TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  DUL4-04 
   
   
   
   
   
   
   
  Here Be Monsters 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dullstrand Regional Adventure 
  Version 2 
   
   
  by Karen Ellis 
  Circle Reviewer: Paul Looby 
  Playtesters: Chris Annen, Aline Favre, Alexandre Hämmerli, Marc Lauper, Grégoire Pfaeffli 
   
   
  A rich, reclusive scholar wishes to leave the hustle and bustle of city life and retire to an isolated estate by the sea. His 
  agent has asked you to investigate the ruins near the coastal village of Earby. But there are strange monsters terrorizing 
  the poor villagers and all is not as it seems.  
  A One Round Regional adventure for APL’s 2-8. 
   
   
   
   
  
  Here Be Monsters 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Here Be Monsters 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  Dullstrand. Characters native to Dullstrand pay one Time 
  Unit per round, all others pay two Time Units per round. 
  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. 
   
  Adventuring in The Dullstrand 
  In 593 and 594 CY, PCs adventuring in the The Dullstrand 
  had an opportunity to receive an AR entry that could 
  hinder them in The Dullstrand.  
   
  For the DM’s convenience this is replicated below. 
   
  Blood Feud with the Gatts Clan:  The PC is involved in a 
  Blood Feud with the Gatts Clan. From now on, whenever 
  the PC participates in an adventure set in, or passing 
  through, The Dullstrand, there is a chance that the Gatts 
  Clan will recognise the PC and demand revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 
  secretly to determine whether or not the PC is recognised 
  and pursued. This roll can be modified by the use of the 
  Luck domain or a similar luck-based reroll power at the 
  encounter should it happen. On a roll of a 1 the PC has 
  been recognised and at some point during the scenario is 
  faced with irate members of the Gatts clan baying the PC's 
  blood. This point will be noted in the encounters. 
   
  If the PC makes a DC 10 Disguise check as soon as the 
  PC enters The Dullstrand the PC will not be recognised at 
  all. 
   
  The Gatts will demand a Blood payment from the PC 
  of 5000 gp, indentured servitude or the PC's life. If the PC 
  is unable or refuses to pay and refuses servitude then the 
  PC will be killed, but may be raised and the Blood feud is 
  considered over and may be crossed off the certificate. 
   
  Servitude to pay off the debt is one year (52 TUs) 
  working for the Gatts Clan. These TUs must be paid in one 
  go but may be taken off next year's TUs. You may pay off 
  part of the servitude at a cost of a blood price of 100 gp per 
  TU. Paying or taking servitude will also remove the Blood 
  feud. The DM must sign and cross this off from the 
  certificate. 
   
  If at anytime you gain a favour with the Gatts Clan, you 
  may exchange it in return for the removal of the Blood 
  Feud. 
  
  Here Be Monsters 
   
  Page 4 
   
  If this should occur during the module, the PC ends 
  the adventure when it happens, gaining XP and treasure up 
  to that point. 
   
  The Blood Feud with the Induchine Clan AR entry is 
  treated in the same manner as the Blood Feud with the 
  Gatts Clan AR entry, except that you replace the Gatts clan 
  name with Induchine. 
   
  Wanted in Dullstrand City: You are wanted in Dullstrand 
  City for killing a member of a watch/militia. If you enter 
  Dullstrand City within the next 52 TUs after the crime you 
  will be arrested, sentenced to death and executed (raising is 
  possible). You must make a DC 10 Disguise check as soon 
  as you enter Dullstrand City to avoid being recognised. 
  The sentence may be commuted to a fine of APL 
  played at x 250 gps per person killed. 
   
  Adventure Background 
  In the fishing village of Earby, on the coastline south of 
  Dullstrand City, six daring fishermen have found cursed 
  treasure. A short distance away from the village, at the top 
  of a sheer, crumbling cliff is the remains of an ancient 
  castle. No one seems to know much about these ruins, and 
  there is no recorded history concerning them. They are not 
  safe, as the cliff face continues to erode and bits of the castle 
  fall into the sea below. At the base of the cliff is a sea cave, 
  only accessible during unusually low tides. The fishermen 
  braved the cave during such a low tide and discovered a 
  network of tunnels underneath the old ruins. They found 
  gold coins, old weapons and armor. In a separate chamber 
  the six men found a smashed chest, its locks and chains 
  now useless. They split up the loot they found within—a 
  sceptre, a circlet, two armbands, a ring and a necklace. The 
  chest was inscribed with a warning, but none of the men 
  could read. The fishermen secreted their newfound 
  treasure back home to the village. 
  A peddler of potions visited Earby, and the six men 
  spent a bit of their newfound wealth on the potions. The 
  peddler was a huckster, and left town soon after. 
  Then, at night, monsters began terrorizing the village 
  of Earby. Livestock and small animals had been slain, and 
  no telling when a person might be next. While in actuality, 
  it is the curse of treasure and the six fishermen are being 
  turned into death dogs at night, the villagers have no idea 
  what is going on, and neither do the cursed men. They 
  wake up in the morning not remembering the events of the 
  previous evening. Some villagers point to the travelling 
  peddler as the cause.  
  Troval the Transmuter has been delving into the 
  secrets of life, experimenting with and changing various 
  life forms. Unfortunately, last year one of his experiments, 
  a blinkdog-displacer beast hybrid, escaped and wrecked 
  havoc on a local village. The villagers and some local 
  adventurers killed the beast, traced its origins back to 
  Troval, and stormed his tower. Troval escaped with his life, 
  some loyal henchmen, and a considerable fortune. He left 
  the area looking for a new place to settle and continue his 
  “important” work. 
  One of Troval’s agents, Augustille of Dullstrand, is 
  seeking a party of adventurers to scout out the ruins near 
  Earby to determine if it would be a suitable location to 
  rebuild the ancient castle. Perhaps there, Troval could, in a 
  new land free from the prying eyes of the “unenlightened”, 
  continue his experiments. 
   Augustille is unaware of the recent turn of events in 
  Earby, and is only sending the PCs on a scouting job.  
   
  The Kaamrev Clan: The Kaamrev are one of the most 
  influential clans in The Dullstrand despite their small 
  number, this is because they are one of the three clans who 
  control Dullstrand City (the other two being the Grevstov 
  and Retnev clans). They are a pure Sueloise clan, though 
  they have been known to accept half-Sueloise humans into 
  the clan to avoid inbreeding, though only pure Suel can 
  accede to clan leader positions. 
   
  At the moment the clan is in slight turmoil as the 
  Kaamrev (Erdan Kaamrev) was murdered in 591 CY and has 
  not been replaced. For the moment, a council of five clan 
  elders runs the clan and most clan members are  satisfied 
  with the status quo. The only problem is that the other two 
  Masters of Dullstrand (Kjirg Grefstov and Chirney Retnev) 
  refuse to allow the council to represent the clan, insisting 
  on a single man. The five clan elders are reluctant to 
  relinquish their power and so the Kaamrev has yet to be 
  replaced. 
   
  The Kaamrev own the fishing rights to one of the most 
  bountiful fishing areas off the coast of the Dullstrand and 
  most of their wealth comes from the negotiation of those 
  rights, though many members of the clan are master 
  merchants in their own right. 
   
  The Kaamrev colours are green and white with their 
  emblem being crossed fishes. 
   
  Adventure Summary  
  Introduction: The adventure begins with Augustille and 
  the party meeting in the back room of The Pirate’s Rest in 
  Dullstrand City. Augustille explains that she is looking for 
  an isolated locale for a rich reclusive scholar to settle. She 
  would like them to investigate the village Earby and the 
  castle ruins. She suggests that the PCs may want to talk to 
  locals about the ruins before going there. 
   
  
  Here Be Monsters 
   
  Page 5 
  Encounter 1: The Trouble with Feuds: Where old actions 
  come back to haunt the PCs. 
   
  Encounter 2: Night Beast: Upon arriving at the village of 
  Earby, the PCs are met with frightened villagers, who will 
  attempt to enlist their aid against nighttime attacks from 
  monstrous beasts. The village leader, Borka, will offer to pay 
  the PCs for their assistance. That evening, a single death 
  dog attacks the PCs. When the death dog is slain, it turns 
  into the village leader. 
   
  Encounter 3: Investigation: The PCs investigate and 
  question the villagers. A search of Borka’s home will yield 
  clues. Villagers will accuse the potion peddler, and lay  
  blame at his door. 
   
  Encounter 4: Potion Peddler: Should the PCs attempt to 
  overtake and interrogate the potion peddler, they may get a 
  surprise. The potion peddler, Master Zaggart, is really a 
  weretiger, who will defend himself if threatened or 
  attacked. Master Zaggart does have some of the ancient 
  pieces of gold that six fishermen found in the castle 
  tunnels, since that’s how they paid him for the phoney 
  potions.   
   
  Encounter 5: More Nighttime Attacks: Each night spent at 
  Earby will result in another attack from the pack of death 
  dogs, now a pack of 5. Since one of their own has been 
  killed, the death dogs will more actively hunt and kill 
  human victims. The dogs are cunning, and will attack 
  weaker targets before taking on armed humans, such as the 
  PCs. 
   
  Encounter 6: Cliff Castle: The castle ruins and its 
  underground tunnel are very structurally unstable. The 
  remains of a tower have covered the surface entrance to the 
  tunnels. The sea cave at the base of the cliff is pretty well 
  covered in water, just barely visible. There is a third 
  entrance in the cliff wall where erosion has uncovered one 
  of the tunnels somewhat.  If the PCs can find a way in, they 
  can find more loot and the chest that held the cursed items.  
   
  Encounter 7 Break the Curse: The people of Earby will 
  continue to suffer attacks from the death dogs unless the 
  dogs/fishermen are all slain, the treasure is returned to the 
  chest and no one else takes possession of the cursed 
  treasure. Can the PCs break the curse of Earby? 
   
   
   
   
   
  Introduction 
  The adventure of Here Be Monsters begins in Dullstrand 
  City. 
   
  Reminder of the rules governing weapons and armour in 
  Dullstrand City: One-handed weapons, light armour and 
  shields are permitted within the City boundaries. Bows 
  must be unstrung and a trigger guard placed on crossbows. 
  Peace bonds and seals can be placed on non-authorised 
  weapons for transport purposes; pole arms will have a sack 
  placed over the head. None authorised armour must be 
  removed and carried. They will be informed that if the seals 
  are broken or armour is worn it will be confiscated. 
   
  No wild or dangerous animals are allowed inside 
  Dullstrand City, so animal companions might have to be 
  left outside (basically all alternative animal companions as 
  described in the Player’s Handbook pg 36 and dire animals. 
  A large viper will also be refused entry, unless hidden. 
  Wolves can enter, as long as the guards mistake it for a dog, 
  or they are persuaded to look the other way, i.e. a bribe of 
  15 gp.) 
   
  There had been a few advertisements about the city, signs 
  reading that someone wanted to hire a scouting party and 
  pay for services. The signs indicated that interested 
  individuals could meet with the employer; someone named 
  Augustille, tonight at The Pirate’s Rest tavern. If the PCs 
  assemble in the tavern and ask for Augustille, read the 
  following: 
   
  The Pirate’s Rest seems to be a more upmarket 
  establishment than its name might suggest. A short, wiry 
  human woman, approx. 30 years old with brown hair and a 
  light complexion, dressed in green leggings, blouse and 
  fashionably cut jerkin rises to meet you. As she stands, you 
  see the rapier at her side. Her eyes flicker over each of you, 
  lingering ever so briefly on your weapons.  
   
  “Good evening, I am Augustille. And you are…?” 
   
  � Agustille, female human (Suel/Oeridian), Exp4, AL N 
   
  All PCs will be given the opportunity to introduce 
  themselves to her, and possibly to each other should they 
  need. 
   
  Augustille smiles broadly and gestures to the table and 
  chairs. When all are seated, she begins. 
   
   “Thank you for joining me tonight. I am an agent for 
  a rich, reclusive scholar who wishes to leave the hustle and 
  bustle of city life and retire to an isolated estate by the sea. 
  My client has a romantic notion of rebuilding an ancient 
  
  Here Be Monsters 
   
  Page 6 
  ruin and using it as his abode. He has commissioned me 
  for the task of finding a suitable set of ruins. 
   
  “There are a few possible locations, more than I can 
  personally scout out. One is near the village of Earby, just 
  south along coast. I don’t know if this will meet my client’s 
  needs or not. I need to hire qualified help to scout out this 
  location, map it out, assess its suitability and report back to 
  me. My client is also concerned about his neighbors, so 
  will be curious as to the character of the villagers. If the 
  ruins near Earby show promise, others will be sent to 
  investigate it further.  
   
  “What do you say? Are you willing to take the job?” 
   
  Give the party a chance to reply and ask questions. Answers 
  to typical questions are presented below: 
   
  How much are you willing to pay? 
  Augustille will offer to pay each PC 25 gp per APL for 
  completing the entire task listed above. She does not offer 
  advancement. The party can increase the fee to by 10% with 
  successful negotiations  and a DC 28 Diplomacy roll. The 
  DM should feel free to add circumstance bonuses for good 
  role-playing. 
   
  Can you supply us with any supplies? 
  Augustille will respond: 
   
   
  “I assumed that I was hiring seasoned professional who 
  would already have the equipment need to successful 
  complete this sort of task.” 
   
  Who is the man who wants to restore the ruins? 
  Augustille will respond: 
   
  “As I stated, it is a scholar from The Dullstrand and that is 
  all the information that I may disclose.”  
   
  If the party is unwilling to explore the ruins without 
  knowing who their employer is, she will respond: 
   
   “I’m sorry to have wasted your time. Obviously you are 
  not the people I need for this job. Good evening to you.”  
   
  Augustille will then leave and the adventure will be over, 
  unless the PCs do some very quick backtracking. . 
   
  What can you tell us of Earby & the ruins? 
   
  Augustille will respond: 
   
    
  “Earby is a fishing village of maybe 30 or so people. It’s 
  about 1/2 day’s march to the south, nothing remarkable, 
  really. The castle ruins are just a little further down the 
  coast, atop a very step cliff. I really don’t know much about 
  the ruins. That’s why I’m hiring you.” 
   
  Once 
  the 
  characters 
  have 
  responded 
  (presumably 
  favourably) and asked any questions they might have, 
  Augustille will continue: 
   
  “Good. Here are instructions on how to get to Earby.” 
   
  Augustille hands you a paper with directions to Earby 
  & the ruins.  
   
  She continues: “I have another location to visit while 
  you go down south. I will return in two weeks time here, 
  to the Pirate’s Rest. Hopefully, that will give you plenty of 
  time to investigate Earby and the ruins. Make sure you 
  map things out, check out the ruins and come prepared to 
  report on conditions in Earby.” 
   
  It is possible that at this point, the PCs could skip over 
  Encounter 2 and go straight to the ruins in Encounter 6. 
  Hopefully they remember that they are to investigate the 
  village of Earby, and then go back to Encounter 2. In any 
  cases, along the way to Encounter 2 or the ruins, they will 
  encounter Encounter 1, which might not affect them at all. 
   
  Encounter 1: The Trouble with 
  Feuds 
  The best route to Earby is to follow the coast to the south, 
  and the map will give the PCs those directions. By horse, 
  the PCs should be there by mid morning. By foot, it takes 
  half a day. 
   
  If any PC has the ‘Blood Feud with the Gatts’ or the 
  ‘Blood Feud with the Induchine’, then the encounter will 
  take place about halfway between Dullstrand City and 
  Earby. The party will be surrounded by an angry mob of 
  around 50 Gatts/Induchine and the incriminated PCs will 
  be offered their choice of death, blood payment or 
  indentured servitude. 
   
  If the PCs have the Luck domain or a similar luck-
  based reroll power they may use it at this point to reroll the 
  dice. On any other result than a 1 the PC has managed to 
  persuade the Gatts/Induchine that they have mistaken 
  them for another. 
   
  It should be made clear to the other PCs in the party 
  that resistance is not a good idea. If they try to fight, they 
  will be overwhelmed and knocked unconscious. This is not 
  a combat encounter and the DM should not use it to 
  seriously injure or kill any PC. 
   
  Note that if different (or one) PC(s) have different 
  Blood Feuds (or both), then the party is very lucky as the 
  two mobs will be too occupied fighting each other to notice 
  
  Here Be Monsters 
   
  Page 7 
  the group as they slip through. Did we mention that at the 
  time of writing the Gatts and Induchines do not like each 
  other? 
   
  Encounter 2: Night Beast 
  Earby (Thorp): Conventional; AL N (LN); 40 gp limit; 
  Assets 60 gp; Population 30; Isolated (Human (Suel) 30). 
   
  Authority Figures: Borka (N (LN) male human Suel, 
  Exp 1) Mayor 
   
  Earby is a small fishing village, with nothing much to 
  distinguish it from any other fishing village. It lies about a 
  ½ day’s walk to the south of Dullstrand City within 
  Kaamrev clan lands. 
   
  Not all the population is noted so feel free to improvise 
  NPCs as you see fit to add colour. All the NPCs listed make 
  up the families of the village. Those that are married have 
  children of all ages. Some old folk, too old to go out at sea 
  are also part of the population. 
   
  If the PCs entered the village directly from the shoreline 
  read Description 1A. If the PCs are coming from the castle 
  ruins to the village, go to Description 1B. 
   
  NB: Very few people in Earby speak anything apart 
  from the local dialect of Ancient Sueloise, unless noted. If 
  no-one in the group speaks the language, then the group 
  can eventually, once the fishermen return, find one young 
  man, Vels, who is happy to translate, for a price, of course. 
  It will cost the PCs 10 gp, negotiable on a DC 25 Diplomacy 
  check to 5 gp. He will stay in the village whenever the PCs 
  leave Earby. 
   
  � Vels, male human (Sueloise), Com1, AL N (LN). 
  Unmarried. 
   
  Description 1A 
  The coastal breezes are the only thing to relieve the heat of 
  the day. The going is perhaps slower than you would like. 
  As you head south along the shoreline, eventually you 
  enter a small bay, hardly a dimple on the coast. Set back 
  from the water, on top the rising land is a village of a 
  dozen or more houses clustered together. You can make 
  out well-worn paths and trails zigzagging up from the 
  water to the huts. Driftwood and old planks have 
  augmented some of the small buildings, and each appears 
  to be resting on a foundation of carved stones. The huts 
  seems to be made mostly of adobe, with a flat roof, covered 
  in thatch. 
   
  To the south of the village, the land rises higher and 
  steeper from the shoreline, breaking off into sheer cliffs 
  that seem to go on for miles. There is no beach after the 
  village, only the climbing cliff face. 
   
  The beach in front of the village is inviting enough, 
  with a healthy stretch of sand. A few boats remain on the 
  shore, overturned with keels to the sun. Further back, nets 
  are strung over rough tables, with barrels to the side. There 
  appears to be a couple of old men working on netting, 
  sitting in the shadow of a fisherman’s hut. As you get 
  closer, you can actually hear one of them singing, rather 
  well. As they notice you, he stops and they stand up and 
  stare at you. 
   
  Give the PCs a chance to ask questions of the two old 
  human men, if they wish. The old men, named Esop and 
  Gritton, are suspicious of any newcomers and speak gruffly. 
  Neither of them speak common, only the dialect of Ancient 
  Sueloise spoken in The Dullstrand. They will impart the 
  following information, if asked: 
   
  • 
  Yes, this village is Earby. 
  • 
  The village leader is a fisherman named Borka. 
  • 
  Most of the men, including Borka, are out fishing 
  right now, but should be back well before sunset. 
  • 
  Yes, there are castle ruins just to the south. 
  • 
  The way to the ruins is to go inland just a bit, 
  behind the village, and then follow the cliffs to 
  the south. It is a half an hour away on foot. 
  • 
  There has been recent trouble in the village—
  there are monsters roaming at night! The PCs 
  really need to talk to Borka! 
   
  If asked about the castle ruins, they will impart the 
  following information: 
   
  • 
  The castle is really, really old. The ruins are not 
  very stable, neither is the whole cliff there. 
  • 
  The castle is not owned by anyone 
  • 
  The villagers have used some of the stones from 
  the castle ruins in their own homes 
  • 
  Most of the good stuff from the castle ruins had 
  been picked over, or has fallen into the sea 
  • 
  There are rumours that there are tunnels 
  underneath the castle, that likely hold treasure 
  and gold. 
  • 
  Fishermen have said that it looks like there might 
  be a cave entrance at the base of the cliff near the 
  castle ruins, but the sea undoubtedly floods it. 
   
  Description 1B 
  Heading north with the sea to your right, the line of cliffs 
  continues, easing in elevation until the land gently slopes 
  towards a small bay, hardly a dimple on the coast. You see a 
  village of a dozen or more houses clustered together. Well-
  worn paths and trails zigzag between the huts and down to 
  
  Here Be Monsters 
   
  Page 8 
  the beach. You can just see a couple of boats on the sand. 
  Driftwood and old planks have augmented some of the 
  small buildings, and each appears to be resting on a 
  foundation of carved stones. These stones look like they 
  could have come from the castle ruins.  
   
  Outside the nearest small hut is an old woman, 
  scouring the inside of small bucket with sand. She looks 
  up as you approach and stands up. 
   
  Give the PCs a chance to ask questions of the old woman, 
  named Marilah. See information at the end of Description 
  1A. Marilah speaks halting Common, but is much more 
  comfortable if addressed in the local dialect of Ancient 
  Sueloise. 
   
  Within an hour of the PCs arrival in the village, the 
  fishermen will start coming back to shore. Their boats are 
  about 10 feet long, with a single sail on a short mast. The 
  boats hold a couple of men each, the nets and their catches. 
  The women and older men will be waiting for them at the 
  beach to help unload and process the day’s catch. 
   
  Meeting with Borka: The arriving fishermen and villagers 
  will notice the PCs with a mix of fear and awe. Remember, 
  they have monster problems and the PCs could be the 
  solution to their problems. Village leader Borka sees the 
  PCs as the answer to his prayers, and yet does not want to 
  create any more problems for his village. Of course, he 
  doesn’t know that he and 5 others are the source of the 
  night monsters. 
   
  A tall human man, with black & grey hair pulled back at 
  his neck, strides up purposefully to you. Lines have been 
  etched on his weathered face; his hands are red and rough. 
  The other fishermen assemble behind him. 
   
  “I be Borka,” says the man, “who be you?” 
   
  The PCs have opportunity to introduce themselves and 
  possibly ask some questions. If they are polite, they have a 
  good chance of cooperation at the village. If not, the 
  villagers will be less than helpful, despite their hopes that 
  the PCs can rescue them from the night monsters. Borka 
  speaks almosr perfect Common, but with a heavy accent. 
   
  “So, you be big, brave warriors and such?” asks Borka, 
  cocking his head to one side. “That be good, right good.” 
  He turns around to the men and women behind him. 
   
  The following snippets are all spoken in the local dialect, so 
  only those who speak, or understand Ancient Sueloise can 
  hear what is said. 
   
  “Looking like they might be what we’re needing, yes?”  
   
  The villagers talk amongst themselves, a spark of hope 
  taking hold.  
   
  “Yes could be…”  
   
  “Do you really think they could help?…”  
   
  “They look fearsome enough…” 
   
  After a bit of discussion in low tones, Borka turns 
  back to you, resolute, and speaks to you in his accented 
  Common.  
   
  “You be most welcome in Earby, most welcome, truly. 
  We be a needing you, brave warriors, for a terrible fate has 
  befallen us. There be monsters here at night. We be in fear 
  for our very lives. Mayhap you can help?”  
   
  Again, Borka and the villagers very much need the 
  assistance of the PCs, but need is warring with their 
  suspicious, cautious natures. If the PCs offend in any way, 
  the villagers will eventually depart and return to today’s 
  catch.  
   
  If asked, Borka and the villagers (through Borka, if no-
  one speaks Ancient Sueloise) will give the following 
  information: 
    
  • 
  The monsters will be described as black wolves 
  with glowing red eyes and multiple heads—the 
  number of heads is will vary with each account. 
  Borka himself has never seen them, but has seen 
  the destruction caused. 
  • 
  No one seems to have an exact count of how many 
  monsters there are—maybe just a couple, maybe a 
  dozen.  
  • 
  The monsters have been seen the last three nights, 
  when the moon has risen, and seem to depart a 
  couple of hours before dawn. 
  • 
  It is not currently a full moon. Last full moon was 
  over 5 days ago. 
  • 
  There was a terrible storm about 4 days ago, with 
  an unnaturally low tide prior to the storm. No one 
  went fishing during the low tide or during the 
  subsequent storm. 
  • 
  The night monsters have killed a donkey, some 
  chickens, but have not yet attacked a villager. So 
  far, they have been safe in their huts. 
  • 
  Some village men have tried to track the beast, but 
  the tracks become confused. (If the PCs try to 
  track, they find that the comings and goings of the 
  villagers have obliterated the tracks) 
  • 
  The only recent visitor was some man calling 
  himself Master Zaggart, selling potions, but he 
  left when the attacks started, supposedly because 
  he was afraid. 
  • 
  The villagers have no money to offer, but will 
  offer lodgings and food. 
  
  Here Be Monsters 
   
  Page 9 
   
  Should the PCs press for payment have someone make a 
  DC 25 Diplomacy Check, and Borka will pull the PCs aside 
  privately, and offer each of them 5 gold. The PCs should 
  realize that this is very unusual, that fishermen do not have 
  gold and the village is far from wealthy. 
   
  Borka and a few men in the village purchased potions 
  from Master Zaggart, which were a bit expensive for mere 
  fishermen. Master Zaggart had left suddenly after the first 
  appearance of the nighttime monsters. He could not have 
  travelled too very far, since he was in a covered tinker’s 
  wagon, pulled by a yoke of oxen.  
   
  Allow the PCs time to settle in, share some fish soup 
  with some wary, but curious villagers. If they want to set 
  watches, they should so indicate before retiring for the 
  night. 
   
  The PCs are shown to a small 20x20ft hut where they 
  can sleep. 
   
  Night Attack: Well into the second watch, or past 
  midnight, a single Death Dog will attack the PCs. First it 
  will circle the PCs’ camp or building. Whichever PCs are 
  awake prior to the attack can perform a DC 20 Listen check 
  if outdoors (DC 25 if indoors) to be alerted. If the PCs are 
  not alerted and someone is outdoors, then the Death Dog 
  will get a surprise round. If the PCs are not alerted but are 
  all indoors, the Death Dog will howl outside the door to 
  draw the PCs outside. 
   
  APL 2 (EL 3) 
  � Advanced Death Dog: hp 23; see Appendix 1: APL 2 
   
  APL 4 (EL 5) 
  � Large Death Dog: hp 57; see Appendix 2: APL 4 
   
  APL 6 (EL 5) 
  � Large Death Dog: hp 57; see Appendix 3: APL 6. 
   
  APL 8 (EL 7) 
  � Fiendish Large Death Dog: hp 85. See Appendix 4: 
  APL 8. 
   
  Tactics: The Death Dog will attack the PCs, ignoring other 
  villagers at first. Should the PCs not manage to kill the 
  Death Dog within about 8 rounds; some brave & burly 
  villagers will pitch in with pikes and assist in slaying the 
  Death Dog. If the Death Dog does manage to bite anyone, 
  villager or PC, then they are possibly infected by a 
  yellowing disease (see the Death Dog’s disease information 
  in the Appendix.). 
   
  � Disease: Injury; DC 13 Fortitude; 1 day; 1d4 points of 
  Strength damage and 1d3 points of Constitution damage 
   
  Development: When the death dog is finally slain, it will 
  morph into the dead body of Borka, the village leader. 
   
  NB: The death dogs will only morph back into their human 
  shape once they are at –10 hit points or below. If the PCs do 
  non-lethal damage and knock the death dogs unconscious, 
  they regain HD points back per hour. They will only revert 
  back to their human form just before dawn. 
   
  If the PCs successfully slay the single Death Dog, read the 
  following: 
   
   
  The slain two-headed creature lies still after the last fatal 
  blow. As you cautiously watch, the body shimmers briefly, 
  and its shaggy dark coat is replaced by smooth skin. 
  Instead of two heads, there is one, with a human face and 
  long black & grey hair. It is the village leader Borka at 
  your feet, covered in the mortal wounds inflicted by you 
  and your comrades. 
   
  The stillness that follows is broken by the sound of 
  double throated howls in the distance. It’s hard to tell how 
  many creatures might be howling. 
   
  Completely unnerved, several villages, armed with 
  clubs and torches venture from their homes. The light 
  they bring further illuminates the awful scene at your feet.  
   
  One fisherman gasps in broken common, “What have 
  you done?” 
   
  Encounter 3: Investigation 
   
  With the raging battle done, more villagers will venture 
  forth. There may be some initial anger and accusations 
  against the PCs. If villagers became involved in the battle 
  against the death dog/Borka, there will be quicker 
  explanations. If not, the PCs will have some explaining to 
  do using a DC 15 Diplomacy check. Note that the PCs have 
  just killed their translator, unless they employ Vels. 
   
  A DC 10 Survival check will allow the PCs to follow 
  the Death Dog tracks back to Borka’s small house. 
  Convincing the villagers to lead the way will take a DC 15 
  Diplomacy check. 
   
  Borka’s House: This is small structure like most of the 
  buildings in the village, only 20 x 20 ft. There is a sleeping 
  cot, a small table and stool, a locked battered chest, a 
  fireplace with a cooking pot, and some foot & cooking 
  items. However, it is currently is disarray. As the PCs walk 
  up to it, they will quickly see that the door has been broken 
  and splintered. Pieces of the door lay on the outside, not 
  
  Here Be Monsters 
   
  Page 10 
  inside of the small house. Inside, bedding has been torn 
  apart, and the furniture tossed aside. A DC 25 Spot check 
  will reveal that the bedding, although now torn, shows 
  signs of recent mending. 
   
  The chest under the cot is locked with a padlock. This 
  can be opened with a DC 15 Open Lock check. The chest is 
  sturdy, made with hard wood, but is not trapped. Inside the 
  chest: various articles of clothing, some small wooden 
  carvings (these represent pieces for a local board game e.g. a 
  form of local draughts), a carved flute, a bag of 30 gold coins 
  of ancient mintage, a pair steel gauntlets, a silver dagger 
  with a bloodstone in the hilt and an antique gold circlet. 
  The circlet is cursed, so will radiate transmutation magic if 
  a detect magic spell is used. Rolled up in the flute ( if the 
  PCs make a DC 20 Spot check to detect it) is a small piece of 
  parchment with charcoal markings. See Player Handout 2. 
   
  DM Note: Player Handout 2 hints that the list of treasure 
  items has been divided up 6 ways. Obviously, Borka was 
  one of the 6. So, who are the 5 others with cursed treasure 
  and other goodies? Borka has several friends in the village; 
  the following men are known to be his close companions: 
   
   
  • 
  Gritton the Younger, son of the old man 
  encountered if the PCs entered the village from 
  the north. Gritton the Younger is a short, burly 
  man, more hair on his chin and chest than on his 
  head. Gritton the Younger shares a cottage with 
  his elderly father. This friend has possession of 30 
  gp, a cursed ring, a longsword and winged helm. 
  • 
  Iaap, older brother to Ransel. The brothers live 
  together in a small cottage. Ian is lanky and tall, 
  with blond hair. He’d be good looking too, had he 
  not taken a hook in the face. A ragged scar runs 
  from his right cheekbone to his chin. Iaap has 
  possession of 30 gp, a cursed armband, a belt and a 
  cutlass. 
  • 
  Ransel, younger brother to Iaap, is also lanky but 
  not as tall as his older brother. His hair is also 
  blond, and his looks a bit plainer. Of the two, 
  Ransel is lazier but always in good humor. Ransel 
  has possession of 30 gp, a cursed armband, a heavy 
  belt and helmet. 
  • 
  Trask, a smaller man, dark completed with curly 
  black hair, harking back to Flan ancestry. Wiry 
  and quick with his hands, Trask is unhappily wed 
  to a very demanding wife and is always looking for 
  excuses to be anywhere she is not. Trask shares his 
  larger cottage with his wife Gerta and 4-5 small 
  children. (It’s hard to count when they run around 
  so much.) Trask has possession of 30 gp, a cursed 
  necklace, dagger with a moonstone in the hilt, and 
  a decorative scabbard. 
  • 
  Morry, son of Marilah, the old woman the PCs 
  met if they came to the village from the south. 
  Morry lives with his mother and widowed sister 
  Beshta and her infant son. Morry is an eager 
  young man, ever ready to prove himself with the 
  other men of the village. Morry is medium build, 
  brown hair, and brown eyes and sings whenever 
  he can. Morry has possession of 30 gp, a cursed 
  sceptre, a heavy great sword and a buckler.  
  • 
  Antwen, middle-aged man with a wife and 2 
  daughters. Good friends with Borka, but not 
  involved in the recent adventure under the castle 
  ruins. Antwen is strong and muscular, with 
  thinning brown hair and bright blue eyes. 
  • 
  Apart from Morry, none of them speak common. 
   
  Note that all of the curse items radiate the same 
  transmutational magic as the circlet in Borka’s house if 
  scryed with detect magic.  
   
  Should the PCs attempt to question any of these men it 
  should be remembered that the PCs just killed Borka. 
  Everyone is nervous and suspicious—if Borka could be a 
  monster, than what about others in the village? And even 
  though the PCs did kill a monster, they also killed the 
  village leader, so there are lots of conflicted emotions. It 
  will take a DC 25 Diplomacy check, to get much 
  cooperation from the villagers. A successful roll will yield 
  the names of the 6 friends detailed above. The 5 friends 
  with cursed treasure (Gritton, Iaap, Ransel, Trask & Morry) 
  will not reveal that they have any treasure. They are also 
  unaware that they are turning into Death Dogs at night, 
  only that they are waking up feeling tired and confused, 
  awakening far from their beds. With the death of Borka & 
  the revelation that Borka was a monster, some of the 
  friends who were part of adventure will begin wondering 
  and worrying. They will not reveal any information to the 
  PCs. 
   
  Two individuals will be more forthcoming with 
  information, if asked by the PCs. Antwan, more mature 
  friend of Borka and Gerta, the shrewish wife of Trask. 
  Antwan, who was not part of the adventure or even aware 
  of what Borka and the 5 others had done, will discuss the 
  following:  
   
  • 
  Borka had complained to him about not sleeping 
  well, and seemed out of sorts.  
  • 
  The day before the storm, Borka and the 5 others 
  took a boat, saying they were going seal hunting. 
  But they never brought back any seals. 
  
  Here Be Monsters 
   
  Page 11 
  • 
  Borka was really worried about the monsters and 
  had asked Antwan’s advice about what to do. 
  • 
  There was absolutely no indication that Borka was 
  one of the monsters—Borka was a good man! 
   
  Gerta, looking for a sympathetic ear, will complain about 
  the following (and more if they’ll let her): 
   
  • 
  Trask ran off with friends about 5 days ago. He 
  said he was seal hunting, but why didn’t he bring 
  back any meat? What was he thinking?  
  • 
  Trask has been missing in the mornings, the last 
  few days. He says he’s been taking morning walks, 
  but she’s suspicious. Maybe he’s been paying 
  attention to Marilah’s daughter, Beshta. 
   
  Encounter 4: Potion Peddler  
  If the PCs decide to follow after Master Zaggart, mentioned 
  in Encounter 1, the villagers can easily point to the wagon 
  path he took. The route the PCs took to the village is a 
  simple wagon road, which does extend southwest away 
  from the village, heading inland from the coastal village. 
  Since Master Zaggart is driving a heavy wagon and would 
  of course take the road. Master Zaggart and his wagon do 
  not move quickly, so it is entirely possible that a group on 
  horseback might catch up to him. He does have a three-
  day’s lead. Actually, Master Zaggart spent only a day on the 
  road and then set up camp, so he is not on the move. It 
  would take the party half a day on horseback to make it to 
  his camp, one day on foot. 
   
  Master Zaggart is a weretiger. With the first attack of 
  the nighttime monsters, Master Zaggart decided to take his 
  leave of Earby quickly; least any suspicion is cast upon him. 
  Admittedly, Master Zaggart is also something of huckster, 
  selling herbal preparations as magical potions. While 
  selling the magical properties of his potions, they merely 
  contain an herbal stimulant much like caffeine that makes 
  the imbiber feel energetic and peppy for a while. Master. 
  Zaggart is an alchemist, and can brew many non-magical 
  potions and remedies. The potions contain nothing really 
  harmful, and certainly nothing magical.  
   
  As the PCs approach Master Zaggart’s camp, read the 
  following: 
   
  Under the meagre shade of some scruffy trees is a 
  brightly painted wooden wagon. The sides and covered top 
  are painted in red and blue. On the side of the wagon is 
  painted in curving script “Master Zaggart’s Wonder 
  Potions” in Common. Nearby, an ox is grazing, paying 
  absolutely no attention to you. At the back of the wagon is 
  a small door, left open. As you approach closer, a tall man 
  comes out of the wagon door, practically bent in half to 
  make it out. Stepping down from the wagon, he brushes 
  off his leather vest and smiles broadly at you. 
   
  “Friends, friends, have you heard of Master Zaggart’s 
  wondrous potions?”  
   
  The tall man gestures with a twirl of his hand to the 
  sign on the side of his wagon.  
   
  “Do you have aches and ills? Pain or gout? Persistent 
  cough or excessive sweat? Why, Master. Zaggart’s Wonder 
  Potions can bring health and lustre to any man. And the 
  cost is minor, for what price can you place on good health 
  and long life?” 
   
  Allow the PCs to interrogate Master Zaggart. Master 
  Zaggart’s main motivation is not to be discovered as a 
  weretiger and to sell his potions unmolested. He is cautious 
  about telling the PCs too much, least he be unfairly 
  implicated in the attacks at the village. Should the PCs be 
  interested in his potions, he will become very engaging and 
  charming, hoping to make a sale off of wealthy adventurers. 
  He will happily sell his Wonder Potions at 40 gp each. 
  With a DC 15 Diplomacy and depending on roleplaying by 
  the PCs, he could drop his price to 30 gp each. 
   
  Master Zaggart’s Wonder Potions: These herbal remedies 
  allow an additional Fortitude Save versus non-magical 
  diseases (including the yellowing disease of the death dog 
  bites) at +4, but must be taken after the PC might have 
  contracted the disease. (i.e. the PC does not know the result 
  of the original Fortitude Save) If taken before contracting a 
  disease, it has no effect. 
   
  If the PCs attack Master Zaggart, they do not get access to 
  his potions. 
   
  APL 2 (EL 6) 
  Master Zaggart, weretiger Exp2 (1): hp 67. See Appendix 1: 
  APL 2. 
   
  APL 4 (EL 6) 
  Master. Zaggart, weretiger Exp2 (1): hp 67. See Appendix 
  2: APL 4. 
   
  APL 6 (EL 10) 
  Master Zaggart, weretiger Ftr2/Exp4 (1): hp 91. See 
  Appendix 3: APL 6. 
   
  APL 8 (EL 10) 
  Master Zaggart, weretiger Ftr2/Exp4 (1): hp 91. See 
  Appendix 4: APL 8. 
   
  Tactics: If threatened or attacked without obvious 
  provocation, Master Zaggart will defend himself and 
  
  Here Be Monsters 
   
  Page 12 
  attempt to flee, rather than facing the PCs. For this reason, 
  the ELs for the encounter do not count toward the XP total.  
   
  Encounter 5: More Nighttime 
  Attacks 
  For each consecutive evening that the PCs remain in Earby 
  without solving the curse, there will be continued 
  nighttime attacks. The attacks will always begin when the 
  great moon, Luna, rises, at approx. an hour before midnight 
  in the evening, and will end an hour before sunrise.  
   
  APL 2 (EL 5) 
  � Lesser Death Dog (5): hp 9. See Appendix 1: APL 2 
   
  APL 4 (EL 7) 
  � Regular Death Dog (5): hp 15. See Appendix 2: APL 4 
   
  APL 6 (EL 9) 
  � Large Death Dog (5): hp 57. See Appendix 3: APL 6. 
   
  APL 8 (EL 11) 
  � Fiendish Large Death Dog (5): hp 85. See Appendix 4: 
  APL 8. 
   
  Tactics: The Death Dogs are cunning hunters and will not 
  attempt tactics that have proven fatal in the past. They see 
  the PCs as threats rather than prey, and will prefer to set 
  upon any unprotected villager caught out in the open at 
  night. See the appropriate Appendix for more information 
  about Death Dog tactics. 
   
  Development: Should the PCs slay the death dogs; the 
  dead monsters will turn into human form, the 5 friends of 
  Borka: Gritton the Younger, Iaap, Ransel, Trask & Morry. A 
  search of their homes (DC 15 Search check) will yield the 
  remaining items detailed on Player Handout 2. 
   
  If the PCs realize what is going on and search out the 5 
  friends of Borka and confront them with the truth, that 
  they entered the ruins, found and took the items and that it 
  is they that are the monsters, then there is a good chance, 
  on a DC 15 Diplomacy check, that the men will break down 
  and admit the whole story. In which case they will lead the 
  PCs to where they have hidden their part of the treasure. 
  Once one of the friends has confessed, he will convince the 
  others to also turn in what they took. 
  Remember that apart from Morry, none of them speak any 
  Common. 
   
  PCs may choose to retain the items found, including 
  the cursed items. The non-cursed items count towards the 
  maximum treasure allowed per APL. For each full day that 
  the PCs keep the cursed items, whoever is retaining the 
  item(s) will turn into a Death Dog at night and attack the 
  party or the villagers. 
   
  DMs Note: For a PC to be considered as retaining the 
  item, they have to state that they are carrying it. 
   
  Encounter 6: Cliff Castle 
  Finding the castle ruins on top of the cliff will not be a 
  problem—just follow the coastline southward for ½ an 
  hour. The erosion of the cliff face has broken away the front 
  part of the castle and caused the two towers and 
  battlements to collapse. The castle looks quite old. 
   
  There are 4 entrances to the caverns and tunnels under 
  the castle ruins. 
   
   
  1. 
  Sea Cave: The sea cave at the foot of the cliff 
  connects to the lower caverns and tunnels. This is 
  the entrance used by Borka and his fisherman 
  friends when the tide was unusually low in 
  combination with a storm. Now, however, it 
  would require someone with water breathing 
  abilities to access that entrance. The entrance to 
  the sea cave is easily seen from sea level. 
  2. 
  Collapsed Stairwell: One of the collapsed towers 
  on top of the cliff covers a set of spiral stairs 
  leading down to the top tunnels. The remains of 
  the tower weigh a couple of tons, and the PCs 
  would have no idea where to even start looking. 
  3. 
  Cliff Entrance: One of the top tunnels expands 
  forward to the cliff face. Back a couple of hundred 
  years ago the cliff face was quite a bit further out 
  into the sea. Now, with erosion, part of the top 
  tunnel is exposed—a 2 ft wide hole in the cliff 
  face 30 ft down from the top of the cliff. Anyone 
  examining the cliff face could locate the hole with 
  a DC 15 Spot check. 
  4. 
  Back Door: The builders of the castle created an 
  escape route out of the castle tunnels, back inland 
  about 200 feet. This back door is covered by scrub 
  bushes and is concealed. It may be the easiest way 
  in, but is well locked and trapped. If the PCs were 
  actively searching the area where the entrance is, 
  it would take a DC 25 Search check just to locate 
  the concealed door. To open the door, the PCs 
  need to find the trap and disable it, see Fire Trap: 
  T3. 
   
  Level 1 Tunnel: To enter the cliff face hole, it is relatively 
  easy to rappel down the cliff face with a 50 ft rope, 
  requiring a DC 10 Climb check. From the exterior, the 2 ft 
  wide hole appears crumbling around the edges, as if the dirt 
  could be dug away to enlarge the entrance. Anyone trying 
  to slip through the hole will trigger a partial collapse of the 
  
  Here Be Monsters 
   
  Page 13 
  tunnel, with chunks and blocks from the ceiling falling 
  down on the PCs. This is a natural hazard, but will act as a 
  trap (see tunnel map for location T1.) 
   
  All APL’s (EL 2)  
  � Falling rocks: CR 2; mechanical; touch trigger; no 
  reset; Atk +12 (2d6, stones); multiple targets (all targets in 
  adjacent 5ft squares on interior of tunnel); Search DC 20; 
  Disable Device DC 20. 
   
  The interior of the tunnel is dimly lit due to the hole in the 
  cliff wall. PCs can see 15 ft into the tunnel (30 ft with low-
  light). The tunnel shows some evidence of masonry work, 
  but is seriously crumbling and deteriorating.  A DC 15 
  Search check to notice just how bad the condition of the 
  tunnel is—it is very unstable and unsafe. Dwarves have +2 
  racial bonuses on Search checks to notice unsafe stone 
  surfaces and shaky stone ceilings. Other checks to notice 
  the poor condition of the tunnel include: Knowledge 
  (dungeoneering); Knowledge (architecture & engineering); 
  Profession (miner), all at DC 15. 
   
   
  As the PCs follow this tunnel to the west, away 
  from the cliff face, they will pass two rooms (see tunnel 
  map, rooms A & B) and will see what remains of a circular 
  stone stairwell choked with debris and rubble from the 
  castle tower that collapsed into it.  
   
  In the hall next to the remains of the stairwell, the 
  floor is particularly unstable. At APL 2, the floor is rough 
  and broken up. At higher APL 4-8 the floor will break away 
  into a pit. Again, this is a natural hazard, but will acts as a pit 
  trap (T2). If anyone steps on the tunnel floor immediately 
  in front of the stairs (10ftx10ft square) the floor will 
  collapse, leaving only a 2 foot ledge along the wall on the 
  other side of the stairwell. 
   
  APL 4-8 (EL 2) 
  � Pit trap: CR 2; mechanical; location trigger; no reset; 
  DC 20 Reflex save avoids; 40 ft deep (4d6 fall); Search DC 
  20; Disable Device DC 20.  
   
  Rooms in Level 1 Tunnel 
   
  Room A: A 15ftx25ft room. This room has the remains of a 
  wooden door, fragmented and crumbling. Inside the room 
  is rubble and debris—broken furniture, shattered barrels, 
  nothing of value. In the far right corner of the room is a 
  broken chest, the lid split and falling off. On closer 
  examination, this large chest was once quite ornate, with 
  carved handles and lid, with painting and lettering on the 
  front panel. With a bit of light, the painting and script is 
  better revealed. It shows a simplistic depiction of human 
  hunters running and shooting arrows at a pack of large 
  dogs. But there is something odd about these dogs—they 
  have two heads each. The script beneath is in stylized Suel:  
   
  “Those who take from the House of Meab shall be as dogs 
  in the night.” 
   
   The chest is not locked and is empty (Meab is pronounced 
  Mea-ve). 
   
  Room B: A 15ftX25ft room. The wooden door to this room 
  lies on the floor of the tunnel. This looks like a small 
  armoury, with brackets on the wall holding a number of 
  pikes, halberds and falchions, another wall holds a mace, a 
  flail and several cutlasses in framed cases. Many brackets 
  are empty, and some pikes and weapons have been strewn 
  about the floor. A tall cabinet holds several bows and a 
  single heavy crossbow.  
   
  Treasure: With a thorough DC 10 Search, the PCs will find 
  some of the weapons look much nicer than the broken and 
  scattered weapons in the room. 
  APL 2-6: MW halberd, MW flail, and composite 
  longbow (+2).  
   
  Loot: 186 gp. 
  APL 8: MW halberd, composite longbow (+2), and an 
  adamantine flail.  
   
  Loot: 636 gp. 
   
  Room C: A 15ft x 25ft room. This room contains a number 
  of casks and barrels. Most of the large barrels have broken 
  apart and are now empty. They used to hold grain and dry 
  foodstuffs. Mouse droppings are all over the room. The 
  casks on the floor are broken and empty, but some of the 
  casks on shelves against the far wall contain some sort of 
  fluid. If opened, 5 of the small casks hold red vinegar, and 2 
  of them hold whiskey. 
   
  Treasure: 
  All APLs: Whiskey barrels. Loot 10 gp. 
   
  Room D: A 15ft x 25ft room. This room has only ½ the 
  wood door remaining in the doorframe. This room has part 
  of the ceiling collapse in the far left corner. 4 large chests 
  remain uncovered by rubble. Two chests are still locked, 
  and the other two are open and empty. To open each locked 
  chest: DC 16 + APL Open Lock check. 
   
   
  Treasure 
  Chest 1:  
  APL 2: Magic: potions of cure light wounds (3). (2 x 4 
  gp). 
  
  Here Be Monsters 
   
  Page 14 
  APL 4: Magic: potions of cure moderate wounds (3). (3 
  x 25 gp). 
  APL 6-8: Magic: potion of water breathing (62 gp). 
   
  Chest 2: 
  APL 2: Magic: potion of water breathing (62 gp). 
  APL 4: Magic: potion of water breathing (62 gp); 
  potion of bull’s strength (25 gp) 
  APL 6-8: Magic: murlynd’s spoon (450 gp) 
   
  140 feet from the entrance at the cliff face, Level 1 Tunnel 
  apparently ends in a wall. There is actually a secret door 
  here leading to a back exit from the tunnel. The door is 
  cunningly hidden in the wall, the seams of the entrance 
  appearing to be natural cracks between the stone blocks. 
  This part of the tunnel, further back from the crumpling 
  cliff face, has as yet suffered no erosion; a DC 23 + APL 
  Search check is required to find it. The secret door is not 
  locked.  
   
  Beyond the door is a small tunnel of earth, shored up 
  by ancient timber posts and beams. A narrow, 5 ft wide by 6 
  ft tall tunnel inclines up towards the surface heading west, 
  going 55 ft. long until it stops in another apparent dead 
  end. On the floor at the end of the tunnel is a human 
  skeleton, the bones blackened and covered in ash. Scorched 
  bits of fabric and leather still cling to the form.  
   
  Above the skeleton in the ceiling of the tunnel is a 5 ft 
  square slab of rock. There is a strange carving on the surface 
  of the slab. It is pretty obvious that the entrance covered by 
  the black stone slab is trapped (T3), thus reducing the EL by 
  1. The trap is triggered when the PCs touch the black slab 
  or go through the opening covered by the black slab, unless 
  anyone is a descendent of the House of Meab (highly 
  unlikely). If the Fire Trap is successfully disabled, the black 
  stone slab, which is about 4 inches thick & weighs about 60 
  lbs, can be swung up, hinged on one side. Outside the door 
  is some brush and boulders, obscuring the entrance from 
  the outside. The black stone slab will magically swing 
  closed and reset once the PCs have finished exiting or 
  entering through it. 
   
  All APL’s (EL 2) 
  Burning 
  Hands 
  Trap: 
  CR 
  3; 
  magical 
  device, 
  touch/proximity trigger (unless of the House of Meab); 
  auto reset; spell affect (burning hands, 5
  th-level wizard, 5d4 
  fire, DC 11 Reflex save half damage); Search DC 26; Disable 
  Device DC 26. 
   
  DM Note: At APLs 2 & 4 the PCs cannot find or access the 
  lower levels, only the Level 1 Tunnel, no matter what. The 
  PCs may realize that the lower level should exist, because 
  the fishermen got in through the sea cave entrance. 
  Logically, there should be an entrance from the sea up to 
  the Level 2 Tunnel but they cannot find it. If the PCs try 
  the sea entrance, then have the passage blocked by a cave 
  in.  
   
  Level 2 Tunnel (APLs 6-8 only): 20 feet east of the collapsed 
  stairwell, on the north wall of the tunnel is a 10 wide secret 
  & locked door. A DC 30 Search check is required to find it; 
  a DC 25 Open Lock check to release it. The door appears to 
  be just part of the stonework of the wall. The lock is non 
  magical, mechanical lock. 
   
  Beyond the secret door, the PCs will find a 10 ft wide 
  stairs going down 45 feet to the north and ending in a 
  landing and a tunnel that turns to the west. There is no 
  more natural light from the cliff opening on Level 1, so the 
  PCs will need a light source if they didn’t have one before. 
  As the PCs enter at the head of the stairs, the sound of the 
  surf becomes louder. This tunnel eventually links up to the 
  underwater sea cave, which is the entrance Borka and his 
  friends took into the tunnels. Level 2 Tunnel goes west 
  about 25 feet and there is another tunnel, this one much 
  rougher and more natural, heading to some meandering 
  stairs that continue to go down north some 40 feet to sea 
  level, when the stairs become covered in water. If the PCs 
  can manoeuvre under water, the stairs continue another 30 
  feet, curving to the east and end in a natural cave, 
  completely under water. The cave goes east about 95 feet, 
  heading to the opening under the cliff wall into the open 
  sea. There is nothing of interest or note in the sea cave or 
  the stairs leading to the cave. 
   
  On Level 2, as the tunnel continues to the west, it ends 
  in a cave room in another 25 feet. This is Room E. 
   
  Room E: This is a natural cave, approx. 35 ft X 20 ft. (See 
  tunnel map.) There are some natural cave formations, some 
  puddles and stalagmites and water dripping from the 
  ceiling. As the PCs enter the room, they will step on the 
  tiny bones of mice and vermin. The PCs will attract the 
  attention of one of the gray oozes at APL 6, and two at APL 
  8. They are pretending to be a puddle(s) on the north side 
  of the room. 
   
  APL 6 (EL 4) 
  � Gray Ooze (1): 31 hp. See Monster Manual, p 202. 
   
  APL 8 (EL 6) 
  � Gray Ooze (2): 31 hp. See Monster Manual, p 202. 
   
  Treasure: At APLs 6 & 8 the PCs will locate scattered in the 
  bones on the floor misc. gems and jewels. 
   
  APL 6 & 8: Coin: 40 gp. 
   
  
  Here Be Monsters 
   
  Page 15 
  Encounter 7: Break the Curse 
   
  The obvious and direct way to break the curse of the Death 
  Dogs is to return the 6 cursed items (circlet, sceptre, 2 
  armbands, ring & necklace) to the tunnels beneath the 
  ruins. 
   
  While this is the simplest way to deal with the curse, 
  the PCs should have the opportunity to come up with their 
  own solution to breaking the curse. The DM must judge 
  the PCs actions, whether they come up with the apparent 
  solution or use their imaginations. Basically, any solution 
  that involves getting rid of the artefacts, hiding them away, 
  etc., would be acceptable. If anyone retains possession of 
  the cursed items, they themselves will be cursed and turn 
  into a regular Death Dog during the night.  
   
  Conclusion 
  The PCs should have plenty of time to meet their deadline 
  back at Dullstrand City and the Pirate’s Rest Inn. Augustille 
  will be waiting for them, and will happily take their report, 
  ask for maps and information about the villagers. Augustille 
  will ask their opinions about the suitability of the site for 
  her employer. Regardless of their answer, Augustille will 
  thank the PCs for their work, and pay them accordingly. 
  This concludes the adventure. 
   
  Treasure: 
   
  APL 2: Coin: 50 gp 
   
  APL 4: Coin: 100 gp 
   
  APL 6: Coin: 150 gp 
   
  APL 8: Coin: 200 gp 
   
  Campaign  
  Consequences 
  1. 
  Was the curse broken? 
  2. 
  Did any PCs get the curse? (Name, region and 
  RPGA number to be sent please). 
  3. 
  Did any PC catch Lycanthropy? (Name, region 
  and RPGA number to be sent please) 
  4. 
  Was Master Zaggart attacked? 
  5. 
  Did Master Zaggart survive? 
  6. 
  Did any of the cursed survive? If so who, and it 
  what state (cursed or freed)? 
  7. 
  What did the characters report about the ruin 
  itself? 
   
  Please send an email to averell@hors-la-loi.ch answering 
  those questions whenever you play the adventure. 
   
  The End 
   
  
  Here Be Monsters 
   
  Page 16 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: Night Beast 
  Slay or defeat the single Death Dog 
  APL2 
  90 XP  
  APL4 
  150 XP  
  APL6 
  150 XP  
  APL8 
  210 XP 
   
  Encounter 3: Investigation 
  Finding all the clues at Borka’s house and finding his 
  friends. 
  APL2 
  30 XP  
  APL4 
  45 XP  
  APL6 
  60 XP  
  APL8 
  75 XP 
   
  Encounter 4: Potion Peddler 
  Speaking with Master Zaggart, not fighting with him, and 
  eliminating him as a suspect. 
  APL2 
  30 XP  
  APL4 
  45 XP  
  APL6 
  60 XP  
  APL8 
  75 XP 
   
  Encounter 5: More Nighttime Attacks 
  Slay or defeat the other 5 death dogs 
  APL2 
  150 XP  
  APL4 
  210 XP  
  APL6 
  270 XP  
  APL8 
  330 XP 
   
  Encounter 6: Castle Ruins 
  Survive or disable Trap 1 (rocks from ceiling): 
  APL2 
  60 XP  
  APL4 
  60 XP  
  APL6 
  60 XP  
  APL8 
  60 XP 
   
  Survive or disable Trap 2 (collapsing floor): 
  APL4 
  60 XP  
  APL6 
  60 XP  
  APL8 
  60 XP 
   
  Survive or disable Trap 3 (magical fire trap): 
  APL2 
  60 XP  
  APL4 
  60 XP  
  APL6 
  60 XP  
  APL8 
  60 XP 
   
  Defeat the ooze 
  APL6 
  120 XP 
  APL8 
  180 XP 
   
  Encounter 7: Break the Curse 
  Breaking the curse of the House of Meab. 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
   
  Total Possible Experience: 
   
  APL2 
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8 
  1,125 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. 
  
  Here Be Monsters 
   
  Page 17 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3: Investigation 
   
  APL 2: Loot: 13 gp; Coin: 5 gp 
   
  APL 4: Loot: 56 gp; Coin: 5 gp 
   
  APL 6: Loot: 10 gp; Coin: 5 gp  
   
  APL 8: Loot: 10 gp; Coin: 5 gp  
   
  Encounter 5: More Nighttime Attacks 
   
  APL 2: Loot: 54 gp 
   
  APL 4: Loot: 119 gp 
   
  APL 6: Loot: 54 gp 
   
  APL 8: Loot: 54gp 
   
  Encounter 6: Castle Ruins 
   
  APL 2: Loot: 196 gp; Magic: potions of cure light 
  wounds (3). (2 x 4 gp); potion of water breathing (62 gp). 
   
  APL 4: Loot: 196 gp; Magic: potions of cure moderate 
  wounds (3). (3 x 25 gp); potion of water breathing (62 gp); 
  potion of bull’s strength (25 gp) 
   
  APL 6: Loot: 279 gp; Magic: potion of water breathing 
  (62 gp); murlynd’s spoon (450 gp). 
   
  APL 8: Loot: 228 gp; Magic: potion of water breathing 
  (62 gp); murlynd’s spoon (450 gp) 
   
  Conclusion  
   
  APL 2: Coin: 50 gp 
   
  APL 4: Coin: 100 gp 
   
  APL 6: Coin: 150 gp 
   
  APL 8: Coin: 200 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 263 gp; Coin: 55 gp; Magic: 74 gp - Total: 
  397 gp 
  Cap: 450 gp 
  APL 4: Loot: 378 gp; Coin: 105 gp; Magic: 162 gp - 
  Total: 650 gp 
  Cap: 675 gp 
  APL 6: Loot: 343 gp; Coin: 155 gp; Magic: 512 gp - 
  Total: 1010 gp 
  Cap: 900 gp 
  APL 8: Loot: 292 gp; Coin: 205 gp; Magic: 512 gp - 
  Total: 1,029 gp 
  Cap: 1,300 gp 
   
  Special: 
  � Curse of the House of Meab: Any PC retaining any of 
  cursed items (circlet, two arm bands, necklace, ring, and 
  scepter) will take upon them the curse, and become a Death 
  Dog at the rising of the moon until dawn. During this time, 
  the player has now control over the character. The Death 
  Dog will attack and prey upon innocents and even the PC’s 
  companions  (For Death Dog, see Fiend Folio) 
   
  � Curse of Lycanthropy: Any PC hit by a bite attack of 
  Master Zaggart, while in tiger or hybrid form, must succeed 
  on a DC 15 Fort save or contract lycanthropy (weretiger). 
  (See Monster Manual p 178). 
   
  If the PC contracts lycanthropy it must be dealt with as 
  explained in the LGCS. 
   
   
  � murlynd's spoon:  
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous Item, 
  create food and water; Market Price 5,400 gp 
   
  From DMG p 263 
  
  Here Be Monsters 
   
  Page 18 
  Items for the Adventure Record 
  [
   
   
  Item Access 
   
  APL 6 
  � murlynd’s spoon: 5,400 gp. (Adventure, CL 5
  th, DMG) 
   
  APL 8 (All of APL 6 plus the following) 
  � Adamantine flail: 3008 gp (Adventure, DMG) 
   
  � Master Zaggart’s Wonder Potion: This herbal 
  remedies allow an additional Fortitude Save versus 
  non-magical diseases (including the yellowing 
  disease of the death dog bites) at +4, but must be 
  taken after the PC might have contracted the 
  disease. (i.e. the PC does not know the result of the
  original Fortitude Save) If taken before contracting a 
  disease, it has no effect. (40 gp, Adventure) 
   
  � Curse of Lycanthropy: Any PC hit by a bite 
  attack of Master Zaggart, while in tiger or hybrid 
  form, must succeed on a DC 15 Fort save or contract 
  lycanthropy (weretiger). (See Monster Manual p 
  178). 
   
  If the PC contracts lycanthropy it must be dealt 
  with as explained in the LGCS.
  � Curse of the House of Meab: Any PC retaining
  any of cursed items (circlet, two arm bands,
  necklace, ring, and scepter) will take upon them the
  curse, and become a Death Dog at the rising of the
  moon until dawn. During this time, the player has
  now control over the character. The Death Dog will
  attack and prey upon innocents and even the PC’s
  companions  (For Death Dog, see Fiend Folio) 
   
  � murlynd's spoon:  
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous
  Item, create food and water; Market Price 5,400 gp 
   
  From DMG p 263 
  
  Here Be Monsters 
   
  Page 19 
  Appendix 1: APL 2 
  Master Zaggart: Male human, weretiger natural 
  lycanthrope, Exp2. CR 6; medium shapechanger; HD 
  2d6+6d8+26; hp 67; Init +2; Spd 30 ft.; AC 19, touch 12, 
  flat-footed 17; Base Atk +5; Grp +8; Atk +5 melee (1d8+4; 
  19-20/x2, +1 longsword), +8 ranged (1d8; 19-20/x2, 
  masterwork light crossbow), +8 melee (1d6+3; 20/x2, 
  club); Full Atk +5 melee (1d8+4; 19-20/x2, +1 longsword), 
  +8 ranged (1d8; 19-20/x2, masterwork light crossbow), +8 
  melee (1d6+3; 20/x2, club); AL N; SV Fort +6, Ref +7, Will 
  +6; Str 16(, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +3, Craft (alchemy) 
  +8, Diplomacy +3, Heal +11, Knowledge (nature) +2, 
  Listen +7, Move Silently +2, Sense Motive +2, Spot +9, 
  Survival +2, Swim +4, Tumble +3; Blind-Fight, Combat 
  Reflexes, Run, Weapon Focus (claws). 
   
   
  Possessions: +1 chain shirt, +1 longsword, 
  masterwork light crossbow, wooden club.  
   
  Physical Description: 6.1 ft tall human man, with 
  black hair and yellow eyes. Neatly dressed and well 
  groomed, but no overt shows of wealth. Charming and 
  handsome. 
   
  Master Zaggart: Tiger Form, natural lycanthrope, Exp2. 
  CR 6; large humanoid; HD 2d6+6d8+26; hp 67; Init +4; 
  Spd 40 ft.; AC 18, touch 14, flat-footed 15; Base Atk +5; 
  Grp +14; Atk +15 melee (1d8+9; 20/x2, 2 claws), +9 melee 
  (2d6 +4; 20/x2 bite), +15 melee (1d8+4; 20/x2 2 rakes); 
  Full Atk +15 melee (1d8+9; 20/x2, 2 claws), +9 melee (2d6 
  +4; 20/x2 bite), +15 melee (1d8+4; 20/x2 2 rakes); AL N; 
  SV Fort +9, Ref +9, Will +6; Str 28, Dex 18, Con 18, Int 12, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +3, Climb +9, 
  Craft (alchemy) +8, Diplomacy +3, Escape Artist +4, Heal 
  +3, Hide +13 (+4 when in tall grass), Jump +13, 
  Knowledge (nature) +2, Listen +7, Move Silently +12, 
  Sense Motive +2, Spot +9, Survival +2, Swim +10, Tumble 
  +5; Blind-Fight, Combat Reflexes, Run, Weapon Focus 
  (claws). 
   
  Curse of Lycanthropy (Su): Any humanoid or giant, 
  within one size category of the weretiger, hit by a bit 
  attack when in tiger or hybrid form must succeed on a 
  DC 15 Fort save or contract lycanthropy. 
   
  Alternate Form (Su): Master Zaggart can shift into 
  animal form as though using the polymorph spell on 
  himself, though his gear is not affected, he does not 
  regain hit points for changing form. He can also assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
   
  Damage Reduction (Ex): In animal or hybrid form , 
  Master Zaggart has damage reduction 10/silver. 
   
  Lycanthropic Empathy (Ex): In any form, can 
  communicate and empathize with normal or dire tigers. 
  This gives a +4 racial bonus on checks when influencing 
  the animal’s attitude and allows the communication of 
  simple concepts, and if the animal is friendly, simple 
  commands such as “friend,” “foe,” “flee,” and “attack.” 
   
  Scent (Ex): You have the scent ability in any form. 
   
  Improved Grab (Ex): While in tiger form, if hitting 
  with claw or bite attack, can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If Master Zaggart wins the grapple check, 
  he has established a hold and can rake. 
   
  Pounce (Ex): While in tiger form, can charge an 
  opponent and can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +14, damage1d6+4. 
   
  Description & Combat: In hybrid form or animal 
  form, Master Zaggart stands more than 8 ft tall, with 
  tawny, striped fur and powerful claws and teeth. Master 
  Zaggart will change into animal or hybrid form when 
  threatened. If the sudden appearance of a large tiger or 
  hybrid does not scare away any possible attackers, Master 
  Zaggart will attack, at first withholding his bite attack to 
  keep from spreading lycanthrope. He will also attempt to 
  flee if odds are overwhelming. If truly cornered and 
  fighting for his life, he will not hold back any attacks and 
  do his best to kill his attackers. 
   
  Master Zaggart, Hybrid Form. See Tiger form, except no 
  Improved Grab, Pounce and Rake.  
   
  Advanced Large Death Dog: CR 3; large magical beast; 
  HD 4d10+16; hp 38; Init +2; Spd 50 ft.; AC 15, touch 10, 
  flat-footed 13; Base Atk +4; Grp +10; Atk +11 melee 
  (1d8+6, bite); Full Atk +11 melee (1d8+6, 2 bites); SQ 
  darkvision 60 ft., low-light vision, scent; AL NE; SV Fort 
  +7, Ref +5, Will +2; Str 22, Dex 14, Con 18, Int 4, Wis 13, 
  Cha 7. 
   
   
  Skills and Feats: Hide +3, Listen +6, Move Silently 
  +4, Spot +4; Weapon Focus (bite); Combat Reflexes. 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  points of Constitution damage. (See Dungeon Master’s 
  Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
  
  Here Be Monsters 
   
  Page 20 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Description: Death dogs are roughly the size of large 
  wolves (when advanced, very large), covered in thick 
  black or dark gray fur that enables them to blend into the 
  dark. These dogs have two heads, lacking the third of the 
  mythical Cerberus. They are nighttime hunters and 
  ruthless predators. Those who travel in their territory 
  learn to listen for the double bark that heralds a pack’s 
  approach. 
   
  Combat: Death dogs prefer to attack with 
  overwhelming numbers. They tend to pick a single 
  opponent to harry, attempting to trip that foe so the rest 
  of the pack can leap in and finish the fallen victim. Even 
  when they’re not hungry, death dogs can strike briefly to 
  infect a victim with the disease they carry, which is 
  characterized by a yellowing of the victim’s skin and 
  swelling around the eyes and throat. The dogs then 
  withdraw and follow from a distance until they grow 
  hungry enough to finish the victim off. 
   
  Lesser Death Dog: CR 1; Medium Magical Beast; HD 
  1d10+4; hp 9; Init +2; Spd 50 ft.; AC 15, touch 10, flat-
  footed 13; Base Atk +1; Grp +3; Atk +4 melee (1d6+1, 
  bite); Full Atk +4 melee (1d6+1, 2 bites); SQ Darkvision 
  60 ft., low-light vision, scent; AL NE; SV Fort +4, Ref +4, 
  Will +1; Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7. 
   
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +4, Spot +4; Weapon Focus (bite). 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  points of Constitution damage. (See Dungeon Master’s 
  Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Description & Combat: Same as Advanced Death 
  Dog. 
  
  Here Be Monsters 
   
  Page 21 
   
  Appendix 2: APL 4 
  Master Zaggart: Male human, weretiger natural 
  lycanthrope, Exp2. CR 6; medium shapechanger; HD 
  2d6+6d8+26; hp 67; Init +2; Spd 30 ft.; AC 19, touch 12, 
  flat-footed 17; Base Atk +5; Grp +8; Atk +5 melee (1d8+4; 
  19-20/x2, +1 longsword), +8 ranged (1d8; 19-20/x2, 
  masterwork light crossbow), +8 melee (1d6+3; 20/x2, 
  club); Full Atk +5 melee (1d8+4; 19-20/x2, +1 longsword), 
  +8 ranged (1d8; 19-20/x2, masterwork light crossbow), +8 
  melee (1d6+3; 20/x2, club); AL N; SV Fort +6, Ref +7, Will 
  +6; Str 16(, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +3, Craft (alchemy) 
  +8, Diplomacy +3, Heal +11, Knowledge (nature) +2, 
  Listen +7, Move Silently +2, Sense Motive +2, Spot +9, 
  Survival +2, Swim +4, Tumble +3; Blind-Fight, Combat 
  Reflexes, Run, Weapon Focus (claws). 
   
   
  Possessions: +1 chain shirt, +1 longsword, 
  masterwork light crossbow, wooden club.  
   
  Physical Description: 6.1 ft tall human man, with 
  black hair and yellow eyes. Neatly dressed and well 
  groomed, but no overt shows of wealth. Charming and 
  handsome. 
   
  Master Zaggart: Tiger Form, natural lycanthrope, Exp2. 
  CR 6; large humanoid; HD 2d6+6d8+26; hp 67; Init +4; 
  Spd 40 ft.; AC 18, touch 14, flat-footed 15; Base Atk +5; 
  Grp +14; Atk +15 melee (1d8+9; 20/x2, 2 claws), +9 melee 
  (2d6 +4; 20/x2 bite), +15 melee (1d8+4; 20/x2 2 rakes); 
  Full Atk +15 melee (1d8+9; 20/x2, 2 claws), +9 melee (2d6 
  +4; 20/x2 bite), +15 melee (1d8+4; 20/x2 2 rakes); AL N; 
  SV Fort +9, Ref +9, Will +6; Str 28(+9), Dex 18(+4), Con 
  18(+4), Int 12(+1), Wis 12(+1), Cha 14(+2). 
   
  Skills and Feats: Balance +11, Bluff +3, Climb +9, 
  Craft (alchemy) +8, Diplomacy +3, Escape Artist +4, Heal 
  +3, Hide +13 (+4 when in tall grass), Jump +13, 
  Knowledge (nature) +2, Listen +7, Move Silently +12, 
  Sense Motive +2, Spot +9, Survival +2, Swim +10, Tumble 
  +5; Blind-Fight, Combat Reflexes, Run, Weapon Focus 
  (claws). 
   
  Curse of Lycanthropy (Su): Any humanoid or giant, 
  within one size category of the weretiger, hit by a bit 
  attack when in tiger or hybrid form must succeed on a 
  DC 15 Fort save or contract lycanthropy. 
   
  Alternate Form (Su): Master Zaggart can shift into 
  animal form as though using the polymorph spell on 
  himself, though his gear is not affected, he does not 
  regain hit points for changing form. He can also assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
   
  Damage Reduction (Ex): In animal or hybrid form , 
  Master Zaggart has damage reduction 10/silver. 
   
  Lycanthropic Empathy (Ex): In any form, can 
  communicate and empathize with normal or dire tigers. 
  This gives a +4 racial bonus on checks when influencing 
  the animal’s attitude and allows the communication of 
  simple concepts, and if the animal is friendly, simple 
  commands such as “friend,” “foe,” “flee,” and “attack.” 
   
  Scent (Ex): You have the scent ability in any form. 
   
  Improved Grab (Ex): While in tiger form, if hitting 
  with claw or bite attack, can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If Master Zaggart wins the grapple check, 
  he has established a hold and can rake. 
   
  Pounce (Ex): While in tiger form, can charge an 
  opponent and can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +14, damage1d6+4. 
   
  Description & Combat: In hybrid form or animal 
  form, Master Zaggart stands more than 8 ft tall, with 
  tawny, striped fur and powerful claws and teeth. Master 
  Zaggart will change into animal or hybrid form when 
  threatened. If the sudden appearance of a large tiger or 
  hybrid does not scare away any possible attackers, Master 
  Zaggart will attack, at first withholding his bite attack to 
  keep from spreading lycanthrope. He will also attempt to 
  flee if odds are overwhelming. If truly cornered and 
  fighting for his life, he will not hold back any attacks and 
  do his best to kill his attackers. 
   
  Master Zaggart, Hybrid Form. See Tiger form, except no 
  Improved Grab, Pounce and Rake.  
   
  Advanced Large Death Dog: CR 5; large magical beast; 
  HD 6d10+24; hp 57; Init +2; Spd 50 ft.; AC 16, touch 11, 
  flat-footed 14; Base Atk +6; Grp +12; Atk +13 melee 
  (1d8+6, bite); Full Atk +13/+8 melee (1d8+6, 2 bites); S/R: 
  10ft/5ft.; SQ darkvision 60 ft., low-light vision, scent; AL 
  NE; SV Fort +8, Ref +6, Will +5; Str 22, Dex 14, Con 18, 
  Int 4, Wis 13, Cha 7. 
   
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +4, Spot +4; Weapon Focus (bite); Combat Reflexes; Iron 
  Will. 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  points of Constitution damage. (See Dungeon Master’s 
  Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  
  Here Be Monsters 
   
  Page 22 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Description: Death dogs are roughly the size of large 
  wolves (when advanced, very large), covered in thick 
  black or dark gray fur that enables them to blend into the 
  dark. These dogs have two heads, lacking the third of the 
  mythical Cerberus. They are nighttime hunters and 
  ruthless predators. Those who travel in their territory 
  learn to listen for the double bark that heralds a pack’s 
  approach. 
   
  Combat: Death dogs prefer to attack with 
  overwhelming numbers. They tend to pick a single 
  opponent to harry, attempting to trip that foe so the rest 
  of the pack can leap in and finish the fallen victim. Even 
  when they’re not hungry, death dogs can strike briefly to 
  infect a victim with the disease they carry, which is 
  characterized by a yellowing of the victim’s skin and 
  swelling around the eyes and throat. The dogs then 
  withdraw and follow from a distance until they grow 
  hungry enough to finish the victim off. 
   
  Regular Death Dog: CR 2; Medium Magical Beast; HD 
  2d10+4; hp 15; Init +2; Spd 50 ft.; AC 15, touch 10, flat-
  footed 13; Base Atk +2; Grp +4; Atk +5 melee (1d6+2, 
  bite); Full Atk, +5 melee (1d6+2, 2 bites); SQ darkvision 
  60 ft., low-light vision, scent; AL NE; SV Fort +5, Ref +5, 
  Will +1; Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7. 
   
   
  Skills and Feats: Hide +3, Listen +6, Move Silently 
  +4, Spot +4; Weapon Focus (bite). 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  points of Constitution damage. (See The Dungeon 
  Master’s Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Description & Combat: Same as previous, just 
  smaller. 
  
  Here Be Monsters 
   
  Page 23 
  Appendix 3: APL 6 
  Master Zaggart: Male human, weretiger natural 
  lycanthrope, Ftr2/Exp4. CR 10; medium shapechanger; 
  HD 4d6+6d8+2d10+30; hp 91 Init +2; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 17; Base Atk +9; Grp +12; Atk +13 
  melee (1d8+4; 19-20/x2, +1 longsword), +12 ranged 
  (1d8+1; 19-20/x2, +1 light crossbow), +13 melee (1d6+3; 
  20/x2, masterwork light mace); Full Atk +13/+8 melee 
  (1d8+4; 19-20/x2, +1 longsword), +12/+7 ranged (1d8+1; 
  19-20/x2, +1 light crossbow), +13/+8 melee (1d6+3; 20/x2, 
  masterwork light mace); AL N; SV Fort +10, Ref +8, Will 
  +7; Str 16, Dex 14 Con 12, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +3, Craft (alchemy) 
  +16, Diplomacy +3, Handle Animal +6, Heal +7, Hide +11, 
  Jump +5, Knowledge (nature) +4, Listen +7, Move 
  Silently +10, Ride +6, Search +2, Sense Motive +4, Spot 
  +9, Survival +2, Swim +4, Tumble +5; Animal Affinity, 
  Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Run, Weapon Focus (claws). 
   
   
  Possessions: +1 chain shirt, +1 longsword, +1 
  light crossbow, Masterwork light mace.  
   
  Physical Description: 6.1 ft tall human man, with 
  black hair and yellow eyes. Neatly dressed and well 
  groomed, but no overt shows of wealth. Charming and 
  handsome. 
   
  Master Zaggart: Tiger Form, natural lycanthrope, Exp 2. 
  CR 10; large humanoid; HD 2d6+6d8+26; hp 67; Init +4; 
  Spd 40 ft.; AC 18, touch 14, flat-footed 15; Base Atk +9; 
  Grp +118; Atk +19 melee (1d8+18, claw), +11 melee 
  (2d6+11, bite), +19 melee (1d8+7; rake); Full Atk +19/+19 
  melee (1d8+18, 2 claw), +11 melee (2d6+11, bite), +19/+19 
  melee (1d8+7, 2 rakes); AL N; SV Fort +13, Ref +10, Will 
  +7; Str 28, Dex 18, Con 18, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +3, Climb +9, 
  Craft (alchemy) +16, Diplomacy +3, Escape Artist +4, 
  Heal +7, Hide +13 (+4 when in tall grass), Jump +15, 
  Knowledge (nature) +4, Listen +7, Move Silently +12, 
  Sense Motive +4, Spot +9, Survival +2, Swim +10, Tumble 
  +7; Animal Affinity, Blind-Fight, Combat Reflexes, 
  Dodge, Mobility, Spring Attack, Run, Weapon Focus 
  (claws). 
   
  Curse of Lycanthropy (Su): Any humanoid or giant, 
  within one size category of the weretiger, hit by a bit 
  attack when in tiger or hybrid form must succeed on a 
  DC 15 Fort save or contract lycanthropy. 
   
  Alternate Form (Su): Master Zaggart can shift into 
  animal form as though using the polymorph spell on 
  himself, though his gear is not affected, he does not 
  regain hit points for changing form. He can also assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
   
  Damage Reduction (Ex): In animal or hybrid form , 
  Master Zaggart has damage reduction 10/silver. 
   
  Lycanthropic Empathy (Ex): In any form, can 
  communicate and empathize with normal or dire tigers. 
  This gives a +4 racial bonus on checks when influencing 
  the animal’s attitude and allows the communication of 
  simple concepts, and if the animal is friendly, simple 
  commands such as “friend,” “foe,” “flee,” and “attack.” 
   
  Scent (Ex): You have the scent ability in any form. 
   
  Improved Grab (Ex): While in tiger form, if hitting 
  with claw or bite attack, can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If the grapple check is won by Master 
  Zaggart, he has established a hold and can rake. 
   
  Pounce (Ex): While in tiger form, can charge an 
  opponent and can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +18/+13, damage1d6+4 
   
  Description & Combat: In hybrid form or animal 
  form, Master Zaggart stands more than 8 ft tall, with 
  tawny, striped fur and powerful claws and teeth. Master 
  Zaggart will change into animal or hybrid form when 
  threatened. If the sudden appearance of a large tiger or 
  hybrid does not scare away any possible attackers, Master 
  Zaggart will attack, at first withholding his bite attack to 
  keep from spreading lycanthrope. He will also attempt to 
  flee if odds are overwhelming. If truly cornered and 
  fighting for his life, he will not hold back any attacks and 
  do his best to kill his attackers. 
   
  Master Zaggart, Hybrid Form. See Tiger form, except no 
  Improved Grab, Pounce and Rake.  
   
  Advanced Large Death Dog: CR 5; large magical beast; 
  HD 6d10+24; hp 57; Init +2; Spd 50 ft.; AC 16, touch 11, 
  flat-footed 14; Base Atk +6; Grp +12; Atk +13 melee 
  (1d8+6, bite); Full Atk +13/+8 melee (1d8+6, 2 bites); S/R: 
  10ft/5ft.; SQ Darkvision 60 ft., low-light vision, scent; AL 
  NE; SV Fort +8, Ref +6, Will +5; Str 22, Dex 14, Con 18, 
  Int 4, Wis 13, Cha 7. 
   
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +4, Spot +4; Weapon Focus (bite); Combat Reflexes; Iron 
  Will. 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  
  Here Be Monsters 
   
  Page 24 
  points of Constitution damage. (See The Dungeon 
  Master’s Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Description: Death dogs are roughly the size of large 
  wolves (when advanced, very large), covered in thick 
  black or dark gray fur that enables them to blend into the 
  dark. These dogs have two heads, lacking the third of the 
  mythical Cerberus. They are nighttime hunters and 
  ruthless predators. Those who travel in their territory 
  learn to listen for the double bark that heralds a pack’s 
  approach. 
   
  Combat: Death dogs prefer to attack with 
  overwhelming numbers. They tend to pick a single 
  opponent to harry, attempting to trip that foe so the rest 
  of the pack can leap in and finish the fallen victim. Even 
  when they’re not hungry, death dogs can strike briefly to 
  infect a victim with the disease they carry, which is 
  characterized by a yellowing of the victim’s skin and 
  swelling around the eyes and throat. The dogs then 
  withdraw and follow from a distance until they grow 
  hungry enough to finish the victim off. 
  
  Here Be Monsters 
   
  Page 25 
  Appendix 4: APL 8 
  Master Zaggart: Male human, weretiger natural 
  lycanthrope, Ftr2/Exp4. CR 10; medium shapechanger; 
  HD 4d6+6d8+2d10+30; hp 91 Init +2; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 17; Base Atk +9; Grp +12; Atk +13 
  melee (1d8+4; 19-20/x2, +1 longsword), +12 ranged 
  (1d8+1; 19-20/x2, +1 light crossbow), +13 melee (1d6+3; 
  20/x2, masterwork light mace); Full Atk +13/+8 melee 
  (1d8+4; 19-20/x2, +1 longsword), +12/+7 ranged (1d8+1; 
  19-20/x2, +1 light crossbow), +13/+8 melee (1d6+3; 20/x2, 
  masterwork light mace); AL N; SV Fort +10, Ref +8, Will 
  +7; Str 16, Dex 14 Con 12, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +3, Craft (alchemy) 
  +16, Diplomacy +3, Handle Animal +6, Heal +7, Hide +11, 
  Jump +5, Knowledge (nature) +4, Listen +7, Move 
  Silently +10, Ride +6, Search +2, Sense Motive +4, Spot 
  +9, Survival +2, Swim +4, Tumble +5; Animal Affinity, 
  Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Run, Weapon Focus (claws). 
   
   
  Possessions: +1 chain shirt, +1 longsword, +1 
  light crossbow, Masterwork light mace.  
   
  Physical Description: 6.1 ft tall human man, with 
  black hair and yellow eyes. Neatly dressed and well 
  groomed, but no overt shows of wealth. Charming and 
  handsome. 
   
  Master Zaggart: Tiger Form, natural lycanthrope, Exp 2. 
  CR 10; large humanoid; HD 2d6+6d8+26; hp 67; Init +4; 
  Spd 40 ft.; AC 18, touch 14, flat-footed 15; Base Atk +9; 
  Grp +118; Atk +19 melee (1d8+18, claw), +11 melee 
  (2d6+11, bite), +19 melee (1d8+7; rake); Full Atk +19/+19 
  melee (1d8+18, 2 claw), +11 melee (2d6+11, bite), +19/+19 
  melee (1d8+7, 2 rakes); AL N; SV Fort +13, Ref +10, Will 
  +7; Str 28, Dex 18, Con 18, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +3, Climb +9, 
  Craft (alchemy) +16, Diplomacy +3, Escape Artist +4, 
  Heal +7, Hide +13 (+4 when in tall grass), Jump +15, 
  Knowledge (nature) +4, Listen +7, Move Silently +12, 
  Sense Motive +4, Spot +9, Survival +2, Swim +10, Tumble 
  +7; Animal Affinity, Blind-Fight, Combat Reflexes, 
  Dodge, Mobility, Spring Attack, Run, Weapon Focus 
  (claws). 
   
  Curse of Lycanthropy (Su): Any humanoid or giant, 
  within one size category of the weretiger, hit by a bit 
  attack when in tiger or hybrid form must succeed on a 
  DC 15 Fort save or contract lycanthropy. 
   
  Alternate Form (Su): Master Zaggart can shift into 
  animal form as though using the polymorph spell on 
  himself, though his gear is not affected, he does not 
  regain hit points for changing form. He can also assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
   
  Damage Reduction (Ex): In animal or hybrid form , 
  Master Zaggart has damage reduction 10/silver. 
   
  Lycanthropic Empathy (Ex): In any form, can 
  communicate and empathize with normal or dire tigers. 
  This gives a +4 racial bonus on checks when influencing 
  the animal’s attitude and allows the communication of 
  simple concepts, and if the animal is friendly, simple 
  commands such as “friend,” “foe,” “flee,” and “attack.” 
   
  Scent (Ex): You have the scent ability in any form. 
   
  Improved Grab (Ex): While in tiger form, if hitting 
  with claw or bite attack, can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If the grapple check is won by Master 
  Zaggart, he has established a hold and can rake. 
   
  Pounce (Ex): While in tiger form, can charge an 
  opponent and can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +18/+13, damage1d6+4 
   
  Description & Combat: In hybrid form or animal 
  form, Master Zaggart stands more than 8 ft tall, with 
  tawny, striped fur and powerful claws and teeth. Master 
  Zaggart will change into animal or hybrid form when 
  threatened. If the sudden appearance of a large tiger or 
  hybrid does not scare away any possible attackers, Master 
  Zaggart will attack, at first withholding his bite attack to 
  keep from spreading lycanthrope. He will also attempt to 
  flee if odds are overwhelming. If truly cornered and 
  fighting for his life, he will not hold back any attacks and 
  do his best to kill his attackers. 
   
  Master Zaggart, Hybrid Form. See Tiger form, except no 
  Improved Grab, Pounce and Rake.  
   
  Fiendish Large Death Dog: CR 7; large magical beast; HD 
  9d10+36; hp 85; Init +2; Spd 50 ft.; AC 16, touch 11, flat-
  footed 14; Base Atk +9; Grp +15; Atk +16 melee (1d8+6, 
  bite); Full Atk, +16/+11 melee (1d8+6, 2 bites); S/R: 
  10ft/5ft.; SQ Darkvision 60 ft., low-light vision, scent, 
  resistance (cold, fire) 5, DR 5/magic; AL NE; SV Fort +9, 
  Ref +7, Will +6; Str 23, Dex 14, Con 18, Int 4, Wis 13, Cha 
  7. 
   
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +6, Spot +5; Weapon Focus (bite); Combat Reflexes; Iron 
  Will, Run. 
   
  Disease (Ex): Any creature hit by a death dog’s bite 
  attack must succeed on a DC 13 Fortitude save or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals 1d4 points of Strength damage and 1d3 
  
  Here Be Monsters 
   
  Page 26 
  points of Constitution damage. (See Dungeon Master’s 
  Guide, page 292 for more about diseases.) 
   
  Trip (Ex): a death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  Smite Good [Su]: Once per day can make a normal 
  melee attack to deal extra damage (+9) against a good foe. 
   
  Description: Death dogs are roughly the size of large 
  wolves (when advanced & fiendish, very large), covered 
  in thick black or dark gray fur that enables them to blend 
  into the dark. These dogs have two heads, lacking the 
  third of the mythical Cerberus. They are nighttime 
  hunters and ruthless predators. Those who travel in their 
  territory learn to listen for the double bark that heralds a 
  pack’s approach. 
   
  Combat: Death dogs prefer to attack with 
  overwhelming numbers. They tend to pick a single 
  opponent to harry, attempting to trip that foe so the rest 
  of the pack can leap in and finish the fallen victim. Even 
  when they’re not hungry, death dogs can strike briefly to 
  infect a victim with the disease they carry, which is 
  characterized by a yellowing of the victim’s skin and 
  swelling around the eyes and throat. The dogs then 
  withdraw and follow from a distance until they grow 
  hungry enough to finish the victim off. 
   
  
  Here Be Monsters 
   
  Page 27 
  Appendix 5 
  New Monster 
   
  DEATH DOG (Fiend Folio) 
  Medium-Size Magical Beast 
  Hit Dice: 2d10+4 (15 hp) 
  Initiative: +2 
  Speed: 50 ft. 
  Armour Class: 15 (+2 Dex, +3 natural), touch 12, flat-
  footed 13 
  Base Atk/Grp: +2/+4 
  Attack: Bite +5 melee (1d6+2) 
  Full Attack: 2 bites +5 melee (1d6+2) 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Disease, trip 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  scent 
  Saves: Fort +5, Ref +5, Will +1 
  Abilities: Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7 
  Skills: Hide +3, Listen +6, Move Silently +4, Spot +4 
  Feats: Weapon focus (bite) 
  Climate/Terrain: Any desert, hill, plains, mountains, or 
  underground 
  Organization: Solitary or pack (5-12) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 3 HD (Medium-size ); 4-6 HD (Large) 
   
  Thought by some to be descendants of the mythical 
  three-headed dog Cerberus, death dogs certainly don't 
  take well to guard duty. The dogs recognize the 
  disconcerting effect their two heads have on would-be 
  prey and use that fear to their advantage. Night time or 
  underground hunters, death dogs are roughly the size 
  of large wolves, covered in thick black or dark gray fur 
  that enables them to blend into the dark. Death dogs 
  are ruthless predators. Those who travel in their 
  territory learn to listen for the double bark that heralds 
  a pack's approach. 
  Combat: 
  Death 
  dogs 
  prefer 
  to 
  attack 
  with 
  overwhelming numbers. They tend to pick a single 
  opponent to harry, attempting to trip that foe so the 
  rest of the pack can leap in and finish the fallen victim. 
  Even when they're not hungry, death dogs can strike 
  briefly to infect a victim with the disease they carry, 
  which is characterized by a yellowing of the victims 
  skin and swelling around the eyes and throat. The dogs 
  then withdraw and follow from a distance until they 
  grow hungry enough to finish the victim off. 
   
  Disease (Ex): Any creature hit by a death dog's bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is one day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage. (See Chapter 3 
  of the Dungeon Master’s Guide for more about 
  diseases.) 
   
  Trip (Ex): A death dog that hits with a bite attack 
  can attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Death dogs have a +4 racial bonus on Listen 
  and Spot checks. 
   
  
  Here Be Monsters 
   
  Page 28 
   
  DM Map of Earby Ruins 
   
   
   
   
   
  
  Here Be Monsters 
   
  Page 29 
   
  Player’s Handout 1: 
   
   
   
   
   
   
   
  Castle  Ruins 
  Village   
  O f Earby   
  
  Here Be Monsters 
   
  Page 30 
   
   
  Player’s Handout 2: 
   
  180 gold peses 
   
   Sord 
  Heavy sord 
    Dagor with rubee 
   Dagar with monston 
    Cutluss 
  Helmat with wengs 
     
  Gantlutses 
     
  Buclur 
  Helmat 
      Bult 
   Skabor 
     
  Heavy bult 
   
  In chest: 
  Septar 
  Circlot,  
  Armban 
  Armban 
  Ring 
  Neclace. 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/The Dullstrand/594/Normal Scenarios/DUL4-04 - Here Be Monsters (APL 2-8)/DUL4-04 - Here Be Monsters.pdf