TEXT: 1
  the Secret of the
  Windswept
  Wall
  A short adventure for four 2nd-
  to 4th-level player characters
  CREDITS
  Design: 
  Eric Haddock
  Editing: 
  Gwendolyn F.M. Kestrel 
  Cartography:
  Rob Lazzaretti
  Typesetting:
  Sue Weinlein Cook
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
  trademarks owned by Wizards of the Coast, Inc. The d20 logo is a
  trademark owned by Wizards of the Coast, Inc. All Wizards charac-
  ters, character names, and the distinctive likenesses thereof are
  trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License,
  please visit www.wizards.com/d20. 
  ©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  INTRODUCTION
  Sionaas, a powerful wizard, began construction of a
  tower and dungeon in the nearby mountain range, the
  Windswept Wall. He recruits a large number of vil-
  lagers for labor from Poisson, the nearest point of civi-
  lization in the area. He pays well and treats them
  kindly. Two days ago, something terrible happened at
  the site and a messenger went to Poisson with a note: 
  “Workers trapped in cave-in — send help.”
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’S Guide, and
  the Monster Manual to use this adventure.
  Text that appears in shaded boxes is player informa-
  tion, which you may read aloud or paraphrase when
  appropriate. Unshaded boxes contain important infor-
  mation for you, including special instructions. Monster
  and NPC statistics are provided with each encounter in
  full.
  This adventure uses two maps from the “Map-a-
  Week” feature from the Wizards of the Coast website.
  The Hidden Coast map is available for available for
  download 
  at 
  <http://www.wizards.com
  /dnd/images/mapofweek/1HiddenCoast.jpg> and
  the Village of Poisson map is available for available at
  <http://www.wizards.com/dnd/images/mapofweek
  /4VillagePoisson.jpg>. These maps are reprinted
  here for your convenience.
  BACKGROUND
  The village of Poisson, a fortified village at the highest
  point on the Hidden Coast, buzzes with the news that
  Sionaas, a powerful human wizard, started constructing
  a tower and perhaps a dungeon somewhere in the
  Windswept Wall mountain range near Holden’s Wood.
  Sionaas recruits labor from the village with the promise
  of generous wages and a short stay in the mountains,
  and many have taken the offer.
  Poisson’s mayor, Beorn Lammond, lives in the
  fortress that dominates the village. With the flow of
  people out of the village, he worries that the volunteers
  he counts on to defend the village from pirates and
  other possible threats won’t be available while they’re
  in the Windswept Wall. The garrison of troops billeted
  here can defend the fortress but nothing else. Should
  something terrible happen, the village outside the cen-
  tral fortress is vulnerable to any large-scale attack.
  
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  CHARACTER HOOKS
  There are a variety of ways to introduce the PCs into
  this adventure:
  • The heroes could be travelling up the Free Trail en
  route to a city or other point of interest when news
  of the cave-in reaches them.
  • The cry for help could be addressed specifically to
  the PCs, if they have a reputation in the area.
  • Beorn or other villager knows the PCs. The PCs
  could be visiting for some reason.
  • Beorn asks the PCs for help knowing their reputa-
  tion as willing to help those in need.
  • If the PCs associate with a government, merchant
  house, guild, or other organization, it might have
  sent the PCs to investigate. Their mission is to
  learn how powerful Sionaas really is and whether
  he will destabilize the balance of power in the
  region. The PCs could also be called upon to infil-
  trate the wizard’s complex and construct a secret
  door unknown to the wizard or to gather informa-
  tion on the structure’s defenses, contents, or both.
  • Rumors say the Windswept Wall holds riches and
  the PCs could venture there on their own, search-
  ing for treasure by chasing a legend or other.
  GATHER INFORMATION
  OR BARDIC KNOWLEDGE
  CHECKS
  By spending some time in the village of Poisson or talk-
  ing with farmers in the area, the PCs may hear the fol-
  lowing, based on their Gather Information or Bardic
  Knowledge checks.
  DC: Information Gained.
  10: Sionaas seeks manual laborers for a project in the
  Windswept Wall mountain range. Pay is good,
  length of work is one moon or less. All trades need-
  ed.
  15: Sionaas treats his workers well and seems honest
  in his dealings. He’s the classic absent-minded wiz-
  ard though. It probably wouldn’t occur to him to
  swindle anyone, and he doesn’t have a familiar. It
  seems he’s using labor from the village of Poisson
  as a gesture of goodwill since he is a new resident
  of the area.
  20: The village of Poisson can ill-afford the drain on
  resources the wizard has created and the cave-in
  has only made it worse. If the villagers at the
  Windswept Wall are dead or maimed, the village
  cannot defend itself and word will surely spread to
  the pirates in the coastal islands or to the monsters
  in Drake Wood. There are rumblings that the wiz-
  ard might have done the cave-in on purpose, to
  weaken Poisson for takeover by the wizard or some
  ally. Most fear that pirates wait to descend upon the
  village.
  25: Sionaas finished building the aboveground part of
  his complex and secured it against intrusion by
  people on-site. The laborers now concentrate just
  on the belowground features, namely, the dun-
  geon.
  30: Sionaas lived in the Hidden Coast for many years,
  but never in one place for very long. He supports
  himself as an alchemist and as a fence for stolen
  property. As a fence, he’s particularly interested in
  any antique maps of the Windswept Wall. Despite
  pressure to do so, he has never formally aligned
  himself with any criminal organization. The cave-
  in could be sabotage from a scorned thieves’ guild
  or merchant house.
  35: A conversation with a local fence discusses various
  characteristics of Sionaas and also brings up the
  name Tilloch. That name reminds you of a conver-
  sation you overheard two years ago. You were in a
  busy tavern when you overheard a mumbled rant
  by a man named Tilloch. He griped about his for-
  mer beloved, named Sionaas. Tilloch said that the
  wizard was obsessed with the Windswept Wall and
  this quest which demanded too much of Sionaas’s
  attention for them to maintain a relationship. He
  also said that Sionaas sought something in particu-
  lar in the mountain range but Tilloch didn’t know
  what it was.
  ABOUT THE AREA
  The following features are described to give a sense of
  place for the PCs should they explore the area them-
  selves or ask a local about it. DMs can also use the back-
  ground information to make new adventures based off
  this one.
  The Hidden Coast
  The heavy fog that frequently shrouds the coast for
  miles in both directions of the cliffs underneath Pois-
  son gives this area its name. Legends about the source
  of the fog run through many generations in the area
  but most of them revolve around a fire-breathing
  dragon sleeping in a hidden cave nestled in one of the
  
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  cliff faces. Allegedly, each night, the dragon’s smolder-
  ing nostrils produce a fog that grows thick by morning. 
  Many ships crash along the coast because of the fog.
  The most famous wreck was the ship that became the
  Drunk Duck Inn, located a day’s travel by horse south
  of Poisson on the Free Trail.
  Old Rock and Hag Needles Isles
  These islands are favorite locations for pirate bases and
  constantly change hands depending on which pirate
  organization is the toughest in the area. Poisson’s loca-
  tion high on a cliff helps defend it, but only since Pois-
  son became fortified have assaults on the village have
  reduced dramatically. Raids now prey on shipping.
  Rumors abound of long forgotten pirate hoards hidden
  on the isles and how the isles were once home to a cult
  that worshipped a dead god eons before any human set
  foot in the area.
  Brian’s Island
  A swindler sold a large hunk of barren rock to a gullible
  noble named Brian. Since then, “a Brian’s deal” became
  the area’s expression for any sort of unfair business
  arrangement or deception.
  Poisson Village
  There used to be a village at the mouth of the Mer-
  maid’s Tears River, but it was raided so often by pirates
  that the villagers moved up the coast to the cliffs. The
  new settlement became known as Poisson’s Village,
  named after the captain of the garrison that con-
  structed the village’s first fortress. Since the fortress’s
  construction a decade ago, pirate activity on land
  decreased and the Free Trail within a day of Poisson is
  generally safe.
  The Dark Valley
  Monsters abound in this valley but they seem to keep
  to themselves for the most part. River traffic on the
  Mermaid’s Tears is sometimes harassed, and no one
  dares take The Run, but civilized folk stay away from
  the valley anyway.
  The Mossy Woods
  Cleared of the toughest monsters by the garrison in
  Poisson, the Mossy Woods is safe enough to serve as the
  village’s source of wood and game. About a dozen per-
  manent settlements (farms and the like) exist in the
  woods. The farmers in the woods are great sources of
  information about the area outside of Poisson.
  Holden’s Wood
  In the past, an ogre clan wrought havoc from these
  woods. The woods are named Holden in memory of the
  great hero who defeated them. A small stone obelisk
  commemorates Holden’s victory. Rumors say a surviv-
  ing lover of Holden enchanted the obelisk somehow.
  No one knows what the enchantment is and there is
  plenty of speculation. Some folk say that on certain
  nights of the year, when the stars are right, the lovers
  visit the obelisk and the two are reunited for the night.
  The area doesn’t have any permanent settlements. 
  The North Wood
  A small organization of elves claim these woods; their
  claim goes unchallenged by Poisson. The elves trade
  with Poisson routinely and the relationship between the
  villagers and the elves is good. However, the elven
  family is still quite secretive about personal matters and
  individuals are careful not to discuss anything about the
  wood’s defenses. The elves somehow closely allied with a
  clan of gnomes on the Windswept Wall, though no one
  in the village is certain what their relationship is.
  SIONAAS’S
  BACKGROUND
  The wizard seeks a powerful artifact he knows is buried
  in the Windswept Wall — specifically underneath the
  complex he has just built. The dungeon and above-
  ground structures are mostly a front to allow the wizard
  to conduct an extensive excavation without using
  magic.
  The artifact he seeks is a unique crystal ball that was
  used by Koral Liernan, a wizard specializing in planar
  magic and travel. She traveled extensively to other
  planes and she crafted a potent crystal ball that allows
  the user to view locations and people on other planes
  and even if the viewer has never been on the plane
  before.
  Sionaas plans to use the crystal ball to discover the
  secret cache that Koral is supposed to have left before
  her death. The cache supposedly contains a spellbook
  containing magics that have never been used on Sion-
  aas’s plane before as well as planar objects that are
  uniquely powerful — perhaps almost as powerful as
  artifacts.
  Sionaas cannot resist the lure of this treasure. The
  cache could be on any plane in the multiverse — only
  Sionaas’s knowledge of Koral and her crystal ball gives
  any chance of finding it.
  
  6
  Through careful research, Sionaas discovered that
  the ball somehow was teleported into solid rock, some-
  where deep inside a mountain in the Windswept Wall.
  Sionaas theorizes that Koral did it to prevent anyone
  from finding her treasure trove. Naturally, this only
  encourages Sionaas to find it. His research narrowed
  his search to a specific mountain in the range, but can’t
  generate a more specific location.
  Sionaas needs laborers because the ball has to be
  uncovered conventionally. Sionaas is convinced that
  Koral enchanted the ball to teleport again if magic
  moves it or locates it— including using excavation
  spells or even summoned creatures or constructs to dis-
  turb any earth near it. The use of magic must be
  avoided.
  So, finding it must be done using manual labor —
  the hard way.
  THE OFFER
  When the villagers from Poisson arrived at the site,
  Sionaas greeted them. He said that they were indeed
  there to help him build a tower adjoining his modest
  stone house — but that for those willing to take the
  risk, he could offer more gold: They could help him do
  some major excavation for an underground complex. It
  would be backbreaking and dangerous — but their
  purses would be heavier at the end of the day.
  A majority of them agreed. As the remaining vil-
  lagers shored up a trench wall with stones, the wall col-
  lapsed, trapping about a dozen people. About a dozen
  more were outside the trench when it collapsed.
  Sionaas could have prevented the accident or used
  magic to rescue them, but his fear of losing the crystal
  ball kept him from doing so.
  ARRIVAL
  When the PCs reach the site, read or paraphrase the
  following:
  The boy greets the PCs, giving the name Orwyn. His
  first question is whether the PCs are the rescuers sent
  from Poisson. If the PCs say yes, he’s very relieved. If
  not, he pleads with them to help dig out the villagers
  but implores: “no magic!”
  Sionaas sees the collapse as a major setback and
  wonders how it will affect his retrieval. If there aren’t
  enough people, finding the crystal ball will take for-
  ever. If the PCs approach him, he’s cordial, though
  terse. He says that he’ll reward the PCs for rescuing the
  villagers — so long as they don’t use any magic to move
  the earth. He says that the ground is enchanted to pre-
  vent movement of earth by magical means and that the
  villagers have to be dug out by hand. He also bans using
  summoned or constructed creatures to perform the
  digging.
  How the PCs help the villagers is largely up to them.
  All the tools common to a construction site are here.
  Sionaas will say that he is of no particular help to the
  PCs, since all he can do he has already done — he can
  only watch and hope.
  SURVIVORS (EL 1)
  After 1d4 hours of assistance by the PCs, a survivor is
  located. Read or paraphrase the following to the
  players:
  The lad is Eli Placan, a farmer from the Mossy Woods.
  He is alive, but he also bears some unusual injuries
  below his waist. A successful Heal check (DC 15)
  reveals that some of his lacerations, particularly around
  the ankles and feet, are not from jagged stones but from
  cuts and bites from a creature, a tiny one with a very
  small bite radius, no wider than a human’s little finger.
  If the PCs don’t take a close interest in Eli, have them
  make Spot checks (DC 10) to notice that his clothes are
  Suddenly, a rotund villager with a bellowing
  voice shouts: “I have one!” At once, other villagers
  crowd the scene as the portly fellow pulls a dirt-
  covered lad by the arm out of the earth.
  The tower can be seen from a distance, making
  locating the site easy. The sounds of picks and
  shovels grate against stone and people shouting
  carry in the mountains.
  About a dozen humans dig frantically at what
  looks to be a trench that has been filled in with
  loose stone rocks and earth. They’re working with
  picks and shovels and carrying rocks away one by
  one. The progress has been slow; about 100 stones
  have been shifted.
  Standing over the scene is an unimposing
  human clutching a large cloak about him and
  leaning against a long, thin quarterstaff. The
  weather is clear and warm, but he looks as though
  he’s standing in a cold rain. He notices your
  arrival with only a quick, blank glance. A red-
  haired boy, helping move stones, notices your
  arrival too and runs up to you.
  
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  in good shape — except for down around his calves,
  where they are almost torn off and he seems to have
  more blood there than anywhere else.
  The villagers cheer Eli’s survival, and it encourages
  them to dig harder. They give him a waterskin then
  leave Eli’s care in the PCs’ hands so they can concen-
  trate on digging more people out.
  If the PCs question Eli about what happened, he’ll
  relate the following:
  D Eli Placan: Com1, hp2.
  At the end of his tale, he’ll shudder and drink heavily
  from the waterskin he was given upon his rescue.
  Other than the information he just gave, he hasn’t any-
  thing more to offer about his experience. He doesn’t
  know what the creatures were or where they came
  from, or how they were able to burrow to him and why
  they didn’t come skittering out when he was
  unearthed.
  THE DIGGING
  After the elation of finding Eli wears off, the villagers
  settle in to a slow routine of digging in shifts. Eventu-
  ally, the bodies of remaining villagers will be found. All
  of them show significant wounds to the extremities,
  including the head. They’ve all been partially eaten.
  A Heal check (DC 20) will show that most of the vil-
  lagers were buried alive (a few died from being crushed
  by stones) but were then killed by whatever ate them.
  SEARCHING FOR CLUES
  If the PCs investigate where Eli was found to find out
  why he wasn’t killed like the others, they’ll find it a bit
  difficult. Much of the site was too disturbed by the res-
  cuers’ digging to preserve any tracks or to say what col-
  lapsed the wall.
  However, a successful Search check (DC 20) reveals
  that there are very small burrow holes near where the
  other bodies were found. The most holes are found
  nearest where the most chewed-on bodies were recov-
  ered. Eli’s area has only a couple such holes. The reason
  he survived, it seems, is that he was farthest from the
  creatures.
  INDIGENOUS?
  None of the villagers have been this high up in the
  Windswept Wall before, so none of them can say
  whether the creatures that ate their comrades are native
  to the area. Sionaas hasn’t encountered them either.
  FOLLOWING THE HOLE
  If a PC has tracking, a successful Wilderness Lore
  check (DC 15) or else a successful Search check (DC
  15) reveals a general direction from which the creatures
  must have come — below, deeper within the moun-
  tain. If the PCs wish to follow, they’ll have to dig their
  way down as the holes are only a couple of inches in
  diameter at the largest. The villagers won’t help the PCs
  dig because they’re too tired from recovering their
  friends and their only interest now is getting off the
  mountain, returning to Poisson, and burying the dead.
  Sionaas will render whatever assistance he can, as he
  wants to remove any future threat from the area and
  hopes to convince future laborers to come to the site.
  UNDERTRACKS
  After 1d6 hours of digging by four people (1d4 hours if
  by five or more), a small chamber is uncovered. It’s two
  feet in diameter and leads further down into the moun-
  tain. Track (Wilderness Lore check [DC 15]) reveals
  that the hole was made by a Medium-sized burrowing
  creature that stopped, and then other smaller burrow-
  ing creatures left from that point. The larger burrowing
  creature apparently returned the way it came.
  “I was helping Clem fill a basket with rocks to be
  hauled out when there was a rumbling. We
  looked up just in time to see the whole wall start
  coming down on us. I wanted to run but I pan-
  icked and just froze where I was. A stone knocked
  me out, I figure. When I came to, I felt pressure
  all around me and it was dark. I could barely
  breathe and my head hurt.
  “Then things got worse. I heard this skittering
  and suddenly I felt something eating my feet! I
  couldn’t do anything about it — I couldn’t move
  and I was afraid to scream ‘cause I’d swallow more
  dirt if I opened my mouth, so I just laid there and
  tried to kick them away.
  “I say ‘them’ ‘cause I heard lots of skittering and
  felt lots of bites on my legs. They felt like the
  worst bee stings only worse than that!
  “They nibbled on me for awhile then went on.
  I’m lucky they didn’t chew my legs clean off!
  
  8
  UNDERTRUTH
  What happened is that the mother of the ankle biters
  that killed the villagers, used her tremorsense to “see”
  the villagers, burrowed to this point then encouraged
  her young to feed on the trapped people. After the
  young had their fill, they returned to their mother,
  climbing back into her mouth, and returned to their
  home, a cavern about 40 feet away.
  PURSUIT (EL 3) 
  If the PCs follow the hole leading to the cavern, they’ll
  encounter the mother and her young. However, since
  they’ve just fed on the villagers, the underground crea-
  tures won’t attack the PCs unless the PCs threaten
  them. If any of them are threatened (which, in the
  mother’s eyes, includes merely being approached), she
  will defend her young with special vigor (see her Spe-
  cial Attack, Ferocity, below).
  D Burrowing Biters (20): See Creatures, below.
  D Biter Mother: See Creatures, below.
  Tunnel Fighting
  The animals burrowed extensively throughout this area
  of the Windswept Wall. Each tunnel is about three feet
  in diameter. A Medium-sized character can fight in
  such a confined space with difficulty. Medium-sized
  PCs fighting in a tunnel suffer a -2 circumstance
  penalty to their attack and damage rolls with melee
  weapons, and a -2 circumstance penalty to ranged
  weapons. Large PCs suffer a -4 penalty. Small PCs do
  not suffer a penalty.
  Treasure
  The burrowing animals don’t have any treasure them-
  selves, but they might have burrowed their way to the
  crystal ball. They would not pay it any attention if they
  came across it. The ball might be casually discarded in a
  cavern similar to the ones the PCs found — but the PCs
  would have to find it first....
  ENDING THE
  ADVENTURE
  The adventure concludes when the PCs deal with the
  threat to future excavations by killing or driving off the
  mother. Mysteries persist, however. Sionaas, who has
  kept the real reason for the excavation secret, wants it
  to remain a secret. At the same time, it will occur to
  him that if the PCs help him locate the crystal ball, they
  might be convinced to retrieve objects for him from
  other planes. If the PCs have behaved in a trustworthy
  manner, Sionaas will make the offer. It’s up to the PCs
  whether they have new adventures that start from the
  Windswept Wall.
  But first, they must find the crystal ball. Exploring
  the network of tunnels — and facing the dangers
  therein — could provide many fine adventures.
  CREATURES
  Below apear the statistics for the creatures the PCs can
  encounter in this scenario.
  Burrowing Biters
  Burrowing biters strongly resemble rats (see Appendix
  I: Animals in the Monster Manual), except they have
  Tremorsense instead of Scent as a Special Quality and
  they burrow instead of climbing.
  D Burrowing Biters (20): CR 1/8; Tiny animal; HD
  1/4 d8; hp 1; Init +2; Spd 15 ft., burrow 15 ft.; AC 14
  (touch 14, flat-footed 12); Atk +4 melee (1d3–4, bite);
  Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ Low-light
  vision, tremorsense; AL N; SV Fort +2, Ref +4, Will +1;
  Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.
  Skills and Feats: Balance +10, Climb +6, Hide +18,
  Move Silently +10; Weapon Finesse (bite).
  Low-Light Vision: A burrowing biter can see twice
  as far as a human in starlight, moonlight, torchlight,
  and similar low-light conditions.
  Tremorsense (Ex): A burrowing biter can automati-
  cally sense the location of anything within 60 feet that
  is in contact with the ground.
  Skills: A burrowing biter receives a +4 racial bonus
  on Spot and Listen checks and a +8 racial bonus on Bal-
  ance checks. It uses its Dexterity modifier for Climb
  checks.
  Biter Mother
  The biter mother resembles a boar (see Appendix I:
  Animals in the Monster Manual), except she has
  Tremorsense instead of Scent as a Special Quality and
  she can burrow at a speed of 30 .
  D Burrowing Biter Mother: CR 2; Medium-size
  animal; HD 3d8+9; hp 22; Init +0; Spd 40 ft., burrow 30
  
  9
  ft.; AC 16 (touch 10, flat-footed 16); Atk +4 melee
  (1d8+3, gore); SA Ferocity; SQ Low-light vision,
  tremorsense; AL N; SV Fort +6, Ref +3, Will +2; Str 15,
  Dex 10, Con 17, Int 2, Wis 13, Cha 4.
  Skills and Feats: Listen +7, Spot +5.
  Ferocity (Ex): The bite mother defends her home
  and her young vigorously. She continues to fight with-
  out penalty even while disabled or dying (see Chapter
  8: Combat in the Player’s Handbook).
  Low-Light Vision: A bite mother can see twice as
  far as a human in starlight, moonlight, torchlight, and
  similar low-light conditions.
  Tremorsense (Ex): A bite mother can automatically
  sense the location of anything within 60 feet that is in
  contact with the ground.
  Sionaas (EL 10)
  Sionaas is a 10th-level wizard.
  D Sionaas: Male Human Wiz10; CR 10; Medium-size
  humanoid; HD 10d4+13; hp 46; Init +6; Spd 30 ft.; AC
  15 (touch 13, flat-footed 13); Atk +5 melee (1d6, quar-
  terstaff); Face/Reach 5 ft. x 5 ft./ ft.; AL N; SV Fort +6,
  Ref +7, Will +8; Str 10, Dex 14, Con 13, Int 21, Wis 9,
  Cha 8.
  Skills and Feats: Alchemy +18, Appraise +8, Concen-
  tration +14, Knowledge (arcana) +15, Knowledge (local)
  +18, Knowledge (planes) +18, Scry +18, Spellcraft +18;
  Brew Potion, Combat Casting, Craft Wand, Improved
  Initiative, Quicken Spell, Scribe Scroll, Spell Mastery
  (darkvision, hold person, fireball, wall of stone, stone shape),
  Toughness.
  Wizard Spells Prepared: (4/6/5/4/4/3; base DC = 15 +
  spell level): 0 — dancing lights, flare, light, mage hand; 1st
  — alarm, endure elements, grease, shield, Tenser’s floating
  disk, unseen servant; 2nd — bull’s strength, darkvision,
  knock, locate object, shatter; 3rd — fireball, fly, gust of wind,
  shrink item; 4th — dimension door, Leomund’s secure shelter,
  locate creature, minor creation; 5th — prying eyes, stone
  shape, wall of stone.
  Spellbook: 0 — arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light,
  mage hand, mending, open/close; 1st — alarm, endure ele-
  ments, grease, mage armor, Nystul’s magical aura, Nystul’s
  undetectable aura, shield, sleep, Tenser’s floating disk, unseen
  servant; 2nd — bull’s strength, darkvision, glitterdust, knock,
  locate object, obscure object, rope trick, shatter; 3rd — fireball,
  fly, gust of wind, hold person, Leomund’s tiny hut, lightning
  bolt, shrink item; 4th — dimension door, Leomund’s secure
  shelter, locate creature, minor creation, scrying; 5th — Leo-
  mund’s secret chest, prying eyes, stone shape, wall of iron, wall
  of stone.
  Possessions: Bracers of armor +2, ring of protection +1,
  wand of lightning bolt (30 charges), cloak of resistance +2,
  potion of cure moderate wounds.
  ABOUT THE AUTHOR
  Eric Haddock is a game content writer for Xbox and PC
  games at Microsoft and publisher of Abashima Press
  <www.abashima.com>. He likes to pretend he has a
  life outside of gaming but his wife, also a gamer, makes
  that difficult — fortunately. He lives in the Seattle area
  with two cats who like the dice from games but don’t
  play very much.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Short Adventures - The Secret Of The Windswept Wall.pdf