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  Adri Fiend Follies 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ahlissa (Innspa) Regional Adventure 
  Version 1 
   
  by Chris Chesher 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
   
   
  When news of an ancient tower somewhere in the Flinty Hills spread about Innspa, you took an old man's advice and 
  tried a different route. Now you’re where the Flinty Hills meet the Adri Forest and there is smoke over the next rise, but 
  no tower.  
  Part One of the Elementary Nature Series. A Tale of faith, divine power and the great outdoors. 
  An adventure for APLs 2-6 
   
   
   
   
   
   
   
   
  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. 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than seven 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 rule books 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Adri Fiend Follies 
   
  Page 2 
  
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  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 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately.  
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number.  
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
   
   
   
   
  CR 
  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 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three 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 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  3. 
  A group of APL 1 characters that desires an extra 
  hand can “enlist an iconic.” The stats for the 1
  st 
  level versions or Tordek, Mialee, Lidda, and 
  Jozan are included at the end of this adventure. 
  The group may pick one of these characters to 
  accompany them on the adventure. The DM 
  controls that NPC. 
   
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Innspa. Characters native to Innspa pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per round. 
  Rich Upkeep costs 50 gp per round. Luxury Upkeep costs 
  100 gp per round. 
   
  Adventure Summary and 
  Background 
  Many years ago, the Flanaess was caught in a plague of 
  Outsiders: demons and devils. Some regions were worse 
  then others. The Great Kingdom was one such place. The 
  mortal powers that be had for generations sought 
  alliances with devils to bolster their human reigns. In the 
  end, these evil mortals paid the highest price, their souls. 
  The forces of good used an ancient artifact, called the 
  Crook of Rao, to banish all these outsiders from the 
  Adri Fiend Follies 
   
  Page 3 
  
  Flanaess during which the good clerics in Veluna 
  banished the majority of the foul creatures of darkness 
  from the world.  
   
  The majority, not all. Demons and devils are as crafty 
  as they are evil. Some used their infernal power to foresee 
  this coming bane. Those that could tried to hide and 
  protect themselves. They all had their own scheme and 
  theory on how to overcome the divine power of the 
  Crook. One such devil is a part of our story. His name is 
  meaningless in the common tongue. He is but middle 
  management of the infernal worlds, but on Oerth, he was 
  a mighty power among the mortals. For those with books 
  to research and the time to twiddle by, he was called The 
  Fire Handler, in the Old Oriedian tongue. He 
  surrounded himself with vast amounts of hell hounds. 
  Researching and pulling in his own infernal favors, he 
  came up with his own scheme to cheat fate. He learned 
  the location of a tomb and quest crypt dedicated to the 
  Greater Goddess Beory. The neutral power of the 
  Goddess may be enough to inadvertently shield him and 
  his pets from the effects of the Crook.  
   
  He took his pack of hell hounds and ventured to the 
  crypt, located on the western edge of the Adri Forest. 
  Instead of attempting to face some of the unknown 
  challenges that waited in the crypt, the devil tunneled his 
  way in through a natural cave. Then he collapsed the 
  entrance to the cave to seal himself and his pack in. 
  Before sealing himself in, he paid a visit to the nearest 
  human settlement, a small farmstead in a clearing in the 
  woods. He raided the sleeping house and took with him 
  the two adults and burned the place to the ground. He 
  used the two captives for amusement and parchment to 
  write down his thoughts and scribe wards to help him 
  better protect himself from the Crook. Time was short 
  and the Crook of Rao was used. The crypt did indeed 
  provide some protection, but not nearly enough. It 
  became a test of wills. The devil at the last second showed 
  weakness and was banished back to the hell pits he had 
  come from. Most of the hell hounds were also sent back, 
  but a handful were able to find protection among Beory’s 
  dwelling. It did not come without a price though. The 
  hell hounds that did stay, were rendered into stasis for 
  many years and have only recently become active again. 
  They started to dig themselves out, ravenous for flesh. 
  Not that they need to eat to survive, but they just need to 
  do evil. There is now a thriving village nearby. It was the 
  first target of the hell hounds. 
   
  Thus this brings us to our current time, but where 
  are our adventurers?  
   
  About this time, rumor has spread about the city of 
  Innspa that Dragon Temples and Ancient Towers are just 
  waiting to be found and plundered. No one seems to have 
  any proof of exact locations, but a lot of people have 
  theories. Sagely men are coming out of the woodwork to 
  offer (sell) maps and advice. The last few weeks in Innspa 
  have been like a gold rush; common laborers turning into 
  adventurers, street urchins becoming ‘Expert Tomb 
  Spelunkers’ and merchants selling shovels at twice the 
  going rate. In many different directions the real and 
  temporary adventurers have set out.  
   
  A sagely old man with a penchant for cheap wine 
  encounters this batch of adventurers in a tavern. For a 
  few drinks, he pointed out that there are no expeditions 
  heading towards the Flinty/Adri border. He even recited 
  a drunken verse that hinted at towers to be found in the 
  Hills. The man soon disappeared after going to relieve 
  himself. But, it was better then nothing, so the 
  adventurers set off. So far, they have found nothing.  
   
  What about the Crypt and the settlement nearby? 
  The settlement is called Downslope. It was only after the 
  influx of refuges from the fall of Almor that this sleepy 
  collection of forest cottages became a true community. 
  Trithereon and Wenta are the divine patrons of choice in 
  this overly chaotic good village.  
   
  The Crypt of Beory is ancient and rumored to go 
  back to the time of the fall of the Ur-Flan. It is both a 
  final resting place and a testing ground for the faithful. 
  Once a cleric of a particular sect of Beory attains a certain 
  level of accomplishment and enlightenment she may get 
  the divine call to fulfill the Quest of the Twins. This 
  evolves first journeying to the crypt (The Brother's 
  Tomb) and passing its tests and retrieving the holy 
  symbol from the interned body. As part of the ritual, the 
  higher ups in the sect’s order reset the Tomb’s Trials and 
  return what has been taken when the quest is over. The 
  cleric undergoing the trials is given certain instructions 
  that limit what can be done, as well what support can be 
  brought.  
   
  This detailed information will not be available to the 
  PC’s. Even if there is a cleric of Beory amongst them with 
  a decent level of knowledge religion, they will not know 
  of the details of this particular sect’s ritual.  
   
  Of course, the some information can be relayed to 
  them on a high enough Knowledge check (DC 30). That 
  information is the following. 
   
  You have heard a vague story of a sect of Beory clergy 
  that have a ritual quest for those who have been given 
  the calling. It is unknown what the end goal of this 
  quest is, but the first part of the quest involves two 
  Twins, long ago Flan martyrs of the Beory faith. They 
  are referred to simply as The Brother and The Sister.  
   
  The ‘Tomb of the Brother’ is a divinely protected place. 
  Improper harm that comes to it will bring about curses. 
  Perhaps this had something to do with the devil failing 
  his battle of wills.   
  Adri Fiend Follies 
   
  Page 4 
  
   
  Introduction: The PC’s are traveling where the 
  Flinty Hills meet the Adri. It's almost night and they spot 
  smoke in the distance.  
   
  Encounter #1: The PC’s find themselves in the 
  Village of Downslope. The powers that be there enlist the 
  PC’s to help them with a fiendish problem. 
   
  Encounter #2: The druid Runs Fast is in the ruins of 
  the old farmstead to bless it and help the forest retake it. 
  He can provide some information. 
   
  Encounter #3: The cave that leads into the smashed 
  in Brother’s Tomb. The hell hounds stage an ambush 
  here.  
   
  Encounter #4: The chilling discovery of the remains 
  of the two long ago abducted parents and the Infernal 
  rantings of the fiend that tried to seek shelter here. 
   
  Encounter #5: The final resting place of the Brother. 
  He lies on a island in the center of the underground pool. 
  The fiends have disturbed things though.  
   
  Encounter #6: The bear and wolf room. One of the 
  many tests a Beory cleric needs to pass to prove his 
  worth.  
   
  Encounter #7: This room contains a magical fog trap 
  and two air elementals. This leads to a puzzle lock that is 
  facing the wrong way and is easy pickings. 
   
  Encounter #8: Two fire elementals protect his 
  passage way. 
   
  Encounter #9: The Cap Stone that leads into the 
  Brothers Tomb. There are several statues with writing on 
  them cryptically explaining some of the back-story. 
   
  Encounter #10: An APL 6 only encounter. A typical 
  ‘Troll with a gnome in a sack’ encounter.  
   
  Introduction 
  You have been traveling for several days now, north 
  of Innspa. Rumors of Dragon Temples and ancient 
  Towers have been spreading throughout the city and 
  countryside. Some have headed off due east into the 
  depths of the Adri, but these brave folk are gambling 
  that something is to be found where the Adri and the 
  Flinty Hills merge. This is based on the sagely advice 
  of an old man. He swore that n his younger days, he 
  had seen glimpses of a tower on this heading, out of 
  Innspa. 
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  So far, the adventurers have found nothing of note. Its 
  getting late in the day and they’ve gone somewhat more 
  east, entering the Adri proper, to avoid some difficult 
  terrain. According to the information told to them by the 
  sagely old man smelling of wine, they should now be 
  heading towards a village that he could not remember the 
  name of. From a high ridge (one of many among the 
  Flinty castoffs) they can clearly make out large plumes of 
  smoke. It looks like it could also be the village they wish 
  to use for a night’s rest. 
   
  The terrain has meshed between the hills o  the 
  Flinty and the dense forest of the Adri. From a ridge, 
  you can see thick smoke rising in the distance. It 
  seems much too large to be a campfire and seems to 
  have multiple sources from the same area. It will be 
  dark soon, but at a good pace, the source of the smoke 
  could be reached before nightfall, should you wish to
  do so. 
   
  With a steady run, the PC’s might be able to make it to 
  the village in time to be of assistance if there are raiders 
  about. Should they wait any longer then that, night will 
  be upon them and travel will be much slower as well as 
  navigation becoming much trickier in these forest-
  covered hills.    
   
  Encounter One:  
  Village of the Demanding 
  It’s not an easy trek, but you manage to arrive near 
  your destination just as n ght is about to engulf you. 
  You are atop a forested hill looking down into what 
  appears to be a small village. Three wooden buildings 
  are charred and smoking. The sun has only a few 
  minutes left till it sets. The who e village seems to be 
  out. Many torches can be seen rushing about. You can 
  make out people returning from the woods with 
  buckets of water to throw upon the ashes. Amidst the 
  chaos is a man who seems to be organ zing a militia of
  sorts. The lightly armed troops are taking up 
  positions along the village edges and some archers are 
  climbing trees. Above the sounds of all that you see is 
  the cry o  an infan , echo ng across the hills. There is 
  a path that seems to wind down the slope and most 
  likely into the village. 
   
  The village of Downslope is a normally peaceful 
  settlement filled with good and neutral (if not chaotic) 
  people. The village itself is located about 50 miles north 
  by northeast of Innspa, along the edge of where the Adri 
  covers the outer edge of the Flinty Hills. That is 50 miles 
  as the crow flies. It would take several days to reach on 
  foot (though there are trails that loop around that are 
  horse friendly) and as such, is not visited too often by 
  those from the big city. They are relatively ‘loyal’ to the 
  rule of Innspa, but are rarely bothered, accept for the 
  small annual tithes that are collected in Princess Karasin’s 
  name. Mostly though, Downslope has little to offer any 
  outsider and goes about its daily business unmolested, 
  save for the occasional bandits and humanoids.  
  Adri Fiend Follies 
   
  Page 5 
  
   
  As the players approach, they will come from the 
  south and look down into the village from a forested slop 
  that overlooks the scene. Three wooden buildings are 
  charred and smoking. The sun has only a few minutes left 
  till it sets. The whole village seems to be out. Many 
  torches can be seen rushing about. The players can make 
  out people returning from the woods with buckets of 
  water to throw upon the ashes. Amidst the chaos is a man 
  (Yeoman Sties) who seems to be organizing a militia of 
  sorts. The lightly armed troops are taking up positions 
  along the village edges and some archers are climbing 
  trees.  
   
  The PC’s are on a trail that winds down the slope and 
  into the village. If the PC’s do not attempt to hide their 
  presence as they approach the village, then they will be 
  met by sentries and escorted into the village. The people 
  of Downslope are not expecting human adversaries, but 
  instead the four legged infernal kind.  
   
  If the PC’s attempt to skulk into the village, the 
  sentries will get several chances to hear and spot the PC’s. 
  Trained dogs are also in use and will be able to sniff out 
  the PC’s. If all this commotion centered on the PC’s does 
  not make them want to announce themselves, then 
  several groups of Militia with dogs will try to intercept 
  the skulking PC’s. Upon discovering that the PC’s are not 
  infernal beasts, the militia will use subdual damage, until 
  the PC’s fall, or surrender. Either way, they are taken to 
  see Yeoman Sties.  
   
  Sties served with the Almor army many years ago 
  and retired to the life of a Yeoman. When the demonic 
  forces of the Great Empire destroyed what was left of his 
  home in Almor, he fled with his family. They wandered 
  (and found the teachings of Trithereon) to Innspa and 
  eventually found their place in the remote community of 
  Downslope. After some time, due to his good looks, true 
  heart and experience with a sword, he became the leader 
  of the village militia and eventually the village elder. His 
  position is equivalent to both mayor and constable. 
   
  Downslope has the basic amenities of a forest village. 
  It has a skinner/tanner, bower, and various other craft 
  providers. What it doesn’t have is a general store. Things 
  like crossbows and metal armour will not be found here 
  for sale. On the slope is a large stone building. This is the 
  temple of Wenta. The sturdy two story wooden building 
  farthest to the west is clearly marked as a temple to 
  Trithereon.  
   
  The PC’s are taken to the center of town and brought 
  before Yeoman Sties. Assuming the PCs do not try to 
  make the situation hostile (or more hostile), Sties will 
  explain what is going on. 
   
  Just a few hours ago, beasts from the pits of hell itself 
  attacked our sleepy village. There has been evidence 
  of these creatures' presence in the forest for several 
  days now, but this is the first time they've struck 
  here. That they would do this during broad daylight 
  shows that they have no fear. Warden Brother 
  Humatles, faithful servant of Trithereon died 
  defending us, his mortal shell torn to pieces. Look 
  about you. Am I mistaken in thinking you are people 
  of good hearts? Perhaps this is a sign from The 
  Summoner that with the passing of Warden Brother 
  Humatles, you have come to aid us. I have no fear for 
  myself in tak ng up such a challenge, but the fear I do 
  harbor is for that o  the rest o  the village. With this 
  smoke and turmoil, we may become targets for the 
  opportunist raiders that frequent these dense woods. 
  Please, in the name of The Summoner, help us with 
  our cause. If it is a question of reward, we are simple 
  people, but we would gather what we can. What say 
  you? 
   
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  The players will no doubt want a fully story of what 
  happened. The facts are; 
   
  Three days ago, a hunting party came across odd 
  tracks and several scorch marks. This was reported to 
  Warden Brother Humatles, who went out to investigate. 
  A day later, he found the remains of a large hart that not 
  only was scorched, but ripped to pieces, possibly while it 
  was still alive. Fearing the worst, Humatles ran back to 
  Downslope to report his findings and gather hunting 
  parties. Unbeknownst to Warden Brother Humatles, the 
  hell hounds had picked up his trail and he led the beasts 
  straight back to Downslope. 
   
  While the mustering call to all the outlying homes 
  was commencing, the hell hounds attacked. The beasts 
  stormed out of the forest and attacked the buildings and 
  people along the edge. Three structures caught fire. 
  Warden Brother Humatles bravely saved some children 
  from one of the burning structures and still found 
  courage to distract several of the beasts. He was set on fire 
  several times and left a bloody pulp from all the biting. 
  Still he fought on, delaying until the militia had formed 
  behind him. In the end, several of the beasts were 
  wounded and all were driven back when Mistress 
  Tandlee Harvester arrived and used her divine powers 
  (and holy ale) to drive back the beasts. She was badly 
  burned in the fight. That was several hours ago.  
   
  The village militia will stay and defend Downslope 
  from whatever comes at them. The adventurers are 
  needed to go look for where ever these things may have 
  come from. No one present has ever witnessed such 
  creatures before. They describe them as evil red dogs that 
  breathed fire. A Knowledge (arcana) check (DC 10) will 
  confirm that this description is of hell hounds. (Players 
  who have already met hell hounds earlier need not make 
  this check, but recognize the creatures immediately.) 
  Exact numbers are unsure. Some report three, others say 
  Adri Fiend Follies 
   
  Page 6 
  
  as many as seven. The entire village is in a state of pure 
  terror. 
   
  Once the PC’s begin their interrogation for 
  information, older villagers will come by and tell a story 
  of how, about ten years ago, a farmstead was attacked by 
  demonic creatures and burned to the ground, some of the 
  family being carried off into the night, screaming. The 
  terrible sound was all the rescue party heard. The only 
  actual eyewitness was a young girl, the teenage daughter 
  of the family. She saw what came to her farmstead that 
  night. Infernal hounds she called them, led by a bat-
  winged fiend, almost as tall as the barn. After that, the 
  good servants of the Ale Wife took in the girl. Now she 
  drinks her troubles away. Mistress Tandlee was that 
  young girl. 
   
  Going to the Brew Hall, the PC’s will find some 
  locals acting as attendants to the injured Mistress. She 
  has some hit point damage, but most of her damage is 
  from the fire. She should be back in action in a day or so. 
  Even if all her hit points are healed, she should be 
  considered extremely fatigued until she has had time to 
  rest. Between chugs of beer, she will give her part of the 
  story from ten years back.  
   
  I was awoken that night to otherworldly howls. I 
  quickly armed myself with a dagger of pure silver and 
  went to see what was going on. My father and 
  brothers were already out the door with their own 
  makeshift weapons. From the window on the top 
  floor, I could see the flame puffs of these, these, 
  fiendish hounds. Our own dogs were barking 
  themselves hoarse. Gilloran, one of my younger 
  brothers, was sent off on a run to get help. Not long 
  after he had gone, things got really bad. I will never 
  forget the look of that fiend. The tips of his wings 
  came up above my window. It strode into our clearing 
  like hell itself had opened up just within the forest. 
  Yapping at his heels were those damned hounds. 
  They started to breathe fire onto the buildings. The 
  hired hands had come out of their sleeping quarters 
  in the barn and such, armed and ready to fight. They 
  were cut down within seconds. The livestock 
  screamed into the night as they were slaughtered. My 
  siblings were either torn limb from limb by the 
  hounds, or were sliced in two by that fiend. The main 
  house was on fire, and I had to escape. Attacking 
  these creatures would have been futile, so I ran. I 
  escaped out my window, a method I had used many 
  times before, when I wanted to explore the forest on 
  warm summer nights. The fire cut me off from 
  downstairs, so I could not bring anyone with me. As I 
  left, climbing down the back of the house, I heard the 
  fiend break open the house and grab my mother. I’m 
  sorry, but I refuse to relate the details of what went 
  on. Suffice it to say, my parents were carried off alive, 
  leaving everything else that I cared about in my life 
  burning and rotting. My brother who went to get 
  help survived that night, but was taken from me a 
  year later by sickness. That was ten years ago. We 
  haven’t had any troubles with fiends since then. I 
  know I will not be sleeping tonight. This nightmare 
  has returned. Please, for the love of the Ale Wife, stop 
  these beasts! 
   
  Note: After hearing her story, some PC’s may be shaking 
  in their boots, at the mention of a large- sized fiend. Have 
  any PC that can make a Knowledge (history) check, (DC 
  15), to know that most fiends were banished in the Flight 
  of Fiends, approximately the same time as the demon was 
  last seen. There is a good chance it was banished, or at 
  least severely crippled in its power. 
   
  Mistress Tandlee will give directions to her old 
  family homestead and also indicate which path she saw 
  her parents being taken on. If asked why no one has ever 
  looked for her parents or this fiend, she explains that 
  there has never been anyone here that could possibly 
  have slain it - not since Sir Pellinor of Ralsand, a Knight 
  Protector of the Great Kingdom, had stopped being seen 
  in the area. (This is a reference to a plot thread 
  introduced in an earlier adventure and not being 
  elaborated on here further.) When the fiend didn’t come 
  back, everyone was thankful that it hadn’t, and did not 
  want to risk disturbing it. That area has been considered 
  cursed ever since. She then offers them some more drink 
  and asks them if they wish to stay the night. The trip to 
  the farmstead is about a three-hour walk in the daytime. 
  Who knows what it would be like on a night such as this? 
   
  The PC’s do not have to wait till morning, though it 
  probably would be safest. If they choose to spend the 
  night, the PC’s can do some limited shopping around the 
  village. People are willing to open up shop to sell supplies 
  to those who would save them. Night in the village is a 
  hustle of activity. Barricades and defenses are being put 
  up; militiamen patrol the edges of the clearing and 
  beyond. Mistress Tandlee will make an effort to preside 
  over the many funerals.  
   
  When morning comes, Yeoman Sties will ask them 
  to start the hunt. If for some reason the PC’s dally, he will 
  demand, in the name of the Summoner, that they go 
  now. Delaying could mean the death of the village, or 
  perhaps the death of another village should the source of 
  this threat not be discovered. 
   
  � Yoeman Sties: Male human Ftr3/Rgr1 
  � Mistress Tandlee: Female human Clr3 
  � Militia Men: Male human Com2 
   
  Adri Fiend Follies 
   
  Page 7 
  
  Encounter Two:  
  Ashes to Ashes 
  The path twists and turns through the dense Adri 
  Forest. It's made worse by this region of the forest 
  being exceptionally hilly. After about three hours of 
  slow travel along an overgrown trail, you come to a 
  clearing. The remains of some old buildings can be 
  seen. It’s clear that they burnt down many years ago. 
  In the middle of the clearing is a human male dressed 
  in animal skins. He is sitting cross-legged and with 
  his back to you. He doesn’t appear to be moving. 
   
  The PC’s follow the directions given to them, which leads 
  them to a long unused path. The path winds through the 
  forest for about four miles. With the terrain, it will easily 
  take the PC’s three hours to make the trip. The path is no 
  longer suitable for carts or wagons. Horses can be walked 
  though. At the end of the path is a clearing in the forest. 
  It looks as if it was a natural clearing that has had been 
  enlarged by human hands. There has been much 
  regrowth, though, as the forest attempts to take back 
  what once belonged to it. 
   
  The remains of several buildings are clearly visible. 
  Stone hearths and charred frames are all that remain of 
  what was once the main house. Blackened timbers mark 
  several smaller buildings, probably sheds and worker 
  bunkhouses. Surprisingly, the only building that is still 
  relatively intact is the barn. Though obviously a victim of 
  the fire, it seems to have been saved before it was totally 
  engulfed. The pair of large doors still stand and are 
  currently closed. The barn holds nothing of interest. The 
  following is the same, no matter what time the PC’s 
  arrive.  
   
  Seemingly oblivious to the PC’s and the goings on of 
  the world, is a man of obvious Flan descent sitting cross-
  legged near the remains of the main house. He is wearing 
  hide armour and his face is painted. His eyes are closed 
  and he seems to be meditating. He becomes alert after a 
  loud chattering sound fills the clearing. The PC’s have 
  been spotted by this druid’s pack of dire squirrels. The 
  druid will stand up and introduce himself (loudly, if the 
  PC’s are refusing to show themselves) as Runs Fast in the 
  common tongue. He has no desire for combat, and 
  assuming the PC’s have made no hostile gestures, will 
  welcome them into the clearing.  
   
  He will then go about his business of blessing the 
  clearing in the name of The Oerth Mother. The PC’s can 
  interrupt him at any time and ask him questions. This is 
  the bulk of his story. 
   
  Runs Fast is here in the clearing blessing the ground, 
  helping the forest reclaim it. He lives in this area and this 
  is one of his many places where he provides his personal 
  attention. As long as the PC’s are not here to do harm, he 
  has no fight with them. Though he will let them know 
  that not all of those like him will feel exactly the same 
  way. Runs Fast knows that this place was destroyed by 
  evil and abandoned ten years ago. The Downslope people 
  have never returned since then. Runs Fast has very little 
  personal contact with the people of the village and has 
  never been there himself. Though he dislikes the 
  intrusion of the people into the Adri, he holds for them 
  no malice. He hopes they will learn to live in harmony 
  with the woodland and its inhabitants.  
   
  When asked about the hell hounds, he will tell them 
  what he has seen. The hounds have suddenly appeared in 
  the area about four days ago. They have hunted game, like 
  demons starved of flesh for years. He has counted seven 
  in total, but knows that adventurers to the south have 
  destroyed some of them. He will not speak of what those 
  forces are. The beasts have been through here recently. 
  He suspects he knows where the general location of their 
  lair may lie. He thinks the pack may have split up, some 
  going back to the lair, others going off elsewhere. He is 
  uncertain how many will be found at the lair.  
   
  Runs Fast points out a path (the same one Mistress 
  Tandlee described as being the path her parents were 
  carried away on) and tells the PC’s that the beast’s tracks 
  lead down this trail. It has only one destination. It ends 
  near the bottom of a high ridge. At the top of the ridge is 
  an ancient holy place of Beory. Runs Fast calls it ‘The 
  Brothers Tomb’. It’s a testing place for a ancient sect of 
  the Beory faith. If the PC’s seem at all confused, he will 
  explain in some detail: 
   
  There are those, like myself, who do what Beory 
  demands. We administer to nature itself. Then there 
  are also those who administer Beory's teachings and 
  guidance to the mortal world. There are several 
  different sects, but in general, these are clerics of 
  Beory. The Brother’s Tomb is the resting place of an 
  ancient servant. I cannot speak his name but he was a 
  brother with a twin sister. It is not my place to say 
  anymore, save this; do not interfere with this divine 
  site, unless the tasks of Beory fit into your heart. 
  There are small caves at the bottom of this ridge. It is 
  very likely that the beasts you seek are held up in one 
  of them. 
   
  Other then the above information, Runs Fast has no wish 
  to become involved. He will not interfere with the PC’s 
  hunting down of these beasts, for there are upsetting to 
  the balance, but then again, so are the PC’s. He is not in 
  any position to negotiated treaties or make deals of any 
  kind. He will clearly state this if the PC’s attempt to start 
  negotiations with him for any sort of alliance or what 
  Adri Fiend Follies 
   
  Page 8 
  
  have you between the people of the Adri and the people 
  of Innspa.  
   
  If asked about other events recently going on in the 
  Adri Forest, he knows that a new high-ranking druid 
  from outside, a halfling by the name of Tansy Treewee, 
  seems to be having aspirations on challenging 
  archdruidess Immonara to her title. He doesn't know 
  more about this, though, and at least for the time being 
  refuses to take sides. If the PC's press the issue, though, 
  he will confirm that Tansy rather impressed him during 
  the Battle of Woodford when taking a stance against the 
  invaders' army, while Immonara just stood by, letting 
  things unfold as they would. (Again, this is campaign-
  specific info relating to past events that does not have any 
  relevance for this adventure, but is included here to add a 
  bit more info on this ongoing plot.) 
   
  The remains of the burnt-out structures have no 
  valuables at all. It would take little effort to collapse the 
  barn. The doors are easily opened.  
   
  � Runs Fast: Male human Drd2 
  � Dire squirrels (as rats)  (5): hp 1, 1, 1, 1, 1; see 
  Monster Manual page 201. 
   
  Encounter Three:  
  The Cave at the End of 
  Tomorrow 
  The overgrown trail leads to the bottom of a high 
  rocky ridge. Like many others before, it seems to split 
  the forest into two different levels, like a god has 
  jumped down from upon high and sent this end 
  shooting up, like a giant teeter-totter. The top of the 
  ridge is some forty feet in the air. The ridge goes 
  along east and west through the forest for as far as the 
  eye can see. The tree line stops some 10 feet from the 
  ridge, leaving a dirt-covered gap.   
  About sixty feet to the east is a makeshift ‘path’ that leads 
  up the ridge. Hand and foot holds have been crudely 
  shaped or carved into the steeply angled crevice that 
  slowly works itself to the top. About one hundred feet to 
  the west is the small crevasse that leads to the hellhound 
  cave. Spot checks (DC 12) can be made to see burned 
  plants and scraps of animal remains. A Track check (DC 
  11) will reveal marks left by the hell hounds, leading 
  towards the cave entrance. The tracks show that they 
  have used this as a throughway between the cave and the 
  path the PC’s arrived on. A Track check (DC 22) done off 
  the path in the dense forest will reveal that the hell 
  hounds have been repeatedly stocking this area, like 
  wolves would do when setting up an ambush. The marks 
  are fresh. If this conclusion is reached, allow all to make 
  Listen checks (DC 27) to hear the hell hounds stalking 
  them. 
   
  The entrance to the cave is about four feet wide by 
  about six feet high. There is at least two feet of rumble in 
  the narrow natural corridor. It is evident that this part of 
  the cave had completely collapsed at one point, but has 
  now been dug out. With an appropriate Knowledge 
  (architecture, stone craft, etc.) check (DC 15), the PC's 
  can determine that the digging was done from the inside. 
  Once the PC’s have gotten this close to the cave mouth, 
  the hell hound(s) will attack, their numbers depending 
  on the APL. If there is just one, it will attack from the 
  cave mouth. If there is more then one, the first will attack 
  from the cave mouth, while others who have been 
  waiting in ambush in the forest, attack from behind. They 
  will fight to the death. 
   
  APL 2 (EL 3) 
  � Hell hound (1): hp 22; see Monster Manual page 118. 
   
  APL 4 (EL 6) 
  � Hell hounds (3): hp 22, 20, 22; see Monster Manual 
  page 118. 
   
  APL 6 (EL 7) 
  � Hell hounds (6): hp 22, 22, 22, 21, 21, 20; see Monster 
  Manual page 118. 
   
  Among the bones and such are some small sacks, smaller 
  then what a human would use. In them are some rough-
  hewn gems. These belonged to a forest gnome that met a 
  bad end and was dragged back here. There are 5 onyx 
  gems, each worth 50 GP.  
   
  Treasure: If the PCs defeat the hell hounds they can 
  find the following treasure: 
    
  APL 2: Loot 0 gp; Coin 50 gp. 
  APL 4: Loot 0 gp; Coin 50 gp. 
  APL 6: Loot 0 gp; Coin 50 gp. 
   
  Encounter Four:  
  The Divine Bastion 
  The narrow tunnel opens up into a natural cavern 
  about forty feet long and twenty feet wide. At its far 
  end is a ten-foot opening in the cave wall. There is 
  rumble from the opening spewn about the cave floor. 
  Without a light source, it is dark. Among the rubble, 
  chewed bones and burnt carcasses of game animals 
  litter the floor.  
   
  A Knowledge (engineering or dwarf stone craft skill) 
  check (DC 10) will show that the cave wall was tunneled 
  Adri Fiend Follies 
   
  Page 9 
  
  through from this side. Most likely something large used 
  a lot of brute force but no tools. Among the rubble, 
  chewed bones and burnt carcasses of game animals litter 
  the floor. The hell hounds, after being interned for so 
  long, had a feast once they were free.  
   
  Stepping past the opening in the cave wall, you find 
  yourself in a rough-hewn stone cavern. This place 
  seems to have been worked from a natural cave. The 
  chamber is forty feet long and fifteen feet wide. Both 
  ends of the chamber seem to narrow and lead off into 
  the dark.  
   
  i
  f
   
  Stepping past the opening in the cave wall, the PC’s come 
  into a rough-hewn stone cavern. It is obvious that this has 
  been somehow constructed by something other then 
  nature. The immediate chamber is forty feet long and 
  fifteen feet wide. At the end it can be seen to taper off to 
  ten feet wide and open into a large round chamber. At 
  the other end, tucked away in the corner, is a five by five 
  feet corridor that leads to a staircase cut from the stone.  
   
  This chamber has several features of note. First, 
  about two-thirds down, there is what appears to be a 
  natural slope downwards. This is a trick of the light. A 
  Spot check (DC 8) is needed to notice before stepping off. 
  Even then, a Reflex save (DC 10) can stop the PC from 
  going 
  over. 
  Individuals 
  with 
  darkvision 
  will 
  automatically notice this effect. It’s a thirty-foot drop to 
  cold stone below (Dam 3d6). Further past this pit is 
  another slope downwards. This is truly what it appears to 
  be.   
   
  Near the section of broken wall, in the tomb itself, 
  are two sets of arcane runes on the ground; they are about 
  five feet in diameter and have five feet of spacing 
  between them. Other then that, they flank each other. 
  These used to be the magical devices that held the Earth 
  Elemental Guardians here. They, along with the devices 
  that sustained them, have been long since destroyed by 
  the infernal creatures that took shelter here.   
   
  A Knowledge (arcana) check (DC 20) can identify 
  these special glyphs to be miniature elemental nodes, 
  each of a corresponding element. They allow an 
  elemental to heal and sustain itself while resting on the 
  node. When functioning, it has no effect on a non-
  elemental. Also, the glyphs, even when broken, can be 
  picked up as radiating faint residual magic with a detect 
  magic spell. 
   
  Also here are the dried-out husks of the corpses of 
  the parents who were taken away ten years ago. The devil 
  tortured them and fed off their life energy, leaving them 
  husks. However, before he did that, he skinned them, 
  and used their flesh to write his ritual magic and ranting 
  on. He was going to collect them together to make a tome 
  for his future followers to be inspired from. The devil 
  used at-will infernal powers, such as mage hand or 
  unseen servant, to scribe down his thoughts and rantings. 
  As time wore on and Beory’s Curse started to affect him, 
  he started to lose what little sanity an evil outsider has. 
  These flesh scrolls can be found littering the floor. They 
  have been badly damaged. When the demon was purged, 
  he burst into flame, damaging his parchments and 
  scattering them. Then the remaining hell hounds 
  chewed on them for a bit when they woke. The devil's 
  writing in blood can also be found on the tomb’s walls. By 
  reading these rantings written in Infernal (with a little 
  bit in Draconic) the PC’s will be able to piece together 
  what was going on here. See the Appendix for the pieced-
  together translation. 
   
  NOTE: The Brother’s Tomb has divine protection. 
  Teleportation spells will not work inside the Tomb. Any 
  damage or defacement to the structure will cause the 
  entire party to be cursed (see Encounter Six for details), 
  unless otherwise stated to be all right in the relevant 
  encounter. 
   
  Encounter Five:  
  A Three-Hour Tour 
  The tunnel opens up into a large, rounded chamber. 
  The ceiling is 30 feet h gh. The rest o  the cavern is 
  forty by forty feet. Instead of a floor, the cavern is 
  filled with crystal clear water. It seems to be about 
  forty feet deep. Near the center is a small rock island 
  that seems to jut out from the bottom of the pool.  
   
  For the above text, keep in mind that torch light only 
  extends for 20 ft. Do not read unless the PC’s have a bull's 
  eye lantern or some other means to illuminate past 20 ft. 
  From the shore, though, they can still see the edges of the 
  island.  
   
  The main chamber opens up into a forty by forty feet 
  cavern filled with crystal clear water. Near the center of 
  the pool is a ten by fifteen foot island of stone. The water 
  is about forty feet deep. Placed at the bottom of the water 
  are two of the elemental devices that sustain an elemental 
  guardian. The two water guardians and their devices have 
  been destroyed by the devil. Lying upright on the 
  bottom, near the base of the island, is the remains of a 
  Flan ritual burial boat. It is partially burnt. Hanging from 
  the top of its small mast is the Brothers half of the special 
  Beory holy symbol. It landed here when it was thrown 
  aside by the devil as he searched around.  
   
  Allow the PC’s a Spot check (DC 10) each at the edge 
  of the pool if they have a bright enough light to see the 
  boat at the bottom. If the PC’s see the boat, read the 
  following: 
   
  Adri Fiend Follies 
   
  Page 10 
  
  Straining your eyes, you can make out something 
  sitting on the bottom at the base of the island. It 
  looks like it could be a small boat. You will need to be 
  closer to get better detail on it, though.  
   
  On the island itself are the remains of the Brother. He 
  was interred here under a pile of small rocks. Not only 
  did the devil disturb his grave, but also he tossed 
  everything about. The body is lying in a pile at one end of 
  the island and his burial items litter elsewhere. His sword 
  has been damaged by the devil. What once was a mighty 
  sylvan blade is now only a +1 scimitar. Other trinkets can 
  be found scattered about. These include coin and jewelry. 
  To take these items will bring about a curse effect (see 
  Encounter Six for details). The curse effect is not 
  permanent and the PC's who wish to, can get away with 
  the burial treasure. The Brother’s half of the holy symbol 
  is not affected by the curse, for it is meant to be taken. 
   
  Detailed inspection of the corpse shows that his 
  arms and hands were outstretched (and still are), 
  meaning that when lying on his back, his hands would 
  have been sticking up through the stones, as if holding 
  something. In fact he was. He was presenting his special 
  holy symbol as the reward for completing the task. The 
  holy symbol magically (as per a cursed item) attaches 
  itself to the first person to handle it with a neutral (N, 
  LN, CN, NE, NG) component in their alignment. As long 
  as it is on their person, the holder can keep the holy 
  symbol wherever they want. It radiates strong magic. It 
  inflicts a temporary negative level on any person holding 
  the item who does not have neutral in their alignment. 
  This negative effect works the same as a holy/unholy 
  weapon effect.  
   
  Note: Taking the holy symbol does NOT activate the 
  tomb’s curse effect. Only taking the other treasure does 
  that. 
   
  To actually attain the Holy Symbol, one most dive 
  down to it (or use magic to bring it up). It is hanging 
  from the mast of the small boat. It landed here when the 
  devil flung it out of his hands in surprise. It is 30 ft. 
  down, so mage hand or unseen servant could retrieve it if 
  the range was done correctly. Otherwise, consult 
  swimming rules on page 74 of the Players Handbook. A 
  Swim check (DC 10) indicates success. 
   
  For use of the Search skill, divide the boat up into 
  three different squares: front, middle, and back. Each one 
  is treated as a separate Search check. 
   
  Treasure: If the PCs search this area they could find 
  the following treasure: 
  APL 2: Coin 50 gp; Magic +1 scimitar (347 gp). 
  APL 4: Coin 75 gp; Magic +1 scimitar (347 gp), ring 
  of jumping (300 gp). 
  APL 6: Coin 100 gp; +1 scimitar (347 gp), ring of 
  jumping (300 gp), +1 cloak of resistance (150 gp). 
   
  Encounter Six:  
  Wolf and Bear It 
  A carved stone staircase leads up about 30 ft. and ends 
  in what appears to be a solid stone slab. There are very 
  fine edges marking it as a door, but there are no 
  hinges or room for i  to swing open. There is, though, 
  a lever on the wall beside the door. 
  t
  i
  i
  At the west end of the lower tomb is a stone staircase 
  leading up. The stairs ascend approximately thirty feet 
  and end in the plain slab of a stone door. There is no 
  visible mechanism on the door to open it, but there is a 
  lever on the wall that will open the door when pulled. 
  The door stays open as long as the lever is not reset. The 
  door was designed to be passed as a challenge from the 
  other side. The door opens up into a fifteen by fifteen 
  chamber, also from worked stone. Two medium sized 
  statues, on one-foot high pedestals flank the door inside 
  the room.  
   
  �  Stone Door: 4 in. thick; hardness 10; hp 80; AC 
  5; break DC 28; no visible lock, only lever. The door slides 
  vertically into the roof. 
   
  W th the door open, you have before you a 15 ft. by 15 
  ft. room, of the same hewn stone. There s another 
  slab like door directly across on the far wall, with its 
  own lever. Inside the room, flanking the door you 
  stand at, are two statues. One is of a bear; the other is 
  of a wolf, carved with one eye missing. 
   
  On the right hand side is a statue of a wolf with only one 
  good eye; the other is missing from the socket. It was 
  carved that way, showing it scarred. On the left hand side 
  is a statue of a bear, probably a black bear. These represent 
  the Brother’s faithful animal companions.  
   
  Should the door be closed while someone is on the 
  south (room) side, they will notice handholds in the 
  door. This room is a test of strength and constitution. By 
  using the handholds to get a grip on the otherwise 
  gripless door, a person can make a Strength check to 
  open the door. The door will only stay open if the door 
  has been held open for five consecutive turns, five feet 
  off the ground, or until the switch is set. Setting the lever 
  while the door is being held open (at min. 5 ft.) will keep 
  the door open until the lever is adjusted again. 
   
  The ‘test philosophy’ is that the bear is to hold the 
  door, the wolf to walk under it and pull the lever. It also 
  shows why druids do not rule the world. It is possible to 
  just break or dig through the door, but as soon as this is 
  done, the PC’s will be cursed by the divine presence of 
  the tomb. If this is their first cursing, each player will be 
  affected by the doom spell, with no save, for the rest of 
  Adri Fiend Follies 
   
  Page 11 
  
  the scenario. If this is there second cursing, they will be 
  effected by the curse spell, with no saving throw, for the 
  rest of the scenario. The curse effect will give them a 50% 
  chance of missing an action. The PC’s may have other 
  crafty and resourceful ways of bypassing the closed door 
  through the use of magic. As long as no physical damage 
  is done, the PC’s can avoid the curse. If this is the third 
  case, the PC’s are affected by poison spell (No save). Each 
  effect can be dispelled or removed by usual means against 
  a CL of 16. 
   
  Note: The above will only be required if the PC’s 
  manage to shut the door behind them.  
   
  At the south end of this room is yet another thick 
  stone slab of a door. This door is arcane locked. 
   
  Stone Door: 4 in. thick; hardness 10; hp 80; AC 5; 
  break DC 25; no visible lock, only lever. The door slides 
  vertically into the roof; arcane locked. 
   
  It should be no problem to access this portal from 
  the north (once the arcane lock is taken care of), as it is 
  designed to test entrance from the south.  
   
  The door is heavy, and considered Stuck, in addition 
  to the afore mentioned arcane lock. Dispel magic can 
  circumvent the +10 DC from the arcane lock (CL 10). But 
  the door will still be stuck (DC 15 for this door). A knock 
  spell will bypass the arcane lock, and open the door. 
  Otherwise, the door is DC 25 to open from the north 
  side.   
   
  This door is designed to be easier to open from the 
  north side. It will be much more difficult from the south 
  side. Forcing the door with the break DC will not be 
  considered damage for the cursing, but should the PC’s 
  decide to try and tunnel their way through the door 
  (hardness 10, hp 80), once the door breaks apart they will 
  be effected by the tomb's divine curse.  
   
  The Curse: If this is the first instance of being 
  cursed, then the PC’s are all affected by the doom spell 
  (no save) for the rest of the scenario. If this is the second 
  case of cursing, the PC’s will be effected by the curse spell 
  (no save) and have a 50% chance of loosing each action. If 
  this is the third case, then the PC’s are affected by the 
  poison spell (no save). Each effect can be dispelled or 
  removed by usual means against a CL of 16.  
   
  On the fourth cursing (and each cursing after that), 
  the party of adventurers is given a temporary negative 
  level each. If they reach zero level, then they die. Once 
  the adventure is over, all levels are returned 
  automatically, without any risk of permanent loss (see 
  page 70 of the Dungeon Master’s Guide). Restoration will 
  work on this effect, but not the 24-hour limit.  
   
  Encounter Seven:  
  When the Wind Blows 
  W th yet another door open, before you l es another 
  chamber. This one is fifteen feet wide and goes back 
  about forty feet, but has a thirty-foot ceiling. The 
  room has two elevations, with a twenty-foot wall at 
  the far end of the room leading up to the rest of the 
  room. What looks like a rope ladder and two statues 
  of nymphs blowing kisses to you can be seen up top. 
  i
  i
   
  This room is fifteen feet wide and forty feet deep, but has 
  two elevations. On the floor, just in front of the door, is a 
  magical glyph trap. Every time a living being passes over 
  it (not just steps on it,) an obscuring mist spell is 
  activated. The effect has a thirty-foot radius. This is 
  enough to cover the room to the north, and the ledge area 
  to the south.  
   
  All APLs 
  � Obscuring mist glyph: CR 1; Search (DC 23); Disable 
  Device (DC 26). 
   
  There is no door on the south wall. There is a ledge 
  twenty feet up. The roof in this room is thirty feet high. 
  The ledge is twenty feet, with another ten feet to the roof. 
  At the top of the ledge is the other half of the room. The 
  area is fifteen feet wide and twenty feet deep. There is a 
  stone door on the south wall. Flanking either side of the 
  south door are statues of two nymphs. They are posed as 
  if blowing a kiss or a handful of dust, towards the door by 
  the fog trap. When the obscuring mist is activated (It 
  lasts twenty minutes), an air elemental will exit a cavity 
  within each statue and proceed to attack anyone in the 
  mist. They will roam about, defending the room. The air 
  elementals do not suffer any vision or concealment 
  penalties for attacking the PC’s. This is a special case for 
  this room.  
   
  APL 2 (EL 3) 
  � Air elemental, Small (2): hp 9, 9; see Monster 
  Manual page 81. 
   
  APL 4 (EL 5) 
  � Air elemental, Medium (2): hp 26, 26; see Monster 
  Manual page 81. 
   
  APL 6 (EL 7) 
  � Air elemental, Large (2): hp 60, 60; see Monster 
  Manual page 81. 
   
  Adri Fiend Follies 
   
  Page 12 
  
  Note: Even if the glyph is not set off, but the two nymph 
  statues are damaged or searched by the PC’s, this will 
  release the two air elementals.  
   
  One tactic will be to hold back and wait for the PC to 
  climb the ledge then attack. Air elementals have the Fly-
  By Attack feat. This can be used in combination with 
  their ability to see in the mists. 
   
  If the fog trap is disarmed (DC 26, Rogues Only), the 
  obscuring mist will run its course, but never reset. There 
  is a secured rope ladder rolled up at the top of the ledge. 
  The ladder and the top half of the nymph statues can be 
  seen from just outside the open north door. A PC with a 
  grappling hook or other such device could use it to bring 
  the rope ladder down.  
   
  Should the door in the north wall be closed, it will 
  be MUCH harder to open from this side. The base DC to 
  force it open is 25. With the arcane lock still in effect, the 
  DC is 35. The door can still be tunneled through as usual.  
   
  Note: Smashing any of the statues is a curseable 
  offence. 
   
  Before you stands a combination of stone and metal 
  con raption  It is built into the innards of the door in
  front of you. It seems that the door is somewhat 
  hollow and you might be seeing its guts. It looks like 
  there are tumblers of some odd sort that can be 
  accessed from the other side of the door. 
  t
  .
   
   
   
  The door on the south side of the ledge is different from 
  the other doors. From this side, the mechanisms for a 
  puzzle trap are exposed. The PC’s are unable to tell what 
  the puzzles are from this side.  
   
  At APL 2 and 4 the door is no problem. Simply 
  pulling a lever on the north side of the door will open it 
  with out any problems. 
   
  APL 6, A Disarm Device check (DC 20, 2d4 rounds) 
  will be needed to bypass the door. It should be clear that 
  the door was only meant to be a challenge for travel in 
  the opposite direction. There is also a trap mechanism. It 
  is aimed at the square in front of the door’s south side. A 
  blade will come slicing out if the wrong sequence is used 
  to open the door from the other side. There is no danger 
  from the trap on this side. A Search check (DC 20) finds 
  the trap, and Disarm Device check (DC 15) disables it. A 
  failed attempt will only result in 1d4 of damage, no 
  matter the door side - the PC must have got his fingers 
  caught on the blade or some such.  
   
  APL 6 
  � Blade Trap: CR 2; +10 melee (3d6/•3); Search (DC 20); 
  Disable Device (DC 15). 
   
  Otherwise, this should be considered a large stone door 
  for the purpose of hardness and digging through it. Also, 
  a stone shape spell can reshape the door. 
   
  � Stone Puzzle Door: 4 in. thick; hardness 10; hp 
  80; AC 5; break/force DC 30; complicated lock. 
    
  Encounter Eight:  
  Crackle and Pop 
  The door opens up into a long, vaulted corridor ten 
  feet wide. About twenty feet away are two alcoves or 
  perhaps passages, but they seem to be shedding a lot 
  of light and heat, so much that this corridor is very 
  hot and is starting to make you sweat. 
   
  Past the south door is a long, vaulted corridor. It is 
  twenty feet high and ten feet wide. Thirty feet down the 
  corridor are two five by five alcoves. In each is an 
  elemental rune circle for the two fire elementals that 
  guard this corridor.  
   
  APL 2 (EL 3) 
  � Fire elemental, Small (2): hp 9, 9; see Monster 
  Manual page 83. 
   
  APL 4 (EL 6) 
  � Fire elemental, Medium (1): hp 26; see Monster 
  Manual page 81. 
  � Fire elemental, Large (1): hp 60; see Monster Manual 
  page 83. 
   
  APL 6 (EL 7) 
  � Fire elemental, Large (2): hp 60, 60; see Monster 
  Manual page 83. 
   
  They will defend this hall, attacking all who enter it. 
  They will not leave this corridor, though. They will hide 
  in their alcoves if the PC’s are attempting to use missile 
  fire combined with the elementals inability to leave the 
  corridor. 
   
  Past the alcoves is a large ritually carved circle on the 
  floor. It is divided into four sections, and in each 
  section a stone disk lies in a depression. On each disk 
  you see a rune. 
   
  About another twenty feet past the alcoves is a large, 
  carved circle, radius of which takes up most of the width 
  of the floor. It is cut into four sections. In the center of 
  each quadrant is a stone disk lying in a depression. On 
  the front of each disk is the Flan symbol for one of the 
  four elements. On the back of the disk are ridges that 
  Adri Fiend Follies 
   
  Page 13 
  
  correspond with the tumblers for the puzzle door the 
  PC’s have already gone through. On the front of the door 
  are the secondary symbols of the four elements in 
  Druidic. The disc must be placed in the correct slots to 
  open the door. It is not a difficult task for a Druid, but for 
  someone who is not worthy, it could be difficult. 
   
  Each time the wrong symbol is placed, a blade will 
  swing out from the door horizontally (see Encounter  
  Seven). 
   
  PC’s who are near the door can make a listen check 
  (DC 20) to hear the gears and not be flat- footed when the 
  blade strikes. After the first time the trap is reset, the PC 
  will no longer be flat- footed. If the PC still tries to 
  activate the device and gets it wrong, the blade will strike 
  again. If the PC announces that since he knows where 
  the blade is, he will try to duck out of the way, then there 
  is a +4 circumstance bonus to his AC, but the blade can 
  still strike him. The blade is fast, and he might not get out 
  of the way in time. 
   
  At the far end of the corridor is a hole in the wall 
  about ten feet up. It seems to have been dug by a large 
  animal. This was part of the original construction, so 
  there is no debris. The tunnel is about four by four feet. It 
  gently slopes upwards and curves south. This leads to the 
  surface. It ends in a small dugout chamber. At the top of 
  the chamber is the capstone for the tomb.   
   
  Though the PC’s won’t have any way of knowing 
  from this side of the cap, a cleric with neutral as part of 
  his alignment can use divine energy to open the cap 
  stone. He needs to make his turning check successfully 
  against his own level and be able to turn 4 HD to succeed.  
   
  The cap can also be forced. It is heavy, but not barred 
  or stuck. There is, however an arcane lock on it. To move 
  the stone itself is DC 20. The arcane lock increases this to 
  DC 30. The arcane lock is negated by a successful turning 
  attempt. 
   
  A Knowledge (engineering) check (DC 15) shows 
  that the stone looks like it is resting on a foundation, but 
  no visible hinge or lock can be detected. In theory, a good 
  push-up should open it. The same Knowledge check will 
  inform the PC that digging upwards either through the 
  cap stone, or the dirt, will most likely cause the entire 
  borrow to collapse.  
   
  The capstone radiates moderate magic when 
  detected. This is the combination of the arcane lock and 
  the magical hinges that allow the turning check to move 
  it. 
   
  Once the stone is pushed on, a Spellcraft check (DC 
  22) lets the PC's determine that there is an arcane lock 
  spell in effect. 
   
  The capstone can be tunneled through (hardness 10, 
  80 hp) but the tomb's cursing comes into effect as listed 
  in previous encounters. It is very unadvisable to try and 
  dig out any other way. The tunnel would surely collapse 
  (not to mention the PC’s would be cursed before it 
  collapsed). 
   
  If the capstone is tunneled through, anyone in the 
  chamber must make a Reflex save (DC of 18 or 16 for 
  small sized creatures), including armor check penalties. 
  The PC’s are caught in the tunnel as the pieces of 
  capstone come tumbling down on them. The damage is 
  2D10 (Reflex save for half damage).  
   
  � Capstone: 5 in. thick; hardness 10; hp 80; AC 5; 
  Break DC 30. arcane lock 
   
  Encounter Nine 
  This encounter is written assuming the PC’s have not 
  entered or broken through the capstone from inside. 
   
  If they have, only the actual capstone has been destroyed. 
  The base of the capstone has writing on it. It is Flan 
  writing. It reads: 
   
  “You who are here to test shall be tested. You who are 
  here to seek booty will be boo ed. The malignant shall 
  be punished. Treasure or Enl ghtenment; you know 
  what you seek.”  
  t
  i
  i
   
   
  The sloping path leads up to the top of the hill about forty 
  feet away from the capstone. 
   
  The actual site is covered by trees and bushes so it is 
  not easily visible from a distance. This has perhaps saved 
  it from more brutish trespassers. Two trees are lying on 
  the ground. It seems they have been there for quite some 
  time. A Knowledge (nature) check (DC 15) tells the PC's 
  that it has been approximately ten years since the two 
  trees were pulled aside (and out of the ground). Whatever 
  did this had tremendous strength. A Search check (DC 
  10) on the tree reveals large-sized claw marks on the 
  trunks (from a large-sized, clawed devil hand). With the 
  trees gone, the PC’s can easily see the capstone and two 
  statues that mark the beginning of the Tomb of the 
  Brother. 
   
  One of the statues is that of a large bear and the 
  other is a medium-sized rendition of the Beory holy 
  symbol (a rotund woman). On the Beory statue is the 
  following in Druidic: 
   
  “This is a div ne and holy site of the Oerth Mother. 
  This is the Tomb of the Brother. Enter without fear 
  those who have been appointed the quest of testing. 
  Channel your faith to pass.”
   
  On the Bear statue is the following, written in Flan: 
   
  “To those who look 
   In my hand I grasp 
  Adri Fiend Follies 
   
  Page 14 
  
   Half of the secret 
  To Beory’s Forever Task 
    
  In my Sister’s Womb 
  Where ferocious creation survives 
  The other half grieves it disguise “ 
   
   
  Development: Should he be saved, Hallorand has a small 
  home nearby. It is a humble cottage in the forest and 
  rocks. He will offer it as a place for the PC’s to rest while 
  they are in the area. His home has little of value though. 
  He stores in small cache of gems elsewhere and would 
  rather die then divulge their location. 
   
  Conclusion 
  The PC’s will have killed all the bad guys and probably 
  written down all the writing they could find. 
   
  The PC’s can return eventually meet up with Runs 
  Fast again and ask the druid a couple of questions about 
  what they’ve learned. If the PC’s have with them the 
  Brother’s holy symbol and it has attached itself to 
  someone, then Runs Fast will be helpful and answer what 
  little he can. 
   
  He can tell them about the holy site known as the 
  Sister's Womb (more to the west in the Flinty Hills). He 
  will refuse to take the half of the holy symbol if the PC’s 
  offer it. He will tell them that it’s for whomever it 
  attached itself to. That person should go to the Sister’s 
  Womb and continue Beory’s Forever Quest.   
   
  As for returning to town, the people of Downslope 
  will rejoice at the fiends being destroyed. They will bring 
  the PC’s some trinket rewards (gets turned into gold, 
  anyway) and Mistress Tandlee will give them an 
  Influence Cert for some cheap spells next time they are 
  in town. 
   
  This will not be an experience you soon forget. F ends 
  are never easy adversaries. All is peaceful now, but 
  some nagging feeling tells you it’s not over yet. Not 
  by a long shot. But rest today, for tomorrow may 
  bring destruction. 
  i
   
  There are still many woes in store for the Village 
  of Downslope. 
   
  The End 
   
  Adri Fiend Follies 
   
  Page 15 
  
  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 Three 
  Slaying the hell hounds 
  APL 2  
  90 XP   
  APL 4  
  180 XP  
  APL 6  
  210 XP  
   
  Encounter Seven 
  Getting past the air elementals and into the next room. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  Getting through the Puzzle Door 
   
  APL 6 
  60 XP 
   
   
  Encounter Eight 
  Defeating the fire elementals. 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP  
   
  Discretionary Role-playing bonus 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP  
   
  Total possible experience:  
   
  APL 2  
  390 XP   
  APL 4  
  675 XP  
  APL 6  
  900 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Encounter Three 
  Spoils from the Hell Hounds  
   
  APL 2: Loot 0 gp; Coin 50 gp. 
  APL 4: Loot 0 gp; Coin 50 gp. 
  APL 6: Loot 0 gp; Coin 50 gp. 
   
  Encounter Five 
  Looting the Brother’s Resting Place  
  APL 2: Coin 50 gp; Magic +1 scimitar (347 gp). 
  APL 4: Coin 75 gp; Magic +1 scimitar (347 gp), ring 
  of jumping (300 gp). 
  APL 6: Coin 100 gp; +1 scimitar (347 gp), ring of 
  jumping (300 gp), +1 cloak of resistance (150 gp). 
   
  Adventure Maximums 
  APL 2: 400 gp; APL 4: 600 gp; APL 6: 800 gp. 
   
  Special 
  The Brother's Holy Symbol 
  A small disk with the crude image of a rotund woman on 
  one side and odd groves on a flat surface on the other. It 
  has a leather thong attached to it.  
  Adri Fiend Follies 
   
  Page 16 
  
   
  This item will attach itself to the first person to hold 
  it who has "neutral" as part of their alignment. Once 
  attached, a remove curse is needed to separate it. It 
  radiates strong magic. It can be used as a holy symbol of 
  Beory.  
   
  This item confers a +1 divine bonus to Charisma 
  checks when attempting to turn fire and air elementals.  
   
  This item confers a +1 divine bonus to Charisma 
  checks when attempting to command water and earth 
  elementals.  
   
  Note: This item will be integral to a later adventure. 
   
  GP Value: 200 gp 
  Weight: 1 lb. 
  Use Restriction: One per Party 
   
  Favor of the Priesthood of Beory 
  You have earned the favor of Beory. It is equal to One 
  Influence Point with the priesthood. It can be cashed in 
  for a 1st-level spell, or several favors may be pooled 
  together for more powerful spells. 
   
  GP Value: --- 
  Weight: --- 
  Use Restriction: Common 
   
   
   
   
   
  Adri Fiend Follies 
   
  Page 17 
  
  Appendix One  
  NPC Stats 
  Encounter One: 
  Yeoman Sties: Male human Ftr3/Rgr1; CR 4; Medium 
  Humanoid; HD 4d10+8; hp 36; Init +5; Spd 30 ft.; AC 15 
  (touch 14, flat-footed 11) [Chain shirt +4, Dex+1]; Atk +5 
  melee (shortsword 1d6+2 crit 19-20, Piercing), Atk +5 
  melee (shortsword 1d6+1 crit 19-20, Piercing) or +5 
  ranged (Longbow 1d8 crit*3, Piercing; AL CG; SV Fort +6, 
  Ref +2, Will +2; Str 14, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Animal Empathy +4, Climb +1, 
  Craft (Farming) +2, Diplomacy +4, Handle Animal +7, 
  Ride +6, Swim –6, Wilderness Lore +4; Ambidexterity, 
  Combat Reflexes, Improved Initiative, Mounted Combat, 
  Point-Blank Shot, Track, Two Weapon Fighting, Weapon 
  Focus: Shortsword. 
   
   
  Possessions: 
  Chain shirt, shortsword (2), 
  longbow, misc. Gear. 
   
   
  Militia (20): Male human Com1; CR 1/2; medium 
  humanoid; HD 1d4+1; hp 5 Init +1; Spd 30 ft; AC 14 
  (touch 11, flat-footed 13) [Dex+1, Studded Leather+3]; 
  Atk +3 melee (shortspear 1d8+2 crit*3, melee) or +2 
  ranged (Longbow 1d8 crit*3 Range 100, Piercing; SR 0; 
  AL N; SV Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 12, 
  Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Craft (Farming) +3, Handle Animal 
  +3, Swim +6; Martial Weapon: Longbow, Armor 
  Proficiency: Light. 
    
   
  Possessions: 
  Shortspear, 
  studded 
  leather, 
  dagger, longbow, misc. gear. 
   
  Mistress Tandlee: Female human Clr3 (Wenta); CR 3; 
  medium humanoid; HD 3d8+3; hp 20; Init +2; Spd 30 ft;  
  AC 17* (touch 13, flat-footed 14) [Dex+2, Dodge+1*, 
  Chain Shirt+4 ]; Atk +4 melee (club 1d6 19-20 crit*2, 
  bludgeoning) or +4 ranged (dagger 1d4 19-20 crit*2, 
  slashing); SR 0; AL CG; SV Fort +3, Ref +3, Will +6; Str 10, 
  Dex 14, Con 12, Int 12, Wis 16, Cha 12 
   
  Skills and Feats: Climb +2, Concentration +3, Craft 
  +7, Knowledge (Arcana) +3, Knowledge (Religion) +3, 
  Spellcraft +3; Dodge, Scribe Scroll, Weapon Finesse: 
  Club. 
   
  Possessions: Club, spell components pouch, MW 
  chain shirt. 
   
  Physical Description Big-boned Oeridian women 
  always with a mug of beer nearby. 
  Spells prepared (4/3+1/2+1; base DC = 13 + spell level): 
  0—detect magic, light (2), mending; 1st—bless, 
  protection from law*, shield of faith, summon monster I; 
  2
  nd— barkskin*, endurance, lesser restoration. 
   
  *Domain spell. Domains: Chaos (all chaos spells at +1 
  CL); Plant (turn/rebuke plant creatures as if undead). 
   
  Runs Fast: Male human Drd3 (Beory); CR 3; medium 
  humanoid; HD 3d8; hp 17; Init +2; Spd 20 ft; AC 16* 
  (touch 13, flat-footed 13) [Dex+2, Dodge+1*, Hide 
  Armour+3]; Atk +5 melee (club 1d6 19-20 crit*2, 
  bludgeoning) 
  or 
  +3 
  ranged 
  (Sling 
  1d4 
  crit*2, 
  bludgeoning); SR 0; AL N; SV Fort +3, Ref +3, Will +6; Str 
  14, Dex 14, Con 10, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Animal Empathy +6, Concentration 
  +5, Handle Animal +6, Intuit Direction +8, Wilderness 
  Lore +8, Spell Craft +3, Swim +4; Dodge, Weapon Focus 
  Club, Track. 
   
  Possessions: Hide armor, wooden club, stone dagger, 
  sling. 
   
  Spells prepared (4/3/2; base DC = 13 + spell level): 
  0—create water, detect magic, detect poison, mending; 
  1st—cure light wounds, entangle, summon nature's ally 
  I; 2nd— barkskin, summon nature’s ally II. 
  Adri Fiend Follies 
   
  Page 18 
  
  Cave Complex Isometric View 
  Adri Fiend Follies 
   
  Page 19 
  Adri Fiend Follies 
   
  Page 19 
  
  Cave Complex Plan 
   
   
  Adri Fiend Follies 
   
  Page 20 
  
  Player Handout #1 The Infernal Translations 
   
  The following are the translated entries on the walls and vellum parchments, or excerpts for those not intact. The order 
  they were written in is impossible to tell just by looking. They all seem to have been damaged, burnt, and chewed. The 
  ink appears to be blood. The script size is slightly larger then would be expected of a human scribe. 
   
  “….rage that this has brought. Soon, I shall have weathered this storm. Divine cocoon in all its glory, spit on it….. 
   My Master shall not see me for some time yet, the mortal world I still shall plunder, I fear you NOT, Crook. Hear 
  my words of power!” 
   
  “ Protect me Oh Infernal Masters, spare me from The Mediator’s grasp. Bolster this divine place with your own 
  protective embrace. I beseech you, spare me time more on this mortal plane.” -- Written on the wall 
   
  “…no more….My Words are power. Their recordings bring me strength. I, whom the mortals call The Fire Handler, 
  shall cheat the Cleansing…. “ 
   
  “So I have arrived in this place, sanctified to The Oerth Mother. Though she be no mother to my kind, her womb-like 
  embrace shall save me. My pets are many and the strongest-willed among them shall survive the Calm Gods 
  interference. His power will be less among the Divine Ground of Beory. My two guests have finally gotten used to their 
  new home, though I shall dearly miss their screaming. Their flesh shall serve well. They should be honored to know that 
  they have provided me with a proper tome into which to record this momentous occasion. These words will serve to inspire 
  those who shall worship me. “ 
   
  “..must try again. ..Curse you, Mother, as you have cursed me. Stay out of this and lend me your Divine Protection. 
  My mind shall resist, for even if I fail, I shall crawl out of the Infernal Planes and back to this mortal world. Leave 
  me be, Mother, or when I return, I shall suck the life from each of your servants. Your forests and hills shall run red 
  with their blood. Do you hear me, Mother? My words have power!” 
   
  “All those fools who shall return to the Blood War, for they did not prepare. They did not research. They shall be gone 
  for a thousand years, while I shall reign over these mortals. I shall one day find the Crook and destroy it. First 
  though, the plans of the……” 
   
  “ By the powers of all that is Infernal, seal these walls from astral siege. Protect those inside from Good’s Revenge. 
  Infuse with my power, these wards of H’ral Umo who’s favors I call upon from the darkest of realms. Lend the power 
  to protect me in this Divine place, where good has no claim, be it authority or revenge. By the favor of H’ral Umo, I 
  command this, in mortal blood it is written. “ – Written on the wall 
   
  Adri Fiend Follies 
   
  Page 21 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Adri)/593/Normal Scenarios/AHL3-01 - Adri Fiend Follies (APL 2-6)/AHL3-01 - Adri Fiend Follies.pdf