TEXT: 1
  THE TEMPLE 
  OF REDCLIFF
  A Short Adventure for Four 
  10th-Level Player Characters
  CREDITS
  Design:
  Eric Cagle
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc. 
  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.
  ©2003 Wizards of the Coast, Inc. All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
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  No portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License, 
  please visit www.wizards.com/d20.
  The Temple of Redcliff is a short D&D adventure for four 10th-level characters. Consult
  the Scaling the Adventure sidebar for ways to modify the scenario
  for higher or lower levels of play. 
  This scenario can be incorporated into any style of campaign. Since the adventure
  takes place in an abandoned temple and includes undead creatures, any party that
  chooses to undertake the mission should include a cleric.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the DUNGEON MASTER’s Guide, and
  the Monster Manual. This adventure also uses monsters
  from Monster Manual II, but all statistics for such crea-
  tures have been provided.
  You can place this adventure in any area of your
  campaign world that features mountainous terrain and
  an extinct volcano. Adapt the material given here as
  you see fit to make it work with your campaign world.
  To get started, print out this module (including the
  map). The Temple of Redcliff uses a modified version of the
  “Temple of the Sunless Dawn” map from the Map-a-
  Week web column on the D&D website. The original
  “Temple of the Sunless Dawn” map can be found at
  http://www.wizards.com/dnd/images/
  mapofweek/Temple_72.jpg
  ADVENTURE
  BACKGROUND
  In the foothills of an impressive mountain range lives a
  large clan of yak folk. In their secluded realm, these
  strange and evil creatures have created a small empire
  in which life is idyllic for them but oppressive for the
  many creatures that serve them.
  The population of this “hidden city” has grown so
  rapidly that the yak folk have recently decided to
  expand their territory. To that end, they selected one of
  their number, a cleric/sorcerer named Voorix, to go
  forth, scout out the surrounding lands, and identify a
  promising area for invasion. Gathering up some old
  maps from a former invasion attempt, Voorix set out to
  see what had changed in the region around the yak folk
  settlement.
  After several weeks of scouting, Voorix settled on a
  hamlet called Redcliff, which was nestled in the
  foothills beside an extinct volcano, as the best option.
  So ideal was the location of this community that the
  yak folk had tried to invade here once before, but had
  been repulsed. In the caldera of the volcano was an
  abandoned temple of Heironeous—the site of the
  battle that had turned the tide against the yak folk
  before. The locals had come to avoid the place because
  of rumors that it was haunted and cursed. Voorix
  thought the arrangement perfect and established a base
  of operations inside the temple.
  But the rumors were true—the temple was home to
  several angry spirits, and an unusual effect maintained
  illusions depicting the horrific aftermath of that long-
  
  2
  ago battle. Wisely deciding not to undertake a full
  cleanup operation on his own, Voorix simply sealed off
  a portion of the temple for his own use and built him-
  self a laboratory there. After ensuring his privacy by
  using his magic to make the place seem even more for-
  bidding, he set to work observing the area.
  After a few months, Voorix concluded that the
  region was ripe for takeover and moved into the next
  phase of his mission—close-in observation. Sneaking
  into Redcliff, he entered the house of the town’s
  mayor—a seasoned, feisty, and wizened warrior named
  Andalor—and merged with the old human’s body. Thus
  disguised, Voorix took the mayor’s place, intending to
  learn as much about Redcliff and the surrounding set-
  tlements as he could over the course of a few weeks.
  But Andalor’s son and daughter, as well as several other
  prominent citizens, quickly became suspicious of the
  “mayor’s” out-of-character behavior. When Voorix
  heard people in the tavern debating whether to get a
  wizard or cleric from the next town to find out what
  was wrong with the mayor, the yak folk realized that
  his disguise was severely compromised. Thus, he
  decided to retreat to the temple and hide until he could
  find a new body to inhabit.
  ADVENTURE SYNOPSIS
  The adventurers arrive in Redcliff the morning after
  Voorix’s departure. The mayor’s disappearance is the
  topic of discussion everywhere in town. 
  A short time spent in conversation with the towns-
  folk reveals that Andalor has been acting strangely of
  late, and that last night two young men saw him sneak-
  ing out of town in the dead of night, heading for the
  caldera of the volcano. 
  Andalor’s son and daughter, both merchants in town,
  are anxious about their father. They hire the PCs to find
  him and to discover what strange malady ails him.
  The PCs must enter the temple and make their way
  past the shadows that dwell there to confront Voorix
  and his minions. If the characters prevail, they must
  rescue Andalor (if he is still alive), determine what
  really happened, and clear the mayor’s name in town.
  ADVENTURE HOOKS
  As DM, you know best how to involve your players and
  their characters in an adventure. You can use the fol-
  lowing adventure hooks to spur your imagination,
  modifying them as necessary to make them appropriate
  for the characters’ interests.
  •
  Rumors have reached the clergy of Heironeous in
  another city that the abandoned temple is once again
  showing signs of life. A temple elder has asked the
  PCs to investigate.
  •
  The PCs are acquainted with Andalor and have made
  their way to Redcliff to meet with him.
  BEGINNING 
  THE ADVENTURE
  The Temple of Redcliff consists of one or more encounters
  in town and a temple exploration. 
  A. A MORNING IN REDCLIFF
  The characters arrive on the morning after Voorix’s
  flight and find the townsfolk worried about his absence
  and what it might portend. Read or paraphrase the fol-
  lowing aloud when the PCs arrive in Redcliff.
  Andalor’s recent actions combined with his sudden
  disappearance have made the townsfolk somewhat
  nervous. Some immediately associate the presence of
  strangers in town with the mayor’s odd behavior, so
  the PCs often hear whispers behind them as they pass
  by. Nonetheless, the characters are treated cordially
  enough to their faces, and anyone who directly
  requests an explanation of the townspeople’s attitude
  receives an honest one, with no check required.
  Otherwise, a successful Gather Information check
  (DC 10) provides the information that the mayor has
  disappeared.
  Any characters asking questions about the mayor are
  provided with the following pieces of information in
  response to specific inquiries (no check required).
  •
  The mayor’s name is Andalor. He’s an ex-adventurer,
  somewhat advanced in years, and very much beloved
  Silhouetted against the backdrop of an immense,
  truncated mountain is the tiny hamlet known as
  Redcliff. From a distance, it looks positively
  sleepy in the morning light.
  As you draw closer, though, it’s evident that all
  is not as it should be here. People stand in clumps
  in the street, talking and glancing about furtively.
  The word “mayor” is audible now and then in the
  conversations. Conversations stop as you pass by,
  and the people regard you with smiles that are
  polite but just short of friendly.
  
  3
  by the townsfolk. He has a limp—the result of an
  adventuring injury long ago.
  •
  For the past few days, he’s been acting strangely,
  ordering the townsfolk around as though they were
  slaves, and acting as if he was too good to talk to his
  neighbors. Such behavior is quite out of character for
  Andalor, who has always been known for his good
  humor and camaraderie with the townsfolk.
  •
  His daughter Vera runs the bakery on the corner, and
  his son Marnor owns the inn. They were the first to
  notice something odd about his behavior. Now
  they’re worried sick and talking about trying to hire
  some adventurers to find him.
  •
  Sometime in the middle of the night, Andalor disap-
  peared. Two young men who were just leaving the
  tavern claim to have seen a figure that limped just
  like he did making its way up the mountainside in
  the moonlight.
  •
  The only thing of interest up there is an abandoned
  temple of Heironeous, just inside the caldera. But no
  one would go there; it’s haunted and cursed!
  •
  Strange lights have been seen around the abandoned
  temple recently, and herdsmen and hunters have
  been scared away by mysterious figures. The place
  has been haunted for decades, but these events are
  new. They must have something to do with the
  mayor’s disappearance.
  If the PCs seek out the young men who witnessed
  Voorix’s departure, the two confirm the information
  above—they saw a man who walked like the mayor
  making his way up the mountainside.
  c Redcliff (Hamlet): Conventional; LG; 100-gp
  limit; Assets 2,500 gp; Population 500 (79% human, 9%
  halfling, 5% elf, 3% dwarf, 2% gnome, 1% half-elf, 1%
  half-orc).
  Information About the Temple
  A successful Gather Information check at the appropri-
  ate DC made while asking appropriate questions of the
  townsfolk reveals the following information about the
  temple.
  Gather
  Information
  DC
  Information Obtained
  10
  The temple was a former shrine and fortress of
  Heironeous. It hasn’t been inhabited for
  decades.
  15
  The temple was attacked long ago by an oddly
  mixed army of humans, elves, and dwarves.
  They were repelled, but a strange curse befell
  the temple after the battle, and it was never
  used again. Only the priests knew the nature of
  the curse, and they said only that Heironeous
  was displeased with the place.
  20 
  Andalor was once a member of the temple’s
  priesthood, although he was loath to talk
  about what happened there during the battle.
  C. VERA AND MARNOR
  If the characters talk to the mayor’s children, either can
  confirm all the information that the characters
  received from the townsfolk and freely supply any
  details about the temple that the PCs have not already
  gained. They can also provide the following informa-
  tion if asked.
  •
  Their father’s behavior suddenly seemed to change
  about a week ago. Gone was the jovial fellow who had
  a friendly hello for everyone in town. The new
  Andalor ordered everyone around and expected to be
  waited on. And he snapped at everyone, particularly
  his children.
  •
  Marnor said in the tavern just last night that he
  suspected his father was either ill or being controlled
  somehow. He was wondering aloud if he should send
  pqqqqrs
  pqqqqrs
  SCALING THE ADVENTURE
  The Temple of Redcliff is designed for four 10th-level
  PCs, but it can be modified to present an appropri-
  ate challenge for parties of different sizes or levels.
  The adventure can be scaled by raising or lowering
  the character levels of the primary antagonists, and
  also by adding or removing some of their subordi-
  nate creatures.
  Consider adapting the adventure as follows.
  Four 8th- and 9th-level PCs: Run the adventure as
  written, but with the following changes: 
  •
  Reduce the number of shadows in area 3 to seven.
  •
  Reduce Voorix’s cleric level by one, and halve the
  number of charges in his staff of charming.
  Four 11th- and 12th-level PCs: Run the adventure
  as written, but with the following changes.
  •
  Add a ghost to area 3 (use the sample ghost on
  page 213 of the Monster Manual).
  •
  Give Voorix two more levels of cleric, or two
  levels of sorcerer. Replace his staff of charming
  with a staff of fire, and give him a ring of protec-
  tion +2 and three scrolls of charm monster.
  
  to another city for a wizard or cleric who could find
  out magically what was wrong with his father.
  Once convinced that the PCs are merely concerned
  strangers and not conspirators in the plot that has
  caused their father’s disappearance (successful Diplo-
  macy check required), Vera and Marnor ask the party to
  go up to the temple and look for their father. They can
  afford no more than 500 gp between them, but they are
  certain that some treasures worth finding still remain
  in the temple. Marnor is willing to guide the characters
  there but not venture inside.
  THE ABANDONED 
  TEMPLE
  The temple was a former monastery and outpost dedi-
  cated to Heironeous. Its position inside the caldera of
  an extinct volcano offered impressive protection for
  the god’s martial clerics. As a devotee of Hextor, Voorix
  has taken considerable delight in making the former
  temple of Heironeous his base of operations.
  Many decades ago, a marauding army that appeared
  to be a bizarre mixture of humans, dwarves, and elves
  attacked Redcliff. (In truth, the army was a vanguard
  sent by the same settlement of yak folk that has now
  sent Voorix.) The citizens fled to the temple for protec-
  tion, and the invaders followed. Most of the temple’s
  defenders died, but not before repulsing the besieging
  army. To this day, the townsfolk do not know who or
  what was responsible for the attack.
  On the morning after the survivors of the battle
  had buried their dead, they discovered that the
  grotesque images of the battle’s aftermath had some-
  how attached themselves to the structure itself.
  Wherever they looked, the fallen bodies of their com-
  panions lay bleeding, just where they had fallen the
  day before. The bodies were not real, but nonetheless
  the clerics were unable to dispel the images. Taking
  this phenomenon as a sign from Heironeous that the
  temple should be closed, they abandoned it, leaving
  behind all the books, scrolls, altar services, and other
  temple paraphernalia. The illusionary corpses remain
  to this day (treat the effect as a permanent image
  [caster level 20th]). The true source of this phenome-
  non is for you as DM to decide. It might in fact be the
  curse of Heironeous on a temple whose defenders
  should have been more vigilant, or it might be the
  god’s way of telling the people that they had best not
  forget the incident. It could even be an effect placed
  by one of the enemy spellcasters to destroy morale in
  the community.
  Voorix has summoned a janni (see the command
  genie ability in Voorix’s description) and commanded
  him to patrol the inside of the temple. Meanwhile,
  Voorix himself has taken refuge in the inner sanctum
  (area 8) and is trying to decide which resident of Red-
  cliff he can merge with next so as to avoid suspicion.
  STEALTHY PURSUIT
  When the PCs enter the temple, the janni notices them
  immediately. He uses his ethereal jaunt ability to follow
  the intruders and telepathically relays reports on their
  activities to Voorix. 
  Should his ethereal jaunt ability expire before the
  PCs enter area 6, the janni settles for following them
  invisibly and on foot, trying to remain about 40 feet
  behind the party. Moving at full speed, his Move
  Silently modifier is only +3, so any character in the
  party’s rearmost rank can attempt a Listen check (+1 to
  the DC for every 10 feet of distance between the janni
  and the listener) every minute to detect the janni’s pres-
  ence. Whenever the janni can keep up with the party
  while flying (probably possible only when the charac-
  ters slow down or stop), he gets a +8 circumstance
  bonus on his Move Silently checks. If the characters
  hear him, the janni notices immediately and flies away,
  then returns after 5 minutes to resume stalking.
  The janni attacks the moment the PCs enter the
  dining room and common area (area 6), or when
  spotted.
  ENTERING THE TEMPLE
  Read or paraphrase the following aloud when the char-
  acters near the temple.
  There is nothing of interest outside the temple. Only
  one entrance is apparent (see area 1, below).
  The windows to the temple were originally
  equipped with metal shutters that could be lowered to
  prevent entry by hostile forces in times of war. The
  After an hour’s hike up the steep outer slope of
  the extinct volcano, you come to the abandoned
  temple that the townsfolk mentioned. It’s clear
  that the place hasn’t been used for its original pur-
  pose in a very long time—weeds and shrubs grow
  up the sides of the building, and lichen mottles
  the stone walls. The windows have been secured
  with solid metal barriers that show signs of a
  siege.
  4
  
  5
  shutters were lowered during the siege some fifty
  years ago and have since rusted in place. The shuttered
  windows are placed 20 feet above the ground. One of
  the panels that leads into the inner sanctum (area 8) is
  loose enough to admit a Large creature. (This shutter
  provides Voorix with entry to his laboratory.) A suc-
  cessful Search check (DC 30) reveals that this panel
  can be moved.
  Metal Shutters: 3 in. thick, hardness 10, hp 90,
  Break DC 30.
  
  6
  1. MAIN DOORS AND ENTRYWAY
  Read or paraphrase the following aloud when the char-
  acters approach the doors.
  Several broken barricades and wooden posts lie on the
  floor in the entryway. These items were used to brace
  the door against the army during the siege of the
  temple, but they failed to hold.
  2. LOBBY
  Read or paraphrase the following aloud when the char-
  acters get close enough to see into the lobby.
  The set of double doors that leads into the worship area
  is protected by a glyph of warding (see area 3, below).
  2A. STOREROOM
  The door that once secured this room was broken open
  during the battle. Read or paraphrase the following
  aloud when anyone looks into this area.
  This room served as the storage area for extra weapons,
  arrows, crossbow bolts, and shields for the temple’s
  defenders. Most of these weapons are now rusted or
  damaged beyond repair, although a successful Search
  check (DC 20) reveals a masterwork shortbow and a
  quiver containing three +1 arrows buried beneath the
  rusted melee weapons. The corpses are illusions.
  2B. EMPTY ROOM
  The door to this room is intact and unlocked. Read or
  paraphrase the following if the characters open it.
  3. WORSHIP AREA (EL 9)
  The double doors that lead into this room from area 2
  are protected by a glyph of warding. It is triggered when
  anyone who is not a worshiper of Heironeous opens or
  touches the door. Though it would seem that such a
  trap might deter visitors and would-be converts, this
  protective device did not pose a problem in the
  temple’s heyday, when a worshiper could hold the door
  open to admit visitors of whom he or she approved.
  Voorix knows about the glyph and its triggering con-
  ditions from Andalor’s mind. He has also passed along
  this information to the janni.
  a Glyph of Warding Trap: CR 4; spell; spell
  trigger, no reset; spell effect (glyph of warding [blast], 5-
  foot radius, 3d8 sonic, Reflex save [DC 16] half); Search
  (DC 28); Disable Device (DC 28). 
  Read or paraphrase the following aloud when the
  PCs look inside the room.
  This chamber is the haunting ground of ten shadows—
  all that remain of a few members of the invasion force.
  These creatures attempt to remain hidden in the
  darkness as the PCs enter, but they attack anyone who
  comes within 10 feet of the statue. The corpses are part
  of the temple’s illusionary effect.
  D Shadows (10): hp 30, 27, 27, 24, 23, 19, 19, 19,
  18, 18; see Monster Manual, page 161.
  Tactics: The shadows surround the PCs if possible.
  Five shadows attack the first round; the rest attack the
  second round. If pressed, some of the shadows hide
  inside the statue, striking out at anyone close by.
  4. LIBRARY
  The doors to this chamber are stuck shut. Forcing them
  open requires a successful Strength check (DC 20).
  Read or paraphrase the following aloud when the char-
  acters get them open.
  This huge room must have been the main area of
  worship for the commoners who came to visit the
  temple. A few pews still stand upright, but most
  have been overturned or destroyed. Several
  armor-clad corpses, peppered with arrows, are
  sprawled out around the room, bearing witness to
  a vicious attack. At the back of the room stands a
  towering statue of Heironeous behind an altar.
  The statue’s surface is cracked and pitted, as
  though it had been the target of weapon attacks.
  This room is empty except for rodent droppings
  on the floor and a broken chair in the corner.
  The door to this room hangs in broken pieces on
  its hinges. Beyond it lie weapons, shields, and
  assorted debris, as well as several bleeding corpses
  in battered armor. It looks like they died defend-
  ing this chamber.
  The double oaken doors open into a room with
  stone floor. Aging and cracked ceramic symbols of
  Heironeous hang on the walls. 
  The temple’s main doors are cracked and warped
  from the elements. They stand slightly ajar, allow-
  ing easy access into the gloom beyond.
  
  7
  This chamber was the repository for all the temple’s
  books, scrolls, and other documents. A successful Search
  check  (DC 20) reveals several tomes that may prove
  useful and interesting. Anyone who reads the entire set
  gains a +2 circumstance bonus on Knowledge (religion)
  checks pertaining to Heironeous and his dogma.
  5. SHRINE
  Read or paraphrase the following aloud when he char-
  acters open the doors to this room.
  Other than the statue, there is nothing of value in the
  room. 
  Protective Statue: The statue constantly radiates
  a magic circle against evil effect. 
  Caster Level: 5th; Prerequisites: Craft Wondrous Item,
  magic circle against evil; Market Price: 15,000 gp; Weight:
  1,600 lb.
  6. DINING AREA AND COMMON
  ROOM (EL 4)
  This chamber was the main gathering area for the
  temple’s clerics. Read or paraphrase the following aloud
  when the characters look inside.
  The janni who has been watching the PCs attacks them
  as soon as they enter this room.
  D Janni: hp 45; see Monster Manual, page 94. 
  Tactics: The janni takes flight, then uses arrows
  from his longbow to soften up his targets. After a round
  or two of bowfire, he uses his enlarge ability to grow in
  size before attacking with his scimitar. Because he is
  bound to Voorix, the janni must fight to the death, even
  if it is clear that he is losing.
  6A. BODY ROOM
  The bodies of those who fell early in the conflict with
  the disguised yak folk army were placed in this cham-
  ber to await burial. After their burial, their images reap-
  peared here, as part of the temple’s illusionary effect. 
  A successful Search check (DC 20) reveals a +1 dagger
  and a small pouch containing 50 gp, both stuck in
  crevices in the floor and masked by the illusion.
  7. KITCHEN
  The kitchen remains as it was after the battle that
  closed the temple. Read or paraphrase the following
  aloud when the characters arrive.
  There is nothing of value within this room. The corpse
  is part of the temple’s illusionary effect.
  8. INNER SANCTUM (EL 12)
  This chamber is where Voorix has taken up residence.
  Read or paraphrase the following aloud when the PCs
  look inside.
  This is the room that Voorix has claimed as his own,
  and he is here when the PCs enter the temple. Save for
  area 10, he does not venture into the other parts of the
  temple, and he has used his rebuke ability to keep the
  shadows from entering this room. Over time, they have
  learned to stay clear of him.
  D Voorix: Male yak folk Clr 3/Sor 4; CR 11; Large
  monstrous humanoid; HD 5d8+10 plus 3d8+6 plus
  4d4+8; hp 70; Init +4; Spd 30 ft.; AC 18, touch 9, flat-
  footed 18; Atk +13/+8 melee (1d6+6, staff of charming),
  This room is furnished with several tables and
  chairs, all of which are intact and upright. A statue
  of Heironeous stands in one corner, but its face has
  been smashed with some sort of blunt weapon.
  Several symbols of Heironeous, all scarred and des-
  ecrated, lie scattered about the floor.
  This chamber was obviously the kitchen and food
  storage area for the temple. Everything in the
  room has been damaged beyond repair. A corpse
  in priestly robes lies sprawled out on a table—a
  knife between its ribs.
  At least twenty corpses, some dressed in clerical
  robes and others in armor, lie in this chamber.
  They are placed haphazardly, as though for short-
  term safety.
  A few overturned tables and chairs lie scattered
  about this room. The walls are adorned with the
  symbol of Heironeous.
  This room is dominated by a massive statue of
  Heironeous in armor. The statue once held a
  longsword aloft in one hand, but that arm now
  lies broken on the floor. 
  Row after row of bookshelves once stood in this
  room, but most of them toppled over long ago,
  showering the floor with books, scrolls, and
  papers. Time, weather, and humidity have not
  been kind to these documents—most have either
  moldered or dried out. 
  
  or +13/+8 melee (2d4+7/18–20, +1 falchion);
  Face/Reach 5 ft. by 5 ft./10 ft.; SA body meld, rebuke
  undead 9/day; SQ command genie, darkvision 60 ft.,
  familiar benefits, rat familiar, use staff; AL NE; SV Fort
  +9, Ref +6, Will +16; Str 18, Dex 11, Con 15, Int 14, 
  Wis 16, Cha 15.  
  Skills and Feats: Concentration +10, Disguise +10,
  Heal +7, Hide –4, Innuendo +9, Knowledge (arcana)
  +17, Knowledge (religion) +5, Listen +5, Scry +6,
  Spellcraft +8, Spot +5, Use Magic Device +10; Alert-
  ness, Combat Casting, Extra Turning, Improved Ini-
  tiative, Iron Will, Power Attack, Weapon Focus
  (quarterstaff).
  Body Meld (Sp): Once per day, Voorix can merge
  his body with that of a humanoid or giant of Small to
  Large size. Except where noted here, this power func-
  tions like a magic jar spell heightened to 9th-level
  (caster level 20th; Will DC 21 negates). To use this abil-
  ity, he must touch the intend target without interrup-
  tion for 20 minutes. At the end of this period, the target
  must make a Will save to remain conscious. On a failed
  save, the host’s mind becomes unconscious and Voorix
  assumes control. There is no magic jar per se—Voorix
  physically merges his body with the victim’s body with-
  out the use of an intermediate vessel. Body meld lasts
  until dispelled or dismissed. The process works only on
  humans, elves, dwarves, half-orcs, and any creature of
  the giant type. Voorix shares all the victim’s knowledge,
  memories, skills, feats, and extraordinary abilities, but
  none of its spell-like or supernatural abilities. Voorix
  retains all of his own supernatural and spell-like abili-
  ties. The merging does not shed a magical aura, but a
  true seeing spell reveals the victim’s dual nature. If the
  host body is slain, Voorix dies with it. Separating the
  two bodies takes half as long as melding (10 minutes).
  The host regains consciousness 1d6 minutes after the
  separation is complete. Only characters who know the
  victim personally have any chance to realize something
  is wrong, by making a successful Spot check opposed
  by Voorix’s Disguise check.
  Command Genie (Su): Once per day, Voorix can
  summon and command a janni of evil alignment, but
  he can never have more than one janni under his con-
  trol at one time. The janni is bound to serve until the
  second sunrise after summoning.
  Familiar Benefits: Voorix’s rat familiar Eek
  grants him the benefits of the Alertness feat when she
  is within 5 feet of him. She also grants him a +2 bonus
  on Fortitude saves (already figured into the statistics
  above). In addition, Voorix gains the following benefits
  from Eek.
  Empathic Link: Voorix can communicate telepathi-
  cally with Eek at a distance of up to 1 mile. He has the
  same connection to an item or a place that Eek does.
  Share Spells: Voorix may have any spell he casts on him-
  self also affect Eek if the latter is within 5 feet at the time.
  Voorix may also cast a spell with a target of “You” on Eek.
  Touch Spells: Eek can deliver touch spells for Voorix.
  Use Staff (Ex): Voorix can use any magic staff.
  This ability is similar to the Use Magic Device skill
  except that it applies only to staffs and Voorix does not
  require a skill check.
  Cleric Spells Prepared (4/4/3; save DC 13 +
  spell level): 0—detect magic, read magic, resistance, virtue;
  1st—divine favor, cure light wounds, invisibility to undead,
  protection from good*; 2nd—bull’s strength, hold person (2). 
  *Domain spell. Deity: Hextor. Domains: Destruction
  (smite 1/day), Evil (cast evil spells at +1 caster level).
  Sorcerer Spells Known (6/7/4; save DC 12 +
  spell level): 0—daze, flare, ghost sound, mage hand, pres-
  tidigitation, ray of frost; 1st—burning hands, expeditious
  retreat, magic missile; 2nd—protection from arrows. 
  Possessions: +1 falchion, staff of charming, bracers of armor
  +2, wand of magic missile (caster level 1st), potion of
  Charisma (2), potion of invisibility (2), potion of spider climb,
  scroll of flaming sphere (2), scroll of Melf ’s acid arrow,
  scroll of blur, scroll of color spray.
  D Eek: Female rat familiar; CR —; Tiny magical
  beast; HD 1/4 d8 (effective 11d8); hp 35; Init +2; Spd 15
  ft., climb 15 ft.; AC 16, touch 14, flat-footed 14; Atk +13
  melee (1d3–4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0
  ft.; SQ improved evasion, low-light vision, scent; AL
  NE; SV Fort +5, Ref +8, Will +12; Str 2, Dex 15, Con 10,
  Int 7, Wis 12, Cha 2.  
  Skills and Feats: Balance +10, Climb +12, Concentra-
  tion +8, Disguise +4, Heal +5, Hide +18, Move Silently
  +10, Scry +2; Weapon Finesse (bite).
  Improved Evasion (Ex): If Eek is subjected to
  an attack that normally allows a Reflex saving throw for
  half damage, she takes no damage if she makes a suc-
  cessful saving throw and half damage even if the saving
  throw fails. 
  Scent (Ex): Eek can detect approaching enemies,
  sniff out hidden foes, and track by sense of smell. 
  D Andalor: Male human Ftr 5/Clr 4; CR 9;
  Medium-size humanoid; HD 5d10+10 plus 4d8+8; hp
  63; Init +4; Spd 30 ft.; AC 20, touch 11, flat-footed 20;
  Atk +12/+7 melee (1d8+5/19–20, +1 longsword), or
  +10/+5 ranged (1d6/�3, masterwork composite short-
  bow with masterwork arrows); SA turn undead 9/day;
  AL LG; SV Fort +12, Ref +2, Will +7; Str 14, Dex 10, Con
  14, Int 11, Wis 15, Cha 14.  
  8
  
  9
  Skills and Feats: Climb +4, Concentration +4, Diplo-
  macy +4, Handle Animal +7, Heal +5, Jump +4, Knowl-
  edge (arcana) +2, Knowledge (religion) +3, Listen +4,
  Ride (horse) +6, Spot +4, Swim +5; Alertness, Cleave,
  Extra Turning, Great Fortitude, Improved Initiative,
  Power Attack, Sunder, Weapon Focus (longsword),
  Weapon Specialization (longsword).
  Cleric Spells Prepared (5/5/4; save DC 12 +
  spell level): 0—detect magic, guidance, light, purify food and
  drink, resistance; 1st—bless, divine favor, magic weapon*,
  remove fear, shield of faith; 2nd—bull’s strength, hold person,
  shield other, spiritual weapon*.
  *Domain spell. Deity: Heironeous. Domains: Law
  (cast law spells at +1 caster level), War (Martial Weapon
  Proficiency and Weapon Focus with longsword).
  Possessions: +1 breastplate, +1 large steel shield, +1
  longsword, masterwork mighty (+2 Str bonus) compos-
  ite shortbow, 15 masterwork arrows, ring of protection +1,
  necklace of prayer beads (blessing), brooch of shielding,
  potion of lesser restoration, potion of Wisdom, potion of haste,
  scroll of magic weapon (2), scroll of flame blade.
  Tactics: Since the janni informed Voorix the
  instant that the party arrived, the yak folk knows he is
  under siege. His first action when the party enters the
  temple is to exit Andalor’s body, a process that requires
  10 minutes. Then Voorix uses his staff of charming to cast
  charm monster on Andalor when the latter wakes up 1d6
  minutes later. The yak folk uses the charm effect to con-
  vince Andalor that assassins came to Redcliff to slay its
  mayor, and that he, Voorix, saved Andalor by spiriting
  him up here to the temple. Now the assassins have fol-
  lowed them here, and Voorix has been weakened by his
  efforts, so Andalor must defend them both.
  As soon as the PCs begin fighting the janni, Voorix
  drinks his potion of spider climb and potion of invisibility,
  then casts resistance, virtue, protection from good, divine
  favor, and bull’s strength on himself, in that order. He
  then turns invisible and climbs the wall. When the PCs
  arrive, Andalor closes in to melee while Voorix attacks
  with ranged spells. If he has not yet been spotted when
  he runs out of those, he uses his staff to charm a PC,
  hoping to lure him or her away from the group so that
  he can use his body meld ability undisturbed. If he suc-
  ceeds in merging with the PC, he returns to the group
  later as the character, claiming that he was pursuing
  “the beast,” but it got away. He stays in the PC’s body as
  long as possible. If at any time the characters are weak
  enough that he thinks he could take them on and win,
  he attacks.
  If the charm effect on Andalor is dispelled, he does
  nothing except defend himself while he assesses the
  situation. He takes neither side unless the PCs can con-
  vince him (with a successful Diplomacy check) to fight
  the yak folk.
  9. ARMORY
  Read or paraphrase the following aloud when the PCs
  look into this chamber.
  Five minutes of searching (no check required) reveals
  three masterwork longswords, a +1 shortbow, twelve +1
  arrows, and a set of bracers of archery.
  10. SLEEPING QUARTERS
  Voorix has been using this area as his bedchamber.
  Read or paraphrase the following aloud when the char-
  acters arrive.
  Voorix gathered up the finest bedding in the temple
  (which is not much) for his bedchamber. A successful
  Search check (DC 15) reveals a bag of gold and gems
  worth 900 gp, a +2 longsword, and a prayer book of
  Hextor. Anyone reading the book gains a +1 circum-
  stance bonus on Knowledge (religion) checks pertain-
  ing to Hextor and his dogma.
  11. EMPTY ROOM
  Read or paraphrase the following aloud when the PCs
  look into this room.
  The corpse is part of the temple’s illusionary effect.
  CONCLUSION
  Voorix fights fiercely, but if things go poorly for him,
  he flees the temple, making his way out through the
  iron shutter that he pried loose to gain access in the
  This room is empty except for some rags and an
  armored corpse.
  This room looks like it’s been inhabited recently.
  It is furnished with a large bed, a chest, and a table
  covered with maps and books. Unlike most of the
  furnishings elsewhere in the building, these have
  no dust.
  The lock that once secured this door has been
  smashed open. Inside are the remains of the
  temple’s armory. The room has been looted,
  though a few items remain.
  
  10
  first place. He makes his way back toward his mountain
  home, doing his best to avoid any pursuit in the
  process.
  If caught, Voorix fights to the death and refuses to
  surrender. If captured alive, he will reveal the location
  of his home city and the plans its elders have for expan-
  sion only through torture or magical coercion.
  FURTHER ADVENTURES
  If Andalor survives, he is very grateful to the PCs for
  rescuing him once the situation is explained. He asks
  them to help him clean out the temple and dispel the
  illusions so that the structure may be rededicated to
  Heironeous and used as a fortress to shelter the towns-
  folk from any further attacks. Andalor feels that he
  personally failed to defend it years ago and wants to
  redeem himself in the eyes of his deity.
  The yak folk who sent Voorix to scout this area for
  invasion are still interested in taking over this area. If the
  PCs learn of his mission by interrogating him, they may
  want to take the battle to the yak folk, or at least take steps
  to ensure the future safety of Redcliff and its environs. If
  they do not act, the yak folk send two more scouts to the
  area when Voorix fails to return. Once they receive a
  favorable report, they launch a full-scale invasion.
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer, previously asso-
  ciated with Wizards of the Coast’s RPG R&D depart-
  ment. Recent credits include the Arms and Equipment
  Guide, Fiend Folio, design work for the Star Wars® Role-
  playing Game, and the Urban Arcana setting for the d20
  MODERN Roleplaying Game. He’s a frequent contributor
  to both DRAGON® magazine and the DUNGEONS &
  DRAGONS website.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/The Temple of Redcliff.pdf