to the deeper levels of the dungeons 
  below the War Tower. 
   
  The main tomb houses the former head of clan 
  Blackstone. Though the ancient dwarf remains deceased, 
  the corpse remains in possession of a magic key that can be 
  used to open the door leading deeper into the ruins. 
   
  Recently, a wave of negative energy, originating from 
  below, swept up through these ruins. This caused the spirits 
  of those dwarves who were at rest on this level, to rise as 
  wraiths, not to mention the proliferation of ghouls in the 
  previous section of the ruins. Having no other place to go, 
  and sensing life beneath them, the wraiths descended into 
  the deeper levels to hunt. Unfortunately, for the wraiths, 
  they happened upon a number of clerics, who promptly 
  destroyed them or bound them to their service. 
   
  At the same time that the wraiths rose into undeath, 
  three tomb motes emerged spontaneously, and are trapped 
  within the main tomb, and are now its primary guardians. 
   
   
  ADVENTURE SUMMARY 
  Arriving in the main chamber, the PCs have a number of 
  things they might discover here.  
   
  4-01: A small shrine to Moradin houses an ancient 
  forge that possesses fire magic which has, over the ages, 
  gained a life of its own. Tampering with the shrine can 
  result in the release of the living fire residing within. 
   
  4-02: The central feature of this chamber is a large 10-
  foot by 40-foot shaft that leads into the deeper levels of the 
  dungeons. At some point while the PCs are in this room, 
  one or more shaedlings accompanied by one or more spider 
  swarms emerge from this shaft to investigate. 
   
  Searching the rest of the chamber reveals little else, 
  though the door that leads into the main tomb is sealed, and 
  can only be opened by turning a pair of rune-laden 
  platforms to face the opposite direction. This not only 
  unlocks the door, but seals the chasm. This is sufficient to 
  prevent further incursions from below for the time being. 
   
  4-03: The foyer of the main tomb houses a number of 
  sarcophagi, and a pair of guardians that serve as guardians to 
  the main chamber beyond. Once the PCs defeat these 
  guardians, they can explore the rest of this chamber at 
  leisure. Another puzzle involving runes and glyphs must be 
  decrypted before they can pass through the doors into the 
  final chamber. 
   
  4-04: This final chamber is inhabited by three tomb 
  motes that attack the PCs. Once they’ve defeated these 
  creatures, they can search the chamber, and uncover the 
  key they need to continue deeper into the dungeons, 
  allowing them to proceed to the next adventure. 
    
  PREPARATION FOR PLAY 
  Though the area the PCs cover throughout the course of 
  this adventure is relatively small, it is important to note that 
  moving from one chamber to the next is impossible 
  without deciphering the puzzles that allow them to unlock 
  the doors to proceed further. 
   
  GETTING HERE 
  This zone of the dungeon is accessed from area 110 in zone 
  three. If any of the PCs have not completed zone one (and 
  therefore don’t have an AR for the zone) gloss over the 
  party’s progress through that portion of the dungeon, 
  describing the various chambers extremely vaguely. 
  Scavengers and such inhabit zone one so when the PC 
  returns to adventure in that area simply assume that the 
  monsters described herein are recently arrived. Similarly, 
  the encounter trap in area 103 was not triggered by previous 
  adventurers – perhaps they believed the statue was too 
  obviously a trap. 
    
   
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 2 
   
  INTRODUCTION 
  Having defeated the ghoul-lord Wraeth Blackstone, 
  and unlocked the entrance to these chambers, you find 
  yourselves capable of proceeding further into the 
  ruins of Greyhawk. Dwarven runes are engraved into 
  the stone floor just past the point where the wall of 
  force once blocked passage down the wide stairway. A 
  dim blue radiance issues up the stairs.  
   
  If the PCs can read Dwarven, they may decipher the runes: 
   
  “Death is the key to passage beyond. So too are there 
  keys to passage below.” 
   
  4−01: ENGULFING FIRE 
  This open antechamber resides just inside the larger 
  chamber, and houses a shrine to Moradin with consists of 
  an altar bearing an ornate forge. 
   
  This large 10-foot by 15-foot niche contains a stone 
  altar upon which rests a miniature forge. The forge 
  bears an engraved hammer and anvil inlaid with 
  adamantine. 
   
  ALTAR TO MORADIN 
  PCs approaching the altar notice that some amount of heat 
  radiates from the forge. It is only warm enough, however, to 
  make the squares adjacent to the altar pleasantly, if 
  noticeably, warm. 
   
  PCs making a DC 20 Search check on the forge, notice 
  that the adamantine symbol (Moradin; DC 20 Knowledge 
  [religion] to identify) can be depressed. There is no trap on 
  the symbol, but touching it reveals it to be the source of the 
  heat. 
   
  The inside of the altar contains 
  the remnants of powerful magic, 
  formerly used to craft magic weapons 
  and armor. The magic has transmuted 
  over time and is now a living spell, 
  which exits its prison to inhabit one of 
  the squares upon which the altar rests. 
   
  Depressing the adamantine holy 
  symbol causes it to pop out into the 
  PC’s hand, revealing that the forge and 
  altar are indeed hollow. Dwarven 
  craftsmanship being what it is, even 
  though the altar and forge are hollow, 
  they are no less structurally sound, and 
  completely functional. Once a PC 
  depresses the holy symbol of Moradin, 
  read: 
   
  Depressing the adamantine holy 
  symbol, it pops out revealing a 
  hollow in the structure of the altar 
  and forge. The heat in the chamber 
  immediately 
  intensifies 
  and 
  flaming ooze pours out of the altar, flowing up onto its 
  surface before it moves to strike. 
   
  All APLs (EL 3) 
   
  �Living Burning Hands: hp 27; Appendix 1. 
   
  Living Burning Hands Tactics: The living burning hands 
  attempts to engulf the nearest PC once it escapes the altar. 
  Other than that the creature tends to be somewhat 
  reactionary, going after the PC that is causing it the most 
  pain at any given time. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 10 ft. high. 
   
  Altar: The altar is made of stone, reinforced with steel 
  from the inside. The facing of the altar, which is built into 
  the stone of the antechamber, has a hardness 12 and 150 hp. 
   
  Treasure: The PCs can keep the adamantine holy 
  symbol of Moradin, which has a market value of 240 gp. 
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 3 
   
  4−02: INTERLOPERS 
  This massive chamber once served as the entryway for clan 
  Blackstone’s burial chamber. 
   
  Numerous antechambers extend off from this massive 
  hall. The tattered remains of large steel-woven 
  tapestries hang from the openings of all but three of 
  these, the paint that once adorned their collective 
  surfaces having flaked off long ago. Three of the 
  antechambers are sealed with doors. 
   
  The centerpiece of the room is a series of steps 
  leading up to a low platform. A large hole splits the 
  platform in half. Four pyramids extending from floor 
  to ceiling rest mid-way between the platform and the 
  walls, and a large carven circular rune-crest of clan 
  Blackstone glows with a cerulean light at either end of 
  the pit. 
   
  Shortly after the PCs begin exploring this chamber, read: 
   
  A shrill screech echoes throughout the chamber as a 
  short, humanlike creature with raven skin and equally 
  dark eyes flutters on fine wings like those of a 
  dragonfly out of the pit. Two spinnels in the creature’s 
  abdomen exude wisps of thick darkness as the 
  creature leaves a trail of shadow in its wake. At the 
  same time, a swarm of spiders spills out over the lip of 
  the dark pit. 
   
  APL 2 (EL 3) 
   
  �Shaedling: hp 22; Appendix 1. 
   
  �Spider Swarm: hp 9; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Shaedlings (2): hp 22; Appendix 1. 
   
  �Spider Swarms (2): hp 9; Appendix 1. 
   
  Shaedling Tactics: Whether there are one or two 
  shaedlings, the creatures start by creating a wall of darkness 
  in order to split themselves off from the PCs, particularly if 
  they don’t see creatures with darkvision. A shaedling then 
  uses the cover of the wall to fling a javelin with the sleeping 
  curse at one of its opponents, typically choosing arcane 
  spellcasters or rogues over fighter types that tend to be 
  more resistant. A shaedling then uses its superior 
  movement capabilities and Combat Reflexes in order to get 
  as many attacks on PCs with its spiked chain as possible. 
   
  Spider Swarm Tactics: Whether there are one or two 
  swarms, these mounds of spiders pursue whichever PCs are 
  unlucky enough to be closest. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Open Antechambers: Each of these 10-foot by 10-foot 
  chambers houses as many as 18 dwarves post-mortem. All 
  dwarves housed here are from clan Blackstone, though they 
  have been here so long that their names are lost. 
   
   
  Steel-Woven Tapestries: Woven of steel fibers each 
  of these hangs over the entrance of an open antechamber, 
  though the paint that once adorned their collective surfaces 
  has long ago flaked off (hardness 10, hp 30). 
   
  Door-Sealed Antechambers: Each of these 10-foot by 
  10-foot chambers houses as many as 12 nobles or other 
  prominent members of clan Blackstone. Their burial spaces 
  are somewhat larger then more common members of the 
  clan. The doors are constructed of stone (4 in. thick, 
  hardness 8, hp 60) and remain without locks.  
   
  Pyramids: Each of these stone structures is built on a 
  stone pedestal capable of turning in place (a successful 
  Strength check DC 25 achieves this). Each pyramid has four 
  facings, and on each of these surfaces is the symbol of clan 
  Blackstone. Any PC making a DC 20 Knowledge (history), 
  Knowledge (nobility & royalty), or bardic knowledge check 
  may identify the symbol as that of the now extinct dwarf 
  clan Blackstone. They also know that Blackstone was a 
  small, secretive clan of dwarves most of whom perished 
  exploring the ruins below Castle Greyhawk. They were 
  known for their guile and trickery in the arts of masonry 
  and architecture.  
   
  The symbol resembles a pyramid with the hammer of 
  Moradin floating inside. 
   
  On one side, the symbol is right-side up. On one side, the 
  symbol is upside down. On one side, the symbol faces left, 
  and on the final side, it faces right. When each of these 
  pyramids is turned so that all right-side up symbols are 
  facing away from the large iron-bound stone doors at the far 
  end of the chamber, the circular pedestals bearing the 
  glowing symbol of clan Blackstone emerge from their 
  housings in the floor, and may then be turned. A DC 15 
  Search check reveals scrape marks on the floor that would 
  lead the PCs to believe that the pyramids might be capable 
  of turning. 
   
  Glowing Blackstone Runes: Once the circular 
  pedestals upon which these rest emerge from where they 
  are seated in the floor (as described under pyramids), they 
  may be turned. A Strength check DC 25 is required to do so. 
  When both symbols are turned to face inward toward the 
  pit, a steel door slides across the pit, sealing it off. At the 
  same time, the mechanism that maintains the lock on the 
  large iron-bound stone doors in the rear of the chamber, 
  unlock with an audible thud. This allows the PCs to proceed 
  into the next chamber, and alerts the guardians within at 
  the same time. 
   
  Platform: The steps leading up to this 3-foot platform 
  are extremely shallow, and not considered rough terrain for 
  the purpose of movement in this chamber. 
   
  Pit: The 10-foot by 40-foot wide chasm in the center of 
  the room links to several other levels of the dungeons 
  below Castle Greyhawk. With fairly sheer sides, numerous 
  DC 25 Climb checks would be required to traverse this 
  distance without ropes or the use of magic. The PCs should 
  not proceed down the chasm –use whatever nonfatal mean 
  necessary to ensure this.  
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 4 
   
   
  Iron-Bound Stone Double Doors (4-03): These 
  doors (8 in. thick, hardness 15, hp 150) bar further passage 
  into the crypt. They are held closed with an internal 
  mechanism that cannot be unlocked using the Open Locks 
  skill, or disabled using Disable Device. Additionally, these 
  doors emanate antimagic (affecting only them) and may not 
  be opened using knock or similar such spells. Runes are 
  carved into the stone of the doors. Any PC that can read 
  Dwarven understands what they say. 
   
  Four facing forward, 
  Stand upright Blackstone stand. 
  Two facing inward, 
  Seal darkness-deep by hand. 
   
  This of course, is a clue as to what the dwarves needed to do 
  in order to enter the chambers beyond. See Pyramids and 
  Glowing Blackstone Runes.  
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 5 
   
  4−03: BLACKSTONE 
  GUARDIANS 
  This chamber houses a pair of animated stone statues carved 
  to represent doughty plate mail-clad dwarf warriors guard 
  this chamber from intruders. 
   
  Eight sarcophagi rest toward the entrance of this 60-
  foot by 100-foot chamber which is lit by a pair of large 
  everburning braziers built into the floor in the rear. A 
  massive pair of stone doors, even larger than the ones 
  just opened stand closed directly across from the 
  entrance, and a large fiery eye is carved into the surface 
  of the floor nearest them. The floor to either side of 
  the eye is inscribed with Dwarven runes, in front of 
  which stand a pair of ornately carved stone statues 
  carved in the likeness of plate mail clad dwarf 
  warriors. 
   
  Once the PCs enter the chamber, read: 
   
  The statues spring to life and move quickly to attack. 
   
  APL 2 (EL 2) 
   
  �Small Animated Object (2): hp 15; MM 13. 
   
  APL 4 (EL 4) 
   
  �Medium Animated Object (2): hp 31; MM 13. 
   
  Tactics: The statues move to attack the PCs directly in 
  melee combat. They flail away at the nearest target until it is 
  down or they are destroyed. 
   
  RUNE COVERED FLOOR 
  These are random Dwarven runes that mean very little. 
  They are meant to divert the attention of anyone that enters 
  this chamber. It days gone by, there was a silent alarm set on 
  these runes. Anyone touching them was effectively calling 
  the guards of clan Blackstone, now dead and gone. 
   
  Left Rune Map 
   
  Bird 
   
   
  Demon 
   
  Key 
  Water 
   
  Elf 
   
   
  Blood 
   
  Magic 
  Fire 
   
  Sword 
   
   
  Love 
   
  Craft 
  Earth 
   
  Dark 
   
   
  Axe 
   
  Shield 
  Air 
   
  Right Rune Map 
  Blood 
   
  Demon 
   
  Love 
  Axe 
  Sword 
   
  Elf 
   
  Dark 
  Bird 
  Air 
   
  Fire 
   
  Earth 
  Water 
  Craft 
   
  Key 
   
  Magic 
  Shield 
   
  BRAZIERS 
  Braziers: Each of these is alight with a large everburning 
  torch, the subject of which is a large, smooth stone. 
  Removing the stone, which is easily lifted out, reveals a 
  hidden cubby in the bottom of the brazier. Inside the left 
  (from the entrance) brazier is a steel lever that, when 
  pushed, stops the pupil in the eye from moving. Once the 
  lever has been pushed the eye stops moving revealing a 
  keyhole in the top of the eye. Inside the right brazier is a 
  key. The right brazier, however, is trapped. 
   
  ALL APLs (EL 1) 
   
  �Fusillade of Darts: CR 1; mechanical; location 
  trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple 
  targets (fires 1d4 darts at each target in two adjacent 5-ft. 
  squares); Search DC 14; Disable Device DC 20. 
   
  AREA FEATURES 
  This area has the following features of note:   
   
  Ceiling: The ceiling here is 20 ft. high. 
   
  Sarcophagi: Each of these is constructed of stone and 
  sealed. The dead dwarves contained within were previously 
  adventurers, none of which have anything of value in their 
  entombed state. A Strength check DC 30 is required to 
  break the seal and slide the lid off any given sarcophagi. 
  Inside each, however, are the moldy, worthless remains of a 
  former dwarf adventurer. 
   
  Inscribed Fiery Eye: The pupil of this inscribed eye is 
  a sphere that has been imbedded into the floor, and that 
  spins rapidly in ever changing directions. Every once in a 
  while the PCs catch sight of a keyhole in the pupil as it 
  spins by. See Braziers, for more information. 
   
  Stone Double Doors: These doors (18 in. thick, 
  hardness 10, hp 200) cannot be opened until they are 
  unlocked, which can only be done by inserting the key into 
  the keyhole in the pupil of the eye. They are held closed 
  with an internal mechanism that cannot be unlocked using 
  the Open Locks skill, or disabled using Disable Device. 
  Additionally, these doors emanate antimagic (affecting only 
  them) and may not be opened using knock or similar such 
  spells. 
  
  CGR7-02:4 B
   
   
  Blackstone Cryptt 
   
  Page 6 
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 7 
   
  4−04: EVIL ARISEN 
  This crypt is the final resting place of the last king of clan 
  Blackstone and one of the final victims of the deeper 
  dungeons. The massive wave of negative energy that 
  allowed the spirits of the dwarf princes to rise as wraiths 
  also animated the debris in this chamber, allowing it to 
  coalesce as tomb motes. 
   
  A blood-red symbol depicting a skull and sickle 
  dominates the center of the floor in this chamber. It 
  peaks out through a plethora of loose bone shards, 
  thick dust, and shattered stone. At the far end, a statue 
  of a dwarf warrior stands with a look of solemnity, a 
  brazier holding an everburning flame perched in its 
  outstretched arms. 
   
  When one or more of the PCs steps into the room, read: 
   
  The air in the chamber begins to swirl up as the debris 
  strewn across the floor coalesces into three tiny, 
  vaguely humanoid creatures. Crackling with black 
  energy, they dash forward, chomping wicked teeth 
  together in their misshapen mouths. 
   
  APL 2 (EL 4) 
   
  �Tomb Motes (3): hp 19; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Advanced Tomb Motes (3): 39; Appendix 1. 
   
  Tomb Mote Tactics: The tomb 
  motes work together to flank a 
  single opponent, triple-teaming 
  individual PCs in an effort to 
  bring them down one at a time. 
   
  It is important to note that 
  the onset time for disease at APL 
  4 is by rounds rather than days. 
  This may have a much more 
  significant effect on the PCs in 
  the midst of this final combat. 
  Due to the nature of RPGA events 
  (and the fact that the effects of 
  this disease won’t extend beyond 
  the end of this adventure), this 
  tends to create more excitement 
  and challenge for this final 
  combat. 
   
  AREA FEATURES 
  Refer to [insert info section title 
  here] for information on this 
  area’s generic features. 
   
  Ceiling: The ceiling here is 
  15 ft. high. 
   
  Blood-Red Death Symbol: 
  If magic is detected for, this 
  symbol emanates a faint aura of 
  necromantic magic (DC 22 Spellcraft check). However, 
  moving across its surface has no negative effects on the PCs. 
  Whatever trap may have existed here previously is no 
  longer effective. At this time, the fact that it radiates 
  necromantic energy serves only to maintain a healthy level 
  of paranoia amongst the PCs, assuming they detect magic in 
  the room. 
   
  Statue: A DC 25 Search check reveals a hidden panel 
  in the chest of the statue. A lever is housed in the small 
  hollow which is revealed when the panel is depressed. 
  Pulling the lever causes the entire statue to shift 10 feet to 
  the left, revealing the remains of clan Blackstone’s final 
  king. In addition to the treasure buried with him, is an 
  ornate key that can be used to open the door in room 3-05 
  (previous round). Opening this door allows the PCs to 
  proceed along easily to the next adventure, CGR8-01 Crypts 
  of the Forgotten. The rest of the treasure in this crypt is 
  detailed in the Treasure Summary. 
   
   
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 8 
   
  CONCLUSION 
  Once the PCs have left the ruins, proceed to the relevant 
  section below.  
   
  SUCCESS 
  Use this text if the PCs successfully find their way through 
  the crypt, defeat the tomb motes and recover the key from 
  where it is hidden. 
   
  Having traversed the remaining chambers that 
  comprise this crypt you have successfully located what 
  you believe to be the key needed to proceed further 
  into the ruins of Greyhawk. But for now, it is time to 
  return to Greyhawk City to rest and recover. 
    
  FAILURE 
  Use this text if the PCs survived, but did not successfully 
  find their way into the final crypt and/or find the key 
  hidden there. 
   
  Leaving the crypt for a well deserved rest, you get the 
  feeling that you’re missing something, though you 
  can’t quite put your finger on it. Perhaps if you spend 
  some time at the library in the city of Greyhawk, you 
  might garner the clues needed to proceed further into 
  the ruins.  
   
  AFFILIATION AWARDS 
  Now is time to determine how many affiliation points each 
  PC gained for their given affiliations. Record each PC’s gain 
  (or loss) on the Affiliation Score Gained/Lost AR item. PCs 
  can gain the following points: 
   
  Cartographers' Guild 
  • 
  +1 for producing an accurate map of this section of the 
  ruins. 
   
  Thieves' Guild 
  • 
  +1 for bringing back detailed information regarding 
  the nature of the hiding places and triggers used to get 
  from room to room. 
   
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 9 
   
  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. 
   
  4-01: Engulfing Fire 
  Defeat the living burning hands. 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
   
  4-02: Interlopers 
  Defeat the shaedling(s) and spider swarm(s). 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
   
  4-03: Blackstone Guardians 
  Defeat the guardians. 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
   
  4-03: Blackstone Guardians (Trap) 
  Disable/survive the trap. 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
   
  4-04: Evil Arisen 
  Defeat the tomb motes. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
   
  Discretionary Roleplaying Award 
  APL 2 
  60 XP 
  APL 4  
  105 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4  
  675 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4-01: Engulfing Fire 
  All APLs: Loot 20 gp; Total 20 gp. 
   
  4-03: Blackstone Guardians 
  APL 2: Loot 121 gp; Magic 16 gp 4 potions of repair light 
  damage (4 gp); Total 137 gp. 
   
  APL 4: Loot 135 gp; Magic 100 gp 4 potions of repair 
  moderate damage (25 gp); Total 235 gp. 
   
  4-04: Evil Arisen 
  APL 2: Coin 110 gp; Magic 225 gp crystal of illumination 
  (lesser) (33 gp), crystal of life drinking (least) (33 gp), crystal of 
  return (least) (25 gp), crystal of security (least) (25 gp), armband 
  of elusive action (67 gp), brute gauntlets (42 gp); Total 335 gp 
   
  APL 2: Coin 110 gp; Magic 225 gp crystal of illumination 
  (lesser) (33 gp), crystal of life drinking (least) (33 gp), crystal of 
  return (least) (25 gp), crystal of security (least) (25 gp), anklet of 
  translocation (117 gp), lightning gauntlets (83 gp); Total 426 gp 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
  APL 4: 650 gp. 
   
   
  Total Possible Treasure 
  APL 2: 492 gp. 
   
  APL 4: 681 gp. 
   
   
  ADVENTURE RECORD ITEMS 
  Use these notes to determine which AR items the PCs gain: 
  • 
  Adamantine Holy Symbol: PCs that recovered the 
  key from area 4-01 gain access to this AR item. 
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 10 
   
  • 
  Ornate Key: PCs recovering the ornate key from area 
  4-04 gain this AR item.  
   
  �Adamantine Holy Symbol: This holy symbol of 
  Moradin – shaped to resemble a hammer and anvil – is 
  crafted from adamantine and worth 240 gp. To own this 
  item you must purchase it and you are considered to have 
  Open access to it. Note below when you purchased it. 
   
  Purchase AR:  
   
  �Ornate Key: You have found an ornate key in the 
  dungeons below the War Tower that opens a door atop a 
  spiral staircase. The staircase leads deeper into the 
  dungeons. Local lore has it that this staircase leads to the 
  Crypts of the Forgotten, the next level of the dungeons 
  below the War Tower. 
  ITEM ACCESS 
  APL 2 
  Potion of repair light damage (Adventure; Spell Compendium) 
  Crystal of illumination (lesser) (Core; Magic Item Compendium) 
  Crystal of life drinking (least) (Core; Magic Item Compendium) 
  (Core; Magic Item Compendium) 
  Crystal of return (least) (Core; Magic Item Compendium) 
  Crystal of security (least) (Core; Magic Item Compendium) 
  Armband of elusive action (Core; Magic Item Compendium) 
  Brute gauntlets (Core; Magic Item Compendium) 
   
  APL 4 (all of APL 2 plus) 
  Potion of repair moderate damage (Adventure; Spell 
  Compendium) 
  Anklet of translocation (Core; Magic Item Compendium) 
  Lightning gauntlets (Core; Magic Item Compendium) 
   
   
   
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 11 
   
  APPENDIX 1: APL 2
  4−01: ENGULFING FIRE (EL 3) 
  LIVING* BURNING HANDS 
  CR 3 
  *Monster Manual III 
  N Medium ooze 
  Init -1; Senses blindsight, Listen -1, Spot -1 
  AC 10, touch 10, flat-footed 10 
   (-1 Dex, +1 deflection) 
  hp 27 (5 HD); regeneration/fast healing; DR 10/magic 
  Immune mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight; poison, sleep effects, paralysis, polymorph, 
  and stunning; critical hits and flanking 
  SR 11 
  Fort +2, Ref +1, Will +1 
  Speed 20 ft. (4 squares) 
  Melee slam +3 (1d4 plus spell) 
  Base Atk +3; Grp +3  
  Atk Options spell effect, engulf 
  Abilities Str 11, Dex 8, Con 11, Int —, Wis 8, Cha 11 
  SQ ooze traits 
  Spell Effect – Burning Hands (Su) A creature hit by a 
  living burning hands slam attack is subjected to the 
  normal effect (5d4 fire damage; DC 11 Reflex half). 
  Engulf (Ex) A living burning hands can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The living burning hands merely has to move 
  over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  living burning hands, but if they do so they are not 
  entitled to a saving throw. Those who do not attempt 
  attacks of opportunity must succeed on a DC 11 Reflex 
  save or be engulfed; on a success they are pushed 
  back or aside (opponent’s choice) as the living burning 
  hands moves forward. Engulfed creatures are subject 
  to the full normal effect of the spell each round on the 
  living spell’s turn, and are considered to be grappled. 
   
  4−02: UNDERDARK INTERLOPERS (EL 3) 
  SHAEDLING* 
  CR 2 
  *Monster Manual V 
  CE Medium fey 
  Init +4; Senses darkvision 60 ft., low-light vision, Listen 
  +4, Spot +4 
  Languages Common, Sylvan 
  AC 15, touch 14, flat-footed 11 
   (+4 Dex, +1 shield) 
  hp 22 (4 HD); DR 5/cold iron 
  Fort +3, Ref +8, Will +5 
  Speed 30 ft. (6 squares), fly 60 ft. (good) 
  Melee spiked chain +6 (2d4) 
  Ranged bolas +6 (1d4 nonlethal) or javelin +6 (1d6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +2; Grp +2  
  Atk Options Combat Reflexes, Point Blank Shot, shadow 
  gossamer, sleeping curse 
  Special Actions wall of darkness 
  Abilities Str 10, Dex 18, Con 15, Int 13, Wis 13, Cha 16 
  Feats Combat Reflexes, Point Blank Shot, Weapon 
  Finesse 
  Skills Appraise +1 (+3 with weapons), Bluff +10, Craft 
  (weaponsmithing) +8, Diplomacy +5, Escape Artist +11 
  (+13 with ropes), Hide +11, Intimidate +6, Listen +4, 
  Move Silently +11, Spot +4, Use Rope +11 
  Possessions shadow gossamer buckler 
  Shadow Gossamer (Ex) As a swift action, a shaedling 
  can generate a 15-pound or lighter item out of shadow 
  gossamer, and it usually crafts a weapon just before 
  attacking. A shaedling is proficient with any weapon it 
  creates from shadow gossamer, and such weapons 
  have a range increment 10 feet longer than usual. 
  Shields construced of this substance have their armor 
  check penalty lessened by 1. Shadow gossamer 
  implements dissipate to nothingness if they leave the 
  hands of a shaedling for longer than 1 round. 
  Sleeping Curse (Su) Once per day, a shaedling can 
  target an opponent within 30 feet with a special javelin 
  of venomous shadow gossamer. A foe struck by this 
  javelin must succeed on a DC 15 Fortitude save or fall 
  asleep for 1d6 rounds. A remove curse spell ends this 
  effect. The save DC is Charisma-based. 
  Wall of Darkness (Su) Once per day, a shaedling can 
  generate a wall of darkness up to 30 feet long. The wall 
  blocks line of sight for all creatures except those that 
  have darkvision. 
   
  SPIDER SWARM 
  CR 1 
  N Diminutive vermin (swarm) 
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft., 
  Listen +0, Spot +4 
  AC 17, touch 17, flat-footed 14 
   (+4 size, +3 Dex) 
  hp 9 (2 HD) 
  Immune critical hits, flanking, spells that target, weapon 
  damage 
  Fort +3, Ref +3, Will +0 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee swarm (1d6 plus poison) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +1; Grp— 
  Atk Options distraction, poison 
  Abilities Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 
  SQ swarm traits, vermin traits 
  Skills Climb +11, Hide +15, Spot +4 
  Distraction (Ex) Any living creature that begins its turn 
  with a spider swarm in its space must succeed on a DC 
  11 Fortitude save or be nauseated for 1 round. The 
  save DC is Constitution-based. 
  Poison (Ex) Injury, Fortitude DC 11, initial and secondary 
  damage 1d3 Str. The save DC is Constitution-based. 
  Skills A spider swarm has a +4 racial bonus on Hide and 
  Spot checks and a +8 racial bonus on Climb checks. It 
  uses its Dexterity modifier instead of its Strength 
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 12 
   
  modifier for Climb checks. It can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  4−04: EVIL ARISEN (EL 4) 
  TOMB MOTES* 
  CR 2 
  *Libris Mortis  
  CE Tiny undead 
  Init +7; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages Abyssal, Common (understand – do not 
  speak)  
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 19 (3 HD); DR 2/cold iron or magic 
  Immune 
  mind-affecting 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects), poison, sleep 
  effects, paralysis, stunning, disease, and death effects 
  Fort +1, Ref +5, Will +4 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee bite +6 (1d4-1 plus disease) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +1; Grp -8  
  Atk Options quickness 
  Abilities Str 8, Dex 17, Con —, Int 10, Wis 12, Cha 14 
  SQ undead traits 
  Feats Improved Initiative, Weapon Finesse 
  Skills Hide +12, Move Silently +4 
  Disease (Ex) A creature struck by a tomb mote’s bite 
  attack must make a DC 13 Fortitude save or be 
  infected with a disease known as corpse bloat (initial 
  incubation period 1d3 rounds, damage 1d3 Str). The 
  skin of a diseased victim turns a hue of green, bloats, 
  and is warm to the touch. The save DC is Charisma-
  based. The incubation period has been accelerated 
  from the original creature due to the virulent nature of 
  the negative energy that animated these creatures. 
  Quickness (Su) A tomb mote is supernaturally quick. It 
  can take an extra standard action or move action 
  during its turn each round. 
   
   
   
   
   
   
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 13 
   
   APL 4
  4−01: ENGULFING FIRE (EL 3) 
  LIVING BURNING HANDS* 
  CR 3 
  *Monster Manual III 
  N Medium ooze 
  Init -1; Senses blindsight, Listen -1, Spot -1 
  AC 10, touch 10, flat-footed 10 
   (-1 Dex, +1 deflection) 
  hp 27 (5 HD); regeneration/fast healing; DR 10/magic 
  Immune mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight; poison, sleep effects, paralysis, polymorph, 
  and stunning; critical hits and flanking 
  SR 11 
  Fort +2, Ref +1, Will +1 
  Speed 20 ft. (4 squares) 
  Melee slam +3 (1d4 plus spell) 
  Base Atk +3; Grp +3  
  Atk Options spell effect, engulf 
  Abilities Str 11, Dex 8, Con 11, Int —, Wis 8, Cha 11 
  SQ ooze traits 
  Spell Effect – Burning Hands (Su) A creature hit by a 
  living burning hands slam attack is subjected to the 
  normal effect (5d4 fire damage; DC 11 Reflex half). 
  Engulf (Ex) A living burning hands can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The living burning hands merely has to move 
  over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  living burning hands, but if they do so they are not 
  entitled to a saving throw. Those who do not attempt 
  attacks of opportunity must succeed on a DC 11 Reflex 
  save or be engulfed; on a success they are pushed 
  back or aside (opponent’s choice) as the living burning 
  hands moves forward. Engulfed creatures are subject 
  to the full normal effect of the spell each round on the 
  living spell’s turn, and are considered to be grappled. 
   
  4−02: UNDERDARK INTERLOPERS (EL 5) 
  SHAEDLINGS* 
  CR 2 
  *Monster Manual V 
  CE Medium fey 
  Init +4; Senses darkvision 60 ft., low-light vision, Listen 
  +4, Spot +4 
  Languages Common, Sylvan 
  AC 15, touch 14, flat-footed 11 
   (+4 Dex, +1 shield) 
  hp 22 (4 HD); DR 5/cold iron 
  Fort +3, Ref +8, Will +5 
  Speed 30 ft. (6 squares), fly 60 ft. (good) 
  Melee spiked chain +6 (2d4) 
  Ranged bolas +6 (1d4 nonlethal) or javelin +6 (1d6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +2; Grp +2  
  Atk Options Combat Reflexes, Point Blank Shot, shadow 
  gossamer, sleeping curse 
  Special Actions wall of darkness 
  Abilities Str 10, Dex 18, Con 15, Int 13, Wis 13, Cha 16 
  Feats Combat Reflexes, Point Blank Shot, Weapon 
  Finesse 
  Skills Appraise +1 (+3 with weapons), Bluff +10, Craft 
  (weaponsmithing) +8, Diplomacy +5, Escape Artist +11 
  (+13 with ropes), Hide +11, Intimidate +6, Listen +4, 
  Move Silently +11, Spot +4, Use Rope +11 
  Possessions shadow gossamer buckler 
  Shadow Gossamer (Ex) As a swift action, a shaedling 
  can generate a 15-pound or lighter item out of shadow 
  gossamer, and it usually crafts a weapon just before 
  attacking. A shaedling is proficient with any weapon it 
  creates from shadow gossamer, and such weapons 
  have a range increment 10 feet longer than usual. 
  Shields construced of this substance have their armor 
  check penalty lessened by 1. Shadow gossamer 
  implements dissipate to nothingness if they leave the 
  hands of a shaedling for longer than 1 round. 
  Sleeping Curse (Su) Once per day, a shaedling can 
  target an opponent within 30 feet with a special javelin 
  of venomous shadow gossamer. A foe struck by this 
  javelin must succeed on a DC 15 Fortitude save or fall 
  asleep for 1d6 rounds. A remove curse spell ends this 
  effect. The save DC is Charisma-based. 
  Wall of Darkness (Su) Once per day, a shaedling can 
  generate a wall of darkness up to 30 feet long. The wall 
  blocks line of sight for all creatures except those that 
  have darkvision. 
   
  SPIDER SWARMS 
   
  CR 1 
  N Diminutive vermin (swarm) 
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft., 
  Listen +0, Spot +4 
  AC 17, touch 17, flat-footed 14 
   (+4 size, +3 Dex) 
  hp 9 (2 HD) 
  Immune critical hits, flanking, spells that target, weapon 
  damage 
  Fort +3, Ref +3, Will +0 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee swarm (1d6 plus poison) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +1; Grp— 
  Atk Options distraction, poison 
  Abilities Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 
  SQ swarm traits, vermin traits 
  Skills Climb +11, Hide +15, Spot +4 
  Distraction (Ex) Any living creature that begins its turn 
  with a spider swarm in its space must succeed on a DC 
  11 Fortitude save or be nauseated for 1 round. The 
  save DC is Constitution-based. 
  Poison (Ex) Injury, Fortitude DC 11, initial and secondary 
  damage 1d3 Str. The save DC is Constitution-based. 
  Skills A spider swarm has a +4 racial bonus on Hide and 
  Spot checks and a +8 racial bonus on Climb checks. It 
  uses its Dexterity modifier instead of its Strength 
  
  CGR7-02:4 Blackstone Crypt 
   
  Page 4 
  modifier for Climb checks. It can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  4−04: EVIL ARISEN (EL 6) 
  ADVANCED TOMB MOTES* CR 3 
  *Libris Mortis  
  CE Tiny undead 
  Init +8; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages Abyssal, Common (understand – do not 
  speak)  
  AC 19, touch 16, flat-footed 15 
   (+2 size, +4 Dex, +3 natural) 
  hp 39 (6 HD); DR 2/cold iron or magic 
  Immune 
  mind-affecting 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects), poison, sleep 
  effects, paralysis, stunning, disease, and death effects 
  Fort +2, Ref +7, Will +6 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee bite +10 (1d4-1 plus disease) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +3; Grp -6  
  Atk Options quickness 
  Abilities Str 8, Dex 18, Con —, Int 10, Wis 12, Cha 14 
  SQ undead traits 
  Feats Improved Initiative, Weapon Finesse, Weapon 
  Focus (bite) 
  Skills Hide +19, Move Silently +11 
  Disease (Ex) A creature struck by a tomb mote’s bite 
  attack must make a DC 15 Fortitude save or be 
  infected with a disease known as corpse bloat (initial 
  incubation period 1d3 rounds, damage 1d6 Str). The 
  skin of a diseased victim turns a hue of green, bloats, 
  and is warm to the touch. The save DC is Charisma-
  based. The incubation period has been accelerated 
  from the original creature due to the virulent nature of 
  the negative energy that animated these creatures 
  Quickness (Su) A tomb mote is supernaturally quick. It 
  can take an extra standard action or move action 
  during its turn each round. 
   
   
   
   
  
  CGR7-02The Silent Barracks 
   
  Page 3 
  DM MAP 
   
  PCs Start Here
  
  CGR7-02The Silent Barracks 
   
  Page 4 
   
  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  Empowered Spellshard 
  Price (Item Level): See text  
  Body Slot: Throat  
  Caster Level: 9th  
  Aura: Moderate; (DC 19) varies  
  Activation: See text  
  Weight: 1/4 lb.  
  This reddish crystal shard is inscribed with arcane symbols, 
  banded with mithral, and hanging from a small silver chain.  
   
  An empowered spellshard is keyed to a specific spell of up to 
  3rd level. When you cast the attuned spell, you can use your 
  empowered spellshard as a focus in addition to the spell’s 
  normal components (if any). Doing this empowers the spell 
  (as though using the Empower Spell feat, but with no 
  adjustment to spell level or casting time). The spellshard is 
  activated as a part of the spellcasting process. The markings 
  on the shard reveal the spell to which it is attuned to a 
  character who makes a successful DC 30 Spellcraft check. 
  The prices and levels of empowered spellshards are 
  described on the table below.  
   
  Spell Level  
  Price (Item Level)  
  1st   
   
  1,500 gp (5th)  
  2nd   
   
  3,000 gp (7th)  
  3rd   
   
  6,000 gp (10th)  
   
  An empowered spellshard functions three times per day. The 
  school of magic an empowered spellshard radiates is the same 
  as that of the spell to which it is attuned.  
   
  Lore: These shards were created during the last great 
  war to assist battle mages on the front lines (Knowledge 
  [history] DC 10). As a result, many empowered spellshards 
  are keyed to destructive evocation spells (Knowledge 
  [history] DC 15).  
   
  Prerequisites: Craft Wondrous Item, Empower Spell, 
  spell to which the shard is attuned. 
   
  Source: Magic Item Compendium 96 
   
  Eternal Wand 
  Price (Item Level): See table  
  Body Slot: — (held)  
  Caster Level: See table  
  Aura: Faint; (see table) school of spell contained in eternal 
  wand  
  Activation: Standard (command)  
  Weight: —  
  This long, tapered wand ends with a pink crystal containing red 
  swirls.  
   
  An eternal wand holds a single arcane spell of 3rd level or 
  lower, determined during creation. Any character who can 
  cast arcane spells can activate the wand to use the spell 
  contained in it, regardless of whether the spell appears on 
  his class spell list.  
   
  An eternal wand functions two times per day.  
   
  Lore: During the final years of the last great war, the 
  artificers and wizards of a powerful noble family perfected a 
  new form of wand built around a crystal shard (Knowledge 
  [history] DC 10).  
   
  The development of the eternal wand allowed lesser 
  arcanists to take the place of war wizards during the final 
  days of the last great war, supplementing their passive spells 
  with more aggressive magic (Knowledge [history] DC 15).  
  While the artificers have been searching for ways to 
  streamline the process of creation, the technique is still in 
  its infancy. Currently, the wands are rarely seen except in 
  military units, but a few soldiers who served in the war 
  brought their eternal wands of magic missile home from the 
  front lines (Knowledge [history] DC 20).  
   
  Prerequisites: Craft Wand, Craft Wondrous Item, the 
  spell contained in the eternal wand.  
   
  Cost to Create: See table. 
   
  Source: Magic Item Compendium 159 
   
  Ring of Brief Blessing  
  Price (Item Level): 1,000 gp (4th) 
  Body Slot: Ring 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command); see text 
  Weight: — 
  The clear crystal set into this silver ring glows faintly with a holy 
  light. 
   
  A ring of brief blessing, which functions only if you are good-
  aligned, allows your attacks to pierce the defenses of evil 
  foes. When you activate this ring, choose a single melee 
  weapon you hold (or your unarmed strike). Until the end of 
  your turn, that weapon is considered both magic and good-
  aligned for the purpose of overcoming the damage 
  reduction of an evil creature, as well as for the purpose of 
  affecting incorporeal evil creatures.  
   
  A ring of brief blessing functions once per day. Once it is 
  activated, its glow fades. However, while wearing the ring 
  you can expend a turn undead attempt as a standard 
  (command) action to recharge it (which also restores its 
  glow).  
   
  Prerequisites: Forge Ring, bless weapon.  
   
  Cost to Create: 500 gp, 40 XP, 1 day.  
   
  Spell 
  Level
  Caster 
  Level 
  Price 
  (Item Level) 
  Spellcraft 
  DC 
  Cost to 
  Create  
  0
  1st
  460 gp (3rd)
  15 
  230 gp, 18 XP, 
  1 day
  1st
  1st
  820 gp (4th)
  15 
  410 gp, 32 XP, 
  1 day
  2nd
  3rd
  4,420 gp (9th) 
  16 
  2,210 gp, 176 
  XP, 3 days
  3rd
  5th
  10,900 gp 
  (13th)
  17 
  5,450 gp, 436 
  XP, 11 days
  
  CGR7-02The Silent Barracks 
   
  Page 5 
   
  Source: Magic Item Compendium 122 
   
  SPELLS 
  Ray of Ice 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: yes 
  A cyan ray beams from your fingertips. You shudder with cold as 
  the ray leaves your hand. 
   
  You launch a ray of numbing cold at your enemy. You must 
  succeed on a ranged touch attack with the ray to strike a 
  target. If successful, the ray deals 1d6 points of cold damage 
  per two caster levels (maximum 5d6). The target must also 
  make a Reflex save or be frozen to the ground with its feet 
  encased in ice. A frozen creature cannot move, receives no 
  Dexterity bonus to AC, and incurs a -2 penalty on attack 
  rolls. 
   
  A frozen creature can free itself with a DC 18 strength 
  check or by dealing 15 points of damage to the ice. 
   
  Material Component: Ice or a vial of melted mountain 
  snow. 
   
  Source: Spell Compendium 167 
   
  Know Vulnerability 
  Divination 
  Level: Bard 2, cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Your eyes turn red, then take on a golden hue. As you look at the 
  creature, you see small runes dancing around its head. Each rune 
  identifies a particular vulnerability or resistance—red for 
  resistances, green for vulnerabilities. 
   
  You learn any special qualities, vulnerabilities, and 
  resistances the targeted creature has. Vulnerabilities 
  include anything that causes the creature more than the 
  normal amount of damage (such as a creature with the cold 
  subtype having vulnerability to fire or a crystalline 
  creature’s susceptibility to the shatter spell). Resistances 
  include any effects that reduce or negate damage the 
  creature takes and immunities to particular attacks. The 
  spell identifies resistances and vulnerabilities granted by 
  spell effects. 
   
  Source: Spell Compendium 129 
   
  Lesser Orb of Cold 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Your hand takes on a blue tint and your fingers turn numb and 
  unresponsive as you complete the spell. From your chilled palm flies 
  an orb composed of blue ice. 
   
  An orb of cold about 2 inches across shoots from your palm 
  at its target, dealing 1d8 points of cold damage. You must 
  succeed on a ranged touch attack to hit your target. For 
  every two caster levels beyond 1st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level 
  or higher. 
   
  Source: Spell Compendium 151 
   
  Lesser Orb of Fire 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1 
  Effect: One orb of fire 
  Your hand heats to an uncomfortable temperature just 
  moments before you release the spell’s energy in the form 
  of an orb of white flames speeding from your outward-
  facing palm. This spell functions like lesser orb of cold, 
  except that it deals fire damage. 
   
  Source: Spell Compendium 151 
   
  ENCOUNTER TRAPS 
  This 
  adventure 
  features 
  several 
  encounter 
  traps 
  (Dungeonscape 120). The notes below provide a brief 
  overview of encounter traps.  
   
  Initiative: Use the trap’s initiative modifier to 
  determine its place in the initiative order. 
   
   
  Duration: This section details how long a trap 
  functions before it must be triggered again.  
   
  Destruction: This section of the encounter trap stat 
  block gives the trap’s physical statistics. An attack source 
  can be attacked from any square in the area it affects or from 
  a square adjacent to that area. 
   
  Disarm: Each successful Disable Device check disables 
  one attack source. Unlike standard Disable Device checks, 
  trying to disarm a single attack source takes one round. 
  Trying to disable a central disarm location takes 1d4 rounds. 
  Characters injured while making a Disarm Device check 
  must make a DC 10 + damage dealt Concentration check or 
  their action fails. 
   
  Dispel: Magic encounter traps can be dispelled 
  through the use of dispel magic of similar effects. Usually 
  one casting of dispel magic shuts down a single attack 
  source, but some traps have a central dispel location that, if 
  dispelled, shuts down the entire trap. An area dispel magic 
  affects only one attack source, but the spell can be tested 
  against each source until it succeeds. 
  
  CGR7-02The Silent Barracks 
   
  Page 6 
  DM MAP 1: THE FREE CITY AND THE RUINS 
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 2: THE RUINS 
   
   
   
   
   
   
  
  CGR7-02The Silent Barracks 
   
  Page 7 
  AFFILIATION BRIEFING SHEETS 
  GUILD OF WIZARDRY 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Zagig researched many different spells during his long career. Provide us with copies of any such spells you 
  find will grant you our favor. The ruins are littered with strange magic items and spells. 
   
  MERCHANTS’ AND TRADERS’ UNION 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: If the bandits have a base deeper in the dungeons they likely have stored there many of the goods they have 
  stolen. Return these to their rightful owners to show that the Union should not be trifled with. We fear that these bandits 
  work toward a more sinister purpose than simply mundane theft and enrichment – try to find out what this could be. 
   
  MERCENARIES’ GUILD 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Powerful monsters are said to dwell in the dark places of the tower. Slaying a particularly noteworthy foe will 
  increase your standing within the guild. With peace potentially breaking out with Turrosh Mak (which the guild are 
  opposed to, naturally) the potential opportunities for advancement within the guild may be soon dramatically curtailed. Act 
  while you still can. 
   
  CARTOGRAPHERS’ GUILD 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Accurate maps of the lower dungeons of the War Tower are hard to find and notoriously inaccurate. If you 
  can, create such a map while you explore the dungeons. Doing so increases our knowledge of the area and will help 
  subsequent explorers. An earthquake is said to have devastated some of the dungeons a decade ago or so. Such an event 
  would have had a dramatic effect on the layout of the dungeons, rendering many maps worthless. 
   
  THIEVES’ GUILD 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Some bandits recently slain in the Near Domain have been identified as members of the guild that recently 
  disappeared (thought slain by the watch or vengeful marks). If you uncover any other such individuals, return them to us so 
  that we might learn more about the bandits and their goals. 
   
   
   
  
  CGR7-02The Silent Barracks 
   
  Page 8 
  NIGHTWATCHMEN 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Followers of Vaprak are said to still lurk under the War Tower. Destroying any remnants of this evil cult will 
  gain our gratitude. Rumors of peace with Turrosh Mak unsettle the populace – many have lost their homes or loved ones to 
  his armies, so tread carefully.  We do not want a public panic on our hands. 
   
  RELIGIOUS ORGANIZATIONS 
  Mission: Previous exploration of the dungeon levels below the War Tower has revealed a veritable maze of passageways and 
  chambers. Some were inhabited by fierce monsters or protected by terrible traps. Others, were claimed by a small group of 
  bandits that seemed to have established a hidden base of sorts in one part of the upper level. At the very farthest recesses of 
  these chambers, a steep stair heads downwards into the darkness. Exploration of the stair was halted by more bandits boiling 
  out of the chambers below. We must know what lies beneath. Explore the chambers below and report on what you find. 
   
  Rumors: Many have fallen to the blades of the monsters below the War Tower. Some particularly lurid tales, however, 
  have recently surfaced about mass executions carried out by an evil cult using some kind of sentient device. Destroy this tool 
  of evil if it still survives and lay to rest the shades of the fallen.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/CGR (Greyhawk Ruins)/CGR7-02 The Silent Barracks.pdf