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. 
   
  DUL4-03 
   
   
   
   
   
   
   
  Steelholme 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dullstrand Regional Adventure 
  Version 2 
   
   
  by Jimmy B Ellis 
  Circle Reviewer: Paul Looby 
  Playtesters: Christophe Annen, Gaël Aubort, Xavier Devenoges, Greg Hettich, Stephane Ozil, Noël Papeguay 
   
   
   
  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 of Steelholme, former stronghold of the pirate Steel Eyes, to see if it 
  would be a good location to build and settle.  
  An adventure for APL’s 2-8. 
   
   
   
   
  
  Steelholme 
   
  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. 
  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. 
   
  
  Steelholme 
   
  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 
  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 CY, PCs adventuring in 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. 
   
  If this should occur during the module, the PC ends 
  the adventure when it happens, gaining XP and treasure 
  up to that point. 
   
  
  Steelholme 
   
  Page 4 
  � Hard Beach (Considered a village): Conventional; 
  AL N; 200 gp limit; Assets 1,200 gp; Population 1,200; 
  Isolated (Human 1152, Halfling 24, Elf 12, other races 
  12). 
   
  Authority Figures: Elthar Induchine (LN male 
  human, Exp9), Mayor; Kanrik Oltenmark (N human 
  male, Ari3) Merchants’ Guild headmaster; Janus 
  Haltenmark (NG human male, Com4) Town council 
  leader. 
   
  Important Figures: Yellena Fortenbrau, (NG human 
  female, Exp9) Librarian; Karina Vermark (CG human 
  female, Brd3) Owner, Induchines’ Rest. 
   
  In Planting 584 CY, about 2,000 refugees came from 
  Medegia and settled along the northern coastal region, 
  though disease and starvation have reduced this number 
  to around 1,200 at present. The ragged community calls 
  its current home Hard Beach, in part for their suffering 
  and in part for the rocky overhangs along the shore 
  which have been turned into crude shelters. The town 
  was built around the remnants of an old fort building and 
  temple, many stones of which have been used for the 
  foundations and walls of other buildings. 
   
  The town would have disappeared had they not been 
  incorporated into the Induchine holdings in 586 CY, 
  though the refugees are not considered clan members. 
  The building of a small fishing wharf and its proximity to 
  one of the few standing concentrations of freshwater in 
  the region has also contributed to its survival though it 
  has been touch and go, especially as the town as suffered 
  quite a few disasters. The latest being the fire which 
  destroyed the newly built temple to Rao and many of the 
  slum buildings that had been built up around it. Some 
  hope that the destruction of the temple will mean better 
  times for the town. 
   
  The settlement is starting to take on a more 
  permanent look these days, though most of the dwellings 
  are still made of wattle and adobe with thatch roofs. 
  There are only three stone buildings in the town; the 
  town hall, the library and the main Inn, the ‘Induchines’ 
  Rest’. 
   
  The library is the only building left from the original 
  constructions and is of much superior manufacture to the 
  rest of Hard Beach. It has been rededicated as a place of 
  learning with small shrines to Boccob, Delleb and Lydia, 
  though only Boccob has any sort of major following in 
  the region. 
   
  The inhabitants of the town are sullen and many 
  have a pessimistic outlook on life, just waiting for the 
  next disaster that the gods seem fit to send them. Most of 
  the people manage to scrape together a meagre living as 
  fishermen or farmers, but quite a few have turned to 
  other occupations and anyone giving an ostentatious 
  display of wealth becomes a prime target for the thieves 
  of the area. The rumour would have it that Hard Beach 
  has more rogues and thieves per head than any other 
  place in The Dullstrand. 
  The Induchine Clan: The Induchine are a northern clan, 
  found up on the north-east coast. Unlike most of the 
  other clans, the Induchine are not readily identifiable by 
  looks as they have been seeking fresh blood, swelling 
  their numbers by marriages with the many refugees that 
  have arrived from the north over the years. This has also 
  lead to them being the largest of the clans. 
   
  The Induchine are mostly herders and fishermen, 
  maintaining a large fishing fleet based along the coastline 
  and having large tracts of grazing lands inland. They also 
  control the largest single lake of fresh water in the 
  Dullstrand, which gives them a constant yearly water 
  supply. 
   
  At the moment, the clan is currently being swamped 
  by the number of refugees in Hard Beach and are 
  hampered by the rise in disease and crime in the town. 
   
  The Induchine are currently considered the most 
  progressive of the Clans, and would like to set up Hard 
  Beach as a northern capital. This is being hampered by 
  the poor port facilities, finances and the general attitude 
  of the inhabitants. 
   
  The clan maintains a steading within Dullstrand City 
  and have a very interesting relationship with the Gatts, 
  going from allies to enemies and back.  
   
  The Induchine colours are green and yellow with 
  their emblem being a red tower. 
   
  Adventure Background 
  In 205 C.Y. the pirate Steel Eye, so named for his 
  gray eyes and cold glare, established the fort of 
  Steelholme north of the location were Hard Beach now 
  stands. From this fort he preyed on Aerdi shipping. In 
  212 C.Y. the Aerdi successfully stormed the fort. 
  Capturing the fort, they shackled Steel Eyes alive to the 
  fort walls, before sailing off, leaving Steel Eyes to bake in 
  the hot tropical sun. 
  Local legends, told around campfires, have it, that as 
  seagulls pecked out his steely glare, Steel Eyes cursed the 
  Aerdi, all of whom were from Medegia, and the walls of 
  Steelholme to which he was shackled. Legend also 
  reports that a sudden storm struck and sunk the Aerdi 
  fleet as they sailed for Pontylver. Not a single sailor made 
  it home alive. 
  Steelholme is currently the base of operations for a 
  group of local bandits. The bandits find the reputation of 
  Steelholme as a haunted ruin useful as it keeps people 
  away from their hideout. They take every opportunity to 
  remind people of the legend of Steel Eyes. They 
  occasionally goad local young men into proving their 
  bravery by spending the night in the Steelholme ruins. 
  While the other bandits rattle chains or make moaning 
  noises, Dominal, a sorceror, creates illusions of the ghost 
  of Steel Eyes. The terrified teens return to Hard Beach 
  with tales of Steel Eyes’ ghost. Deeper within the trapped 
  
  Steelholme 
   
  Page 5 
  corridors of the ruins, the bandits keep their loot, plan 
  raids, and hide out from pursuers if things get a little too 
  hot. Most of the time they live within Hard Beach. 
  Unbeknownst to the bandits, the legend of Steel 
  Eyes is true. However, Steel Eyes’ wrath is only directed 
  towards descendants of the Medigian naval officers who 
  had him shackled to the wall. Others, including the 
  bandits, can traipse about the ruins without difficulty but 
  if a Medigian enters the ruins, Steel Eyes’ ghost will 
  manifest to seek vengeance. 
  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 blink dog-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 henchmen, Novaise (a descendant of 
  the Medigian admiral who had Steel Eyes shackled to the 
  wall of his own fort), is seeking a party of adventurers to 
  scout out and map the Steelholme ruins, to determine if 
  it would be a suitable location to rebuild a small fort. 
  There, Troval could, in a new land free from the prying 
  eyes of the “unenlightened”, continue his experiments. 
   
  Adventure Summary  
  Introduction: The adventure begins with Novaise and 
  the party meeting in the back room of The Induchines’ 
  Rest in Hard Beach. Novaise explains that he is looking 
  for an isolated locale for a rich reclusive scholar to settle 
  in. He would like them to investigate the Steelholme 
  ruins north of town, map out the ruins, remove any 
  vermin that may have taken residence in the ruins, and 
  once they’ve determined that it is safe, escort him to the 
  ruins and show him around. He suggests that the party 
  may want to talk to locals about the ruins before going. 
   
  Encounter 1: Truth or Dare: Checking around town, the 
  party soon discovers the local legend of Steel Eyes and 
  the belief that the Steelholme ruins are haunted. They are 
  directed to speak with a local teenage lad, Bergki who 
  attempted to spend the night in the ruins and was scared 
  off by Steel Eyes’ ghost. Their investigation also attracts 
  the attention of local bandits who have using the ruins as 
  a base of operations. 
   
  Encounter 2: Scarecrow: Dominal, the bandit sorcerer 
  and a few bandits attempt to frighten the party off with 
  an illusionary Steel Eyes’ ghost. If unsuccessful, they flee 
  the fort. 
   
  Encounter 3: What’s for Lunch: Exploring the fort’s 
  secret passageway the party encounters the bandit’s 
  guardian Phantom Fungus and discovers the bandit 
  “treasure trove.” 
   
  Encounter 4: Vengeance is Mine: The party report back 
  to Novaise and escort him to the ruins so he can look 
  them over. Meanwhile, Dominal and the rest of the 
  bandit gang plan an ambush within the ruins. However, 
  their ambush is a bigger surprise than even they 
  anticipated. When Novaise enters the ruins, the real 
  ghost of Steel Eyes will awaken and when the bandits 
  spring their ambush the ghost will also attack, attempting 
  to kill Novaise. 
   
  Introduction 
  Because the adventure takes place on Induchine land, the 
  ‘Blood Feud with the Gatts’ encounter will not take place. 
   
  Read aloud or paraphrase the following: 
   
   
  Hearing of possible employment, you’ve traveled to 
  Hard Beach to meet with a man named Novaise. Though 
  most of the dwellings are made of wattle and adobe with 
  thatched roofs, but the village is now starting to take on 
  a permanent look. So far you have only seen three stone 
  buildings in the village; the town hall, the library and 
  the main Inn, “The Induchines’ Rest”, your destination.  
   
  The inhabitants of the town aresullen and look you 
  over suspiciously. You’ve been advised to keep a close 
  watch on your pouch strings. Rumor has it that Hard 
  Beach has more rogues and thieves per head than any 
  other place in The Dullstrand. 
   
  After negotiating the half-orc guard at the main 
  door, who insisted that everybody was clean, you 
  entered the main bar. 
   
  The doorman, Kronk, is also the bouncer for “The 
  Induchines’ Rest”, his job is to keep out beggars, scum 
  and Gatts from the Inn. Any characters that are ‘living off 
  the wild’ are informed that they must wash before they 
  enter the Inn. Kronk can tell them where the local 
  bathhouse is. Failing that, they can always use the horse 
  trough behind the Inn. If anyone objects, Kronk has 
  been known known to pick up the objector and dump 
  them in the trough himself. 
   
  � Kronk; male half-orc, Bbn6, hp 71, see Appendix 
  One 
   
  If anyone attacks and kills Kronk then they will receive a 
  Blood Feud with the Induchine Clan, same conditions as 
  that with the Gatts Clan. 
   
   
   
   
  Read aloud or paraphrase the following:  
  
  Steelholme 
   
  Page 6 
   
  You are shown to a large private alcove on the first floor 
  balcony. Two well-armed guards stand at the entrance to 
  the alcove. A flagon of fine Sunndian wine and cuts of 
  delicately roasted boar await you  -very much out of 
  place in Hard Beach. It’s clear that Novaise must have 
  brought the fine fare with him, as Karina, proprietor of 
  “The Induchines’ Rest”, as good as she is, would not have 
  been able to assemble the feast presented to you. 
   
  Novaise, an immaculately groomed and finely 
  dressed man, addresses you in a rich cultured voice. “I’m 
  glad you’ve met with me here today. I represent a rich, 
  reclusive scholar who wishes to leave the hustle and 
  bustle of city life and retire to an isolated estate by the 
  sea. He has a romantic dream of rebuilding an ancient 
  ruin and using it as his abode. While I’ve explained the 
  faults with such a plan he remains firm in his resolve 
  and has charged me with finding a suitable set of ruins. 
   
  “I’ve learned of a set of ruins about an hour north of 
  town here called Steelholme. It’s located on a cliff 
  overlooking the Aerdi Sea. I though those ruins just 
  might meet his needs. However, before I examine the 
  ruins for myself, I thought it wise to send a group of able 
  adventurers to scout and map out the ruins, make sure it 
  is safe, and eliminate any vermin that may have taken up 
  residence. Once you’ve accomplished this I’d like you to 
  return to town and escort me to the ruins and show me 
  around. 
   
  “What do you say? Are you up to the task?” 
   
  � Novaise 
  CN, 
  male 
  human 
  (Oerdian), 
  Rog2/Sor2/Ari2; 
   
  Physical Description: Novaise is 5’9” with black hair 
  and goatee, he is immaculately groomed and finely 
  dressed. He wears a rapier on his right hip. 
   
  Give the party a chance to reply and ask questions. 
  Answers to typical questions are presented below: 
   
  How much are you willing to pay? 
  Novaise will offer to pay each member of the party 10 gp 
  per APL for completing all the tasks listed above. He does 
  not offer an advance. The party can increase the fee to by 
  25% with successful negotiations (and a DC 22 
  Diplomacy check). The DM should feel free to add 
  circumstance bonuses for good role-playing. 
   
  Can you supply us with any supplies? 
   
  “I assumed that I was hiring seasoned professional who 
  would already have the equipment need to successfully 
  complete this sort of task.” 
   
  Who is the man who wants to restore the ruins? 
   
  Novaise 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 whom their employer is, Novaise will reply: 
   
   “I’m sorry to have wasted your time. Obviously you are 
  not the people I need for this job. Enjoy the meal and 
  have a good day.” 
   
   Novaise will then leave and the adventure will be over, 
  unless the PCs very quickly change their tune. 
   
  What can you tell us of Steelholme? 
   
  “Not much. It was a fort used by the pirate Steel Eyes in 
  the early 200’s. He was captured and executed by the 
  Aerdi fleet and the fort has been a vacant ruin since 
  then. Some of the locals may know more about the fort.” 
   
  Once the characters have responded (presumably 
  favorably) and asked any questions they might have, 
  Novaise will continue: 
   
  “Good. Here are instructions on how to get to 
  Steelholme.” 
   
  Novaise hands you a paper with directions to 
  Steelholme and then continues: 
   
   “I have to leave for business, my ship is currently 
  waiting off shore and will return in a week. Hopefully 
  that will give you plenty of time to complete your task. 
  I’d suggest that you might want to talk to the locals 
  about Steelholme. I understand that it has acquires 
  something of a romantic mystique.” 
   
  If the PCs take Novaise’s advice and do some research in 
  town, go to Encounter 1: Truth or Dare. If the PCs leave 
  and go to the ruins without making enquiries, go to 
  Encounter 2: Scarecrow. 
   
  Encounter 1: Truth or Dare 
  Steelholme is currently the base of operations for a group 
  of local bandits, including a sorcerer, Dominal. The 
  bandits find the reputation of Steelholme as a haunted 
  ruin to be useful as it keeps people away from their base. 
  They take every opportunity to remind people of the 
  legend of Steel Eyes. They occasionally goad local 
  teenagers into proving their bravery by spending the 
  night in the Steelholme ruins. While the other bandits 
  rattle chains or make moaning noises, Dominal creates 
  illusions of the ghost of Steel Eyes. The terrified teens 
  return to Hard Beach with tales of Steel Eyes’ ghost.  
   
  Before checking around town it is possible that the 
  characters 
  may 
  know 
  something 
  of 
  Steelholme 
  themselves. If a character can make a successful DC 25 
  
  Steelholme 
   
  Page 7 
  Knowledge (Splintered Sun) check read the party the 
  Legend of Steel Eyes (Player Handout #1); if there is a 
  bard in the party and they can make a DC 20 Bardic 
  Knowledge roll give the character the handout and 
  encourage them to relate the Legend of Steel Eyes in 
  their own words. 
   
  Novaise Info: If the characters attempt to find out 
  information about Novaise, have them make a DC 15 
  Gather Information check. With a successful roll read the 
  following: 
   
  A young lad in tattered clothing, named Lars, tells you: 
   
   
   
  “That Novaise, he came sailing into town a couple of 
  weeks ago. Spends most of his time on that ship of his. 
  Thinks he’s too good for the likes of us. Walks around 
  with his nose in the air, spending money like there’s no 
  tomorrow.”  
   
  Lars pantomimes strutting around tossing out 
  imaginary gold, while the local kids who have gathered 
  around giggle hysterically. 
   
  Lars continues: 
   
   “Anyways, he always has these two goons following 
  him around whenever he’s in town. One of the local 
  lads, Schnide, decided Novaise had too much money and 
  that it was his civic duty to relieve him of some of it. 
  Anyway when he grabbed Novaise’s pouch, it started 
  screaming, ‘Thief, thief!” One of Novaise’s goons almost 
  killed Schnide right then and there. Novaise just kept 
  right on a walking like nothing had happened.” 
   
  Have characters make DC 15 Spot checks to notice one of 
  the kids trying to lift one of their pouches. Chose a 
  character at random. (If no one makes a successful Spot 
  check, wait until the characters have moved on to a 
  different area and then tell that character that one of his 
  pouches is missing (-2d6 gp). After any fervor this may 
  cause settles down, continue on. 
   
  Steelholme Info: If the characters try talking with 
  the locals about Steelholme, read the following: 
   
  Talking with the locals you learn that Steelholme has a 
  reputation for being haunted. One old codger, Zerch 
  will state: 
   
   “Steelholme, why, that was Steel Eye’s old fort. 
  What you want to know ‘bout that for?”  
   
  Give the characters a chance to respond and then 
  continue.  
   
  “What? You don’t want to go there! You crazy or 
  sometin’? Steelholme is haunted by old Steel Eyes 
  himself. You fancy-dancy adventurers think you know 
  everything. You comes rolling into town, stir up all 
  kinds of trouble, and then ride off leaving us normal folk 
  to deal with the mess. You listen to old Zerch and leave 
  well enough alone.”  
   
  With that he stalks off. His wife, Matha, cackles 
  gleefully, “Guess he really told you. Didn’t he?”  
   
  After the characters respond, she’ll respond to anything 
  they have to say and then continue on.  
   
  “Back when the Medigians thought they owned the 
  world, a pirate named Steel Eyes preyed on Medigian 
  shipping and even attacked Medigian navy ships. He did 
  pretty well for himself, too. So well that he built himself 
  a fort and named it Steelholme.  
   
  “Well one day, after Steel Eyes captured a 
  particularly valuable shipment of spice and sank the 
  navy ships a-guarding it, the Medigians got fed up with 
  him and sent a whole fleet after him. He holed up in 
  Steelholme and tried to fight them off. He did well for a 
  while and he and his men killed a whole bunch of them 
  Medigians before they finally got him. 
   
  “The naval captain in charge was pretty mad. He had 
  old Steel Eyes shacked to the walls of the fort. They 
  made him watch as his surviving men were hung, and 
  then sailed off leaving Steel Eyes to bake in the sun. 
   
  “As the sea gulls were pecking out his eyes, Steel 
  Eyes mutter a horrid curse. He cursed the walls to which 
  he was shackled, but mostly he cursed the Medigian 
  navy. 
   
  “As Steel Eyes breathed his last breath a powerful 
  storm arose. It smashed the Medigian fleet against the 
  cliffs and not one Medigian sailor made it home alive. 
   
  “There’s some that say old Steel Eyes still haunts the 
  halls of Steelholme. Don’t know that I credit the idea 
  much myself but that boy, Bergki swears he saw of Steel 
  Eyes. He’s usually hanging about somewhere down by 
  the pier. He’s more than eager to tell anyone who will 
  listen to him the tale.” 
   
  If the party goes down by the pier they can soon locate 
  Bergki. Two months ago, one of the local bandits dared 
  Bergki to spend the night in the Steelholme ruins. Once 
  night fell, some of the bandits rattled chains and made 
  moaning noises, While Dominal, the bandits’ sorcerer 
  created an illusion of the ghost of Steel Eyes. The 
  terrified teen ran from the ruins, tripping over obstacles 
  in the dark he managed to break his arm. Two days later 
  his friends who had camped well outside the ruins to 
  witness that he had actually spent the night, brought him 
  back to Hard Beach with a tale of battling Steel Eyes’ 
  ghost and barely escaping with his life. The bandits, on 
  the other hand, still regale each other with tales of 
  Bergki’s terrified flight from the ruins.  
   
  Read the following: 
   
  Going down to the pier it’s easy to find someone to point 
  out Bergki, a gangly red headed, freckled boy of around 
  
  Steelholme 
   
  Page 8 
  fifteen. He and two other teenage boys are standing at a 
  stone trough supposedly cleaning fish. The stench as 
  you approach makes your eyes water. A stack of fish lies 
  to the side awaiting the attention of the boys. However, 
  they’ve obviously forgotten the task they’re suppose to 
  be engaged in and are currently engaged in a more 
  entertaining enterprise, a fish gut fight. Fish entrails and 
  eyeballs are flying through the air.  
   
  As you approach the boys an eyeball smacks (chose 
  a character with the highest potential comic value, a 
  pretty female, a half-orc barbarian, etc.) in the forehead. 
  As a purple ichor flows down the side of (character 
  name) face, the boys turn and spot you. Their mouths 
  gape open with a look of horror. What do you do? 
   
  The boy’s reactions will depend on who was hit and what 
  the party’s reaction is. If the victim was a pretty female, 
  they will stammer apologies and try to clean off her face 
  with a dirty rag. If the victim was an intimidating fighter 
  or the party responses with anger the boys will take off 
  running and if the party wants to speak with Bergki, 
  they’ll have to catch him. If Bergki eludes the party its 
  easy to discover were he lives. Once the party explains 
  the eyeball incident to Bergki’s mother she will be more 
  than happy to bring him to the party to make amends. 
   
  However, this incident is resolved the party will 
  then be able to question Bergki about Steelholme and he 
  will relate the following tale: 
   
  “A couple months back some of the guys dared me to 
  spend the night at the Steelholme. So we hiked out 
  there and set up camp. Dav and Vortov stayed outside 
  while I took my bedroll and went inside to spend the 
  night. At first things were quiet but toward the middle 
  of the night I heard this rattling and moaning. First I 
  thought it was just the wind or something but than I saw 
  this green light headed toward me. When it got closer I 
  saw that it was old Steel Eyes himself. He still had 
  chains shackled to his hands and feet. I grabbed a brand 
  from the fire and tried to drive him off but it went right 
  through him. Then he knocked me across the room 
  breaking my arm. I tell you. I got out of there as fast as I 
  could.” 
   
  A DC 15 Sense Motive check will reveal that Bergki’s tale 
  up to the point that he grabbed a brand from the fire is 
  accurate but his attacking Steel Eyes with a firebrand and 
  the battle that followed is pure bravado. 
   
  Bergki will have no useful information about Steel 
  Eyes or the ruins. He stayed at the courtyard and never 
  actually entered the ruins themselves. If the characters 
  mention that they plan on investigating the ruins 
  themselves, he will tell them they’re crazy and urge them 
  to abandon their plan. 
   
   
  The Library: The Library is a small but ornate building in 
  the center of the town. Age-worn carvings of learned 
  figures adorn the walls and on either side of the main 
  doors is a statue. The one on the right represents Lydia, 
  while the one on the left, slightly smaller, represents 
  Delleb. 
   
  A beautiful staircase with elaborate carvings of 
  scrolls and books leads up to the double door. On each 
  door is fixed a large iron knocker. 
   
  The library looks completely out of place with the 
  rest of the town and also looks much, much older. 
   
  If the party goes to the library the librarian, Yellena 
  Fortenbrau and her helper Fare will meet them. 
   
  � Yellena Fortenbrau, female human (Flan/Oeridian), 
  Exp 9, AL NG 
  � Fare, male halfling, Exp 2, AL NG 
   
  Yellena is a middle-aged woman, very intelligent and very 
  friendly. She has maintained her good looks, though she 
  seems more interested in books than anything else. 
  Yellena comes over as a motherly figure, especially to 
  Fare (pronounced Far-é) who could be mistaken for her 
  grandson. 
   
  Fare is an ex-indentured servant who had his debt 
  paid off by Yellena and even though she insists he does 
  not owe her anything, Fare has stayed at the library and 
  become her assistant, beginning to learn the profession 
  of archivist. 
   
  If the party asks about Steelholme or Steel Eyes then 
  they will be told that it will take sometime to find the 
  information. It will take two days and all that will be 
  found is the information in Player’s Handout 1. 
   
   
  The party will find no other information in town. 
  However, the party’s activities will draw the attention of 
  the local bandit group who is using the ruins as a base of 
  operations. 
   
  The trip to Steelholme will take a little more than a 
  day and the party will have to camp for the evening. The 
  next morning they can approach Steelholme. 
   
  Before the party gets to Steelholme, have them roll a 
  Will save and a Listen check, these are for the encounter 
  in the courtyard with the illusion. Just smile nastily after 
  they have rolled and record the results for later. 
   
  Encounter 2: Scarecrow 
  Read aloud or paraphrase the following: 
   
  Nearing Steelholme, you are forced to travel a narrow 
  path along the face of a seaside cliff. While the road used 
  to be ten feet wide along its entire length, erosion and 
  time have taken their toll and in places the path is less 
  than a foot wide and loose rocks and scree make the 
  
  Steelholme 
   
  Page 9 
  footing treacherous. Fifty feet below, waves pound 
  against the cliff side. 
   
  Medium sized characters and animals will be able to able 
  to travel this path relatively safely. However at one 
  narrow point along the path the DM needs to have 
  characters make a DC 12 Balance or Climb check. Large 
  characters and animals need to make a DC 17 Balance or 
  Climb check. In addition, anyone trying to bring a large 
  animal along this path will need to make a successful DC 
  15 Handle Animal check at this point or the animal will 
  balk and refuse to travel past that point. 
   
   If a character fails a roll by more than five they will 
  slide off the path. Characters on either side of a falling 
  character may attempt to grab the falling character by 
  making a successful flat-footed touch attack. A character 
  grabbing a falling character must than make a DC (10+1 
  per 25 pounds of falling character and equipment) 
  Strength check or be pulled from the path themselves.  
   
  Give characters that fall from the path a DC 15 
  Reflex save to grab hold of the rough cliff surface 4d6 feet 
  below the path. Characters that are then clinging to the 
  cliff side may attempt to DC 15 (DC 5 if someone throws 
  them a rope) Climb  back up to the path (moving at ¼ 
  speed). 
   
  Characters that fall from the cliff will fall 50 ft. into 
  the turbulent surf below, taking 2d3 points of nonlethal 
  damage and 1d6 points of lethal damage. 
   
  Each round that a character is caught in the surf they 
  must make a DC 20 Swim check or be slammed into the 
  side of the cliff taking 1d6 points of damage each round. 
  The good news is that each time a character is slammed 
  into the side of the cliff, if they make a DC 15 Reflex save, 
  they can grab hold of the rocks. They can then attempt to 
  climb back up to the path on a DC 15, (DC 5 if someone 
  throws them a rope) Climb check. 
   
  Characters in the surf that make a successful Swim 
  check may attempt to cling to the rocky surface of the 
  cliff (DC 15 Reflex save) or swim far enough out from the 
  cliff that they are not in danger of being tossed into the 
  cliff. A character can safely dive from the path to the sea 
  below by making a successful DC 15 Swim or Tumble 
  roll. If they do so they are automatically far enough away 
  from the cliff to avoid being tossed into the side of the 
  cliff. 
   
  Once in the water, the only way out is to swim to the 
  rocks and climb out or swim ½ mile down the coast to a 
  beach. 
   
  Once the characters have made it past the narrow 
  spot, they can see the entrance to Steelholme (see the 
  DM Map of Steelholme). Read from the descriptions 
  below as the characters reach the indicated areas. 
   
   
   
   
   
  A: Entrance:  
   
  Coming around a bend in the path you see the gates of 
  Steelholme. On your right, ten feet wide weather worn 
  stone stairs lead downward. Straight ahead, on either 
  side of the gate, are two stone towers, their crumbling 
  tops around twenty feet up. The left tower is built right 
  into the side of the cliff at the bottom but is free 
  standing near the top. A ten-foot high stone wall is 
  abutted to the right tower and runs to the southeast. In 
  the distance you can see two more ragged towers, their 
  worn and partially collapsed silhouettes looking like the 
  last two teeth in an old hag’s mouth. 
   
  The stone floor between the towers slants upward 
  so that what is a ten foot stone wall on the outside of the 
  fort is only a three foot stone wall from the inside. It 
  looks like there may have been gates mounted to the 
  towers at one point in time but they are absent now. 
   
  If anyone checks the outside wall they will find two 
  rusting iron rings in the wall facing the sea between the 
  second and third towers. This is where Steel Eyes was 
  shackled to the walls. 
   
  B. Dock: If the characters decide to go down the stairs 
  read the following: 
   
  The ten-foot wide stairs curve down to the left, hugging 
  the face of the cliff. On the left, the stairs fall away to the 
  sea below. While weathered and worn, they look like 
  they could be traversed safely.  
   
  Allow characters to make any safety measures they want 
  and then continue.  
   
  Heading down the stairs, you turn a corner and then 
  continue downward to a flat 20-foot wide, stone ledge, 
  five feet above the surface of the sea. The ledge 
  continues on for about 60 feet. Sea spray has coated the 
  stone with salt water and the surface is pitted and worn. 
  Along the seaward edge, mussels cling to the surface 
  from the top to below the water line. 
   
  With a series of barks, several slick black shapes 
  dive from the ledge into the dark waters below. 
   
  This is the dock where Steel Eyes use to moor his ship, 
  the Swift Scimitar when he wasn’t out patrolling for 
  Medigian prizes. The remains of the Swift Scimitar, a few 
  rusted metal fittings, ballast stones, some old wine and oil 
  pottery jars and 200 gps worth of coins and jewels, now 
  lies on the sea floor 30 feet below the surface. 
   
  There is nothing of interest on the dock but if the 
  characters DC 5 Search the area, they will discover a 
  series of water and sea urchin filled, foot and a half 
  diameter, holes spaced at ten-foot intervals along the 
  
  Steelholme 
   
  Page 10 
  edge of the dock. There used to be wooden poles 
  embedded in these holes, to tie a ship off to, but they’ve 
  long since rotted away. 
   
  The slick black shapes are no more than a colony of 
  seals that has set up their home here. Anyone looking for 
  them will eventually spot them surfacing and swimming 
  around. 
   
  C. Towers: There a four towers, two at either side of the 
  entrance and two along the south wall. They are around 
  twenty feet tall but their tops are ragged and collapsed in 
  spots. Each tower has an entrance into the courtyard. 
  There used to be stairs winding around the inside of each 
  tower leading up to a wooden floor above, but both the 
  stairs and the floor have rotted away. The floor of each 
  tower is covered in three to five feet of earth and rocks. 
  Other than spider webs and centipedes, there is nothing 
  of interest in the towers. 
   
  D: Lower Interior Fortress: The lower fortress areas 
  consisting of the stable, kitchen/dining hall, and crew 
  barracks are now empty stone chambers. The walls are of 
  the limestone native to this area and the ceilings are eight 
  feet high. All the furnishings and even the doors have 
  rotted away. Other than minor vermin, rats, crabs, 
  raccoons and the like, there is nothing of importance in 
  these chambers. 
   
  D1. Stable: This area use to be the stable but it is now an 
  empty 20 ft. x 40 ft. stone chamber with a 10 ft. wide 
  doorway. There is a watering trough in the back fed by a 
  system that still feeds rainwater down to the trough. 
   
  D2. Kitchen/Dining Hall: This area used to be a dining 
  hall with a kitchen area in the back. A wooden wall use to 
  separate the two areas but it has rotted away. It is now a 
  30 ft. by 20 ft. stone chamber. In the back is a small basin 
  fed by the same water system that keeps the trough in the 
  stable full. In the back corner, near the basin are a fox 
  vixen and four kits. The vixen will growl and act 
  threatening but if pressed will run away leaving the kits. 
   
  D3. Crew Barracks: A 5 ft. wide hallway leads back into 
  the cliff 30 ft. 5 ft. in, there are corridors leading off on 
  both sides and the hallway ends in a T-intersection. Each 
  of the four corridors leads to a small 10 by 15 ft. room. 
  There is nothing of interest in any of the rooms. 
   
  E. Blacksmith: This area was a smithy. Over the years, 
  various visitors carted off most of the tools that were used 
  here. The door and the roof made of wood and thatch 
  have both rotted away. However, there is still a stone 
  block oven, used for heating metal and a large rusty iron 
  anvil. The anvil weighing 150 lbs. and is embedded into 
  the stone floor. Beneath the anvil is a small chamber 
  containing Steel Eyes’ most prized possession, a +1 ghost 
  touch scimitar, (see Steel Eyes in the appendix), which he 
  retains as a ghost. He hid it when he realized that the 
  Medigians were going to defeat him but before they 
  entered the fort. If a character specifically searches the 
  anvil and makes a DC 20 plus APL Search check, they 
  may determine that the floor directly beneath the anvil is 
  hollow. Moving the Anvil takes a DC 30 Strength check 
  (DC 25 with a crow bar). Doing so is the one activity 
  other than having Novaise enter the fort that will cause 
  Steel Eyes to manifest (see Appendix).  
   
  The scimitar is in a wooden case, laid on velvet. Both 
  the wood and the velvet have suffered with time. If Steel 
  Eyes does manifest, he will try to recover his sword and 
  then flee into the cliff face (remember that Steel Eyes has 
  Improved Disarm). Thus his primary target will be the 
  person carrying the scimitar. 
   
  Treasure: 
   
  Magic: +1 ghost touch scimitar (693 gp) 
   
   
  Courtyard: The bandits know that the party is coming to 
  investigate Steelholme. Dominal, the bandit sorcerer has 
  been tracking the progress of the party by utilizing his 
  familiar, a seagull. With the hundreds of other seagulls 
  filling the coastal skies, his seagull is completely 
  unremarkable. He and his helpers are going to attempt to 
  scare the party off with the same ploy that has worked for 
  them on many other occasions. When the party 
  approaches the X on the map, one of the bandits will 
  begin clanking chains. The sound echoing back and forth 
  between the cliff and the fort walls will make it very hard 
  to determine where the sound is coming from. A DC 35 
  Listen check will determine that the sound is coming 
  from the Upper Courtyard. Dominal, who has already 
  cast an invisibility spell on himself, will cast a silent 
  silent image and the ”Ghost of Steel Eyes” will manifest.  
   
  Read the following: 
   
  You are about half-way across the courtyard, when the 
  sounds of the surf, wind, and gulls screeching is joined 
  by a metallic clinking sound like that of chains on stone. 
  Slowly, a wavering form appears chained against the 
  stone cliff of the courtyard. An emaciated form of a sun-
  burned man glares at you with blue glowing eyes. 
  Pulling his chains from the cliff he lands on the 
  courtyard floor and begins advancing on you.  
   
  As the “Ghost of Steel Eyes” advances on the party, have 
  each of the players make a Will save (a disbelief roll for 
  later on). Record the results of the roll for latter use. 
  Smile wickedly at those players that rolled below 20 and 
  tell the players that nothing seems to have happened yet.  
   
  Have the players roll for initiative and run this 
  encounter as if it were an actual combat with the “Ghost 
  of Steel Eyes” acting on Dominal’s initiative. When a 
  
  Steelholme 
   
  Page 11 
  character rolls an attack roll that seems that it should hit 
  (AC 13 plus APL), ask them to roll 1d10. Regardless of 
  what they roll, inform the player that the blow seemed to 
  pass right through their opponent: 
   
  As your blow passes through your opponent without 
  effect, he grins at you wickedly and blows you a kiss.  
   
  When a player starts to question why their blow had no 
  effect when they rolled high on 1d10 roll one time and 
  low the other, consult their earlier Will save (DC 18 (14 
  plus 4 circumstance modifier). If it is high enough 
  inform that player that they notice that they can see 
  through their opponent. 
   
  If the “Ghost of Steel Eyes” makes a good attack roll, 
  roll 1d10. Scowl briefly and inform them: 
   
  The blow passes through you without effect. Your 
  opponent silently scowls in frustration and continues 
  his attacks. 
   
  Have the battle continue as long as the party continues to 
  attack the “Ghost” or until someone begins to climb the 
  stairs. Once it becomes clear that the party has figured 
  out that the ghost of Steel Eyes is an illusion, Dominal 
  and the bandits with him will dart into the Captain’s 
  chamber (F1), closing the door behind them. Have 
  players make a DC 15 Listen check to hear the sound. 
  Dominal and his three bandit pals will then flee through 
  the secret door and down the passages.  
   
  If the party manages to prevent Dominal and his 
  bandits from fleeing, run the combat now. Otherwise 
  don’t worry; we’ll see them again when the characters 
  return with Novaise. 
   
  APL 2 (EL 5) 
  � Dominal: male human, Sor4; hp 21(see Appendix 2). 
  � Thugs (4): male human, War1: hp 10 (see Appendix 
  2). 
   
  APL 4 (EL 6) 
  � Dominal: male human, Sor4; hp 21 (see Appendix 3). 
  � Fighters (2): male human, Ftr1: hp 12 (see Appendix 
  3). 
  � Rogue: female human, Rog2: hp 12 (see Appendix 3). 
   
  APL 6 (EL 8) 
  � Dominal: male human, Sor6; hp 31 (see Appendix 4). 
  � Fighter: male human, Ftr2: hp 20 (see Appendix 4). 
  � Rogue: female human, Rog4: hp 22 (see Appendix 4). 
   
  APL 8 (EL 11) 
  � Dominal: male human, Sor8; hp 41 (see Appendix 5). 
  � Fighters (2): male human, Ftr3: hp 28 (see Appendix 
  5). 
  � Rogue: female human, Rog6: hp 32 (see Appendix 5). 
   
  Treasure: 
   
  APL 2: Loot: 69 gp; 
   
  APL 4: Loot: 65 gp;  
   
  APL 6: Loot: 253 gp;  
   
  APL 8: Loot: 452 gp; Magic: +1 rapier  (110 gp); cloak 
  of charisma +2 (333 gp). 
   
  Upper Courtyard: Thirteen feet above the Lower 
  Courtyard is the Upper Courtyard. This is the area where 
  Dominal and his bandit friends were. It can be reached 
  by climbing the stone stairs to the side of the smithy. 
  When they reach the top of the stairs they can see three 
  closed wooden doors. If the characters examine the 
  doors, they may note that they are much newer then the 
  rest of the ruins. The wood, while gray, is sound and solid 
  and the hinges have only a light coating of rust. If a 
  character with the Track feat checks for tracks (a DC 19 
  Survival check) they will note that people have been 
  using this area recently. Making a DC 24 Survival check 
  will reveal that the most recent tracks entered the door 
  on the left. 
   
  F1: Captain’s Quarters: This 15 by 15 ft. room was 
  formally the quarters of Captain Steel Eyes himself. 
  Dominal and his bandits have been using the area as 
  sleeping quarters. There are four bedrolls, and some loose 
  items scattered about, a dirty shirt, a torn pair of pants, a 
  small bag with three dice, and three short lengths of rusty 
  chain. A DC 19 Survival check will indicate fresh tracks 
  all about the chamber and coming to and from this 
  chamber. If a character makes a DC 24 Survival check, 
  they will note there are several sets of tracks leading to 
  and from the center of the rear wall of the chamber. 
   
  There is a secret stone door at the rear of the 
  chamber (be sure to roll secretly for any elves or dwarves 
  in the party). The door can be located with a DC 15 plus 
  APL Search check. The door can be opened by pushing a 
  small section of stone to the right of the door, locate with 
  a DC 23 plus APL Search check). 
   
  � Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; DC 
  28 Break 
   
  F 2 & 3: Mate & Wizard Quarters: These two 15 by 15 ft. 
  rooms were formerly the quarters of Steel Eyes’ first mate 
  and ship’s wizard. While the bandits sometimes use them 
  as quarters or hideout, currently they are empty. 
   
  If the characters find and go through the secret door 
  in F1, then go on to Encounter 3: What’s For Lunch. This 
  route will eventually lead them safely outside. If the 
  character do not find the secret door or can’t find away to 
  open it, they can return back to Hard Beach via the same 
  route they came. Go to Encounter 4: Vengeance is Mine. 
   
  
  Steelholme 
   
  Page 12 
  Encounter 3: What’s for Lunch 
  Once the party has made it past the secret door in room 
  F1 they will find themselves in a pitch-dark corridor that 
  winds to the left and up and down. The corridor is mostly 
  natural, although it has been widened and smoothed in 
  spots to make travel easier. A successful DC 19 Survival 
  check will reveal that a group of people has traveled this 
  way quite recently. A DC 24 Survival check will reveal 
  how many (see above - Dominal and his bandit friends) 
  were in the group.  
   
  G: Phantom Fungus: When the party nears area G they 
  will notice a soft blue glow coming form ahead. Have 
  them make a DC 15 Listen check. On a successful roll 
  they notice a series of crunching and slurping sounds. 
  The sound is that of the chamber’s guardian phantom 
  fungi. The bandits keep the partially trained fungi here as 
  a guardian. When they come through the chamber, they 
  blow a whistle and toss the fungi something edible. The 
  fungi leave them alone while it devours the offering. 
  Unfortunately for the PCs, if someone enters the 
  chamber without first blowing a whistle, the fungi will 
  stop what it is doing and attack. 
   
  When someone moves forward, read the following: 
   
  After traveling up and down and mostly to the left for 
  about 50 feet, the corridor opens up in to a somewhat 
  round 30-foot diameter chamber. Stalactites hang from 
  the ceiling 40-feet above you. Water drips from the 
  ceiling into small puddles with a constant dripping 
  sound. Patches of some strange fungi bath the area in an 
  eerie blue glow. 
   
  A strange and somewhat disturbing sight greets 
  your eyes. Hanging about four feet in the air is the rear 
  half of a goat. As you watch a large chunk of the goats 
  disappears and you hear a crunching slurping sound. 
  Abruptly, the goat carcass falls to the ground.  
   
  APL 2 (EL 3) 
  � Phantom Fungus: hp 19; see Monster Manual page 
  207. 
   
  APL 4 (EL 5) 
  � Advanced Phantom Fungus: hp 53; see Appendix 3. 
   
  APL 6 (EL 7) 
  � Advanced Phantom Fungus (2): hp 60; see Appendix 
  4 
   
   
  APL 8 (EL 8) 
  � Advanced Phantom Fungus (3): hp 60; see Appendix 
  5. 
   
  Tactics: At APLs 2 & 4: The phantom Fungus charges for 
  the nearest character (its original position is directly 
  opposite the entrance). From here on it will not move 
  and always strike at the last character that did it damage. 
  If two PCs hit it in the same round it will attack the one 
  that hurt it the most. At APL 4 the Fungus will stop its 
  charge when the character is within reach (i.e. it has a 10 
  ft reach). 
   
  At APLs 6 & 8: The Phantom Fungus is unable to see 
  invisible creatures, so it will not know where its 
  companions are. Thus they are positioned to take 
  maximum advantage of their reach, without having to 
  move. 
   
  At APL 6 there is a Fungus on either side of the 
  entrance, so the PCs will see the carcass on their left. 
   
  At APL 8 in addition to the Fungus either side of the 
  door there will be one opposite the entrance. In this case 
  it will not charge, waiting for dinner to come to it, and its 
  friends. 
   
  Remember that these are not animals but plants, so 
  charm animal or calm animals will not work on them. 
   
  H: Treasure Chamber: Once the characters have made it 
  past the Phantom Fungus, they will continue on through 
  a winding corridor an additional 80 feet when the 
  corridor opens up in to a large bi-level chamber. The first 
  part of the chamber is 15 feet higher then the lower part 
  of the chamber. The two parts are connected by a 
  stairway. Against one wall of the lower chamber is 
  stacked a collections of barrels and crates--the loot from 
  the bandit’s raids. They contain barrels of wine, bolts of 
  cloth, and crates of other trade goods. The goods are 
  bulky and would require a wagon to transport. If the 
  characters do not find Steel Eyes’ scimitar, use these good 
  to supplement the treasure the character receive (50 gp 
  per APL per character). On the far side of the chamber 
  the corridor continues on. 
   
  Treasure: 
   
  APL 2: Loot 100 gp 
   
  APL 4: Loot 200 gp 
   
  APL 6: Loot 300 gp 
   
  APL 8: Loot 400 gp 
  DM Note: If the characters bring Novaise back to the 
  ruins via the secret tunnel, this is where they will 
  encounter the bandits and the real Steel Eyes ghost. The 
  bandits have left the caves and will not return for 4 days, 
  so the party, may, if they wish set up an ambush and wait 
  for them. 
   
  Once the characters have searched through the 
  bandit’s loot, they can continue on through the tunnels 
  and emerge outside. From there it is a trip of a little over 
  of day to reach Hard Beach to the south. 
   
  
  Steelholme 
   
  Page 13 
   
  Encounter 4: Vengeance is Mine 
  Assuming the characters took a little over a day to get to 
  Steelholme, a day to investigate the ruins and a little over 
  a day to get back the party will have three days to kick 
  around Hard Beach before he arrives back in town. 
   
  Arriving back at Hard Beach, you have a few days to wait 
  for Novaise to arrive back in town. The Innkeeper at 
  “The Induchines’ Rest” informs you that rooms have 
  been arranged and paid for so you’re free to wait there if 
  you wish. 
   
  Two days have passed when word spreads that 
  Novaise’s ship has dropped anchor off shore. 
   
  The party can go down to the shore and wait for Novaise’s 
  long boat to be rowed to shore are they can wait and “The 
  Induchines’ Rest”. Whichever course they choose, 
  Novaise will greet them warmly. 
   
  “Greetings, my friends, I see that you’ve made it back. I 
  hope things have gone well. Tell me about Steelholme 
  and what you found there.” 
   
  Note: The stats for Novaise are in Appendix 1. 
   
  Allow characters to tell Novaise about Steelholme in 
  their own words. Novaise’s response will depend upon 
  what the characters tell him and well be up to you, the 
  DM. 
   
  Novaise will ask whether they think it would be safe 
  for him to see Steelholme now. Provided the character 
  respond a somewhat reassuring response, Novaise will 
  respond with: 
   
   “Excellent, I’m sure that with such experienced 
  adventurers acting as my guide, that things will be just 
  fine. We’ll leave first thing tomorrow morning.” 
   
  The trip back to Steelholme will take place without 
  incident. Party members may then take Novaise through 
  the secret tunnel, if they discovered it or they might 
  escort him along the path. 
   
  While the party has been waiting for Novaise, 
  Dominal and his bandits have been busy. They have 
  planned a little surprise for Novaise and the PCs. The 
  location of this surprise depends on whether the party 
  takes the cliff-side path or the secret entrance. If they 
  take the cliff-side path then the bandits will attack while 
  the party is in the courtyard. If they take the secret 
  entrance, the bandits will attack in room H. 
   
  However, the bandits are in for a surprise 
  themselves. The ghost of Steel Eyes is more than just a 
  local legend. However, the circumstances of his 
  manifestation are rather specific. He will only manifest if 
  a descendant of the Medigian naval officers who had him 
  shackled to the walls enters the ruins (or if someone tries 
  to pry up the anvil in the smithy where his possessions 
  are stored). Unfortunately for Novaise, one of those 
  Medigian naval officers left behind quite a few children, 
  and Novaise just happens to be a descendant. Shortly 
  after Novaise enters the ruins the ghost will manifest and 
  attempt to kill Novaise.  
   
  When party members enter the appropriate areas 
  have them make Spot checks vs the bandits worst Hide 
  check. Those that make the check can act on the surprise 
  round. The bandits will attack the party while Dominal 
  on the level above will attack with spells or crossbow. 
   
  Three rounds after the initial full round of combat, 
  the Ghost of Steel Eyes will manifest.  
   
  Read the following: 
   
  As you fight your foes, suddenly a translucent image of a 
  man with glowing blue eyes rises up through the floor. 
  With a look of pure hate, he glares about at everyone.  
   
  At APLs 6 & 8, this is his Horrific Appearance affecting 
  PCs and bandits alike. 
   
  Finally his gaze settles upon your employer, Novaise. 
  The ring of steel on steel rings out as he draws a very real 
  looking scimitar and advances on Novaise. 
   
  Note to DM: At lower APL 2: Novaise has access to the 1
  st 
  level magic spell magic weapon in case none of the player 
  characters have access to a magic weapon. His first action 
  will be to cast this spell on the weapon of the party 
  fighter closes to him. He will then cast expeditious 
  retreat and flee. 
   
  Steel Eyes’ goal is to use his Malevolence ability to 
  possess Novaise and then have Novaise kill himself. He 
  will ignore the bandits and the party unless they attack 
  him. If the party attacks the ghost, he will respond by 
  attacking them. 
   
  The bandits will at first assume that the Ghost is 
  another of Dominal’s illusionary ghosts. However, when 
  it begins attacking and doing real damage (immediately 
  at APL’s 6 & 8) the bandits will realize their error and 
  attempt to flee. 
   
  Bandits: 
   
  APL 2 (EL 5) 
  � Dominal: male human, Sor4; hp 21; see Appendix 2. 
  � Thugs (4): male human, War1: hp 10; see Appendix 
  2. 
   
  APL 4 (EL 6) 
  � Dominal: male human, Sor4; hp 21; see Appendix 3. 
  � Fighters (2): male human, Ftr1: hp 12; see Appendix 
  3. 
  � Rogue: female human, Rog2: hp 12; see Appendix 3. 
  
  Steelholme 
   
  Page 14 
   
  APL 6 (EL 8) 
  � Dominal: male human, Sor6; hp 31; see Appendix 4. 
  � Fighter: male human, Ftr2: hp 20; see Appendix 4. 
  � Rogue: female human, Rog4: hp 22; see Appendix 4. 
   
  APL 8 (EL 11) 
  � Dominal: male human, Sor8; hp 41; see Appendix 5. 
  � Fighters (2): male human, Ftr3: hp 28; see Appendix 
  5. 
  � Rogue: female human, Rog6: hp 32; see Appendix 5. 
   
  Steel Eyes: 
   
  APL 2 (EL 4) 
  � Steel Eyes: medium undead (ghost, augmented 
  human) (incorporeal), Ftr2; hp 19; see Appendix 1. 
   
  APL 4 (EL 7) 
  � Steel Eyes: medium undead (ghost, augmented 
  human) (incorporeal), Ftr5; hp 40; see Appendix 2. 
   
  APL 6 (EL 9) 
  � Steel Eyes: medium undead (ghost, augmented 
  human) (incorporeal), Ftr7; hp 54; see appendix 3. 
   
  APL 8 (EL 11) 
  � Steel Eyes: medium undead (ghost, augmented 
  human) (incorporeal), Ftr9; hp 68; see Appendix 4. 
   
  Treasure: 
   
  APL 2: Loot: 69 gp; 
   
  APL 4: Loot: 65 gp;  
   
  APL 6: Loot: 253 gp;  
   
  APL 8: Loot: 452 gp; Magic: +1 rapier  (110 gp); cloak 
  of charisma +2 (333 gp). 
   
   
  All APLs: Magic: +1 ghost touch scimitar (693 gp) 
   
  Conclusion 
  If Novaise survives the encounter with Steel Eyes, he will 
  be very grateful.  
   
  “Thank you, my friends! I don’t know why that ghost 
  attacked me, but without your intervention, he would 
  have had me for sure. Rest assured, I will do everything 
  within my power to see that your bravery is suitably 
  rewarded.  
   
  Novaise will pay party members double the agreed upon 
  fee. He will also use his influence to grant party members 
  access to certain items. 
   
  � Influence of Novaise: If the character stopped the 
  Ghost of Steel Eyes from killing him, Novaise is very 
  grateful that you saved him from the Ghost of Steel Eyes. 
  He has used his influence to grant you one time regional 
  access to one of the following items: 
  immovable rod (DMG p. 231) 5,000 gp 
  ioun stone, pale blue rhomboid (DMG 260) 8,000 gp 
  rope of climbing (DMG 266) 3,000 gp 
  vest of escape (DMG 268) 5,200 gp 
  ring of swimming (DMG 233) 2,500 gp 
  Upgrade a weapon with the screaming Special Ability 
  (A&EG 97) +1 bonus 
   
  If Novaise doesn’t survive there will be no one left to pay 
  the party. They can take his body back to Hard Beach and 
  notify his ship. The ship will take Novaise’s body to a 
  place where he can be raised and Novaise will send the 
  party the agreed upon fee. 
   
  After the battle, if no one thinks of it on their own, 
  have a party member make a DC 20 Knowledge (religion) 
  roll to realise that ghost must have the actual physical 
  object of items they use near to them. With that 
  knowledge they may decide to search the ruins to find 
  Steel Eyes stash beneath the anvil in the smithy. 
   
  Novaise’s Payment: The characters can earn more gold if 
  they used Diplomacy to negotiate a higher fee at the start 
  of the adventure. In addition Novaise will pay the 
  characters a bonus, double the agreed upon fee, if they 
  save him from Steel Eyes’ Ghost. 
   
  APL 2: Base: 20 gp  
   
   
    Negotiated up: 24 gp 
   
   
    Base w/ Bonus: 40 gp 
   
   
    Negotiated up w/ Bonus: 48 gp 
   
  APL 4: Base: 40 gp  
   
   
    Negotiated up: 50 gp 
   
   
    Base w/ Bonus: 40 gp 
   
   
    Negotiated up w/ Bonus: 100 gp 
   
  APL 6: Base: 60 gp  
   
   
    Negotiated up: 75 gp 
   
   
    Base w/ Bonus: 120 gp 
   
   
    Negotiated up w/ Bonus: 150 gp 
   
  APL 8: Base: 80 gp  
   
   
    Negotiated up: 100 gp 
   
   
    Base w/ Bonus: 160 gp 
   
   
    Negotiated up w/ Bonus: 200 gp 
   
  The End 
   
   
   
   
   
   
   
  
  Steelholme 
   
  Page 15 
  Campaign  
  Consequences 
   
  1. 
  Was Steel Eyes destroyed? If so did he 
  rejuvenate? 
  2. 
  Was Novaise killed? 
  3. 
  Did any bandits survive? If so which ones. 
  4. 
  Did the players find the sword? 
   
   
  The End 
   
  
  Steelholme 
   
  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 3: What’s for Lunch 
  Defeat the Phantom Fungi  
  APL2  
     90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  240 XP 
   
  Encounter 4: Vengeance is Mine 
  Defeat Steel Eyes 
  APL2  
  120 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
   
  Encounter 2: Scarecrow OR 
  Encounter 4: Vengeance is Mine 
  Defeat the bandits 
  APL2  
  150 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  330 XP 
   
  Save Novaise 
  APL2  
  45 XP  
  APL4  
  67 XP  
  APL6  
  90 XP  
  APL8  
  112 XP  
   
  Discretionary Role-playing Award 
  APL2  
  45 XP  
  APL4  
  68 XP  
  APL6  
  90 XP  
  APL8  
  113 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Bandit Equipment: 
   
  APL 2: Loot: 69 gp; 
   
  APL 4: Loot: 65 gp;  
   
  APL 6: Loot: 253 gp;  
   
  APL 8: Loot: 452 gp; Magic: +1 rapier  (110 gp); cloak 
           of charisma +2 (333 gp). 
   
  Bandit Loot (Trade goods): 
   
  APL 2: Loot 100 gp 
   
  APL 4: Loot 200 gp 
   
  APL 6: Loot 300 gp 
   
  APL 8: Loot 400 gp 
   
  Steel Eyes’ Scimitar: (at all APL’s) 
   
  Magic: +1 ghost touch scimitar (693 gp) 
   
  Novaise’s Payment: The characters can earn more gold if 
  they used Diplomacy to negotiate a higher fee at the start 
  of the adventure. In addition Novaise will pay the 
  
  Steelholme 
   
  Page 17 
  characters a bonus, double the agreed upon fee, if they 
  save him from Steel Eyes’ Ghost. 
   
  APL 2: Base: 20 gp  
   
   
    Negotiated up: 24 gp 
   
   
    Base w/ Bonus: 40 gp 
   
   
    Negotiated up w/ Bonus: 48 gp 
   
  APL 4: Base: 40 gp  
   
   
    Negotiated up: 50 gp 
   
   
    Base w/ Bonus: 40 gp 
   
   
    Negotiated up w/ Bonus: 100 gp 
   
  APL 6: Base: 60 gp  
   
   
    Negotiated up: 75 gp 
   
   
    Base w/ Bonus: 120 gp 
   
   
    Negotiated up w/ Bonus: 150 gp 
   
  APL 8: Base: 80 gp  
   
   
    Negotiated up: 100 gp 
   
   
    Base w/ Bonus: 160 gp 
   
   
    Negotiated up w/ Bonus: 200 gp 
   
   
  Total Possible Treasure 
   
  APL 2: Loot: 169 gp; Coin: 48 gp; Magic: 693 gp - 
  Total: 910 gp  
  (Cap 450 gp) 
   
  APL 4: Loot: 265 gp; Coin: 100 gp; Magic: 693 gp - 
  Total: 1058 gp  
  (Cap 650 gp) 
   
  APL 6: Loot: 553 gp; Coin: 150 gp; Magic: 693 gp - 
  Total: 1,396 gp  
  (Cap 900 gp) 
   
  APL 8: Loot: 761 gp; Coin: 200 gp; Magic: 1220 gp - 
  Total: 2181 gp  
  (Cap 1300 gp) 
   
  Special 
   
  � Influence of Novaise: If the character stopped the 
  Ghost of Steel Eyes from killing him, Novaise is very 
  grateful that you saved him from the Ghost of Steel Eyes. 
  He has used his influence to grant you one time regional 
  access to one of the following items: 
  immovable rod (DMG p. 231) 5,000 gp 
  ioun stone, pale blue rhomboid (DMG 260) 8,000 gp 
  rope of climbing (DMG 266) 3,000 gp 
  vest of escape (DMG 268) 5,200 gp 
  ring of swimming (DMG 233) 2,500 gp 
  Upgrade a weapon with the screaming Special Ability 
  (A&EG 97) +1 bonus 
   
  � Blood Feud with the Induchine Clan: 
  The character named above is now involved in a Blood 
  Feud with the Indichine Clan. From now on, whenever 
  your character participates in an adventure set in, or 
  passing through, The Dullstrand, there is a chance that 
  the Induchine Clan will recognise you and demand 
  revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 
  secretly to determine whether or not you are recognised 
  and pursued. This roll can be modified by the use of the 
  Luck domain or a similar luck-based reroll power. On a 
  roll of a 1 you have been recognised and at some point 
  during the scenario are faced with irate members of the 
  Induchine clan baying for your blood. 
   
  If you make a DC 10 Disguise check as soon as you 
  enter The Dullstrand you will not be recognised at all. 
   
  The Induchine will demand a Blood payment from 
  you of 5000 gp or your life. If you are unable or refuse to 
  pay you will be killed, but may be raised and the Blood 
  feud is considered over. You may cross this off the 
  certificate. 
   
  If at anytime you gain a favour with the Induchine 
  Clan, you may exchange it in return for the removal of 
  the Blood Feud. 
   
  � Wraithreaver (+1 ghost touch scimitar): Novaise has 
  the famed pirate Steel Eye’s +1 ghost touch scimitar, 
  Wraithreaver. He has agreed to sell it back to you once 
  you can afford it. Wraithreaver is a cutlass forged in the 
  bladeshop of the famed Hurgrenn the Artificer in Rel 
  Astra in the 2
  nd century CY.  It bears platinum inlaid 
  runes along the curving black steel blade and has 
  Hurgrenn’s sun and anvil hallmark embossed into the 
  pommel.  (Regional; CL 9th; DMG 224 8,315 gp). 
   
  � Blood Feud with the Induchine Clan: 
  The character named above is now involved in a Blood Feud with the 
  Indichine Clan. From now on, whenever your character participates in 
  an adventure set in, or passing through, The Dullstrand, there is a 
  chance that the Induchine Clan will recognise you and demand 
  revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 secretly to 
  determine whether or not you are recognised and pursued. This roll can 
  be modified by the use of the Luck domain or a similar luck-based reroll 
  power. On a roll of a 1 you have been recognised and at some point 
  during the scenario are faced with irate members of the Induchine clan 
  baying for your blood. 
   
  If you make a DC 10 Disguise check as soon as you enter The 
  Dullstrand you will not be recognised at all. 
   
  The Induchine will demand a Blood payment from you of 5000 gp 
  or your life. If you are unable or refuse to pay you will be killed, but may 
  be raised and the Blood feud is considered over. You may cross this off 
  the certificate. 
   
  If at anytime you gain a favour with the Induchine Clan, you may 
  exchange it in return for the removal of the Blood Feud. 
  
  Steelholme 
   
  Page 18 
  Items for the Adventure Record 
   
   
  Item Access 
  APL 2 
  � +1 ghost touch scimitar (8,315 gp, Regional, CL 
  9
  th, DMG 224) One time access only 
   
  APL 4 (All of APL 2 plus the following) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Mithral shirt (1,100 gp, Adventure, DMG 220) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � cloak of charisma +2 (4,000 gp, Adventure, 
  DMG 253) 
  � Heavy Darkwood shield (257 gp, Adventure, 
  DMG 283) 
   
   
  � Wraithreaver (+1 ghost touch scimitar): Novaise has the 
  famed pirate Steel Eye’s +1 ghost touch scimitar, Wraithreaver. He 
  has agreed to sell it back to you once you can afford it. 
  Wraithreaver is a cutlass forged in the bladeshop of the famed 
  Hurgrenn the Artificer in Rel Astra in the 2
  nd century CY.  It bears 
  platinum inlaid runes along the curving black steel blade and has 
  Hurgrenn’s sun and anvil hallmark embossed into the pommel. 
  (Regional; CL 9th; DMG 224 8,315 gp) 
   
  � Blood Feud with the Induchine Clan: The character named 
  above is now involved in a Blood Feud with the Indichine Clan. 
  From now on, whenever your character participates in an 
  adventure set in, or passing through, The Dullstrand, there is a 
  chance that the Induchine Clan will recognise you and demand 
  revenge (see module for full details). 
   
   
   
   
  � Influence of Novaise: If the character stopped the Ghost of
  Steel Eyes from killing him, Novaise is very grateful that you
  saved him from the Ghost of Steel Eyes. He has used his influence
  to grant you one time regional access to one of the following
  items: 
  immovable rod (DMG p. 231) 5,000 gp 
  ioun stone, pale blue rhomboid (DMG 260) 8,000 gp 
  rope of climbing (DMG 266) 3,000 gp 
  vest of escape (DMG 268) 5,200 gp 
  ring of swimming (DMG 233) 2,500 gp 
  Upgrade a weapon with the screaming Special Ability (A&EG 97) 
  +1 bonus 
   
  
  Steelholme 
   
  Page 19 
  Appendix 1: 
  All APLs 
   
  Novaise: Male human, Rog2/Sor2/Ari2; CR 6; HD 
  2d4+2d6+2d8+6 (33); Int +2; Spd 30 ft; AC 19, touch 14, 
  flat footed 17; Base atk +3; Grp +4; Atk +6 melee 
  (1d6+2/16-20, +1 keen rapier) or +6 melee (1d4+1/19-
  20, dagger) or +6 ranged (1d4+1/19-20, hand crossbow); 
  Full Atk +6 melee (1d6+2/16-20, +1 keen rapier) or +6 
  melee (1d4+1/19-20, dagger) or +6 ranged (1d4+1/19-
  20, hand crossbow); SA Sneak attack +1d6; 
  SQ Evasion; AL CN; SV Fort +1, Ref +5, Will +6; Str 12, 
  Dex 14, Con 12, Int 14, Wis 10, Cha 15. 
   
  Skills and Feats: Appraise +7, Bluff +13, 
  Concentration 
  +6, 
  Diplomacy 
  +15, 
  Gather 
  Information +9, Hide +4, Knowledge (arcana) +9, 
  Knowledge (geography) +7, Knowledge (nobility) +7, 
  Listen +2, Move Silently +4, Open Locks +4, Search 
  +4, Sense Motive +6, Sleight of Hand +6; Dodge, 
  Negotiator, Persuasive, Weapon Finesse. 
   
  Evasion: On a successful Reflex save against an 
  attack that normally deals ½ damage you take no 
  damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity Bonus or you are flanking 
  them, you inflict an extra 1d6 damage. 
   
  Possessions: +1 mithral shirt, ring of protection 
  +2, +1 keen rapier, wand of magic missile (3
  rd level). 
   
  Spells Known (6/5; base DC = 12 + spell level): 
  0—acid 
  splash, 
  detect 
  magic, 
  detect 
  poison, 
  prestidigitation, read magic; 1st—expeditious retreat, 
  (At APL 2 magic weapon), (at other APL’s magic 
  missile). 
   
  Physical Description: Novaise is 5’9” with black 
  hair and goatee, he is immaculately groomed and 
  finely dressed. He has a rapier on his right hip. 
   
  Kronk: Male half-orc Bbn6; CR6; Medium Humanoid 
  (half-orc); HD 6d12+24; hp 71; Init +1; Spd 30ft.; AC 
  17, touch 11, flatfooted 16; Base Atk +6/+1; Grp +10; 
  Atk +11 melee (1d12+6, greataxe); Full Atk +11/+6 
  melee (1d12+6, greataxe); SA Rage; SQ Darkvision 
  60ft, uncanny dodge; AL N; SV Fort +9, Ref +3, Will 
  +0; Str 19, Dex 13, Con 18, Int 8, Wis 6, Cha 9 
   
  Skills and Feats: Climb +3, Jump +1, Listen +6, 
  Survival +6, Swim +1; Blind-Fight, Power Attack, 
  Weapon Focus (greataxe)  
   
  Possessions: Greataxe, splint mail. 
   
   
  
  Steelholme 
   
   
  20 
  Appendix 2: 
  APL 2 
  Bandits: 
  Dominal: Male human (Oeridian), Sor4; CR 4; HD 
  4d4+8 (21); Int +5; Spd 30 ft; AC 15, touch 11, flat 
  footed 14 Base atk +2; Grp ++2; Atk +2 melee (1d8/x3, 
  longspear) or +2 melee (1d4+1/19-20, dagger) or +3 
  ranged (1d8, light crossbow); Full Atk +2 melee 
  (1d8/x3, longspear) or +2 melee (1d4+1/19-20, dagger) 
  or +3 ranged (1d8, light crossbow); SQ Seagull familiar; 
  AL CN; SV Fort +3, Ref +2, Will +4; Str 10, Dex 12, Con 
  14, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration +9, 
  Diplomacy +5, Intimidate +5, Knowledge (arcana) +8, 
  Spellcraft +10; Eschew Materials, Improved Initiative, 
  Silent Spell. 
   
  Possessions: Longspear, light crossbow, dagger. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0—detect magic, detect poison, ghost sound, mage 
  hand, read magic, touch of fatigue; 1st—mage armor, 
  magic missile, silent image; 2nd—invisibility 
   
  Physical Description: Dominal is 5’6” with black 
  hair and green eyes. He is wearing no armor and 
  carries a longspear and crossbow. 
   
  Thugs: Male human, War1; CR 1/2; HD 1d8+2 (10); Int 
  +1; Spd 30 ft; AC 17, touch 11, flat footed 16; Base atk 
  +1; Grp +4; Atk +5 melee (1d8+3/19-20, longsword) or 
  +2 ranged (1d8/x3, longbow); Full Atk +5 melee 
  (1d8+3/19-20, longsword) or +2 ranged (1d8/x3, 
  longbow); AL CN; SV Fort +4, Ref +1, Will -1; Str 16, 
  Dex 12, Con 14, Int 10, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animals +2, 
  Jump +1; Power Attack, Weapon Focus (longsword). 
   
  Possessions: Longsword, longbow, chain shirt, 
  heavy wooden shield. 
   
  Encounter 3: What’s for Lunch 
  Phantom Fungus: CR 3; Medium plant; HD 2d8+6; hp 
  19; Init +0; Spd 20 ft.; AC 14, touch 10, flat-footed 14; 
  [+4 natural]; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, 
  bite); Full Atk +3 melee (1d6+3, bite); SQ Low-light 
  vision, plant traits, greater invisibility; AL N; SV Fort 
  +6, Ref +0, Will +6; Str 14, Dex 10, Con 16, Int 2, Wis 
  11, Cha 9. 
   
   
  Skills and Feats: Listen +4, Move Silently +6, Spot 
  +4; Alertness. 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking. It works like greater invisibility (caster 
  level 12
  th) and last as long as the phantom fungus is 
  alive. This ability is not subject to the invisibility purge 
  spell. A phantom fungus becomes visible one minute 
  after it is killed.  
   
  Monster Manual page 207. 
   
  Encounter 4: Vengeance is Mine 
  Steel Eyes: Medium Undead (Augmented Human) 
  (Incorporeal), Ftr2; CR 4; HD 2d12 (19); Int +1; Spd Fly 
  30 ft. (perfect); AC 14 (touch 14, flat footed 13); Base 
  atk +2; Grp +5; Atk +7 melee (1d6+4/18-20, +1 ghost 
  touch scimitar); Full Atk +7 melee (1d6+4/18-20, +1 
  ghost touch scimitar); SA Frightful moan, malevolence, 
  telekinesis; SQ Turn resistance +4, manifestation, 
  incorporeal traits, rejuvenation; AL CE; SV Fort +6, Ref 
  +1, Will +0; Str 16, Dex 12, Con -, Int 14, Wis 10, Cha 
  16. 
   
  Skills and Feats: Climb +8, Hide +9, Intimidate +8, 
  Jump +8, Listen +8, Profession (sailor) +2, Search +10, 
  Spot +8, Swim +8; Combat Expertise, Power Attack, 
  Cleave, Weapon Focus (scimitar). 
   
  Possessions: +1 ghost touch scimitar. 
   
  Incorporeal 
  Traits: 
  only 
  other 
  incorporeal 
  creatures, magic weapons or creatures, spells, and spell-
  like abilities harm Steel Eyes. He is immune to all non-
  magical attack forms. Even when hit by spells or magic 
  weapons, there is a 50% miss chance (except for 
  positive energy, negative energy, force effects, and 
  attacks made with ghost touch weapons).  
   
  He has no natural armor bonus but a deflection 
  bonus equal to his Charisma bonus. 
   
  He can enter or pass through solid objects, but 
  must remain adjacent to the object’s exterior, and 
  cannot pass through an object whose space is larger 
  than his own. He can sense the presence of creatures or 
  object within a square adjacent to his location, but they 
  have total concealment (50% miss chance). In order to 
  see further or attack normally he must emerge. While 
  inside an object Steel Eyes has total cover, but when he 
  attacks he only has cover and creatures outside with a 
  readied action could attack. He cannot pass through a 
  force effect. 
   
  Ghost attacks pass through (ignore) natural armor, 
  armor, and shields. Deflection bonuses and force effect 
  still apply. Ghosts pass through and operate in water as 
  easily as air. Ghost cannot fall. They cannot trip or 
  grapple or be tripped or grappled. They cannot move or 
  manipulate an opponent or its equipment. Ghosts have 
  no weight and do not set off traps triggered by weight. 
   
  Ghosts make no sound unless they wish to. Ghost 
  can move at full speed even when they can’t see. 
  Except for ghost touch weapons, a ghost uses its 
  Dexterity modifier to melee and ranged attacks. 
   
  Rejuvenation (Su): With a successful level check 
  (1d20+2) (DC 16), Steel Eyes’ “destroyed” spirit will 
  restore itself in 2d4 days. 
   
  Turn Resistance (Ex): Steel Eyes has +4 turn 
  resistance. 
  
  Steelholme 
   
   
  21 
   
  Manifestation (Su): Steel Eyes dwells on the 
  Ethereal Plane as an ethereal creature; he cannot be 
  affected by anything in the material world. When 
  manifested he can be harmed only by other incorporeal 
  creatures, magic weapons, or spells with a 50% chance 
  to ignore damage from a corporeal source (see 
  incorporeal traits above). 
   
  Frightful Moan (Su): As a standard action, Steel 
  Eyes can emit a frightful moan. All living creatures 
  within a 30 ft. spread must succeed on a DC 14 Will 
  save or become panicked for 2d4 rounds. 
   
  Malevolence (Su): Once per round while 
  manifested, Steel Eyes can merge with a creature on 
  the material plane and take control. To do so he must 
  move into the creatures space (this does not provoke an 
  attack of opportunity). The creature can resist the 
  attack with a successful DC 18 Will save. If a creature 
  successfully saves it is immune to Steel Eyes 
  malevolence for 24 hours and the ghost can’t enter the 
  creatures space. If the save fails Steel Eyes vanishes 
  into its body.  
   
  Telekinesis (Su): Steel Eyes can use telekinesis as a 
  standard action (caster level 12). Once he has used this 
  ability he must wait 1d4 rounds before he can use it 
  again. 
   
  
  Steelholme 
   
   
  22 
  Appendix 3: 
  APL 4 
  Bandits: 
  Dominal: Male Human (Oeridian), Sor4; CR 4; HD 
  4d4+8 (21); Int +5; Spd 30 ft; AC 15 (touch 11, flat 
  footed 14) Base atk +2; Grp +2; Atk +2 melee (1d8/x3, 
  longspear) or +2 melee (1d4+1/19-20, dagger) or +3 
  ranged (1d8, light crossbow); Full Atk +2 melee 
  (1d8/x3, longspear) or +2 melee (1d4+1/19-20, dagger) 
  or +3 ranged (1d8, light crossbow); SQ Seagull familiar; 
  AL CN; SV Fort +3, Ref +2, Will +4; Str 10, Dex 12, Con 
  14, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration +9, 
  Diplomacy +5, Intimidate +5, Knowledge (arcana) +8, 
  Spellcraft +10; Eschew Materials, Improved Initiative, 
  Silent Spell. 
   
  Possessions: Longspear, light crossbow, dagger. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0—detect magic, detect poison, ghost sound, mage 
  hand, read magic, touch of fatigue; 1st—mage armor, 
  magic missile, silent image; 2nd—invisibility  
   
  Physical Description: Dominal is 5’6” with black 
  hair and green eyes. He is wearing no armor and 
  carries a longspear and crossbow. 
   
  Fighter: Male human, Ftr1; CR 1; HD 1d10+2 (12); Int 
  +1; Spd 30 ft; AC 17, touch 11, flat footed 16; Base atk 
  +1; Grp +4; Atk +5 melee (1d8+3/19-20, longsword) or 
  +2 ranged (1d8/x3, longbow); Full Atk +5 melee 
  (1d8+3/19-20, longsword) or +2 ranged (1d8/x3, 
  longbow); AL CN; SV Fort +4, Ref +1, Will -1; Str 16, 
  Dex 12, Con 14, Int 10, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animals +2, 
  Jump +1; Power Attack, Cleave, Weapon Focus 
  (longsword). 
   
  Possessions: Longsword, longbow, chain shirt, 
  heavy wooden shield.  
   
  Rogue: Female human, Rog2; CR 2; HD 2d6+2 (12); Int 
  +3; Spd 30 ft; AC 16, touch 13, flat footed 13; Base atk 
  +1; Grp +2; Atk +4 melee (1d6+1/18-20, rapier) or +4 
  ranged (1d6/x3, comp. shortbow); Full Atk +4 melee 
  (1d6+1/18-20, rapier) or +4 ranged (1d6/x3, comp. 
  shortbow); SA Sneak attack +1d6; SQ Evasion; AL CN; 
  SV Fort +1, Ref +6, Will -1; Str 12, Dex 16, Con 12, Int 
  12, Wis 9, Cha 10. 
   
  Skills and Feats: Balance +10, Climb +6, Disable 
  Device +6, Hide +8, Jump +8, Move Silently +8, Open 
  Lock +8, Search +6, Swim +6, Tumble +10; Dodge, 
  Weapon Finesse. 
   
  Possessions: Rapier, comp. shortbow, masterwork 
  studded leather. 
   
  Evasion (Ex): On a successful Reflex save you take 
  no damage. 
   
  Sneak Attack: When someone you attack is denied 
  their Dex bonus or you are flanking them, you inflict 
  an extra 1d6 points of damage. 
   
  Encounter 3: What’s for Lunch: 
  Advanced Phantom Fungus: CR 5; Large Plant; HD 
  5d8+25; hp 53; Init +0; Spd 20 ft.; AC 14, touch 8, flat-
  footed 14 [[-1 Dex, +6 natural, -1 size]]; Base Atk +3; Grp 
  +10; Atk +10 melee (1d8+7, bite); Full Atk +10 melee 
  (1d8+7, bite); SQ Low-light vision, plant traits, greater 
  invisibility; AL N; SV Fort +9, Ref +0, Will +2; Str 22, 
  Dex 8, Con 20, Int 2, Wis 12, Cha 9.  
   
  Skills and Feats: Listen +4, Move Silently +9, Spot 
  +4; Alertness, Weapon Focus (Bite). 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking. It works like greater invisibility (caster 
  level 12
  th) and last as long as the phantom fungus is 
  alive. This ability is not subject to the invisibility purge 
  spell. A phantom fungus becomes visible one minute 
  after it is killed. 
   
  Encounter 4: Vengeance is Mine: 
  Steel Eyes: Medium Undead (Augmented Human) 
  (Incorporeal), Ftr5; CR 7; HD 5d12 (40); Int +1; Spd Fly 
  30 ft. (perfect); AC 14 (touch 14, flat footed 13); Base 
  Atk +5; Grp +8; Atk +10 melee (1d6+6/18-20, +1 ghost 
  touch scimitar); Full Atk +10 melee (1d6+6/18-20, +1 
  ghost touch scimitar); SA Corrupting gaze, frightful 
  moan, 
  malevolence; 
  SQ 
  Turn 
  resistance 
  +4, 
  manifestation, incorporeal traits, rejuvenation; AL CE; 
  SV Fort +7, Ref +2, Will +1; Str 16, Dex 13, Con -, Int 
  14, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +11, Hide +9, Intimidate 
  +11, Jump +11, Listen +8, Profession (sailor) +4, Search 
  +10, Spot +8, Swim +11; Combat Expertise, Improved 
  Disarm, Power Attack, Cleave, Weapon Focus 
  (scimitar), Weapon Specialization (scimitar). 
   
  Possessions: +1 ghost touch scimitar. 
   
  Incorporeal 
  Traits: 
  only 
  other 
  incorporeal 
  creatures, magic weapons or creatures, spells, and spell-
  like abilities harm Steel Eyes. He is immune to all non-
  magical attack forms. Even when hit by spells or magic 
  weapons, there is a 50% miss chance (except for 
  positive energy, negative energy, force effects, and 
  attacks made with ghost touch weapons).  
   
  He has no natural armor bonus but a deflection 
  bonus equal to his Charisma bonus. 
   
  He can enter or pass through solid objects, but 
  must remain adjacent to the object’s exterior, and 
  cannot pass through an object whose space is larger 
  than his own. He can sense the presence of creatures or 
  object within a square adjacent to his location, but they 
  
  Steelholme 
   
  Page 23 
  have total concealment (50% miss chance). In order to 
  see further or attack normally he must emerge. While 
  inside an object Steel Eyes has total cover, but when he 
  attacks he only has cover and creatures outside with a 
  readied action could attack. He cannot pass through a 
  force effect. 
   
  Ghost attacks pass through (ignore) natural armor, 
  armor, and shields. Deflection bonuses and force effect 
  still apply. Ghosts pass through and operate in water as 
  easily as air. Ghost cannot fall. They cannot trip or 
  grapple or be tripped or grappled. They cannot move or 
  manipulate an opponent or its equipment. Ghosts have 
  no weight and do not set off traps triggered by weight. 
   
  Ghosts make no sound unless they wish to. Ghost 
  can move at full speed even when they can’t see. 
  Except for ghost touch weapons, a ghost uses its 
  Dexterity modifier to melee and ranged attacks. 
   
  Rejuvenation (Su): With a successful DC 16, level 
  check (1d20+5). Steel Eyes’ “destroyed” spirit will 
  restore itself in 2d4 days. 
   
  Turn Resistance (Ex): Steel Eyes has +4 turn 
  resistance. 
   
  Manifestation (Su): Steel Eyes dwells on the 
  Ethereal Plane as an ethereal creature; he cannot be 
  affected by anything in the material world. When 
  manifested he can be harmed only by other incorporeal 
  creatures, magic weapons, or spells with a 50% chance 
  to ignore damage from a corporeal source (see 
  incorporeal traits above). 
   
  Corrupting Gaze (Su): Steel Eyes can blast living 
  being at a glance, at a range of 30 ft. Creatures that 
  meet his gaze must succeed on a DC 15 Fort save or 
  take 2d10 points of damage and 1d4 points of Charisma 
  damage. 
   
  Frightful Moan (Su): As a standard action, Steel 
  Eyes can emit a frightful moan. All living creatures 
  within a 30 ft. spread must succeed on a DC 15Will 
  save  or become panicked for 2d4 rounds. 
   
  Malevolence (Su): Once per round while 
  manifested, Steel Eyes can merge with a creature on 
  the material plane and take control. To do so he must 
  move into the creatures space (this does not provoke an 
  attack of opportunity). The creature can resist the 
  attack with a successful DC 18 Will save. If a creature 
  successfully saves it is immune to Steel Eyes 
  malevolence for 24 hours and the ghost can’t enter the 
  creatures space. If the save fails Steel Eyes vanishes 
  into its body. 
   
  
  Steelholme 
   
  Page 24 
  Appendix 4: 
  APL 6 
  Bandits: 
  Dominal: Male Human (Oeridian), Sor6; CR 6; HD 
  6d4+12 (31); Int +5; Spd 30 ft; AC 15, touch 11, flat 
  footed 14; Base Atk +3; Grp +3; Atk +4 melee (1d8/x3, 
  mw longspear) or +3 melee (1d4+1/19-20, dagger) or +5 
  ranged (1d8, mw light crossbow); Full Atk +4 melee 
  (1d8/x3, mw longspear) or +3 melee (1d4+1/19-20, 
  dagger) or +5 ranged (1d8, mw light crossbow); SQ 
  Seagull familiar; AL CN; SV Fort +4, Ref +3, Will +5; 
  Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Diplomacy +5, Intimidate +5, Knowledge (arcana) +10, 
  Spellcraft +12; Eschew Materials, Improved Initiative, 
  Silent Spell, Spell Focus (Illusion). 
   
  Possessions: Master work longspear, masterwork 
  light crossbow, dagger. 
   
  Spells Known (6/7/6/4; base DC = 13 (14 illusions) 
  + spell level): 0—detect magic, detect poison, ghost 
  sound, mage hand, open close, read magic, touch of 
  fatigue; 1st—mage armor, magic missile, shield, silent 
  image; 2nd—invisibility, touch of idiocy; 3nd— haste.  
   
  Physical Description: Dominal is 5’6” with black 
  hair and green eyes. He is wearing no armor and 
  carries a longspear and crossbow. 
   
  Fighter: Male Human, Ftr2; CR 2; HD 2d10+4 (20); Int 
  +1; Spd 30 ft; AC 17, touch 11, flat footed 16; Base Atk 
  +2; Grp +5; Atk +7 melee (1d8+3/19-20, masterwork 
  longsword) or +3 ranged (1d8+3/x3, comp. longbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+3/19-20, 
  masterwork 
  longsword) or +3 ranged (1d8+3/x3, comp. longbow); 
  AL CN; SV Fort +5, Ref +1, Will -1; Str 16, Dex 12, Con 
  14, Int 10, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +4, Handle Animals +2, 
  Jump +2; Point Blank Shot, Power Attack, Cleave, 
  Weapon Focus (longsword). 
   
  Possessions: 
  Masterwork 
  longsword, 
  comp. 
  longbow (+3 str.), chain shirt, heavy wooden shield.  
   
  Rogue: Female Human, Rog4; CR 4; HD 4d6+4 (22); 
  Int +3; Spd 30 ft; AC 17, touch 13, flat footed 17; Base 
  Atk +3; Grp +4; Atk +7 melee (1d6+1/18-20, 
  masterwork rapier) or +6 ranged (1d6/x3, comp. 
  shortbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d6+1/18-20, 
  masterwork rapier) or +6 ranged (1d6/x3, comp. 
  shortbow); SA Sneak attack +2d6; SQ Uncanny dodge, 
  evasion, trap sense; AL CN; SV Fort +2, Ref +7, Will +1; 
  Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +10, Climb +7, Disable 
  Device +8, Hide +9, Jump +8, Listen +5, Move Silently 
  +8, Open Lock +10, Search +8, Spot +5, Swim +6, 
  Tumble +12; Dodge, Mobility, Weapon Finesse. 
   
  Possessions: Masterwork rapier, comp. shortbow, 
  mithral chainshirt. 
   
  Uncanny Dodge (Ex): You retain your Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Trap Sense (Ex): +1 to Reflex saves and AC vs 
  traps. 
   
  Evasion (Ex): On a successful Reflex save you take 
  no damage. 
   
  Sneak Attack: When someone you attack is denied 
  their Dex bonus or you are flanking them, you inflict 
  an extra 2d6 points of damage.  
   
  Encounter 3: What’s for Lunch: 
  Advanced Phantom Fungus: CR 5; Large Plant; HD 
  6d8+30; hp 60; Init +0; Spd 20 ft.; AC 14 (touch 8, flat-
  footed 14) [[-1 Dex, +6 natural, -1 size]]; Base Atk +4; 
  Grp +14; Atk +11 melee (2d6+7, bite); Full Atk +11 
  melee (2d6+7, bite); Space/reach, 10 ft./10 ft.; SQ Low-
  light vision, plant traits, greater invisibility; AL N; SV 
  Fort +10, Ref +1, Will +3; Str 22, Dex 8, Con 20, Int 2, 
  Wis 12, Cha 9. 
   
   
  Skills and Feats: Listen +4, Move Silently +10, Spot 
  +4; Alertness, Weapon Focus (Bite), Improved Natural 
  Attack. 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking. It works like greater invisibility (caster 
  level 12
  th) and last as long as the phantom fungus is 
  alive. This ability is not subject to the invisibility purge 
  spell. A phantom fungus becomes visible one minute 
  after it is killed. 
   
  Encounter 4: Vengeance is Mine: 
  Steel Eyes: Medium Undead (Augmented Human) 
  (Incorporeal), Ftr7; CR 9; HD 7d12 (54); Int +1; Spd Fly 
  30 ft. (perfect); AC 14, touch 14, flat footed 13; Base atk 
  +7; Grp +10; Atk +12 melee (1d6+6/18-20, +1 ghost 
  touch scimitar); Full Atk +12/+7 melee (1d6+6/18-20, 
  +1 ghost touch scimitar); SA Frightful moan, horrific 
  appearance, malevolence; SQ Turn resistance +4, 
  manifestation, incorporeal traits, rejuvenation; AL CE; 
  SV Fort +8, Ref +3, Will +2; Str 16, Dex 13, Con -, Int 
  14, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +13, Hide +9, Intimidate 
  +13, Jump +13, Listen +8, Profession (sailor) +5, Search 
  +10, Spot +8, Swim +13; Combat Expertise, Improved 
  Disarm, Dodge, Mobility, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Possessions: +1 ghost touch scimitar. 
   
  Incorporeal 
  Traits: 
  only 
  other 
  incorporeal 
  creatures, magic weapons or creatures, spells, and spell-
  
  Steelholme 
   
  Page 25 
  like abilities harm Steel Eyes. He is immune to all non-
  magical attack forms. Even when hit by spells or magic 
  weapons, there is a 50% miss chance (except for 
  positive energy, negative energy, force effects, and 
  attacks made with ghost touch weapons).  
   
  He has no natural armor bonus but a deflection 
  bonus equal to his Charisma bonus. 
   
  He can enter or pass through solid objects, but 
  must remain adjacent to the object’s exterior, and 
  cannot pass through an object whose space is larger 
  than his own. He can sense the presence of creatures or 
  object within a square adjacent to his location, but they 
  have total concealment (50% miss chance). In order to 
  see further or attack normally he must emerge. While 
  inside an object Steel Eyes has total cover, but when he 
  attacks he only has cover and creatures outside with a 
  readied action could attack. He cannot pass through a 
  force effect. 
   
  Ghost attacks pass through (ignore) natural armor, 
  armor, and shields. Deflection bonuses and force effect 
  still apply. Ghosts pass through and operate in water as 
  easily as air. Ghost cannot fall. They cannot trip or 
  grapple or be tripped or grappled. They cannot move or 
  manipulate an opponent or its equipment. Ghosts have 
  no weight and do not set off traps triggered by weight. 
   
  Ghosts make no sound unless they wish to. Ghost 
  can move at full speed even when they can’t see. 
  Except for ghost touch weapons, a ghost uses its 
  Dexterity modifier to melee and ranged attacks. 
   
  Rejuvenation (Su): With a successful DC 16 level 
  check (1d20+7), Steel Eyes’ “destroyed” spirit will 
  restore itself in 2d4 days. 
   
  Turn Resistance (Ex): Steel Eyes has +4 turn 
  resistance. 
   
  Manifestation (Su): Steel Eyes dwells on the 
  Ethereal Plane as an ethereal creature; he cannot be 
  affected by anything in the material world. When 
  manifested he can be harmed only by other incorporeal 
  creatures, magic weapons, or spells with a 50% chance 
  to ignore damage from a corporeal source (see 
  incorporeal traits above). 
   
  Frightful Moan (Su): As a standard action, Steel 
  Eyes can emit a frightful moan. All living creatures 
  within a 30 ft. spread must succeed on a DC 16 Will 
  save or become panicked for 2d4 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 ft that views Steel Eyes must succeed on a 
  DC 16 Fort save or immediately take 1d4 pts of Str 
  damage, 1d4 pts of Dex damage, and 1d4 pts of Con 
  damage. A creature that successfully saves cannot be 
  affected by his horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round while 
  manifested, Steel Eyes can merge with a creature on 
  the material plane and take control. To do so he must 
  move into the creatures space (this does not provoke an 
  attack of opportunity). The creature can resist the 
  attack with a successful DC 18 Will save. If a creature 
  successfully saves it is immune to Steel Eyes 
  malevolence for 24 hours and the ghost can’t enter the 
  creatures space. If the save fails Steel Eyes vanishes 
  into its body. 
   
  
  Steelholme 
   
  Page 26 
  Appendix 5: 
  APL 8 
  Bandits: 
  Dominal: Male Human (Oeridian), Sor8; CR 8; HD 
  8d4+16 (41); Int +5; Spd 30 ft; AC 15, touch 11, flat 
  footed 14; Base Atk +4; Grp +4; Atk +5 melee (1d8/x3, 
  mw longspear) or +4 melee (1d4+1/19-20, dagger) or +6 
  ranged (1d8, mw light crossbow); Full Atk +5 melee 
  (1d8/x3, mw longspear) or +4 melee (1d4+1/19-20, 
  dagger) or +6 ranged (1d8, mw light crossbow); SQ 
  Seagull familiar; AL CN; SV Fort +4, Ref +3, Will +6; 
  Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 18 (20). 
   
  Skills and Feats: Bluff +16, Concentration +13, 
  Diplomacy +5, Intimidate +5, Knowledge (arcana) +12, 
  Spellcraft +14; Eschew Materials, Improved Initiative, 
  Silent Spell, Spell Focus (Illusion). 
   
  Possessions: Masterwork longspear, masterwork 
  light crossbow, dagger, cloak of charisma +2. 
   
  Physical Description: Dominal is 5’6” with black 
  hair and green eyes. He is wearing no armor and 
  carries a longspear and crossbow. 
   
  Spells Known (6/8/7/6/4; base DC = 15 (16 
  illusions) + spell level): 0—acid splash, detect magic, 
  detect poison, ghost sound, mage hand, open close, 
  read magic, touch of fatigue; 1st—enlarge person, 
  mage armor, magic missile, shield, silent image; 2nd—
  invisibility, scorching ray, touch of idiocy; 3nd—
  fireball, haste; 4th—phantasmal killer. 
   
  Fighter: Male Human, Ftr3; CR 3; HD 3d10+6 (28); Int 
  +1; Spd 30 ft; AC 17, touch 11, flat footed 16; Base Atk 
  +3; Grp +6; Atk +8 melee (1d8+3/19-20, masterwork 
  longsword) or +4 ranged (1d8+3/x3, comp. longbow); 
  Full 
  Atk 
  +8 
  melee 
  (1d8+3/19-20, 
  masterwork 
  longsword) or +4 ranged (1d8+3/x3, comp. longbow); 
  AL CN; SV Fort +5, Ref +2, Will +0; Str 16, Dex 12, Con 
  14, Int 10, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +7, Handle Animals +3, 
  Jump +7, Swim +6; Point Blank Shot, Precise Shot, 
  Power Attack, Cleave, Weapon Focus (longsword). 
   
  Possessions: 
  Masterwork 
  longsword, 
  comp. 
  longbow (+3 str.), masterwork chain shirt, heavy 
  darkwood shield.  
   
  Rogue: Female Human, Rog6; CR 6; HD 6d6+6 (32); 
  Int +3; Spd 30 ft; AC 18, touch 13, flat footed 18; Base 
  Atk +4; Grp +5; Atk +8 melee (1d6+2/18-20, +1 rapier) 
  or +8 ranged (1d6+1/x3, masterwork comp. shortbow); 
  Full Atk +8 melee (1d6+2/18-20, +1 rapier) or +8 ranged 
  (1d6+1/x3, masterwork comp. shortbow); SA Sneak 
  attack +3d6; SQ Uncanny dodge, evasion, trap sense; 
  AL CN; SV Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 
  12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +12, Climb +9, Disable 
  Device +10, Hide +11, Jump +10, Listen +7, Move 
  Silently +8, Open Lock +10, Search +10, Spot +7, Swim 
  +8, Tumble +14; Dodge, Mobility, Spring Attack, 
  Weapon Finesse. 
   
  Possessions: +1 rapier, comp. shortbow (+1 str), 
  mithral chainshirt. 
   
  Uncanny Dodge (Ex): You retain your Dexterity 
  bonus to AC even if flatfooted or struc by an invisible 
  attacker. 
   
  Trap Sense (Ex): +2 to Reflex saves and AC vs 
  traps. 
   
  Evasion (Ex): On a successful Reflex save you take 
  no damage. 
   
  Sneak Attack: When someone you attack is denied 
  their Dex bonus or you are flanking them, you inflict 
  extra 3d6 points of damage.  
   
  Encounter 3: What’s for Lunch: 
  Advanced Phantom Fungus: CR 5; Large Plant; HD 
  6d8+30; hp 60; Init +0; Spd 20 ft.; AC 14 (touch 8, flat-
  footed 14) [[-1 Dex, +6 natural, -1 size]]; Base Atk +4; 
  Grp +14; Atk +11 melee (2d6+7, bite); Full Atk +11 
  melee (2d6+7, bite); Space/reach, 10 ft./10 ft.; SQ Low-
  light vision, plant traits, greater invisibility; AL N; SV 
  Fort +10, Ref +1, Will +3; Str 22, Dex 8, Con 20, Int 2, 
  Wis 12, Cha 9. 
   
   
  Skills and Feats: Listen +4, Move Silently +10, Spot 
  +4; Alertness, Weapon Focus (Bite), Improved Natural 
  Attack. 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking. It works like greater invisibility (caster 
  level 12
  th) and last as long as the phantom fungus is 
  alive. This ability is not subject to the invisibility purge 
  spell. A phantom fungus becomes visible one minute 
  after it is killed. 
   
  Encounter 4: Vengeance is Mine: 
  Steel Eyes: Medium Undead (Augmented Human) 
  (Incorporeal), Ftr9; CR 11; HD 9d12 (68); Int +2; Spd 
  Fly 30 ft. (perfect); AC 14, touch 14, flat footed 13; Base 
  Atk +9; Grp +12; Atk +14 melee (1d6+6/18-20, +1 ghost 
  touch scimitar); Full Atk +14/+9 melee (1d6+6/18-20, 
  +1 ghost touch scimitar); SA Frightful moan, horrific 
  appearance, malevolence; SQ Turn resistance +4, 
  manifestation, incorporeal traits, rejuvenation; AL CE; 
  SV Fort +9, Ref +5, Will +3; Str 16, Dex 14, Con -, Int 
  14, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +15, Hide +10, Intimidate 
  +15, Jump +15, Listen +8, Profession (sailor) +6, Search 
  +10, Spot +8, Swim +15; Combat Expertise, Improved 
  Disarm, Dodge, Mobility, Spring Attack, Power Attack, 
  Cleave, 
  Weapon 
  Focus 
  (scimitar), 
  Weapon 
  Specialization (scimitar), Elusive Target. 
  
  Steelholme 
   
  Page 27 
   
  Possessions: +1 ghost touch scimitar. 
   
  Incorporeal 
  Traits: 
  only 
  other 
  incorporeal 
  creatures, magic weapons or creatures, spells, and spell-
  like abilities harm Steel Eyes. He is immune to all non-
  magical attack forms. Even when hit by spells or magic 
  weapons, there is a 50% miss chance (except for 
  positive energy, negative energy, force effects, and 
  attacks made with ghost touch weapons).  
   
  He has no natural armor bonus but a deflection 
  bonus equal to his Charisma bonus. 
   
  He can enter or pass through solid objects, but 
  must remain adjacent to the object’s exterior, and 
  cannot pass through an object whose space is larger 
  than his own. He can sense the presence of creatures or 
  object within a square adjacent to his location, but they 
  have total concealment (50% miss chance). In order to 
  see further or attack normally he must emerge. While 
  inside an object Steel Eyes has total cover, but when he 
  attacks he only has cover and creatures outside with a 
  readied action could attack. He cannot pass through a 
  force effect. 
   
  Ghost attacks pass through (ignore) natural armor, 
  armor, and shields. Deflection bonuses and force effect 
  still apply. Ghosts pass through and operate in water as 
  easily as air. Ghost cannot fall. They cannot trip or 
  grapple or be tripped or grappled. They cannot move or 
  manipulate an opponent or its equipment. Ghosts have 
  no weight and do not set off traps triggered by weight. 
   
  Ghosts make no sound unless they wish to. Ghost 
  can move at full speed even when they can’t see. 
  Except for ghost touch weapons, a ghost uses its 
  Dexterity modifier to melee and ranged attacks. 
   
  Rejuvenation (Su): With a successful DC 16, level 
  check (1d20+9) Steel Eyes’ “destroyed” spirit will 
  restore itself in 2d4 days. 
   
  Turn Resistance (Ex): Steel Eyes has +4 turn 
  resistance. 
   
  Manifestation (Su): Steel Eyes dwells on the 
  Ethereal Plane as an ethereal creature; he cannot be 
  affected by anything in the material world. When 
  manifested he can be harmed only by other incorporeal 
  creatures, magic weapons, or spells with a 50% chance 
  to ignore damage from a corporeal source (see 
  incorporeal traits above). 
   
  Frightful Moan (Su): As a standard action, Steel 
  Eyes can emit a frightful moan. All living creatures 
  within a 30 ft. spread must succeed on a DC 17 Will 
  save or become panicked for 2d4 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 ft that views Steel Eyes must succeed on a 
  DC 17 Fort save or immediately take 1d4 pts of Str 
  damage, 1d4 pts of Dex damage, and 1d4 pts of Con 
  damage. A creature that successfully saves cannot be 
  affected by his horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round while 
  manifested, Steel Eyes can merge with a creature on 
  the material plane and take control. To do so he must 
  move into the creatures space (this does not provoke an 
  attack of opportunity). The creature can resist the 
  attack with a successful DC 18 Will save. If a creature 
  successfully saves it is immune to Steel Eyes 
  malevolence for 24 hours and the ghost can’t enter the 
  creatures space. If the save fails Steel Eyes vanishes 
  into its body. 
  
  Steelholme 
   
  Page 28 
  Appendix 6 
  Map of Steelholme 
   
  
  Steelholme 
   
  Page 29 
  Appendix 7 
  New Rules Items 
  Elusive Target: 
  New Tactical Feat: from the Complete Warrior (p. 
  110):  
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  
  Steelholme 
   
  Page 30 
   
  Player’s Handout 1: 
  Legend of Steel Eyes 
  In 205 C.Y. the pirate Steel Eyes, so named for his gray eyes and cold glare, established a fort, Steelholme, north 
  of the location were Hard Beach now lies. From this fort he preyed on Medegian shipping. In 212 C.Y. the Medegian 
  Navy successfully stormed the fort. Capturing the fort, they shackled Steel Eyes alive to the fort walls. They then 
  sailed off leaving Steel Eyes to bake in the hot coastal sun. 
  Local legends, told around campfires, have it, that as seagulls pecked out his steely glare, Steel Eyes cursed the 
  Medigians and the walls of Steelholme to which he was shackled. Legend also reports that a sudden storm struck 
  and sunk the Medigian fleet as they sailed for home. Not a single sailor made it home alive. 
  Some say that the Ghosts of Steel Eyes and his not so merry men still roam the Steelholme ruins. Late at night Steel 
  Eyes can be seen roaming the battlements and empty halls the chains with which he was shackled to the wall 
  clanking along behind him. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/The Dullstrand/594/Normal Scenarios/DUL4-03 - Steelholme (APL 2-8)/DUL4-03 - Steelholme.pdf