TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Secret of Zo
  The Secret of Zo
  The Secret of Zo
  The Secret of Zodal’s 
  dal’s 
  dal’s 
  dal’s 
  Temple
  Temple
  Temple
  Temple    
   
  A One-round Dungeons & Dragons Living Greyhawk Adventure 
  for the Duchy of Urnst 
   
  By Timothy Creese 
   
   
   
   
  Escorting a merchant wagon from Radigast City to Brotton wasn’t supposed to be this difficult! An unnatural drought 
  and heat wave played into some bad decisions, and now you find yourselves in the care of the healers in the Temple of 
  Zodal. What troubles plague the County of Urnst? More importantly, what can your fellowship of adventurers do to 
  help your beloved homeland? Appropriate for 1st and 2nd level characters. 
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by 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.  
  
   
  The Secret of Zodal’s Temple 
   
   Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this 
  round of the game), but the actual playing time will be 
  about three hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their comments 
  on your abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
  The Secret of Zodal’s Temple
  The Secret of Zodal’s Temple
  The Secret of Zodal’s Temple
  The Secret of Zodal’s Temple    
  The Secret of Zodal’s Temple is the first module in the 
  Exposing Kyuss series of Living Greyhawk Regional 
  adventures, set in the County of Urnst.  
   
   
  GM Information
  GM Information
  GM Information
  GM Information    
  Several generations ago, by human measure, a debased 
  priest of Kyuss ordered his undead minions to build a 
  structure. Though crude in design and inferior by today's 
  standards, the structure nonetheless remained intact and 
  unseen for centuries. 
   
  The evil priest built the crude temple into a vast pit, 
  so that none should discover the building from afar. The 
  temple and the land surrounding the building extending 
  out 20 ft. were built beneath ground level, giving the site 
  an appearance of a sunken barrow mound. The roof of the 
  sunken building was just above the surface of the 
  surrounding landslide. 
   
  To ensure that the structure would not be detected, 
  the priest enshrouded the locale in illusion, creating the 
  image of water surrounding the building. The roof of the 
  structure took on the appearance of a marshy, bog-like 
  island in the middle of a small lake. The illusionary reeds 
  and willows of the lake swayed in the wind, and even 
  swayed when there wasn't any wind (a queer sight that 
  caused many to run in panic). 
   
  Alone and hidden from the eyes of those who would 
  rally against him, the priest of Kyuss went about his work 
  to create his god’s greatest creation, the hideous, mindless 
  undead known as the sons of Kyuss! 
   
  To create these new living dead, the priest of Kyuss 
  needed several hundred corpses. For a year and a day, the 
  evil cleric and his undead minions unearthed graves from 
  throughout the land. This grave robbing was referred to 
  as the Year of Restless Souls, and the County of Urnst still 
  marks its memory by an annual celebration called Rest 
  Easy.  
   
  Mostly observed in the southern realm of the 
  County of Urnst, the celebration of Rest Easy is observed 
  on the last day of Harvester, when the living take flowers 
  to the gravesides of their lost loved ones. 
   
  With all the corpses needed for the years of 
  animating the dead to come, the priest bade his undead 
  minions to store the bodies. This was accomplished by 
  digging out sections of dirt of the embankments 
  surrounding the structure, and reburying the bodies in a 
  catacomb-like style encircling the building. 
   
  The priest of Kyuss never completed his quest to 
  create his abominations. For reasons unknown, the cleric 
  disappeared after a handful of his Sons were created, and 
  the structure went undiscovered since. The Great Rains 
  of 433 CY flooded the space between Kyuss’ temple and 
  the surrounding land. The illusion of water eventually 
  wore off, replaced by the very real floodwater. 
   
  The great philosophers of the realm argue that from 
  any evil, good will emerge. Whether in the form of a 
  rebellious son that frees the people from his tyrant father, 
  or monies given to an orphanage from the discovery of a 
  pirate’s ill gotten treasure, good will eventually emerge 
  from evil. It may take some time; perhaps several 
  lifetimes, but good will emerge from evil. 
   
  In 505 CY, clerics of Zodal were looking for an out-
  of-the-way place to build their temple. Since the “queer 
  lake with reeds that swayed without aid of wind” was well 
  
   
  The Secret of Zodal’s Temple 
   
   Page 3 
  know (and avoided) by the locals, the pilgrims of Zodal 
  went there. The illusion was gone, replaced by a real moat 
  surrounding an island (the top of the ancient priest's 
  building) large enough to build a temple. The clerics of 
  Zodal saw the natural moat and gave praise to their god 
  for bringing them to such a protected place. In the event 
  of future trouble, one need only raise the drawbridge, and 
  the clerics would be safe within. 
   
  The Temple of Zodal was completed in 566 CY, and 
  its clerics have been quietly aiding the wounded ever 
  since. One of the first healed from an onslaught of a 
  marauding band of Iuz’s goblins was a young mage, Pram 
  Eldor. Spared from death by Zodal’s healing clerics, Pram 
  Eldor spent the next several years becoming a battle mage 
  for the County of Urnst, battling against the forces of Iuz. 
  Critically wounded in a battle at the Charn Castles three 
  years ago, Pram Eldor chanced a teleport spell to the 
  Temple of Zodal. The magic was newly acquired, and the 
  temple was but a memory, and Pram Eldor’s spell 
  teleported him 20 ft. below his intended target.  Darkness 
  engulfed the mage, and he knew his spell was in error. 
  The mage conjured magical light and saw the ghastly 
  works of the ancient priest, now dormant in the building 
  beneath Zodal’s Temple. 
   
  A second spell successfully teleported Pram Eldor up 
  to the surface, and into the divine healing of Zodal’s 
  clerics. Pram Eldor made two mistakes in the weeks that 
  followed. As he lay healing, he decided the good clerics of 
  Zodal needn’t be worried about the secret structure on 
  which they built their temple. Pram Eldor was powerful, 
  and had powerful friends. He would ensure the secret 
  tomb would be dealt with and eradicated! That decision 
  was Pram Eldor’s first mistake.  
   
  His second mistake was to tell his adventuring 
  fellowship of his discovery after he had recovered. The 
  fellowship’s mighty warrior, Durac, was a mercenary 
  hired on years ago by the original fellowship. Durac 
  quickly gained the respect and trust of the fellowship, but 
  Durac was actually a spy and servant of Iuz. 
   
  Learning of this wellspring of evil waiting to be 
  tapped, Durac finally betrayed his fellowship as he 
  murdered each in their sleep. Durac fled across the 
  Artonsamay River to Wraithkeep. Therein, dark forces 
  planned a way to magically teleport a cleric of Kyuss into 
  the secret chamber, without alerting the priests of Zodal. 
  A dark cleric of Kyuss was finally discovered, and has 
  recently been magically transported to the temple. His 
  job is to animate the dead and ready them to attack the 
  Temple of Zodal. 
   
  Evil clerics have daily said their dark benedictions to 
  fell lords, praying for a plague of heat and draught in the 
  region near Brotton. The center of this strange weather is 
  the Temple of Zodal, where the moat has completely 
  evaporated. The cleric of Kyuss below continues his 
  scheming and reanimating, waiting patiently to unleash 
  his minions on the world. 
   
  This adventure starts with the character characters 
  recovering in the Temple of Zodal. They were employed 
  by merchants to guard wagons of wares from Radigast 
  City to Brotton. The excessive heat forced the merchants 
  to travel at night, and a pack of orcs attacked! The battle 
  that ensued was costly to both sides. Although the 
  adventuring party was beaten down, all but two of the 
  orcs perished. Two clerics of Zodal happened upon the 
  battle, and felled one of the two remaining orcs. The 
  other orc escaped. 
   
  Fearing a reinforced attack, the clerics quickly 
  collected the badly injured merchants and their guards. 
  The wounded were transported via the merchant’s 
  wagons to the Temple of Zodal last night. The story 
  begins on Starday, the 8th day of Goodmonth. Starday is 
  the first day of the week.  
   
  The party has to overcome obstacles and battle their 
  way past undead creatures while they explore the ruins of 
  an ancient temple. The party will find clues that will lead 
  to future adventures. 
   
   
  Character Introduction
  Character Introduction
  Character Introduction
  Character Introduction    
  It is Starday, the 8
  It is Starday, the 8
  It is Starday, the 8
  It is Starday, the 8thththth day of Goodmonth. A new week ha
   day of Goodmonth. A new week ha
   day of Goodmonth. A new week ha
   day of Goodmonth. A new week has begun, 
  s begun, 
  s begun, 
  s begun, 
  but all you know is pain and darkness.
  but all you know is pain and darkness.
  but all you know is pain and darkness.
  but all you know is pain and darkness.    
      
  Sunday, the 9
  Sunday, the 9
  Sunday, the 9
  Sunday, the 9thththth day of Goodmonth comes and goes without 
   day of Goodmonth comes and goes without 
   day of Goodmonth comes and goes without 
   day of Goodmonth comes and goes without 
  your knowledge.
  your knowledge.
  your knowledge.
  your knowledge.    
      
  Moonday, the 10
  Moonday, the 10
  Moonday, the 10
  Moonday, the 10thththth day of Goodmonth also passes as you lie 
   day of Goodmonth also passes as you lie 
   day of Goodmonth also passes as you lie 
   day of Goodmonth also passes as you lie 
  near death.
  near death.
  near death.
  near death.    
      
  Godsday, the 11
  Godsday, the 11
  Godsday, the 11
  Godsday, the 11th
  thth
  th day of Goodmonth passes, and the night 
   day of Goodmonth passes, and the night 
   day of Goodmonth passes, and the night 
   day of Goodmonth passes, and the night 
  sky is
  sky is
  sky is
  sky is pitch black as both moons 
   pitch black as both moons 
   pitch black as both moons 
   pitch black as both moons –––– Luna and Celene 
   Luna and Celene 
   Luna and Celene 
   Luna and Celene –––– have 
   have 
   have 
   have 
  reached their new moon phase, and you are still oblivious to 
  reached their new moon phase, and you are still oblivious to 
  reached their new moon phase, and you are still oblivious to 
  reached their new moon phase, and you are still oblivious to 
  your surroundings.
  your surroundings.
  your surroundings.
  your surroundings.    
      
  Waterday, the 12
  Waterday, the 12
  Waterday, the 12
  Waterday, the 12thththth day of Goodmonth dawns, and you 
   day of Goodmonth dawns, and you 
   day of Goodmonth dawns, and you 
   day of Goodmonth dawns, and you 
  awaken to the smells of heavy incense. As your head clears, you 
  awaken to the smells of heavy incense. As your head clears, you 
  awaken to the smells of heavy incense. As your head clears, you 
  awaken to the smells of heavy incense. As your head clears, you 
  find you
  find you
  find you
  find yourself in a clean bed and that your many wounds are 
  rself in a clean bed and that your many wounds are 
  rself in a clean bed and that your many wounds are 
  rself in a clean bed and that your many wounds are 
  freshly dressed and bandaged. 
  freshly dressed and bandaged. 
  freshly dressed and bandaged. 
  freshly dressed and bandaged.     
   
  All about you are similar beds, each containing various 
  peoples recovering from wounds. Some are still asleep, 
  while others are groggily looking about. 
   
  Characters might want to know what wounds they 
  suffer from. Have the characters roll against the below 
  chart to determine their wounds. Each character should 
  make one roll for each level of his or her character. 
   
  01 – 05 
  Throat wound. 
  06 – 15 
  Facial wound. 
  16 – 25 
  Head wound 
  26 – 40 
  Chest wound 
  41 – 70 
  Upper Abdomen wound. 
  71 – 75  
  Lower Abdomen wound. 
  76 – 85 
  Leg and Abdomen wounds. 
  86 – 90 
  Arm and Chest wounds. 
  91 – 95 
  Neck and Chest wounds. 
  96 – 00 
  Head and Neck wounds. 
   
  The orcs attacked with a volley of arrows and hurled 
  The orcs attacked with a volley of arrows and hurled 
  The orcs attacked with a volley of arrows and hurled 
  The orcs attacked with a volley of arrows and hurled spears. 
  spears. 
  spears. 
  spears. 
  They then rushed the party with swords and daggers. What 
  They then rushed the party with swords and daggers. What 
  They then rushed the party with swords and daggers. What 
  They then rushed the party with swords and daggers. What 
  weapons caused which wounds is up to the Dungeon Master.
  weapons caused which wounds is up to the Dungeon Master.
  weapons caused which wounds is up to the Dungeon Master.
  weapons caused which wounds is up to the Dungeon Master.    
      
  A woman approaches, and checks on your bandages. “Be 
  A woman approaches, and checks on your bandages. “Be 
  A woman approaches, and checks on your bandages. “Be 
  A woman approaches, and checks on your bandages. “Be 
  still,” she instructs. “Not many have recovered from such a 
  still,” she instructs. “Not many have recovered from such a 
  still,” she instructs. “Not many have recovered from such a 
  still,” she instructs. “Not many have recovered from such a 
  
   
  The Secret of Zodal’s Temple 
   
   Page 4 
  battle. In fact, we 
  battle. In fact, we 
  battle. In fact, we 
  battle. In fact, we were not sure you would last through the 
  were not sure you would last through the 
  were not sure you would last through the 
  were not sure you would last through the 
  week.”
  week.”
  week.”
  week.”    
      
  “I am Beltha Yoro, priestess of Zodal, the god of mercy, 
  “I am Beltha Yoro, priestess of Zodal, the god of mercy, 
  “I am Beltha Yoro, priestess of Zodal, the god of mercy, 
  “I am Beltha Yoro, priestess of Zodal, the god of mercy, 
  hope, and benevolence. It was his will that brought you here, as 
  hope, and benevolence. It was his will that brought you here, as 
  hope, and benevolence. It was his will that brought you here, as 
  hope, and benevolence. It was his will that brought you here, as 
  our clerics happened upon you during your battle with orcs. You 
  our clerics happened upon you during your battle with orcs. You 
  our clerics happened upon you during your battle with orcs. You 
  our clerics happened upon you during your battle with orcs. You 
  are safe, and healing
  are safe, and healing
  are safe, and healing
  are safe, and healing within our temple.”
   within our temple.”
   within our temple.”
   within our temple.”    
   
  All characters are in pain, and are too weak from their 
  near death experience to get out of bed. 
   
  Earthday, the 13
  Earthday, the 13
  Earthday, the 13
  Earthday, the 13th
  thth
  th of Goodmonth begins with a layman 
   of Goodmonth begins with a layman 
   of Goodmonth begins with a layman 
   of Goodmonth begins with a layman 
  changing your bandages.
  changing your bandages.
  changing your bandages.
  changing your bandages.    
      
  “I have broth and bread if you feel you can keep it down. 
  “I have broth and bread if you feel you can keep it down. 
  “I have broth and bread if you feel you can keep it down. 
  “I have broth and bread if you feel you can keep it down. 
  You have weakened from your wounds, and eating will help 
  You have weakened from your wounds, and eating will help 
  You have weakened from your wounds, and eating will help 
  You have weakened from your wounds, and eating will help 
  speed the healing process.”
  speed the healing process.”
  speed the healing process.”
  speed the healing process.”    
      
  “Your wounds are healing nicely, but I ask that you 
  “Your wounds are healing nicely, but I ask that you 
  “Your wounds are healing nicely, but I ask that you 
  “Your wounds are healing nicely, but I ask that you 
  remain in bed for yet another day.”
  remain in bed for yet another day.”
  remain in bed for yet another day.”
  remain in bed for yet another day.”    
      
  Freeday, the 14
  Freeday, the 14
  Freeday, the 14
  Freeday, the 14th
  thth
  th of Goodmonth is the last day of the 
   of Goodmonth is the last day of the 
   of Goodmonth is the last day of the 
   of Goodmonth is the last day of the 
  Flanaess week, and is norma
  Flanaess week, and is norma
  Flanaess week, and is norma
  Flanaess week, and is normally a day of rest. 
  lly a day of rest. 
  lly a day of rest. 
  lly a day of rest.     
      
  The layman changing your bandages this morning 
  The layman changing your bandages this morning 
  The layman changing your bandages this morning 
  The layman changing your bandages this morning 
  addresses you. “Feel free to get up and move about. We ask that 
  addresses you. “Feel free to get up and move about. We ask that 
  addresses you. “Feel free to get up and move about. We ask that 
  addresses you. “Feel free to get up and move about. We ask that 
  you remain on the temple grounds. Beyond our protective moat 
  you remain on the temple grounds. Beyond our protective moat 
  you remain on the temple grounds. Beyond our protective moat 
  you remain on the temple grounds. Beyond our protective moat 
  are dangers too numerous. We also ask you to respect our belief
  are dangers too numerous. We also ask you to respect our belief
  are dangers too numerous. We also ask you to respect our belief
  are dangers too numerous. We also ask you to respect our beliefs s s s 
  by not arming yourselves while on temple grounds.”
  by not arming yourselves while on temple grounds.”
  by not arming yourselves while on temple grounds.”
  by not arming yourselves while on temple grounds.”    
   
  Beltha Yoro, human female C5
  Beltha Yoro, human female C5
  Beltha Yoro, human female C5
  Beltha Yoro, human female C5; Medium Humanoid (5 ft. 
  2 in. tall); HD 5d8; hp 30 (+3 Toughness); Init +0; Spd 30; 
  AC 10; Atks N/A; SA spells; SQ nil; AL NG; SV Fort +4, 
  Ref +1, Will +7. 
   
  Str 8, Dex 10, Con 12, Int 10, Wis 16, Cha 14 
      
  Skills: Heal +10 (extra +2 due to Herbalist), 
  Knowledge (Religion) +8, Profession (Herbalist) +8, 
  Spellcraft +8, Diplomacy +1. Feats: Toughness, and Brew 
  Potion. 
   
  Spells (5/4+/3+/2+): Note:    All spells have been cast 
  for the day. 
   
  Temple Laymen (4), human males Com1
  Temple Laymen (4), human males Com1
  Temple Laymen (4), human males Com1
  Temple Laymen (4), human males Com1; Medium 
  Humanoids (5 ft. 10 in. tall); HD 1d6; hp 3; Init +0; Spd 30 
  ft.; AC 10; Atk N/A; AL NG; SV Fort +0, Ref +0, Will +1. 
   
  Str 8, Dex 10, Con 10, Int 10, Wis 12, Cha 11. 
      
  Skills: Heal +2; Profession (Healer) +2.  
   
  Beltha runs the temple of Zodal, which is more like a 
  hospital than a center of worship. See Map 2 for details of 
  the temple of Zodal.  
   
  If asked Beltha or the laymen will tell the party the 
  following: 
   
   
  • 
  The healing process is taking longer than usual these 
  days. Wounds that would normally heal from 
  Beltha’s divine spells fester and reopen. Only their 
  mundane healing skills have restored the current 
  victims. 
  • 
  Patients in this area of the temple complain that they 
  can’t sleep well at night. There must be rats that have 
  burrowed beneath the temple, because clawing 
  noises are heard at night… 
   
   
  ENCOUNTER 1A: UP AND 
  ENCOUNTER 1A: UP AND 
  ENCOUNTER 1A: UP AND 
  ENCOUNTER 1A: UP AND 
  ABOUT 
  ABOUT 
  ABOUT 
  ABOUT     
  (Zodal’s Temple Room 1)
  (Zodal’s Temple Room 1)
  (Zodal’s Temple Room 1)
  (Zodal’s Temple Room 1)    
  As you each regain your strength, you gingerly explore your 
  As you each regain your strength, you gingerly explore your 
  As you each regain your strength, you gingerly explore your 
  As you each regain your strength, you gingerly explore your 
  surroundings. This portion of the temple looks more akin
  surroundings. This portion of the temple looks more akin
  surroundings. This portion of the temple looks more akin
  surroundings. This portion of the temple looks more akin to a 
   to a 
   to a 
   to a 
  hospital than any temple you’ve ever encountered.
  hospital than any temple you’ve ever encountered.
  hospital than any temple you’ve ever encountered.
  hospital than any temple you’ve ever encountered.    
   
  Provide Character Map 1 (Zodal’s Temple). 
   
  A quick count reveals thirty beds. Some of them are occupied 
  A quick count reveals thirty beds. Some of them are occupied 
  A quick count reveals thirty beds. Some of them are occupied 
  A quick count reveals thirty beds. Some of them are occupied 
  with wounded people. Four laymen take the role of nurses, and 
  with wounded people. Four laymen take the role of nurses, and 
  with wounded people. Four laymen take the role of nurses, and 
  with wounded people. Four laymen take the role of nurses, and 
  tend the temple’s patients.
  tend the temple’s patients.
  tend the temple’s patients.
  tend the temple’s patients.    
   
  There are eleven other patients in bed. Each is listed 
  below, and will accept any additional healing or comfort 
  any party member offers. Because of their injuries, no 
  stats, skills, feats, or any other personal information is 
  detailed for these patients. The characters don’t need to 
  talk to all of the wounded – just the ones who are awake 
  (GM option). 
   
  Ithon Merryweather, human male, Merchant
  Ithon Merryweather, human male, Merchant
  Ithon Merryweather, human male, Merchant
  Ithon Merryweather, human male, Merchant. Ithon and 
  his cousin Pelum hired the party to protect their wagons 
  to Brotton. He is still unconscious from the ambush of 
  the orcs, and looks like he might not recover from his 
  wounds. 
   
  Pelum Merryweather, human male, Merchant.
  Pelum Merryweather, human male, Merchant.
  Pelum Merryweather, human male, Merchant.
  Pelum Merryweather, human male, Merchant. Pelum 
  and his cousin Ithon hired the party to protect their 
  wagons to Brotton. He is still unconscious from the 
  ambush of the orcs. He looks like he will survive from his 
  wounds, but he lost his left leg from the knee down. 
   
  Zhulothas 
  Zhulothas 
  Zhulothas 
  Zhulothas –––– Son of Zelkor, human male, Farmer. 
   Son of Zelkor, human male, Farmer. 
   Son of Zelkor, human male, Farmer. 
   Son of Zelkor, human male, Farmer. Almost 
  fully recovered from wounds suffered while defending 
  his home and family from a looting orc. His modest farm 
  is on the outskirts of Brotton. He sustained a nasty cut 
  from the orc’s blade while he drove off the creature with a 
  pitchfork.  
   
  Yoral Bretintorin, human male, Child.
  Yoral Bretintorin, human male, Child.
  Yoral Bretintorin, human male, Child.
  Yoral Bretintorin, human male, Child. This six-year-old 
  boy was run over by a speeding chariot outside of 
  Brotton. “Mama always said to look both ways b’fore 
  crossin’ the street, but I was chasin’ aft’r my dog, Lucky.” . 
   
  Andowin Blademaker, human male, F4.
  Andowin Blademaker, human male, F4.
  Andowin Blademaker, human male, F4.
  Andowin Blademaker, human male, F4. The sole survivor 
  of an adventuring party hired to slay ghastly ghouls near 
  one of the Charn Castles along the banks of the 
  Artonsamay River. He is in a deep melancholy for he has 
  lost his left eye from the claws of a ghoul.  
      
  Xalan Shadowman, human male, T4.
  Xalan Shadowman, human male, T4.
  Xalan Shadowman, human male, T4.
  Xalan Shadowman, human male, T4. Fell from a rooftop 
  while spying on a foreign ambassador in Radigast City. 
  He has suffered two broken legs, and a broken left arm. 
  He is a member of the Aerie in Radigast City, and will 
  provide instructions to get into the thieves’ guild for any 
  helpful rogue.  
   
  
   
  The Secret of Zodal’s Temple 
   
   Page 5 
  Caldor the White, human male, C3. 
  Caldor the White, human male, C3. 
  Caldor the White, human male, C3. 
  Caldor the White, human male, C3. Recovering from 
  multiple attacks from undead. He was a C9 before 
  assaulting a hoard of assembled undead. Caldor dropped 
  his magical mace in the battle, and refuses to divulge the 
  where about of the undead hoard for fear someone else 
  will claim his mace. He doesn’t even mention the mace.  
   
  Lady Iana, human female, M5. 
  Lady Iana, human female, M5. 
  Lady Iana, human female, M5. 
  Lady Iana, human female, M5. Recovering from a mighty 
  blow from a flail of a troll. The blow came at the 
  conclusion of a powerful spell that caused it to go awry. 
  She was swallowed in darkness, and awoke here. If the 
  party heals her, she will teach a single mage the hold portal 
  spell. 
   
  Trelin Tanilthas, human male,
  Trelin Tanilthas, human male,
  Trelin Tanilthas, human male,
  Trelin Tanilthas, human male, F2. 
   F2. 
   F2. 
   F2. First Mate of the 
  doomed ship, the Two Moons, Trelin suffers from 
  wounds received while combating a pirate ship on the 
  Nyr Dyv. The Two Moons closed in on a pirate ship, but 
  learned too late that the pirates vastly out numbered the 
  marines! Many a brave sailor died on the deck of the Two 
  Moons, and Trelin would have too. The pirates scuttled 
  the Two Moons, and the semi-conscious First Mate clung 
  to a wooden crate as the ship went down. Blackness 
  overtook him, and he awoke here. 
   
  Holdoria Dreperd, human
  Holdoria Dreperd, human
  Holdoria Dreperd, human
  Holdoria Dreperd, human female, F2.
   female, F2.
   female, F2.
   female, F2. Recovering from 
  wounds inflicted while combating orcs near Brotton, 
  Holdoria took an arrow in the stomach. She would have 
  died instantly, but her group of adventurers included 
  Krynnen the Good – cleric of St. Cuthbart. A quick 
  healing prayer kept Holdoria alive, but darkness overtook 
  her when Krynnen removed the arrow. When she awoke, 
  Holdoria was here.  
   
  GrungGlosh, half
  GrungGlosh, half
  GrungGlosh, half
  GrungGlosh, half----orc male, F1.
  orc male, F1.
  orc male, F1.
  orc male, F1. The victim of an attack 
  from a crazed farmer. GrungGlosh was traveling to 
  Brotton in an attempt to rid himself of the rotten ways of 
  his orcish clan. Desperate for food, he braved taking some 
  vegetables from a small farm. Suddenly, a mad man came 
  running at him with a pitchfork! GrungGlosh drew his 
  blade in self-defense, and struck out at the man only after 
  receiving a painful stab of the farmer’s pitchfork. 
  GrungGlosh held back his strength because he knew he 
  surely would have killed the crazed farmer – and the half-
  orc didn’t want that.  
   
   
  ENCOUNTER 1B: UP AND ABOUT 
  ENCOUNTER 1B: UP AND ABOUT 
  ENCOUNTER 1B: UP AND ABOUT 
  ENCOUNTER 1B: UP AND ABOUT     
  (Zodal’s Temple Room 2)
  (Zodal’s Temple Room 2)
  (Zodal’s Temple Room 2)
  (Zodal’s Temple Room 2)    
  You stand in the entry
  You stand in the entry
  You stand in the entry
  You stand in the entryway of Zodal’s Temple. This wide stone 
  way of Zodal’s Temple. This wide stone 
  way of Zodal’s Temple. This wide stone 
  way of Zodal’s Temple. This wide stone 
  room has two huge wooden wheels on opposite walls flanking 
  room has two huge wooden wheels on opposite walls flanking 
  room has two huge wooden wheels on opposite walls flanking 
  room has two huge wooden wheels on opposite walls flanking 
  the drawbridge. The wheels are wrapped with linked chain.  A 
  the drawbridge. The wheels are wrapped with linked chain.  A 
  the drawbridge. The wheels are wrapped with linked chain.  A 
  the drawbridge. The wheels are wrapped with linked chain.  A 
  mechanical hand crank is located on the left wall, and is geared 
  mechanical hand crank is located on the left wall, and is geared 
  mechanical hand crank is located on the left wall, and is geared 
  mechanical hand crank is located on the left wall, and is geared 
  with the wheels. The hand crank 
  with the wheels. The hand crank 
  with the wheels. The hand crank 
  with the wheels. The hand crank is used to operate the 
  is used to operate the 
  is used to operate the 
  is used to operate the 
  drawbridge.
  drawbridge.
  drawbridge.
  drawbridge.    
   
  ENCOUNTER 1C: UP AND ABOUT 
  ENCOUNTER 1C: UP AND ABOUT 
  ENCOUNTER 1C: UP AND ABOUT 
  ENCOUNTER 1C: UP AND ABOUT     
  (Zodal’s Temple Room 3)
  (Zodal’s Temple Room 3)
  (Zodal’s Temple Room 3)
  (Zodal’s Temple Room 3)    
  This extremely long room serves as the kitchen. Shelves hold 
  This extremely long room serves as the kitchen. Shelves hold 
  This extremely long room serves as the kitchen. Shelves hold 
  This extremely long room serves as the kitchen. Shelves hold 
  various foodstuffs, as well as rare herbs for mixing healing 
  various foodstuffs, as well as rare herbs for mixing healing 
  various foodstuffs, as well as rare herbs for mixing healing 
  various foodstuffs, as well as rare herbs for mixing healing 
  salves. Barrels of water line one wall.
  salves. Barrels of water line one wall.
  salves. Barrels of water line one wall.
  salves. Barrels of water line one wall.    
      
  A woo
  A woo
  A woo
  A wooden table and a few chairs occupy the northern area 
  den table and a few chairs occupy the northern area 
  den table and a few chairs occupy the northern area 
  den table and a few chairs occupy the northern area 
  of the room. It is here that the clerical staff and any patients 
  of the room. It is here that the clerical staff and any patients 
  of the room. It is here that the clerical staff and any patients 
  of the room. It is here that the clerical staff and any patients 
  capable of walking come to dine.
  capable of walking come to dine.
  capable of walking come to dine.
  capable of walking come to dine.    
      
  The southern area of the kitchen contains several chests 
  The southern area of the kitchen contains several chests 
  The southern area of the kitchen contains several chests 
  The southern area of the kitchen contains several chests 
  and cabinets to store the gear of patients.
  and cabinets to store the gear of patients.
  and cabinets to store the gear of patients.
  and cabinets to store the gear of patients.    
   
  ENC
  ENC
  ENC
  ENCOUNTER 1D: UP AND ABOUT 
  OUNTER 1D: UP AND ABOUT 
  OUNTER 1D: UP AND ABOUT 
  OUNTER 1D: UP AND ABOUT     
  (Zodal’s Temple Room 4)
  (Zodal’s Temple Room 4)
  (Zodal’s Temple Room 4)
  (Zodal’s Temple Room 4)    
  This room is the private chamber of Beltha Yoro. To the left are a 
  This room is the private chamber of Beltha Yoro. To the left are a 
  This room is the private chamber of Beltha Yoro. To the left are a 
  This room is the private chamber of Beltha Yoro. To the left are a 
  bed, chest, and wardrobe containing the cleric’s vestments.
  bed, chest, and wardrobe containing the cleric’s vestments.
  bed, chest, and wardrobe containing the cleric’s vestments.
  bed, chest, and wardrobe containing the cleric’s vestments.    
      
  There is a desk and chair in right side of the room. Behind 
  There is a desk and chair in right side of the room. Behind 
  There is a desk and chair in right side of the room. Behind 
  There is a desk and chair in right side of the room. Behind 
  the desk is a large
  the desk is a large
  the desk is a large
  the desk is a large bookshelf. Numerous volumes of healing 
   bookshelf. Numerous volumes of healing 
   bookshelf. Numerous volumes of healing 
   bookshelf. Numerous volumes of healing 
  records and documents are on hand.
  records and documents are on hand.
  records and documents are on hand.
  records and documents are on hand.    
   
  ENCOUNTER 1E: UP AND ABOUT 
  ENCOUNTER 1E: UP AND ABOUT 
  ENCOUNTER 1E: UP AND ABOUT 
  ENCOUNTER 1E: UP AND ABOUT     
  (Zodal’s Temple Rooms 5)
  (Zodal’s Temple Rooms 5)
  (Zodal’s Temple Rooms 5)
  (Zodal’s Temple Rooms 5)    
  Each of these four separate rooms is the private quarters of the 
  Each of these four separate rooms is the private quarters of the 
  Each of these four separate rooms is the private quarters of the 
  Each of these four separate rooms is the private quarters of the 
  laymen. Each room contains a bed, chest, and wardrobe.
  laymen. Each room contains a bed, chest, and wardrobe.
  laymen. Each room contains a bed, chest, and wardrobe.
  laymen. Each room contains a bed, chest, and wardrobe.    
   
  ENCOUN
  ENCOUN
  ENCOUN
  ENCOUNTER 1F: UP AND ABOUT 
  TER 1F: UP AND ABOUT 
  TER 1F: UP AND ABOUT 
  TER 1F: UP AND ABOUT     
  (Zodal’s Temple Room 6)
  (Zodal’s Temple Room 6)
  (Zodal’s Temple Room 6)
  (Zodal’s Temple Room 6)    
  Outside of the temple is the privy. A well
  Outside of the temple is the privy. A well
  Outside of the temple is the privy. A well
  Outside of the temple is the privy. A well----worn pathway leads 
  worn pathway leads 
  worn pathway leads 
  worn pathway leads 
  from the drawbridge to the outhouse.
  from the drawbridge to the outhouse.
  from the drawbridge to the outhouse.
  from the drawbridge to the outhouse.    
   
   
  ENCOUNTER 2: INTO THE 
  ENCOUNTER 2: INTO THE 
  ENCOUNTER 2: INTO THE 
  ENCOUNTER 2: INTO THE 
  DARKNESS
  DARKNESS
  DARKNESS
  DARKNESS    
  After the characters have interacted with the other 
  patients of the temple, they’ll eventually stroll about the 
  premises. When they near the drawbridge, proceed with 
  the following: 
      
  Sleep has been hard to come by, as the sounds of nesting rats can 
  Sleep has been hard to come by, as the sounds of nesting rats can 
  Sleep has been hard to come by, as the sounds of nesting rats can 
  Sleep has been hard to come by, as the sounds of nesting rats can 
  be heard in the walls and beneath the floorboards. 
  be heard in the walls and beneath the floorboards. 
  be heard in the walls and beneath the floorboards. 
  be heard in the walls and beneath the floorboards.     
      
  Almost completely healed, your gr
  Almost completely healed, your gr
  Almost completely healed, your gr
  Almost completely healed, your group has spent the last two 
  oup has spent the last two 
  oup has spent the last two 
  oup has spent the last two 
  days gingerly walking around the temple grounds, waiting for 
  days gingerly walking around the temple grounds, waiting for 
  days gingerly walking around the temple grounds, waiting for 
  days gingerly walking around the temple grounds, waiting for 
  the merchants to recover. You are still employed to see their 
  the merchants to recover. You are still employed to see their 
  the merchants to recover. You are still employed to see their 
  the merchants to recover. You are still employed to see their 
  wagons to Brotton, and receive payment.
  wagons to Brotton, and receive payment.
  wagons to Brotton, and receive payment.
  wagons to Brotton, and receive payment.    
      
  On occasion, you’ve crossed the drawbridge to visit the 
  On occasion, you’ve crossed the drawbridge to visit the 
  On occasion, you’ve crossed the drawbridge to visit the 
  On occasion, you’ve crossed the drawbridge to visit the 
  cemetery 
  cemetery 
  cemetery 
  cemetery of those whom the healers were too late to help. Any 
  of those whom the healers were too late to help. Any 
  of those whom the healers were too late to help. Any 
  of those whom the healers were too late to help. Any 
  further exploration is too risky, as foul creatures attack anything 
  further exploration is too risky, as foul creatures attack anything 
  further exploration is too risky, as foul creatures attack anything 
  further exploration is too risky, as foul creatures attack anything 
  encountered in the sweltering heat wave.
  encountered in the sweltering heat wave.
  encountered in the sweltering heat wave.
  encountered in the sweltering heat wave.    
      
  The main entrance to the temple is a drawbridge spanning 
  The main entrance to the temple is a drawbridge spanning 
  The main entrance to the temple is a drawbridge spanning 
  The main entrance to the temple is a drawbridge spanning 
  a moat. Due to the heatwave and drou
  a moat. Due to the heatwave and drou
  a moat. Due to the heatwave and drou
  a moat. Due to the heatwave and drought, the moat water has 
  ght, the moat water has 
  ght, the moat water has 
  ght, the moat water has 
  all but evaporated, leaving scattered pools of mud on the moat 
  all but evaporated, leaving scattered pools of mud on the moat 
  all but evaporated, leaving scattered pools of mud on the moat 
  all but evaporated, leaving scattered pools of mud on the moat 
  floor.
  floor.
  floor.
  floor.    
      
  Tell the characters that they are returning from an 
  afternoon trip to the cemetery. Randomly choose a PC to 
  notice the outline of a concealed door that is exposed due 
  to the evaporated water. 
  
   
  The Secret of Zodal’s Temple 
   
   Page 6 
   
  Apparently the temple of Zodal was built on top of some long
  Apparently the temple of Zodal was built on top of some long
  Apparently the temple of Zodal was built on top of some long
  Apparently the temple of Zodal was built on top of some long----
  forgotten structure. There is an outline of a door in the dried 
  forgotten structure. There is an outline of a door in the dried 
  forgotten structure. There is an outline of a door in the dried 
  forgotten structure. There is an outline of a door in the dried 
  mud wall almost directly beneath the drawbridge. The bottom of 
  mud wall almost directly beneath the drawbridge. The bottom of 
  mud wall almost directly beneath the drawbridge. The bottom of 
  mud wall almost directly beneath the drawbridge. The bottom of 
  the door is at the moat’s floor.
  the door is at the moat’s floor.
  the door is at the moat’s floor.
  the door is at the moat’s floor.    
      
  Su
  Su
  Su
  Suddenly, the door pushes open. A skeletal form emerges 
  ddenly, the door pushes open. A skeletal form emerges 
  ddenly, the door pushes open. A skeletal form emerges 
  ddenly, the door pushes open. A skeletal form emerges 
  from the door. Turning its undead skull toward you, it begins 
  from the door. Turning its undead skull toward you, it begins 
  from the door. Turning its undead skull toward you, it begins 
  from the door. Turning its undead skull toward you, it begins 
  climbing the 30 ft. moat wall toward you as the echoes of distant 
  climbing the 30 ft. moat wall toward you as the echoes of distant 
  climbing the 30 ft. moat wall toward you as the echoes of distant 
  climbing the 30 ft. moat wall toward you as the echoes of distant 
  thunder roll from gathering rain clouds…
  thunder roll from gathering rain clouds…
  thunder roll from gathering rain clouds…
  thunder roll from gathering rain clouds…    
      
  Skeleton: 
  Skeleton: 
  Skeleton: 
  Skeleton: Medium Undead (6 ft.tall); HD 1d12; hp 6; 
  Initiative +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13 
  (+1 Dex, +2 natural); Atks +0/+0 melee (two claws 1d4); 
  SA nil; SQ half damage from slashing and piercing 
  weapons, cold immunity; AL N; SV Fort +0, Ref +1, Will 
  +2 
   
  Str 10, Dx 12, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Improved Initiative 
   
  Skeletons are the animated bones of the dead. They 
  are mindless automatons who obey the orders of their 
  evil masters. Pinpoints of red light smolder in the black 
  emptiness of their eye sockets. They attack until 
  destroyed, for that is what they were created to do. 
   
  Beltha will ask the party members to don their armor and 
  arm themselves in order to explore the doorway that 
  loosened the animated skeleton. If the party refuses to 
  investigate the doorway, inform them that the price for 
  their healing is far more than they can afford, and to 
  tackle this task for the clerics of Zodal would repay their 
  debt.  
   
  NOTE:
  NOTE:
  NOTE:
  NOTE: Characters are healed from their wounds from 
  the orc ambush, but their scars and joints continue to 
  ache (there's no game effect for this, but be sure to 
  remind the characters of it). 
   
  Beltha leads you to a storage area in the kitchen that contains a 
  Beltha leads you to a storage area in the kitchen that contains a 
  Beltha leads you to a storage area in the kitchen that contains a 
  Beltha leads you to a storage area in the kitchen that contains a 
  variety of clothing, armors, weapons, and gear. You immediately 
  variety of clothing, armors, weapons, and gear. You immediately 
  variety of clothing, armors, weapons, and gear. You immediately 
  variety of clothing, armors, weapons, and gear. You immediately 
  recognize your personal belongi
  recognize your personal belongi
  recognize your personal belongi
  recognize your personal belongings. “Take only those items that 
  ngs. “Take only those items that 
  ngs. “Take only those items that 
  ngs. “Take only those items that 
  belong to you."
  belong to you."
  belong to you."
  belong to you."    
   
  Characters will have to get to the bottom of the dried-up 
  moat. Although the walls are steep, they are sun-dried 
  and have numerous natural handholds. Climb skill 
  checks gain a +5 bonus. If any character happens to fall, 
  they’ll land in softened mud at the bottom. No damage 
  will be inflicted, but they’ll be covered in thick, smelly 
  mud. 
   
  The open door allows enough light to reveal a dusty 
  room that could be several hundred or several thousand 
  years old. Strange runes are written around the edge of 
  the doorway. Apparently, some ancient magic has 
  prevented this structure beneath Zodal’s Temple from 
  flooding. 
   
  The dark gray rain clouds so badly needed in this 
  region roll in at an incredible speed. As you stand at this 
  doorway into the unknown, sheets of rain begin to fall… 
   
  Thick dust has settled on the floor, and the obvious 
  tracks of the skeleton easily show the creature’s trail 
  through an archway leading deeper into the unknown 
  darkness. 
   
  This ancient chamber is more circular than square, 
  and the only other exit is the archway. Sounds of 
  chanting echo to you. What could survive down here for 
  all these years…? 
   
  The corridor beyond the archway runs some twenty 
  or so feet before turning left. A slight reflection of 
  firelight can be seen on the walls at the hallway’s turn. 
   
  Half way down the corridor is a 10 ft. wide by 5 ft. long 
  floor trap designed to collapse into a pit when enough 
  weight is set upon it. This is why the skeleton passed 
  without setting off the trap. 
   
  Trapdoor pit: 10 ft. deep (1d6); Reflex save to avoid (DC 
  20); Search (DC 21); Disable Device (DC 20). 
   
  Unless the trap is detected, lead party member will set off 
  the trap, and fall 10 ft. down into the pit (suffering 1d6 
  points of damage). Either the loud crashing of this trap or 
  the sounds of the advancing party will alert the cleric in 
  the next encounter. 
   
  The bottom of the pit contains the remains of a long 
  forgotten warrior. Many years ago, he came to destroy the 
  cleric of Kyuss. Unfortunately, he fell into the trap and 
  died. The recent energies have animated his skeleton. His 
  sword is magical and still has an unblemished blade. The 
  skeleton will also use its old rusty shield. 
   
  Skeleton: 
  Skeleton: 
  Skeleton: 
  Skeleton: Medium Undead (6 ft.tall); HD 1d12; hp 6; 
  Initiative +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13 
  (+1 Dex, +2 natural); Atks +0/+0 melee (two claws 1d4); 
  SA nil; SQ half damage from slashing and piercing 
  weapons, cold immunity; AL N; SV Fort +0, Ref +1, Will 
  +2 
   
  Str 10, Dx 12, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Improved Initiative 
      
  Equipment:::: The skeleton's shield is worthless, and 
  will break away completely after absorbing a hit or two. 
  The creature's sword, however, is magical (see the 
  Treasure Summary) 
   
   
  ENCOUNTER 3: ZOMBIES!
  ENCOUNTER 3: ZOMBIES!
  ENCOUNTER 3: ZOMBIES!
  ENCOUNTER 3: ZOMBIES!    
  Continuing down the hallway, the 
  Continuing down the hallway, the 
  Continuing down the hallway, the 
  Continuing down the hallway, the corridor turns left and opens 
  corridor turns left and opens 
  corridor turns left and opens 
  corridor turns left and opens 
  into a circular room at least twice the size of the room you 
  into a circular room at least twice the size of the room you 
  into a circular room at least twice the size of the room you 
  into a circular room at least twice the size of the room you 
  initially entered.
  initially entered.
  initially entered.
  initially entered.    
      
  A single torch lights the room’s far end. Its flame provides 
  A single torch lights the room’s far end. Its flame provides 
  A single torch lights the room’s far end. Its flame provides 
  A single torch lights the room’s far end. Its flame provides 
  just enough light to reveal a middle
  just enough light to reveal a middle
  just enough light to reveal a middle
  just enough light to reveal a middle----aged man behind a line of 
  aged man behind a line of 
  aged man behind a line of 
  aged man behind a line of 
  zombies!
  zombies!
  zombies!
  zombies!    
      
  “KILL THE I
  “KILL THE I
  “KILL THE I
  “KILL THE INTRUDERS! KILL THEM ALL MY 
  NTRUDERS! KILL THEM ALL MY 
  NTRUDERS! KILL THEM ALL MY 
  NTRUDERS! KILL THEM ALL MY 
  GHOULISH ARMY! KILL THEM IN THE NAME OF 
  GHOULISH ARMY! KILL THEM IN THE NAME OF 
  GHOULISH ARMY! KILL THEM IN THE NAME OF 
  GHOULISH ARMY! KILL THEM IN THE NAME OF 
  KYUSS!!”
  KYUSS!!”
  KYUSS!!”
  KYUSS!!”    
      
  The man then bolts through a dark archway leaving you to 
  The man then bolts through a dark archway leaving you to 
  The man then bolts through a dark archway leaving you to 
  The man then bolts through a dark archway leaving you to 
  become food for his horde of living dead.  
  become food for his horde of living dead.  
  become food for his horde of living dead.  
  become food for his horde of living dead.      
   
  Zombies (6), 
  Zombies (6), 
  Zombies (6), 
  Zombies (6), CR 0.5;    Medium Undead (6 ft. tall); HD 
  2d12; hp 10; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  
   
  The Secret of Zodal’s Temple 
   
   Page 7 
  natural); Atks: +2 melee (1d6+1, buffet); SA Partial Action; 
  SQ Undead immunities, cold immunity; AL N; SV Fort 0, 
  Ref –1, Will +3 
      
  Str 13, Dx 8, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Toughness 
   
  Zombies are corpses reanimated through dark and 
  sinister magic. These mindless automatons shamble 
  about, doing the bidding of their creator without fear or 
  hesitation. Drawn from their graves, half-decayed and 
  partially consumed by worms, they wear the tattered 
  remains of their burial clothes. A heavy, rank odor of 
  death hangs heavy in the air around them. 
   
  SA: Partial Action—Zombies have poor reflexes and 
  can perform only partial actions. Thus they can move or 
  attack, but not both in the same round. 
   
  SQ: 
  Undead 
  Immunity—Immune 
  to 
  mind 
  influencing effects, poison, sleep, paralyzation, stunning, 
  disease, and necromantic effects. Not subject to critical 
  hits, sneak attacks, ability damage, ability drain, or energy 
  drain. Immune to anything requiring a Fort save. 
   
   
  ENCOUNTER 4: PRIEST OF 
  ENCOUNTER 4: PRIEST OF 
  ENCOUNTER 4: PRIEST OF 
  ENCOUNTER 4: PRIEST OF 
  KKKKYUSS
  YUSS
  YUSS
  YUSS    
  Having defeated (or bypassed) the zombies, you leave from the 
  Having defeated (or bypassed) the zombies, you leave from the 
  Having defeated (or bypassed) the zombies, you leave from the 
  Having defeated (or bypassed) the zombies, you leave from the 
  only other exit in this ancient room. The man that commanded 
  only other exit in this ancient room. The man that commanded 
  only other exit in this ancient room. The man that commanded 
  only other exit in this ancient room. The man that commanded 
  the zombies fled this way just moments ago, and now you’re on 
  the zombies fled this way just moments ago, and now you’re on 
  the zombies fled this way just moments ago, and now you’re on 
  the zombies fled this way just moments ago, and now you’re on 
  his trail.
  his trail.
  his trail.
  his trail.    
      
  You hear echoed whispers of an evil prayer being invok
  You hear echoed whispers of an evil prayer being invok
  You hear echoed whispers of an evil prayer being invok
  You hear echoed whispers of an evil prayer being invoked 
  ed 
  ed 
  ed 
  ahead in the darkness. Even more eerie are the sounds of skeletal 
  ahead in the darkness. Even more eerie are the sounds of skeletal 
  ahead in the darkness. Even more eerie are the sounds of skeletal 
  ahead in the darkness. Even more eerie are the sounds of skeletal 
  creatures advancing upon you in that same darkness.
  creatures advancing upon you in that same darkness.
  creatures advancing upon you in that same darkness.
  creatures advancing upon you in that same darkness.    
   
  The magical darkness only lasts for 3 rounds before its 
  duration runs out. The cleric had cast when he heard the 
  party members coming down the dried moat some time 
  ago. The magical darkness is centered 20’ inside the 
  entrance of this room – for a 20’ radius area of effect. 
   
  Skeleton (6): 
  Skeleton (6): 
  Skeleton (6): 
  Skeleton (6): Medium Undead (6 ft.tall); HD 1d12; hp 6; 
  Initiative +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13 
  (+1 Dex, +2 natural); Atks +0/+0 melee (two claws 1d4); 
  SA nil; SQ half damage from slashing and piercing 
  weapons, cold immunity; AL N; SV Fort +0, Ref +1, Will 
  +2 
   
  Str 10, Dx 12, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Improved Initiative 
   
  Cleric of Kyuss, 
  Cleric of Kyuss, 
  Cleric of Kyuss, 
  Cleric of Kyuss, male human Clr5, 
  male human Clr5, 
  male human Clr5, 
  male human Clr5, CR 5; Medium 
  Humanoid (5 ft. 11 in. tall); HD 5d8; hp 32 (+3 hp 
  Toughness); Init +2 (Dex); Spd 30; AC: 12 (+2 Dex); Atks: 
  +3 melee (1d6 (crit 20), mace); SA spells, death touch (see 
  pg 162 in Player’s Handbook; SQ cast evil spells at +1 caster 
  level; AL CE; SV Fort +4, Ref +3, Will +9 
   
  Str 10, Dex 15, Con 9, Int 10, Wis 16, Cha 14 
      
  Skills:::: 
  Knowledge 
  (Religion) 
  +8, 
  Knowledge 
  (Necromancy) +8, Profession (Herbalist) +8, Spellcraft +8, 
  Diplomacy +1. Feats:::: Toughness, Iron Will, and Lightning 
  Reflexes 
   
  Equipment: : : : Death shroud clothing, gold ring, and a 
  mace forged of cold steel. 
   
  Spells (5/4+/3+/2+):    Note: Boldfaced spells have 
  already been cast for the day.  0 lvl—create water
  create water
  create water
  create water, guidance, 
  mending 
  mending 
  mending 
  mending x2
  x2
  x2
  x2, purify food and drink
  purify food and drink
  purify food and drink
  purify food and drink, resistance; 1st lvl— curse 
  x2, curse water
  curse water
  curse water
  curse water, doom, cause fear (Death); 2nd lvl—death knell, , , , 
  gentle repose, 
  gentle repose, 
  gentle repose, 
  gentle repose, desecrate (Evil); 3rd lvl—animate dead
  animate dead
  animate dead
  animate dead x2, 
   x2, 
   x2, 
   x2, 
  animate dead
  animate dead
  animate dead
  animate dead    (Death). 
   
  The cleric wears a ring of Kyuss. This ring is a 
  common symbol among the clergy of Kyuss, allowing 
  priests to be known immediately among each other. 
   
  The defeated man possesses a most odd gold ring. Its pattern is 
  The defeated man possesses a most odd gold ring. Its pattern is 
  The defeated man possesses a most odd gold ring. Its pattern is 
  The defeated man possesses a most odd gold ring. Its pattern is 
  highly detailed, and has been seen by
  highly detailed, and has been seen by
  highly detailed, and has been seen by
  highly detailed, and has been seen by (GM pick two 
  characters at the table). You don’t remember exactly who had 
  . You don’t remember exactly who had 
  . You don’t remember exactly who had 
  . You don’t remember exactly who had 
  identical rings like these, but you'v
  identical rings like these, but you'v
  identical rings like these, but you'v
  identical rings like these, but you've seen them in Radigast City.
  e seen them in Radigast City.
  e seen them in Radigast City.
  e seen them in Radigast City.    
      
  All about this dark room are humanoid remains in 
  All about this dark room are humanoid remains in 
  All about this dark room are humanoid remains in 
  All about this dark room are humanoid remains in 
  varying stages of preparation for animation. 
  varying stages of preparation for animation. 
  varying stages of preparation for animation. 
  varying stages of preparation for animation.     
   
  One area of the room is void of any dust. Characters may 
  make a Track check (DC 15) to conclude that bodies are 
  being magically transported to this area, and are dragged 
  to the pit for reanimation. 
   
  The center of this circular room has a three-foot deep 
  vat with a corpse in it. The vat is rimmed with the same 
  type of strange runes that you found around the door to 
  this ancient temple. 
   
  At the head of the vat are a few items on the floor 
  that you would assume to be material components to 
  perform such a gruesome ritual. These items include a 
  vial of water (probably unholy), a vial of blood, a 
  ceremonial dagger, and an old black book. The dagger has 
  a dull blade of gold with a red silk woven handle. 
   
  The book, and the vial of unholy water radiate evil. 
  Even if there is no character in the party to detect evil, let 
  the characters know both of these items tempt the 
  characters to finish what the evil cleric had started… 
   
  The characters should figure out that they need to 
  destroy both the book and the unholy water.  
   
  Also in this room, but away from the animation pit, 
  are a table with a rolled parchment, a bottle of ink, and a 
  quill. Some foodstuffs and wine are also on the table.  
   
  A bed is near the table, and a corpse occupies one 
  side. A depression in the bed’s mattress would indicate 
  this evil cleric slept along side of the remains he would 
  eventually animate… 
   
  The scroll contains a journal of the cleric is partially 
  written in Draconic. Characters with the Decipher Script 
  skill can make a check at DC30 to be able to decipher the 
  part of the journal written in an ancient script. 
   
  The following Draconic entries are detailed for any 
  character able to read it: 
   
  “The first day of Goodmonth. Just as Durac had reported, a 
  teleport spell has safely delivered me to a secret temple of Kyuss 
  beneath the Zodal temple. The ignorant healers know nothing 
  of our temple, upon which they built their structure.” 
   
  “The third day of Goodmonth. I received more bodies and 
  another score of zombies through Jar-Kantor’s teleport anchor. I 
  
   
  The Secret of Zodal’s Temple 
   
   Page 8 
  believe I have more than enough bodies to finish the rituals that 
  will bring unholy life back into these corpses.” 
   
  “The tenth day of Goodmonth. The rituals for reanimation 
  proceed slowly – yet a number of the living dead now populate 
  this secret temple of Kyuss. The idiots above me in Zodal’s temple 
  don’t even know I’m here.” 
   
  “The sixteenth of Goodmonth (today). The chosen are now in 
  place. Those in Radigast City only await my attack to go 
  forward with our plans…” 
   
   
  ENCOUNTER 5: OUT OF THE 
  ENCOUNTER 5: OUT OF THE 
  ENCOUNTER 5: OUT OF THE 
  ENCOUNTER 5: OUT OF THE 
  FRYING PAN, AND INTO THE 
  FRYING PAN, AND INTO THE 
  FRYING PAN, AND INTO THE 
  FRYING PAN, AND INTO THE 
  FIRE!
  FIRE!
  FIRE!
  FIRE!    
  The moment the black book is handled, a clap of thunder 
  splits the silence! In the thunder’s echo, a low moaning 
  sound is heard! 
   
  “THE BOOK! THE BOOK! WE MUST RECOVER THE 
  “THE BOOK! THE BOOK! WE MUST RECOVER THE 
  “THE BOOK! THE BOOK! WE MUST RECOVER THE 
  “THE BOOK! THE BOOK! WE MUST RECOVER THE 
  BOOK…”
  BOOK…”
  BOOK…”
  BOOK…”    
   
  All the corpses that were to be animated begin to stir. 
  There are about 40 corpses in this room alone. They also 
  choke out the words of their evil deity! 
   
  “The book! The book! We must recover
  “The book! The book! We must recover
  “The book! The book! We must recover
  “The book! The book! We must recover the book…”
   the book…”
   the book…”
   the book…”    
   
  These creatures are in the process of instant animation 
  will get to their feet in three rounds. During the next two 
  rounds, their movement is 10. Movement increases by 10 
  each round thereafter until their full speed of 30 is 
  reached. Characters should realize the need to escape this 
  tomb of the living dead!  
   
  The characters should escape with the book. The 
  unholy water can simply be emptied. 
   
  Skeleton (10): 
  Skeleton (10): 
  Skeleton (10): 
  Skeleton (10): Medium Undead (6 ft.tall); HD 1d12; hp 6; 
  Initiative +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13 
  (+1 Dex, +2 natural); Atks +0/+0 melee (two claws 1d4); 
  SA nil; SQ half damage from slashing and piercing 
  weapons, cold immunity; AL N; SV Fort +0, Ref +1, Will 
  +2 
   
  Str 10, Dx 12, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Improved Initiative 
   
  Zomb
  Zomb
  Zomb
  Zombies (30), 
  ies (30), 
  ies (30), 
  ies (30), CR 0.5;    Medium Undead (6 ft. tall); HD 
  2d12; hp 10; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural); Atks: +2 melee (1d6+1, buffet); SA Partial Action; 
  SQ Undead immunities, cold immunity; AL N; SV Fort 0, 
  Ref –1, Will +3 
      
  Str 13, Dx 8, Con 0, Int 0, Wis 10, Cha 11 
      
  Feats:::: Toughness 
   
  SA: Partial Action—Zombies have poor reflexes and 
  can perform only partial actions. Thus they can move or 
  attack, but not both in the same round. 
   
  SQ: 
  Undead 
  Immunity—Immune 
  to 
  mind 
  influencing effects, poison, sleep, paralyzation, stunning, 
  disease, and necromantic effects. Not subject to critical 
  hits, sneak attacks, ability damage, ability drain, or energy 
  drain. Immune to anything requiring a Fort save. 
   
  The characters will have to scramble up the moat walls. 
  Two things should play into the excitement: 
   
  1) 
  With the drenching rain, the once dried rocky walls 
  are slick with mud. Let the character climb 10’ up, 
  then slide 5’ back down, etc., etc. The hoardes of 
  undead should be on their heals! 
   
  2) 
  The moat walls once served the clerics of Kyuss as 
  catacombs. Skeletal arms will reach out, and scores 
  more of the Kyuss army will begin pulling 
  themselves out from the walls. They will fall into the 
  moat, and begin climbing for the party! 
   
  The characters will have to destroy the evil black book. 
  Pouring holy water upon will vanquish the evil, but the 
  book remains – seemingly unchanged. Give the 
  impression nothing has happened to the book. In reality, 
  the evil of the book has been rebuked. The book remains, 
  but the evil is gone. Give the characters the impression 
  that the book should have dissolved into nothingness – 
  but it hasn’t. 
   
  Some 
  characters 
  should 
  begin 
  raising 
  the 
  drawbridge. This is a very slow process accomplished by a 
  single hand crank. The army of living dead will certainly 
  be on the bridge before it can be raised. Allow characters 
  with above average Strength and Constitution to make 
  better-than-average speed. 
   
   
  ENCOUNTER 6: ETERNAL 
  ENCOUNTER 6: ETERNAL 
  ENCOUNTER 6: ETERNAL 
  ENCOUNTER 6: ETERNAL 
  PEACE
  PEACE
  PEACE
  PEACE    
  The hand crank of the old drawbridge snaps under its 
  sudden furious use.  
   
  The low groans of “THE BOOK! THE BOOK…” and 
  the rush of rain fills your ears. The hoardes of living dead 
  eventually stop their advance upon the temple. The evil 
  of the book was apparently destroyed, because the 
  zombies and skeletons begin to fall in their tracks. 
   
  The undead on the bridge begin to fall into the 
  muddy moat. Others collapse where they stand. All about, 
  the animated dead of Kyuss lose their magical essence – 
  all except one… Still approaching the temple of Zodal a 
  terrifying creature, a mummified corpse with dull green 
  eyes! 
   
  It begins to shamble up to the drawbridge, then 
  begins to walk over to get to you. It opens its mouth to 
  reveal writhing green worms inside its jaws. Those same 
  green worms infest its eye sockets. 
   
  Son of Kyuss, 
  Son of Kyuss, 
  Son of Kyuss, 
  Son of Kyuss, CR 5; Medium Undead (6 ft. tall); HD 
  4d12+3; hp 27; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  
   
  The Secret of Zodal’s Temple 
   
   Page 9 
  natural); Atks +6 melee (1d6+4, slam); SA Kyuss' Gift, 
  create spawn; SQ Undead, regeneration 5, turn resistance 
  +2; AL CE; SV Fort +3, Ref +0, Will +4. 
   
  Str 18, Dex 9, Con —, Int 6, Wis 11, Cha 14. 
      
  Skills: : : : Hide +3, Jump +8, Move Silently +3, Spot +6. 
  Feats: : : : Toughness 
   
  Sons of Kyuss are a disgusting form of cursed undead 
  created by a powerful evil cleric named Kyuss, who has 
  since been rewarded for his service to a dark deity and has 
  achieved a small portion of divinity. They can appear 
  anywhere, but are known to be found more frequently in 
  the Amedio Jungle, where Kyuss spent some time 
  decades ago. Completely mad and working without 
  apparent reason, the sons of Kyuss wander caverns, 
  crypts, and sometimes even the open countryside in 
  search of victims. 
   
  Sons of Kyuss look very much like well-rotted 
  zombies. It is only once they are within 20 feet that the 
  writhing green worms can be seen crawling in and out of 
  their skull orifices. They are usually clad in rotted 
  clothing, although a rare few wear pieces of armor that 
  have not yet decayed enough to fall off. 
   
  A 16th or higher level cleric may use the create 
  undead to create new sons of Kyuss. Doing so requires 
  maggots from the corpse of a leper in addition to the 
  normal material components for the spell. 
   
  Combat
  Combat
  Combat
  Combat: Sons of Kyuss never travel more than three 
  together, splitting into multiple smaller groups if creating 
  spawn causes them to exceed this number. Occasionally a 
  larger creature falls to their curse and follows after them 
  as a normal zombie. Unlike zombies, sons of Kyuss are 
  not limited to taking partial actions only in a round, but 
  they are intelligent enough to pretend to have restricted 
  movement until they are ready to attack. They normally 
  use their fear aura to scatter their victims, chasing them 
  down singly until all have been caught. 
      
  Fear Aura (Su): Sons of Kyuss are shrouded in a zone 
  of fear. Creatures that enter this area (or if the son brings 
  the area to the creature) must succeed at a Will save (DC 
  16) or be affected as though by a fear spell cast by a 7th-
  level sorcerer. A creature that makes this save is immune 
  to all fear auras from sons of Kyuss for 24 hours. 
   
  Kyuss’ 
  Gift 
  (Su): 
  Supernatural 
  disease—slam, 
  Fortitude save (DC 12), incubation period 1 day; damage 
  1d6 temporary Constitution/1d4 temporary Wisdom. 
  Unlike normal diseases, this disease continues until the 
  victim reaches 0 Constitution (and dies) or receives a cure 
  disease spell or similar magic (see “Disease” in Chapter 3: 
  Running the Game in the DUNGEON MASTER® Guide).  The 
  disease causes a rotting of the flesh and dementia. A 
  diseased victim only gets half the benefits of natural and 
  magical healing (divide all healing by two). 
   
  Fast Healing (Ex): A son heals 5 points of damage each 
  round. If reduced to 0 hit points in combat, a son 
  collapses but continues to heal, rising 1d4 rounds later to 
  fight again. Only fire, electricity, holy water, or the touch 
  of holy or blessed weapons keeps it from rising in such a 
  manner (these attacks may be applied while the creature 
  remains fallen or be the cause of its fall). 
   
  Create Spawn (Su): Sons of Kyuss create more of their 
  own kind with the green worms crawling through their 
  bodies. Each round that a son is in melee combat, one of 
  the worms leaps from its host to land on the son’s 
  opponent (make an attack roll using the son’s slam attack 
  value). The worm has AC 10 and 1 hit point. During this 
  time, the worm can be killed by the touch of iron or by 
  any sort of attack that a son could not regenerate. On the 
  son’s next turn, the worm burrows into the flesh of its 
  target, making its way toward the brain and causing 1 hit 
  point of damage per round until it reaches the brain 
  1d4+1 rounds later. When inside a victim, the worm can 
  be destroyed by remove curse or remove disease (or spells 
  that duplicate these effects); dispel evil or neutralize poison 
  delays its progress for 10d6 minutes. These spells affect 
  multiple worms within the same victim. Worms cannot 
  survive outside of a host for more than 1 round. 
   
  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per round 
  until it is destroyed or the victim reaches 0 Intelligence, 
  at which point the host dies and rises as a son of Kyuss 
  1d6+4 rounds later.  Small, Medium-Size, and Large 
  creatures become sons of Kyuss as described above; 
  smaller creatures quickly putrefy, larger creatures 
  become normal zombies. Spawn (and spawned zombies) 
  are not under the control of their parent but usually 
  follow after whatever son created them. 
   
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked by 
  1d4 worms. 
      
  Curative Transformation (Ex): A remove curse, remove 
  disease, or more powerful versions of these spells 
  transforms a son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw additional 
  attacks from worms because the spell’s power kills any 
  that try. 
   
   
  CONCLUSION
  CONCLUSION
  CONCLUSION
  CONCLUSION    
   
  Your wounds many, your spirits nearly broken, you take a 
  Your wounds many, your spirits nearly broken, you take a 
  Your wounds many, your spirits nearly broken, you take a 
  Your wounds many, your spirits nearly broken, you take a 
  deser
  deser
  deser
  deserved rest in the sacred halls of the Temple of Zodal. The 
  ved rest in the sacred halls of the Temple of Zodal. The 
  ved rest in the sacred halls of the Temple of Zodal. The 
  ved rest in the sacred halls of the Temple of Zodal. The 
  merchants are healing nicely now that you have vanquished the 
  merchants are healing nicely now that you have vanquished the 
  merchants are healing nicely now that you have vanquished the 
  merchants are healing nicely now that you have vanquished the 
  growing evil.
  growing evil.
  growing evil.
  growing evil.    
      
  Days pass, and the rains finally subside. In its wake, the 
  Days pass, and the rains finally subside. In its wake, the 
  Days pass, and the rains finally subside. In its wake, the 
  Days pass, and the rains finally subside. In its wake, the 
  rains have flooded the ruins of the ancient site of Kyuss. The 
  rains have flooded the ruins of the ancient site of Kyuss. The 
  rains have flooded the ruins of the ancient site of Kyuss. The 
  rains have flooded the ruins of the ancient site of Kyuss. The 
  moat is once again filled with water, but remains several feet 
  moat is once again filled with water, but remains several feet 
  moat is once again filled with water, but remains several feet 
  moat is once again filled with water, but remains several feet 
  below its normal water line.
  below its normal water line.
  below its normal water line.
  below its normal water line.    
      
  As the merchants are making final preparation to depart, 
  As the merchants are making final preparation to depart, 
  As the merchants are making final preparation to depart, 
  As the merchants are making final preparation to depart, 
  Beltha Yoro asks to see your fellowship in her private chambers.
  Beltha Yoro asks to see your fellowship in her private chambers.
  Beltha Yoro asks to see your fellowship in her private chambers.
  Beltha Yoro asks to see your fellowship in her private chambers.    
  “Before you go, I want you to know the da
  “Before you go, I want you to know the da
  “Before you go, I want you to know the da
  “Before you go, I want you to know the dangers that await you. 
  ngers that await you. 
  ngers that await you. 
  ngers that await you. 
  I have spent the days trying to understand these writings that 
  I have spent the days trying to understand these writings that 
  I have spent the days trying to understand these writings that 
  I have spent the days trying to understand these writings that 
  are the evil cleric’s journal.”
  are the evil cleric’s journal.”
  are the evil cleric’s journal.”
  are the evil cleric’s journal.”    
      
  “Through prayerful spells, and careful concentration, I 
  “Through prayerful spells, and careful concentration, I 
  “Through prayerful spells, and careful concentration, I 
  “Through prayerful spells, and careful concentration, I 
  have uncovered a plot that the Clerics of Kyuss intend to control 
  have uncovered a plot that the Clerics of Kyuss intend to control 
  have uncovered a plot that the Clerics of Kyuss intend to control 
  have uncovered a plot that the Clerics of Kyuss intend to control 
  these lands. I c
  these lands. I c
  these lands. I c
  these lands. I could not learn their names, but some influential 
  ould not learn their names, but some influential 
  ould not learn their names, but some influential 
  ould not learn their names, but some influential 
  people in Urnst have already pledged themselves to Kyuss.”
  people in Urnst have already pledged themselves to Kyuss.”
  people in Urnst have already pledged themselves to Kyuss.”
  people in Urnst have already pledged themselves to Kyuss.”    
      
  “I must ask that you take the next step in this battle 
  “I must ask that you take the next step in this battle 
  “I must ask that you take the next step in this battle 
  “I must ask that you take the next step in this battle 
  against Kyuss. This book must be delivered to Dennen 
  against Kyuss. This book must be delivered to Dennen 
  against Kyuss. This book must be delivered to Dennen 
  against Kyuss. This book must be delivered to Dennen 
  
   
  The Secret of Zodal’s Temple 
   
   Page 10 
  Astralstaff of the County’s Wizards Gui
  Astralstaff of the County’s Wizards Gui
  Astralstaff of the County’s Wizards Gui
  Astralstaff of the County’s Wizards Guild.  Dennen is the only 
  ld.  Dennen is the only 
  ld.  Dennen is the only 
  ld.  Dennen is the only 
  one I trust, and he is currently away and won’t be back for five 
  one I trust, and he is currently away and won’t be back for five 
  one I trust, and he is currently away and won’t be back for five 
  one I trust, and he is currently away and won’t be back for five 
  months. Dennen is the liaison between our Wizards Guild and 
  months. Dennen is the liaison between our Wizards Guild and 
  months. Dennen is the liaison between our Wizards Guild and 
  months. Dennen is the liaison between our Wizards Guild and 
  the Wizards Guilds of other kingdoms. Unfortunately, Dennen 
  the Wizards Guilds of other kingdoms. Unfortunately, Dennen 
  the Wizards Guilds of other kingdoms. Unfortunately, Dennen 
  the Wizards Guilds of other kingdoms. Unfortunately, Dennen 
  is currently abroad on business with neighborin
  is currently abroad on business with neighborin
  is currently abroad on business with neighborin
  is currently abroad on business with neighboring nations.”
  g nations.”
  g nations.”
  g nations.”    
  “Please return in the month of Readying, when Luna is full. 
  “Please return in the month of Readying, when Luna is full. 
  “Please return in the month of Readying, when Luna is full. 
  “Please return in the month of Readying, when Luna is full. 
      
  Dennen is expected back at that time. Hopefully, by then I 
  Dennen is expected back at that time. Hopefully, by then I 
  Dennen is expected back at that time. Hopefully, by then I 
  Dennen is expected back at that time. Hopefully, by then I 
  will have made significant progress in translating these codes.”
  will have made significant progress in translating these codes.”
  will have made significant progress in translating these codes.”
  will have made significant progress in translating these codes.”    
  “Until then, adventurers, go forth and hone your skills. I 
  “Until then, adventurers, go forth and hone your skills. I 
  “Until then, adventurers, go forth and hone your skills. I 
  “Until then, adventurers, go forth and hone your skills. I foresee 
  foresee 
  foresee 
  foresee 
  an active part in the struggles against Kyuss in your futures.  Go 
  an active part in the struggles against Kyuss in your futures.  Go 
  an active part in the struggles against Kyuss in your futures.  Go 
  an active part in the struggles against Kyuss in your futures.  Go 
  now, and take with you the respect and gratitude of the Temple 
  now, and take with you the respect and gratitude of the Temple 
  now, and take with you the respect and gratitude of the Temple 
  now, and take with you the respect and gratitude of the Temple 
  of Zodal. I’ll see you in Readying…”
  of Zodal. I’ll see you in Readying…”
  of Zodal. I’ll see you in Readying…”
  of Zodal. I’ll see you in Readying…”    
      
  With Beltha’s foreboding precognition, you depart the 
  With Beltha’s foreboding precognition, you depart the 
  With Beltha’s foreboding precognition, you depart the 
  With Beltha’s foreboding precognition, you depart the 
  Temple of Zodal. Ithon and
  Temple of Zodal. Ithon and
  Temple of Zodal. Ithon and
  Temple of Zodal. Ithon and Pelum Merryweather have 
   Pelum Merryweather have 
   Pelum Merryweather have 
   Pelum Merryweather have 
  recovered quickly after you’ve thwarted the Kyuss cleric’s evil 
  recovered quickly after you’ve thwarted the Kyuss cleric’s evil 
  recovered quickly after you’ve thwarted the Kyuss cleric’s evil 
  recovered quickly after you’ve thwarted the Kyuss cleric’s evil 
  nest.
  nest.
  nest.
  nest.    
      
  Upon reaching Brotton, Ithon offers to either pay you each 
  Upon reaching Brotton, Ithon offers to either pay you each 
  Upon reaching Brotton, Ithon offers to either pay you each 
  Upon reaching Brotton, Ithon offers to either pay you each 
  20 gold coins, or 30 gold worth of his merchandise. 
  20 gold coins, or 30 gold worth of his merchandise. 
  20 gold coins, or 30 gold worth of his merchandise. 
  20 gold coins, or 30 gold worth of his merchandise.     
   
  THE END
  THE END
  THE END
  THE END    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 1: Up and About
  Encounter 1: Up and About
  Encounter 1: Up and About
  Encounter 1: Up and About    
  Discretionary role-playing 
  0-100 xp 
      
  Encounter 2: Into the Darkness
  Encounter 2: Into the Darkness
  Encounter 2: Into the Darkness
  Encounter 2: Into the Darkness    
  Defeating the Skeleton at drawbridge 
  10 xp 
  Defeating the Skeleton in trap 
  10 xp 
   
  Encounter 3: Zombies!
  Encounter 3: Zombies!
  Encounter 3: Zombies!
  Encounter 3: Zombies!    
  Defeating the Zombies 
  40 xp 
   
  Encounter 4: Priest of Kyuss
  Encounter 4: Priest of Kyuss
  Encounter 4: Priest of Kyuss
  Encounter 4: Priest of Kyuss    
  Defeating the Skeletons and Cleric 
  100 xp 
   
  Encounter 5: Out of the Frying Pan
  Encounter 5: Out of the Frying Pan
  Encounter 5: Out of the Frying Pan
  Encounter 5: Out of the Frying Pan    
  Discretionary in character actions 
  0-40 xp 
   
  Encounter 6: Eternal Peace
  Encounter 6: Eternal Peace
  Encounter 6: Eternal Peace
  Encounter 6: Eternal Peace    
  Son of Kyuss 
  60 xp 
  Destroying the Evil Book 
  140 xp 
   
  Total Possible Experience:
  Total Possible Experience:
  Total Possible Experience:
  Total Possible Experience:    
   500 xp
   500 xp
   500 xp
   500 xp    
   
   
  Treasury Summary
  Treasury Summary
  Treasury Summary
  Treasury Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives campaign-
  decided penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter 2:
  Encounter 2:
  Encounter 2:
  Encounter 2:    
  +1 Enchanted Longsword (Value 2,315 gp, Weight 4 lb, 
  Unusual): The edges of this blade gleam with a sharpness 
  like no other. Its handle is wrapped in soft leather, and 
  the pommel ends in the likeness of Oerth's two moons, 
  Luna and Celene. These areas are somewhat hollowed 
  out, as if stones or gems were meant to be inserted. 
   
  The full powers of this sword are beyond your ability 
  to discover. Through adventuring, and your willingness 
  to evolve this ancient weapon, its true nature will be 
  revealed. Keep track of each time this weapon scores a hit 
  on a die roll of a natural 20, and/or each time this weapon 
  deals maximum damage. The GM must certify each 
  occurrence on the grid below. Once a single character has 
  been responsible for 20 such occurrences, the owner 
  should contact the County of Urnst Triad, and the sword 
  will reveal a new power (a new certificate will be issued). 
  This represents a "bonding" with the weapon, and 
  
   
  The Secret of Zodal’s Temple 
   
   Page 11 
  requires an expenditure of 4 time units and 1,000 xp. 
  Once bonded, the weapon cannot be traded. 
   
  If additional space is needed (as in the case of a 
  traded weapon) use the back of this certificate. 
   
  Enchanted Long
  Enchanted Long
  Enchanted Long
  Enchanted Longsword Bonding History
  sword Bonding History
  sword Bonding History
  sword Bonding History    
  (20 lines of this) 
  Wielder: ____________________ 
  Date 
  of 
  Perfect 
  Hit/Maximum Damage: _______________ DM 
  Signature: 
  _______________ 
  DM RPGA#: _______________ 
   
  Encounter 4:
  Encounter 4:
  Encounter 4:
  Encounter 4:    
  Ring of Kyuss (Value 125 gp): This gold ring is uniquely 
  designed by artisans in service to Kyuss, an evil god of 
  unknown origin who oversees the creation and mastery 
  of undead. Any wearer of this style of ring will recognize 
  another wearer as a worshipper of Kyuss. In cultic lore, 
  those who wear the ring without true dedication to Kyuss 
  are to be murdered painfully and fed to wild dogs. The 
  ring is not magical. 
   
  Ceremonial Dagger (Value 100 gp): This dagger has a dull 
  blade of gold with a woven handle of red silk. 
   
  Conclusion:
  Conclusion:
  Conclusion:
  Conclusion:    
  Coin Payment from merchants: 20 gp 
   
  Merchandise Payment from merchants: 30 gp 
   
  Influence Point: County of Urnst Clergy of Zodal: This 
  Influence Point will be redeemable in future scenarios. 
  The clergy of Zodal in the County of Urnst remembers 
  what you did for them, and is willing to do you a favor in 
  the future. 
   
  
   
  The Secret of Zodal’s Temple 
   
   Page 12 
  Player’s Map #1
  Player’s Map #1
  Player’s Map #1
  Player’s Map #1    
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  Zodal’s Temple
      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC1-01 - The Secret of Zodal's Temple.pdf